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** For those very rare spells that ''are'' faster than instant speed, they use the keyword ''Split Second'', which means that the spell is added to the top of the stack ''and'' resolved before anything else happens.
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Fixing a weirdly specific pronoun usage


* [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=106427 Phage the Untouchable]] has an ability that causes you to ''lose the game'' if you didn't cast her from your hand. Like the above examples, this is done to prevent "reanimation" exploits. (It should be noted that Phage's ''other'' ability is to cause the ''opponent'' to lose the game if she manages to lay a finger on him, so ensuring the "Impractical" part of AwesomeButImpractical was kind of necessary in her case.)

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* [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=106427 Phage the Untouchable]] has an ability that causes you to ''lose the game'' if you didn't cast her from your hand. Like the above examples, this is done to prevent "reanimation" exploits. (It should be noted that Phage's ''other'' ability is to cause the ''opponent'' to lose the game if she manages to lay a finger on him, them, so ensuring the "Impractical" part of AwesomeButImpractical was kind of necessary in her case.)
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Grammar


** The batch rules where such that ''all'' damage, not just combat, would be resolved after all other spells and effects in a batch, ''including damage from said spells and effects.'' This was due to how damage and damage prevention was resolved back then as separate phases in the batch. This lead to things such as trying to kill a creature being targeted by Giant Growth using Lighting Bolt failing no matter if it was played before or after Giant Growth since the damage would be resolved last anyway, making the entire thing pointless. Changing to the Stack system fixed this by having noncombat damage being applied when it's effect is resolved, and damage prevention effects acting as shields and Regeneration effects activate beforehand.

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** The batch rules where such that ''all'' damage, not just combat, would be resolved after all other spells and effects in a batch, ''including damage from said spells and effects.'' This was due to how damage and damage prevention was resolved back then as separate phases in the batch. This lead to things such as trying to kill a creature being targeted by Giant Growth using Lighting Bolt failing no matter if it was played before or after Giant Growth since the damage would be resolved last anyway, making the entire thing pointless. Changing to the Stack system fixed this by having noncombat damage being applied when it's its effect is resolved, and damage prevention effects acting as shields and Regeneration effects activate beforehand.
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Grammar


* There are effects that make an additional combat phase followed by another main phase to allow the player to attack again (usually also untapping all attacking creatures as well). These used to be restricted to instant, sorceries or hard to trigger enchantments and even on creatures only for the first time they attacked in a turn. Then players figured out that on the creatures they could use flickering effects to reset the creature, allowing it to trigger it's effect again. This got hilariously broken by the time [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=571512 Aurelia, the Warleader]] came out, and got supported by the overwhelming amount of flickering cards from the Innistard block that allowed her to trigger her effect multiple times in a turn. This made it so that future cards wouldn't trigger additional combat phases outside of the first combat phase of a turn without a heavy cost to prevent abuse.

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* There are effects that make an additional combat phase followed by another main phase to allow the player to attack again (usually also untapping all attacking creatures as well). These used to be restricted to instant, sorceries or hard to trigger enchantments and even on creatures only for the first time they attacked in a turn. Then players figured out that on the creatures they could use flickering effects to reset the creature, allowing it to trigger it's its effect again. This got hilariously broken by the time [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=571512 Aurelia, the Warleader]] came out, and got supported by the overwhelming amount of flickering cards from the Innistard block that allowed her to trigger her effect multiple times in a turn. This made it so that future cards wouldn't trigger additional combat phases outside of the first combat phase of a turn without a heavy cost to prevent abuse.
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* There are permanents that have abilities that will temporary exile a permanent when it enters the battlefield till it leaves play. [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=397760 Originally]] the triggered abilities to exile a permanent and to return the permanent were separate abilities. This had the unintended interaction that if the ability's permanent left play before it resolves, it would then trigger the "return from exile" ability on the stack before the permanent is exiled, essentially removing it from play for good. This made flickering very powerful in getting cheap removal. Later cards would fix this by combining the two triggers into one ability to avoid this abuse again.
* There are effects that make an additional combat phase followed by another main phase to allow the player to attack again (usually also untapping all attacking creatures as well). These used to be restricted to instant, sorceries or hard to trigger enchantments and even on creatures only for the first time they attacked in a turn. Then players figured out that on the creatures they could use flickering effects to reset the creature, allowing it to trigger it's effect again. This got hilariously broken by the time [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=571512 Aurelia, the Warleader]] came out, and got supported by the overwhelming amount of flickering cards from the Innistard block that allowed her to trigger her effect multiple times in a turn. This made it so that future cards wouldn't trigger additional combat phases outside of the first combat phase of a turn.

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* There are permanents that have abilities that will temporary exile a permanent when it enters the battlefield till it leaves play. [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=397760 Originally]] the triggered abilities to exile a permanent and to return the permanent were separate abilities. This had the unintended interaction that if the ability's permanent left play before it resolves, it would then trigger the "return from exile" ability on the stack before the permanent is exiled, essentially removing it from play for good. This made flickering very powerful in getting cheap removal. On top of this, this method can also cause one of the few true infinities that lead to draw games: If the only permanents in play are three of these types of cards, it leads to an infinite loop of them exiling and returning each other. Later cards would fix this by combining the two triggers into one ability to avoid this abuse again.
* There are effects that make an additional combat phase followed by another main phase to allow the player to attack again (usually also untapping all attacking creatures as well). These used to be restricted to instant, sorceries or hard to trigger enchantments and even on creatures only for the first time they attacked in a turn. Then players figured out that on the creatures they could use flickering effects to reset the creature, allowing it to trigger it's effect again. This got hilariously broken by the time [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=571512 Aurelia, the Warleader]] came out, and got supported by the overwhelming amount of flickering cards from the Innistard block that allowed her to trigger her effect multiple times in a turn. This made it so that future cards wouldn't trigger additional combat phases outside of the first combat phase of a turn.turn without a heavy cost to prevent abuse.
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Lich's Mirror is not an Obvious Rule Patch. All rulings listed on the Gatherer page (and really, any rulings on any Gatherer page) can be derived from the game rules. It's just that for this particular card, many of those are non-intuitive.


