Règles complètes de Magic: The Gathering

Règles US [30/09/2011] Règles FR [04/02/2011]

Sommaire

0. Introduction

1. Game Concepts

2. Parts of a Card

3. Card Types

4. Zones

5. Turn Structure

6. Spells, Abilities and Effets

7. Additional Rules

8. Multiplayer Rules

9. Casual Variants

113. Game Concepts : Emblems



113.1.

Some effects put emblems into the command zone. An emblem is a marker used to represent an object that has one or more abilities, but no other characteristics.

113.2.

An effect that creates an emblem is written «[Player] gets an emblem with [ability].» This means that [player] puts an emblem with [ability] into the command zone. The emblem is both owned and controlled by that player.

113.3.

An emblem has no characteristics other than the abilities defined by the effect that created it. In particular, an emblem has no name, no types, no mana cost, no color, and no expansion symbol.

113.4.

Abilities of emblems function in the command zone.

113.5.

An emblem is neither a card nor a permanent. Emblem isn‘t a card type.