* Meant to deal with trolling attempts similar to Maik S.'s saga on [[ObviousRulePatch/YuGiOhCardGame the Yu-Gi-Oh! page]] (and possibly inspired by him in particular), ''Magic'' requires that the player be able to shuffle their deck, using only their hands, in a reasonable timeframe (as decided by the judge, who may also get a proxy for the player if they're disabled). It's 250 cards in the online version ''Arena'', which has no physical limits because the computer handles the shuffling; however, doing it online means it's harder to troll the other player, and a 250-card deck is going to be ''incredibly'' bad unless it's trying to pop [[https://gatherer.wizards.com/pages/card/details.aspx?multiverseid=29942 Battle of Wits]] (which isn't ''in'' Arena anyway).
* [[https://gatherer.wizards.com/pages/card/details.aspx?multiverseid=174818 Lich's Mirror]] is an enchantment that, when you would lose the game, returns your life to 20, shuffles your hand and field into your deck, and draws a new hand of 7 cards. The first rulings to come out for this card were made to prevent certain interactions, like using effects that make your opponent win, or conceding the game, from activating this effect far more easily than intended and giving you potentially a huge momentum boost on demand.

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* Meant to deal with trolling attempts similar to Maik S.'s saga on [[ObviousRulePatch/YuGiOhCardGame the Yu-Gi-Oh! page]] (and possibly inspired by him in particular), ''Magic'' requires that the player be able to shuffle their deck, using only their hands, in a reasonable timeframe (as decided by the judge, who may also get a proxy for the player if they're disabled). It's 250 cards in the online version ''Arena'', which has no physical limits because the computer handles the shuffling; however, doing it online means it's harder to troll the other player, and a 250-card deck is going to be ''incredibly'' bad unless it's trying to pop [[https://gatherer.wizards.com/pages/card/details.aspx?multiverseid=29942 Battle of Wits]] (which isn't ''in'' Arena anyway).
* [[https://gatherer.wizards.com/pages/card/details.aspx?multiverseid=174818 Lich's Mirror]] is an enchantment that, when you would lose the game, returns your life to 20, shuffles your hand and field into your deck, and draws a new hand of 7 cards. The first rulings to come out for this card were made to prevent certain interactions, like using effects that make your opponent win, or conceding the game, from activating this effect far more easily than intended and giving you potentially a huge momentum boost on demand.
anyway).
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* [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=159249 Animate Dead]] has generally worked as it was originally intended: it enchants a creature and [[AnimateDead brings it back from the dead,]] but the creature dies if the enchantment goes away, just like the various Necromancy spells from ''TabletopGame/DungeonsAndDragons''. However, the exact mechanics of this process, if and how a creature that would be immune to Black spells can be targeted by this, etc., have caused Animate Dead to be a nightmare of errata and Magic legalese. There's a reason only two other cards like Animate Dead have ever been made, and every other reanimation spell thereafter is an instant or a sorcery.

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* [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=159249 Animate Dead]] has generally worked as it was originally intended: it enchants a creature and [[AnimateDead brings it back from the dead,]] but the creature dies if the enchantment goes away, just like the various Necromancy spells from ''TabletopGame/DungeonsAndDragons''. However, the exact mechanics of this process, if and how a creature that would be immune to Black spells can be targeted by this, etc., have caused Animate Dead to be a nightmare of errata and Magic legalese. There's a reason only two other cards like Animate Dead have ever been made, and every most other reanimation spell thereafter is an instant were ether instants, sorceries or a sorcery.are permanents that use nontargeting abilities to get the same "If this card leaves, the creature dies" effect without the complexity.
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** The batch rules where such that ''all'' damage, not just combat, would be resolved after all other spells and effects in a batch, ''including damage from said spells and effects.'' This lead to things such as trying to kill a creature being targeted by Giant Growth using Lighting Bolt failing no matter if it was played before or after Giant Growth since the damage would be resolved last anyway, making the entire thing pointless. Changing to the Stack system fixed this by having noncombat damage being applied when it's effect is resolved.

to:

** The batch rules where such that ''all'' damage, not just combat, would be resolved after all other spells and effects in a batch, ''including damage from said spells and effects.'' This was due to how damage and damage prevention was resolved back then as separate phases in the batch. This lead to things such as trying to kill a creature being targeted by Giant Growth using Lighting Bolt failing no matter if it was played before or after Giant Growth since the damage would be resolved last anyway, making the entire thing pointless. Changing to the Stack system fixed this by having noncombat damage being applied when it's effect is resolved. resolved, and damage prevention effects acting as shields and Regeneration effects activate beforehand.
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** Before Sixth Edition and revising the system into "The Stack", spells and effects used "The Batch" system, similar but complicated by the fact that spells and effects are separately resolved according to their speed. So instant speed spells and effects were stacked with each other, as were Interrupt speed ones and so forth. The theory was that this was to help interrupt speed effects resolve first by pausing the instant batch before anything else was put on it. In practice it lead to a lot of confusion and interesting interactions with how to resolve triggered effects due to pausing one batch to resolve another that by the time Sixth came they scrapped Interrupt speed altogether (merging it into instants) and just had the much simpler stack system.
** The batch rules where such that ''all'' damage, not just combat, would be resolved after all other spells and effects in a batch, ''including damage from said spells and effects.'' This lead to things such as trying to kill a creature being targeted by Giant Growth using Lighting Bolt failing no matter if it was played before or after Giant Growth since the damage would be resolved last anyway, making the entire thing pointless. Changing to the Stack system fixed this by having noncombat damage being applied when it's effect is resolved.
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* There are permanents that have abilities that will temporary exile a permanent when it enters the battlefield till it leaves play. Originally the triggered abilities to exile a permanent and to return the permanent were separate abilities. This had the unintended interaction that if the ability's permanent left play before it resolves, it would then trigger the "return from exile" ability on the stack before the permanent is exiled, essentially removing it from play for good. This made flickering very powerful in getting cheap removal. Later cards would fix this by combining the two triggers into one ability to avoid this abuse again.

to:

* There are permanents that have abilities that will temporary exile a permanent when it enters the battlefield till it leaves play. Originally [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=397760 Originally]] the triggered abilities to exile a permanent and to return the permanent were separate abilities. This had the unintended interaction that if the ability's permanent left play before it resolves, it would then trigger the "return from exile" ability on the stack before the permanent is exiled, essentially removing it from play for good. This made flickering very powerful in getting cheap removal. Later cards would fix this by combining the two triggers into one ability to avoid this abuse again.
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* Some creatures have abilities that only trigger "when you cast [the creature]" (which means to play it from your hand manually by paying its mana cost) to prevent reanimation or flicker shenanigans.

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* Some creatures have abilities that only trigger "when you cast [the creature]" (which means it must have at least went to play it from your hand manually by paying its mana cost) the stack as a spell, as opposed to being directly put into play.) to prevent reanimation or flicker shenanigans.
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* Meant to deal with trolling attempts similar to Maik S.'s saga on [[ObviousRulePatch/YuGiOhCardGame the Yu-Gi-Oh! page]] (and possibly inspired by him in particular), ''Magic'' requires that the player be able to shuffle their deck, using only their hands, in a reasonable timeframe (as decided by the judge, who may also get a proxy for the player if they're disabled). It's 250 cards in the online version ''Arena'', which has no physical limits because the computer handles the shuffling; however, doing it online means it's harder to troll the other player, and a 250-card deck is going to be ''incredibly'' bad.

to:

* Meant to deal with trolling attempts similar to Maik S.'s saga on [[ObviousRulePatch/YuGiOhCardGame the Yu-Gi-Oh! page]] (and possibly inspired by him in particular), ''Magic'' requires that the player be able to shuffle their deck, using only their hands, in a reasonable timeframe (as decided by the judge, who may also get a proxy for the player if they're disabled). It's 250 cards in the online version ''Arena'', which has no physical limits because the computer handles the shuffling; however, doing it online means it's harder to troll the other player, and a 250-card deck is going to be ''incredibly'' bad.bad unless it's trying to pop [[https://gatherer.wizards.com/pages/card/details.aspx?multiverseid=29942 Battle of Wits]] (which isn't ''in'' Arena anyway).
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* There are effects that make an additional combat phase followed by another main phase to allow the player to attack again (usually also untapping all attacking creatures as well). These used to be restricted to instant, sorceries or hard to trigger enchantments and even on creatures only for the first time they attacked in a turn. Then players figured out that on the creatures they could use flickering effects to reset the creature, allowing it to trigger it's effect again. This got hilariously broken by the time [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=571512 Aurelia, the Warleader]] came out, and got supported by the overwhelming amount of flickering cards from the Innistard block that allowed her to trigger her effect multiple times in a turn. This made it so that future cards wouldn't trigger additional battle phases outside of the first battle phase of a turn.

to:

* There are effects that make an additional combat phase followed by another main phase to allow the player to attack again (usually also untapping all attacking creatures as well). These used to be restricted to instant, sorceries or hard to trigger enchantments and even on creatures only for the first time they attacked in a turn. Then players figured out that on the creatures they could use flickering effects to reset the creature, allowing it to trigger it's effect again. This got hilariously broken by the time [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=571512 Aurelia, the Warleader]] came out, and got supported by the overwhelming amount of flickering cards from the Innistard block that allowed her to trigger her effect multiple times in a turn. This made it so that future cards wouldn't trigger additional battle combat phases outside of the first battle combat phase of a turn.
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None


* There are effects that make an additional battle phase followed by another main phase to allow the player to attack again (usually also untapping all attacking creatures as well). These used to be restricted to instant, sorceries or hard to trigger enchantments and even on creatures only for the first time they attacked in a turn. Then players figured out that on the creatures they could use flickering effects to reset the creature, allowing it to trigger it's effect again. This got hilariously broken by the time [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=571512 Aurelia, the Warleader]] came out, and got supported by the overwhelming amount of flickering cards from the Innistard block that allowed her to trigger her effect multiple times in a turn. This made it so that future cards wouldn't trigger additional battle phases outside of the first battle phase of a turn.

to:

* There are effects that make an additional battle combat phase followed by another main phase to allow the player to attack again (usually also untapping all attacking creatures as well). These used to be restricted to instant, sorceries or hard to trigger enchantments and even on creatures only for the first time they attacked in a turn. Then players figured out that on the creatures they could use flickering effects to reset the creature, allowing it to trigger it's effect again. This got hilariously broken by the time [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=571512 Aurelia, the Warleader]] came out, and got supported by the overwhelming amount of flickering cards from the Innistard block that allowed her to trigger her effect multiple times in a turn. This made it so that future cards wouldn't trigger additional battle phases outside of the first battle phase of a turn.



* There used to be rather game-breaking combinations of cards owing to a quirk in the rules regarding life. Upon the initial release of ''Magic'', a player would only lose the game if they had zero life at the end of their turn. This allowed players to spend more life than they had to cast super-powerful spells, then crafting some sort of other card combo to bring their life back above zero before their turn ended. The rules were eventually changed so that a player loses instantly when their life hits zero, shelving these card combos.

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* There used to be rather game-breaking combinations of cards owing to a quirk in the rules regarding life. Upon the initial release of ''Magic'', a player would only lose the game if they had zero life at the end of their turn. the current phase. This allowed players to spend more life than they had to cast super-powerful spells, then crafting some sort of other card combo to bring their life back above zero before their turn the current phase ended. The rules were eventually changed so that a player loses instantly when their life hits zero, shelving these card combos.
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* The Sixth Edition rules change added, "The Stack," a universal first-in, last-out resolution system in which Instants and activated abilities (that don't say otherwise) can be played in response to other spells and abilities. This mostly works fine, except that a few kinds of interaction are faster-than-instant and can't be responded to:
** Paying costs (either the top right of the card or everything in front of the colon on an ability) happens immediately and can't be responded to. For example, a player can cast Control Magic (gain control of target creature) on their opponent's creature, but the opponent can sacrifice the creature to a spell or ability and the first player can't do anything to stop it.
** Targets are chosen when a spell is announced, not on resolution. Any ability triggered by targeting something do so before any player can interact with whatever is triggering them and still happen whether it resolved or not.
** Mana abilities don't use the stack. This is itself an ObviousRulePatch to avoid every spell creating an obscene number of stops (in most cases, a spell that costs X would create X+1 stops, one for the spell and one for each land tapped to cast it). The game defines a, "mana ability," as an activated ability that makes mana, doesn't target anything, and has no inherent timing restrictions (like a Planeswalker's loyalty abilities). This has led to some cards winding up with the bizarre text, "activate only as an Instant," when they have other effects besides making mana but still qualify as a mana ability. Lion's Eye Diamond is the most famous of these, which discards the player's hand as a cost of activation. Without this errata, complex interactions are allowed that include casting a spell in hand with the mana generated by the ability that discards the player's hand (further complicated by the card Infernal Tutor giving its controller a bonus for resolving it with an empty hand, which they'll have when all is said and done). The errata forces the player to finish resolving the cost before they can draw on the mana created.
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** The original rules for controlling another player meant that the controller could see anything the player could see. In competitive formats, this includes the player's sideboard, meaning that casting a Mindslaver or Emrakul in game 1 gave that player perfect knowledge of what cards they could expect the opponent to bring in for the other game(s) of the match. This was errata'd out when Emrakul, the Promised End was seeing extensive Standard play.
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* There are effects that make an additional battle phase followed by another main phase to allow the player to attack again (usually also untapping all attacking creatures as well). These used to be restricted to instant, sorceries or hard to trigger enchantments and even on creatures only for the first time they attacked in a turn. Then players figured out that on the creatures they could use flickering effects to reset the creature, allowing it to trigger it's effect again. This got hilariously broken by the time [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=571512 Aurelia, the Warleader]] came out, and got supported by the overwhelming amount of flickering cards from the Innistard block that allowed her to trigger her effect multiple times in a turn. This made it so that future cards wouldn't trigger additional battle phases only on the first battle phase of a turn.

to:

* There are effects that make an additional battle phase followed by another main phase to allow the player to attack again (usually also untapping all attacking creatures as well). These used to be restricted to instant, sorceries or hard to trigger enchantments and even on creatures only for the first time they attacked in a turn. Then players figured out that on the creatures they could use flickering effects to reset the creature, allowing it to trigger it's effect again. This got hilariously broken by the time [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=571512 Aurelia, the Warleader]] came out, and got supported by the overwhelming amount of flickering cards from the Innistard block that allowed her to trigger her effect multiple times in a turn. This made it so that future cards wouldn't trigger additional battle phases only on outside of the first battle phase of a turn.
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None

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* There are effects that make an additional battle phase followed by another main phase to allow the player to attack again (usually also untapping all attacking creatures as well). These used to be restricted to instant, sorceries or hard to trigger enchantments and even on creatures only for the first time they attacked in a turn. Then players figured out that on the creatures they could use flickering effects to reset the creature, allowing it to trigger it's effect again. This got hilariously broken by the time [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=571512 Aurelia, the Warleader]] came out, and got supported by the overwhelming amount of flickering cards from the Innistard block that allowed her to trigger her effect multiple times in a turn. This made it so that future cards wouldn't trigger additional battle phases only on the first battle phase of a turn.
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* The introduction of a "Planeswalker" card type almost fifteen years after the game's inception necessitated such a patch. Planeswalkers needed to be valid targets for damage, but since they hadn't existed previously, all existing damage spells only targeted creatures and/or players, of which planeswalkers were neither. So a special patch rule was added that allowed spells to redirect their damage from a player to their planeswalker. The rules tolerated this ugly workaround for nearly a decade before a [[http://markrosewater.tumblr.com/post/166162774138/what-planeswalker-redirection-rule-change sweeping errata]] was made to change every previous instance of "damage target player" to "damage target player or planeswalker".

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* The introduction of a "Planeswalker" card type almost fifteen years after the game's inception necessitated such a patch. Planeswalkers needed to be valid targets for damage, but since they hadn't existed previously, all existing damage spells only targeted creatures and/or players, of which planeswalkers were neither. So a special patch rule was added that allowed spells to redirect their damage from a player to their planeswalker. The rules tolerated this ugly workaround for nearly a decade before a [[http://markrosewater.tumblr.com/post/166162774138/what-planeswalker-redirection-rule-change sweeping errata]] was made to change every previous instance of "damage target player" to "damage target player or planeswalker".planeswalker" and eventually changing "damage target creature or player" to "damage any target".
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* There are permanents that have abilities that will temporary exile a permanent when it enters the battlefield till it leaves play. Originally the triggered abilities to exile a permanent and to return the permanent were separate abilities. This had the unintended interaction that if the ability's permanent left play before it resolves, it would then trigger the "return from exile" ability on the stack before the permanent is exiled, essentially removing it from play for good. This made flickering very powerful in getting cheap removal. Later cards would fix this by combining the two triggers into one ability to avoid this abuse again.
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None


* Meant to deal with trolling attempts similar to Maik S.'s saga on [[ObviousRulePatch/YuGiOhCardGame the Yu-Gi-Oh! page]] (and possibly inspired by him in particular), ''Magic'' requires that the player be able to shuffle their deck, using only their hands, in a reasonable timeframe (as decided by the judge, who may also get a proxy for the player if they're disabled). It's 250 cards in the online version ''Arena'', which has no physical limits because the computer handles the shuffling; however, doing it online means it's harder to troll the other player, and a 250-card deck is going to be ''incredibly'' bad.

to:

* Meant to deal with trolling attempts similar to Maik S.'s saga on [[ObviousRulePatch/YuGiOhCardGame the Yu-Gi-Oh! page]] (and possibly inspired by him in particular), ''Magic'' requires that the player be able to shuffle their deck, using only their hands, in a reasonable timeframe (as decided by the judge, who may also get a proxy for the player if they're disabled). It's 250 cards in the online version ''Arena'', which has no physical limits because the computer handles the shuffling; however, doing it online means it's harder to troll the other player, and a 250-card deck is going to be ''incredibly'' bad.bad.
* [[https://gatherer.wizards.com/pages/card/details.aspx?multiverseid=174818 Lich's Mirror]] is an enchantment that, when you would lose the game, returns your life to 20, shuffles your hand and field into your deck, and draws a new hand of 7 cards. The first rulings to come out for this card were made to prevent certain interactions, like using effects that make your opponent win, or conceding the game, from activating this effect far more easily than intended and giving you potentially a huge momentum boost on demand.
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* Back when they ''did'' errata cards for power reasons, [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=642 Time Vault]] was errata'd multiple times with various awkward wording to ensure there was ''no way'' to easily untap it and gain infinite {{extra turn}}s. The current rules text, while much simpler than even the original card, makes the card obviously broken in half (and banned almost everywhere).

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* Back when they ''did'' errata cards for power reasons, [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=642 Time Vault]] was errata'd multiple times with various awkward wording to ensure there was ''no way'' to easily untap it and gain infinite {{extra turn}}s. (Ironically, one of the errata did allow it to infinitely untap for free without getting more extra turns, which meant [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=83912 people just used it to kill the opponent on the current turn instead]]. The next erratum erased this interaction.) The current rules text, while much simpler than even the original card, makes the card obviously broken in half (and banned almost everywhere).

Changed: 1927

Removed: 817

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indentation, deleting a non-example, cleaning up the writing


* The standard Constructed Deck construction rules of today are a pretty important rules patch. Originally, there simply were no deck construction rules ([[https://magic.wizards.com/en/articles/archive/original-magic-rulebook-2004-12-25 Alpha rules for reference]]). Revised Edition added a minimum of [[https://mtg.gamepedia.com/Revised_Edition/Rules_changes 40 cards in a deck.]] By Fourth Edition, the modern rules played by today came about -- at least 60 cards, and no more than 4 copies of any non-basic-land card. Had there remained no restrictions, theoretically a player could create decks that could win on the first turn nearly 100% of the time (assuming somebody willing to hunt down the requisite number of rare cards to make them work).
* Speaking of [[TabletopGame/MagicTheGathering Magic,]] a few powerful creatures ([[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=5713 Serra Avatar,]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=191312 Darksteel Colossus,]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=140214 Purity,]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=140168 Dread,]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=189213 Guile,]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=140227 Vigor,]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=189214 Hostility,]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=179496 Progenitus,]] and ''[[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=193632 Kozilek, Butcher of Truth]]'') have an ability that prevents them from going to the graveyard, shuffling them back into the deck instead. While this looks like an advantage, it was done to prevent players from discarding these powerful creature cards on purpose so that they can revive them using ''way'' cheaper AnimateDead spells. This is not an idle concern, as entire decks are built around this very tactic.
** Note that only the Colossus and Progenitus actually avoid hitting the graveyard. The other 6 simply don't stay there for very long, meaning that aforementioned shenanigans are still possible, albeit a bit more difficult.
** Similarly, some creatures have abilities that only trigger "when you cast [the creature]" (which means to play it from your hand manually by paying its mana cost) to prevent reanimation shenanigans.
** Taking this even further, the card [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=106427 Phage the Untouchable]] has an ability that causes you to ''lose the game'' if you didn't cast her from your hand. Like the above examples, this is done to prevent "reanimation" exploits. (It should be noted that Phage's ''other'' ability is to cause the ''opponent'' to lose the game if she manages to lay a finger on him, so ensuring the "Impractical" part of AwesomeButImpractical was kind of necessary in her case.)
* At one point, the Comprehensive Rules contained a line which read [[ThereIsNoRuleSix "Ignore ]][[LogicBomb this rule".]] This was because the rule no longer existed but Wizards didn't want to change the numbering to close the gap (as it would screw up all references to rule numbers).

to:

* The standard Constructed Deck construction rules of today are a pretty important rules patch. Originally, there simply were no deck construction rules ([[https://magic.[[https://magic.wizards.com/en/articles/archive/original-magic-rulebook-2004-12-25 Alpha Originally]], there simply were no deck construction rules for reference]]). Revised Edition added whatsoever -- a minimum "deck" of five Fireball, five Channel, and five Black Lotus would have been perfectly legal and a very reliable first-turn win. [[https://mtg.gamepedia.com/Revised_Edition/Rules_changes Revised Edition added]] a minimum of 40 cards in a deck.]] By deck. Both of these were intended to be balanced by players not wanting to bother hunting down the requisite number of copies of specific rare cards, but Wizards quickly learned that this just wasn't the case, and by Fourth Edition, the modern rules played by today came about -- at least 60 cards, and no more than 4 copies of any non-basic-land card. Had there remained no restrictions, theoretically a player could create decks that could win on the first turn nearly 100% of the time (assuming somebody willing to hunt down the requisite number of rare cards to make them work).
card.
* Speaking of [[TabletopGame/MagicTheGathering Magic,]] a A few powerful creatures ([[http://gatherer.(such as [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=5713 Serra Avatar,]] Avatar]], [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=191312 Darksteel Colossus,]] Colossus]], [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=140214 Purity,]] Purity]], [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=140168 Dread,]] Dread]], [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=189213 Guile,]] Guile]], [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=140227 Vigor,]] Vigor]], [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=189214 Hostility,]] Hostility]], [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=179496 Progenitus,]] Progenitus]], and ''[[http://gatherer.[[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=193632 Kozilek, Butcher of Truth]]'') Truth]]) have an ability that prevents them from going to the graveyard, shuffling them back into the deck instead. While this looks like an advantage, it was done to prevent players from discarding these powerful creature cards on purpose so that they can revive them using ''way'' cheaper AnimateDead spells. This is not an idle concern, as entire decks are built around this very tactic.
** Note
tactic. When it was noted that only the Colossus and Progenitus actually avoid hitting original version of this ability technically still put the graveyard. The other 6 simply don't stay there affected cards into the graveyard for very long, meaning that aforementioned a brief moment during which the revival shenanigans are were still possible, albeit a bit possible (albeit difficult), later and more difficult.
** Similarly, some
powerful cards got a tweaked version that specifically avoided even this brief moment.
* Some
creatures have abilities that only trigger "when you cast [the creature]" (which means to play it from your hand manually by paying its mana cost) to prevent reanimation or flicker shenanigans.
** Taking this even further, the card * [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=106427 Phage the Untouchable]] has an ability that causes you to ''lose the game'' if you didn't cast her from your hand. Like the above examples, this is done to prevent "reanimation" exploits. (It should be noted that Phage's ''other'' ability is to cause the ''opponent'' to lose the game if she manages to lay a finger on him, so ensuring the "Impractical" part of AwesomeButImpractical was kind of necessary in her case.)
* At one point, the Comprehensive Rules contained a line which read [[ThereIsNoRuleSix "Ignore ]][[LogicBomb this rule".]] This was because the rule no longer existed but Wizards didn't want to change the numbering to close the gap (as it would screw up all references to rule numbers).
)
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None


* Want to give a would-be rules expert a headache? Ask about [[LogicBomb the interaction between]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?name=HUMILITY Humility]] and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?name=opalescence Opalescence]].

to:

* Want to give a would-be rules expert a headache? Ask about [[LogicBomb the interaction between]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?name=HUMILITY Humility]] and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?name=opalescence Opalescence]]. Several of the relevant rules were invented to make this one specific situation ''less'' mind-bendingly confusing.
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don't do that


* Meant to deal with trolling attempts similar to Maik S.'s saga on [[https://tvtropes.org/pmwiki/pmwiki.php/ObviousRulePatch/YuGiOhCardGame the Yu-Gi-Oh! page]] (and possibly inspired by him in particular), ''Magic'' requires that the player be able to shuffle their deck, using only their hands, in a reasonable timeframe (as decided by the judge, who may also get a proxy for the player if they're disabled). It's 250 cards in the online version ''Arena'', which has no physical limits because the computer handles the shuffling; however, doing it online means it's harder to troll the other player, and a 250-card deck is going to be ''incredibly'' bad.

to:

* Meant to deal with trolling attempts similar to Maik S.'s saga on [[https://tvtropes.org/pmwiki/pmwiki.php/ObviousRulePatch/YuGiOhCardGame [[ObviousRulePatch/YuGiOhCardGame the Yu-Gi-Oh! page]] (and possibly inspired by him in particular), ''Magic'' requires that the player be able to shuffle their deck, using only their hands, in a reasonable timeframe (as decided by the judge, who may also get a proxy for the player if they're disabled). It's 250 cards in the online version ''Arena'', which has no physical limits because the computer handles the shuffling; however, doing it online means it's harder to troll the other player, and a 250-card deck is going to be ''incredibly'' bad.
Is there an issue? Send a MessageReason:
... editing


** Back when mana burn existed (it was later deleted for being not particularly impactful), there was a special rule that if it didn't apply when someone else controls your turn. Otherwise the correct thing to do would be to simply tap all lands and deal a ton of damage to yourself, which is less cool than using your own cards against you and making terrible decisions.

to:

** Back when mana burn existed (it was later deleted for being not particularly impactful), there was a special rule that if it didn't apply when someone else controls your turn. Otherwise the correct thing to do would be to simply tap all lands and deal a ton of damage to yourself, which is less cool than using your own cards against you and making terrible decisions.

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indentation


* The card [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=46724 Mindslaver]] lets you control a player's turn. Despite multiple rulings from the beginning that say "no, you can't make your opponent concede the game with this", there will always be somebody who tries to get away with this. An interesting corollary is if Mindslavering someone (perhaps endlessly) can ''stop'' them from conceding by denying them ever getting a turn, but no, there is a special rule ([[http://media.wizards.com/2017/downloads/MagicCompRules%2020170925.txt 104.3a]]) that says concession is a special action that can be taken at any time by a player and is completely unstoppable by anything else.
** It's irrelevant now, but the other Obvious Rule Patch with Mindslaver at the time of release was to just arbitrarily say that when another player controls your turn, you don't suffer "mana burn". Otherwise the correct thing to do would be to simply tap all lands and deal a ton of damage to yourself, which is less cool than using your own cards against you and making terrible decisions. Not needed anymore after the mana burn rule itself was abolished for almost never doing anything.

to:

* The card [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=46724 Mindslaver]] lets you control a player's turn. Despite multiple rulings from the beginning that say "no, you can't turn, but
** You cannot
make your opponent the other player concede the game with this", there will always be somebody who tries to get away with this. An interesting corollary is if Mindslavering someone (perhaps endlessly) can ''stop'' -- nor prevent them from conceding by denying them ever getting a turn, but no, there is a special rule ([[http://media.the game if they so desire. [[http://media.wizards.com/2017/downloads/MagicCompRules%2020170925.txt Rule 104.3a]]) that 3a]] says concession is a special action that can be taken at any time by a player and is completely unstoppable by anything else.
** It's irrelevant now, but the other Obvious Rule Patch with Mindslaver at the time of release Back when mana burn existed (it was to just arbitrarily say later deleted for being not particularly impactful), there was a special rule that if it didn't apply when another player someone else controls your turn, you don't suffer "mana burn".turn. Otherwise the correct thing to do would be to simply tap all lands and deal a ton of damage to yourself, which is less cool than using your own cards against you and making terrible decisions. Not needed anymore after the mana burn rule itself was abolished for almost never doing anything.

Added: 426

Changed: 735

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attempting to clean up this indentation


There are times ''TabletopGame/MagicTheGathering'' has had to give cards errata. It is currently not their policy to reword a card for simply being too powerful, but there are quite a few cards that have different wordings due to rules changes, or interactions that literally break the game (as in, "create situations that the rules don't cover"). This was exacerbated with two major rules changes ('96 and '09).
** The old errata policy allowed cards to be errata'd for power reasons, but this has since been reverted. Overpowered cards are now banned. For example, [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=642 Time Vault]] has been errata'd multiple times with various awkward wording to ensure there was ''no way'' to easily untap it and gain infinite [[ExtraTurn extra turns.]] The current rules text, while much simpler than even the original card, makes the card obviously broken in half (and banned almost everywhere). However, a few cards have errata intended to make them function as they would have under the rules at the time, such as [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=5193 Mox Diamond]] and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=4593 Lotus Vale]] not allowing you to "cheat" past their requirements (as would have been true at time of release).

to:

There are times ''TabletopGame/MagicTheGathering'' has had to give cards errata. It is currently not their Wizards of the Coast's policy to reword a card for simply being too powerful, powerful -- overpowered cards simply get banned -- but there are quite a few cards that have different wordings due to rules changes, or interactions that literally break the game (as in, "create situations that the rules don't cover"). This was exacerbated with two major rules changes ('96 and '09).
** The old
'09).
* While
errata policy allowed cards is no longer used to be errata'd for power reasons, but this has since been reverted. Overpowered cards are now banned. For example, [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=642 Time Vault]] has been errata'd multiple times with various awkward wording to ensure there was ''no way'' to easily untap it and gain infinite [[ExtraTurn extra turns.]] The current rules text, while much simpler than even the original card, makes the card obviously broken in half (and banned almost everywhere). However, {{nerf}} overpowered cards, a few cards have errata intended to make them function as close exploits that hadn't yet existed when they would have under the rules at the time, were originally released, such as [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=5193 Mox Diamond]] and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=4593 Lotus Vale]] not allowing you to "cheat" past their requirements (as would have been true at time of release).requirements.
* Back when they ''did'' errata cards for power reasons, [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=642 Time Vault]] was errata'd multiple times with various awkward wording to ensure there was ''no way'' to easily untap it and gain infinite {{extra turn}}s. The current rules text, while much simpler than even the original card, makes the card obviously broken in half (and banned almost everywhere).
Is there an issue? Send a MessageReason:
None


* Meant to deal with trolling attempts similar to the Yu-Gi-Oh! case above (and possibly inspired by him in particular), ''Magic'' requires that the player be able to shuffle their deck, using only their hands, in a reasonable timeframe (as decided by the judge, who may also get a proxy for the player if they're disabled). It's 250 cards in the online version ''Arena'', which has no physical limits because the computer handles the shuffling; however, doing it online means it's harder to troll the other player, and a 250-card deck is going to be ''incredibly'' bad.

to:

* Meant to deal with trolling attempts similar to Maik S.'s saga on [[https://tvtropes.org/pmwiki/pmwiki.php/ObviousRulePatch/YuGiOhCardGame the Yu-Gi-Oh! case above page]] (and possibly inspired by him in particular), ''Magic'' requires that the player be able to shuffle their deck, using only their hands, in a reasonable timeframe (as decided by the judge, who may also get a proxy for the player if they're disabled). It's 250 cards in the online version ''Arena'', which has no physical limits because the computer handles the shuffling; however, doing it online means it's harder to troll the other player, and a 250-card deck is going to be ''incredibly'' bad.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

There are times ''TabletopGame/MagicTheGathering'' has had to give cards errata. It is currently not their policy to reword a card for simply being too powerful, but there are quite a few cards that have different wordings due to rules changes, or interactions that literally break the game (as in, "create situations that the rules don't cover"). This was exacerbated with two major rules changes ('96 and '09).
** The old errata policy allowed cards to be errata'd for power reasons, but this has since been reverted. Overpowered cards are now banned. For example, [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=642 Time Vault]] has been errata'd multiple times with various awkward wording to ensure there was ''no way'' to easily untap it and gain infinite [[ExtraTurn extra turns.]] The current rules text, while much simpler than even the original card, makes the card obviously broken in half (and banned almost everywhere). However, a few cards have errata intended to make them function as they would have under the rules at the time, such as [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=5193 Mox Diamond]] and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=4593 Lotus Vale]] not allowing you to "cheat" past their requirements (as would have been true at time of release).
* [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=159249 Animate Dead]] has generally worked as it was originally intended: it enchants a creature and [[AnimateDead brings it back from the dead,]] but the creature dies if the enchantment goes away, just like the various Necromancy spells from ''TabletopGame/DungeonsAndDragons''. However, the exact mechanics of this process, if and how a creature that would be immune to Black spells can be targeted by this, etc., have caused Animate Dead to be a nightmare of errata and Magic legalese. There's a reason only two other cards like Animate Dead have ever been made, and every other reanimation spell thereafter is an instant or a sorcery.
* The Sixth Edition rules changes were done, in part, to deal with all the Obvious Rule Patches that were made to the game over time, such as how Wizards of the Coast dealt with [[http://gatherer.wizards.com/pages/card/Details.aspx?multiverseid=30 Mana Vault.]] The card's text states that it taps for 3 colorless mana, doesn't untap unless you pay 4 mana, and deals 1 damage to you each turn it stays tapped. The problem is that the game rules stated that a tapped artifact didn't function, so the abilities that keep it tapped, let you pay 4 to untap it, and make you take 1 damage if you don't untap it shouldn't work. The solution was a patch that allowed Mana Vault to work as written. After Sixth Editon, they simply removed the rule about tapped artifacts not working, since it really only mattered in a few situations anyways.
* Before [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=383131 Time Walk]] was released, it was phrased "Target opponent loses next turn", which itself needed to be rewritten after people started misinterpreting it as "Target opponent ''loses the game'' next turn". (It's still massively overpowered though.)
* The standard Constructed Deck construction rules of today are a pretty important rules patch. Originally, there simply were no deck construction rules ([[https://magic.wizards.com/en/articles/archive/original-magic-rulebook-2004-12-25 Alpha rules for reference]]). Revised Edition added a minimum of [[https://mtg.gamepedia.com/Revised_Edition/Rules_changes 40 cards in a deck.]] By Fourth Edition, the modern rules played by today came about -- at least 60 cards, and no more than 4 copies of any non-basic-land card. Had there remained no restrictions, theoretically a player could create decks that could win on the first turn nearly 100% of the time (assuming somebody willing to hunt down the requisite number of rare cards to make them work).
* Speaking of [[TabletopGame/MagicTheGathering Magic,]] a few powerful creatures ([[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=5713 Serra Avatar,]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=191312 Darksteel Colossus,]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=140214 Purity,]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=140168 Dread,]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=189213 Guile,]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=140227 Vigor,]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=189214 Hostility,]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=179496 Progenitus,]] and ''[[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=193632 Kozilek, Butcher of Truth]]'') have an ability that prevents them from going to the graveyard, shuffling them back into the deck instead. While this looks like an advantage, it was done to prevent players from discarding these powerful creature cards on purpose so that they can revive them using ''way'' cheaper AnimateDead spells. This is not an idle concern, as entire decks are built around this very tactic.
** Note that only the Colossus and Progenitus actually avoid hitting the graveyard. The other 6 simply don't stay there for very long, meaning that aforementioned shenanigans are still possible, albeit a bit more difficult.
** Similarly, some creatures have abilities that only trigger "when you cast [the creature]" (which means to play it from your hand manually by paying its mana cost) to prevent reanimation shenanigans.
** Taking this even further, the card [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=106427 Phage the Untouchable]] has an ability that causes you to ''lose the game'' if you didn't cast her from your hand. Like the above examples, this is done to prevent "reanimation" exploits. (It should be noted that Phage's ''other'' ability is to cause the ''opponent'' to lose the game if she manages to lay a finger on him, so ensuring the "Impractical" part of AwesomeButImpractical was kind of necessary in her case.)
* At one point, the Comprehensive Rules contained a line which read [[ThereIsNoRuleSix "Ignore ]][[LogicBomb this rule".]] This was because the rule no longer existed but Wizards didn't want to change the numbering to close the gap (as it would screw up all references to rule numbers).
* The introduction of a "Planeswalker" card type almost fifteen years after the game's inception necessitated such a patch. Planeswalkers needed to be valid targets for damage, but since they hadn't existed previously, all existing damage spells only targeted creatures and/or players, of which planeswalkers were neither. So a special patch rule was added that allowed spells to redirect their damage from a player to their planeswalker. The rules tolerated this ugly workaround for nearly a decade before a [[http://markrosewater.tumblr.com/post/166162774138/what-planeswalker-redirection-rule-change sweeping errata]] was made to change every previous instance of "damage target player" to "damage target player or planeswalker".
* The "M10" major rules overhaul included changes to the combat rules, which would have made the Deathtouch ability almost entirely useless, so, in the M10 rules, Deathtouch got a special rule exempting it from the new combat rules. It has since been further patched to work properly under the new rules.
* The card [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=46724 Mindslaver]] lets you control a player's turn. Despite multiple rulings from the beginning that say "no, you can't make your opponent concede the game with this", there will always be somebody who tries to get away with this. An interesting corollary is if Mindslavering someone (perhaps endlessly) can ''stop'' them from conceding by denying them ever getting a turn, but no, there is a special rule ([[http://media.wizards.com/2017/downloads/MagicCompRules%2020170925.txt 104.3a]]) that says concession is a special action that can be taken at any time by a player and is completely unstoppable by anything else.
** It's irrelevant now, but the other Obvious Rule Patch with Mindslaver at the time of release was to just arbitrarily say that when another player controls your turn, you don't suffer "mana burn". Otherwise the correct thing to do would be to simply tap all lands and deal a ton of damage to yourself, which is less cool than using your own cards against you and making terrible decisions. Not needed anymore after the mana burn rule itself was abolished for almost never doing anything.
* When [[http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Stoneforge%20Mystic Stoneforge Mystic]] got banned, [[http://archive.wizards.com/Magic/magazine/article.aspx?x=mtg%2fdaily%2ffeature%2f148 the announcement]] came a mere 10 days after the release of an event deck containing two copies of it. Wizards of the Coast added a stipulation to the ban that that deck was legal even with the two Stoneforge Mystics, provided that it had not been modified in any way.
* The original rules for spell resolution order were such a [[http://archive.wizards.com/Magic/Magazine/Article.aspx?x=mtgcom/arcana/130 maze]] of patches Sixth Edition decided to replace it with an entirely new system.
* Want to give a would-be rules expert a headache? Ask about [[LogicBomb the interaction between]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?name=HUMILITY Humility]] and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?name=opalescence Opalescence]].
* The ''Shadows over Innistrad'' set introduced a double-faced card, [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=409831 Startled Awake]], that's a sorcery on one side and a creature on the other. (It can be put onto the battlefield transformed as a creature from a graveyard.) The problem is: What if some effect now transforms it? It would be a sorcery card on the battlefield, which is nonsensical. A previously existing rule states that a sorcery cannot enter the battlefield, but that doesn't cover this case, because transforming is not entering the battlefield. Instead, a rule was added that if there's a sorcery (or instant) on the other side of the card, and an effect tries to transform it, it simply doesn't transform.
* Wizards' policy of not errata'ing for balance reasons came to a head with the introduction of the 'Companion' mechanic in ''Ikoria: Lair of Behemoths.'' A Companion card could be placed in your sideboard and played from there for their normal mana cost, any time you wanted, provided your deck adhered to certain deckbuilding restrictions such as "every permanent card in your deck has converted mana cost 2 or less." The cards were looked at with skepticism before release, only for that skepticism to turn to horror very quickly when it was realized that these cards were extremely strong. Their effects were certainly powerful, but the fact that the core mechanic allowed you to essentially start with a free card that you could play any time was so invaluable that many of them saw heavy play in a variety of formats. Two of them, [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=479746 Lurrus of the Dream Den]] and [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=479753 Zirda, the Dawnwaker]], were very quickly banned in Legacy and Vintage as their requirements were extremely light for those formats, and bans for Standard were expected to come. Faced with the very real prospect of having to ban a significant number of them in many formats, Wizards made the unprecedented decision to nerf the entire mechanic via an errata, changing it to simply allowing you to draw the card into your hand for 3 mana rather than play it for its cost. Even still at least one Companion ([[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=479752 Yorian, Sky Nomad]]) still sees play in Standard.
** [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=479747 Lutri, the Spellchaser]] was preemptively banned from Brawl on release, because the format rules rendered the companion restriction moot, meaning any deck using red and blue could run it with effectively no drawback at all.
* There used to be rather game-breaking combinations of cards owing to a quirk in the rules regarding life. Upon the initial release of ''Magic'', a player would only lose the game if they had zero life at the end of their turn. This allowed players to spend more life than they had to cast super-powerful spells, then crafting some sort of other card combo to bring their life back above zero before their turn ended. The rules were eventually changed so that a player loses instantly when their life hits zero, shelving these card combos.
* Meant to deal with trolling attempts similar to the Yu-Gi-Oh! case above (and possibly inspired by him in particular), ''Magic'' requires that the player be able to shuffle their deck, using only their hands, in a reasonable timeframe (as decided by the judge, who may also get a proxy for the player if they're disabled). It's 250 cards in the online version ''Arena'', which has no physical limits because the computer handles the shuffling; however, doing it online means it's harder to troll the other player, and a 250-card deck is going to be ''incredibly'' bad.

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