Deathtouch (Any amount of damage this deals to a creature is enough to destroy it.)When Acidic Slime enters the battlefield, destroy target artifact, enchantment, or land.
Regler omkring kortet.702.2 Deathtouch702.2a Deathtouch is a static ability.702.2b Any nonzero amount of combat damage assigned to a creature by a source with deathtouch is considered to be lethal damage, regardless of that creature’s toughness. See rules 510.1c–d.702.2c A creature with toughness greater than 0 that’s been dealt damage by a source with deathtouch since the last time state-based actions were checked is destroyed as a state-based action. See rule 704.702.2d The deathtouch rules function no matter what zone an object with deathtouch deals damage from.702.2e If an object changes zones before an effect causes it to deal damage, its last known information is used to determine whether it had deathtouch.702.2f Multiple instances of deathtouch on the same object are redundant.702.20 Vigilance702.20a Vigilance is a static ability that modifies the rules for the declare attackers step.702.20b Attacking doesn’t cause creatures with vigilance to tap. (See rule 508, “Declare Attackers Step.”)702.20c Multiple instances of vigilance on the same creature are redundant.702.21 Banding702.21a Banding is a static ability that modifies the rules for combat.702.21b “Bands with other” is a special form of banding. If an effect causes a permanent to lose banding, the permanent loses all “bands with other” abilities as well.702.21c As a player declares attackers, he or she may declare that one or more attacking creatures with banding and up to one attacking creature without banding (even if it has “bands with other”) are all in a “band.” He or she may also declare that one or more attacking [quality] creatures with “bands with other [quality]” and any number of other attacking [quality] creatures are all in a band. A player may declare as many attacking bands as he or she wants, but each creature may be a member of only one of them. (Defending players can’t declare bands but may use banding in a different way; see rule 702.21j.)702.21d All creatures in an attacking band must attack the same player or planeswalker.702.21e Once an attacking band has been announced, it lasts for the rest of combat, even if something later removes banding or “bands with other” from one or more of the creatures in the band.702.21f An attacking creature that’s removed from combat is also removed from the band it was in.702.21g Banding doesn’t cause attacking creatures to share abilities, nor does it remove any abilities. The attacking creatures in a band are separate permanents.702.21h If an attacking creature becomes blocked by a creature, each other creature in the same band as the attacking creature becomes blocked by that same blocking creature.702.21i If one member of a band would become blocked due to an effect, the entire band becomes blocked.702.21j During the combat damage step, if an attacking creature is being blocked by a creature with banding, or by both a [quality] creature with “bands with other [quality]” and another [quality] creature, the defending player (rather than the active player) chooses how the attacking creature’s damage is assigned. That player can divide that creature’s combat damage as he or she chooses among any number of creatures blocking it. This is an exception to the procedure described in rule 510.1c.702.21k During the combat damage step, if a blocking creature is blocking a creature with banding, or both a [quality] creature with “bands with other [quality]” and another [quality] creature, the active player (rather than the defending player) chooses how the blocking creature’s damage is assigned. That player can divide that creature’s combat damage as he or she chooses among any number of creatures it’s blocking. This is an exception to the procedure described in rule 510.1d.702.21m Multiple instances of banding on the same creature are redundant. Multiple instances of “bands with other” of the same kind on the same creature are redundant.702.22 Rampage702.22a Rampage is a triggered ability. “Rampage N” means “Whenever this creature becomes blocked, it gets +N/+N until end of turn for each creature blocking it beyond the first.” (See rule 509, “Declare Blockers Step.”)702.22b The rampage bonus is calculated only once per combat, when the triggered ability resolves. Adding or removing blockers later in combat won’t change the bonus.702.22c If a creature has multiple instances of rampage, each triggers separately.702.23 Cumulative Upkeep702.23a Cumulative upkeep is a triggered ability that imposes an increasing cost on a permanent. “Cumulative upkeep [cost]” means “At the beginning of your upkeep, if this permanent is on the battlefield, put an age counter on this permanent. Then you may pay [cost] for each age counter on it. If you don’t, sacrifice it.” If [cost] has choices associated with it, each choice is made separately for each age counter, then either the entire set of costs is paid, or none of them is paid. Partial payments aren’t allowed.702.23b If a permanent has multiple instances of cumulative upkeep, each triggers separately. However, the age counters are not connected to any particular ability; each cumulative upkeep ability will count the total number of age counters on the permanent at the time that ability resolves.702.24 Flanking702.24a Flanking is a triggered ability that triggers during the declare blockers step. (See rule 509, “Declare Blockers Step.”) “Flanking” means “Whenever this creature becomes blocked by a creature without flanking, the blocking creature gets -1/-1 until end of turn.”702.24b If a creature has multiple instances of flanking, each triggers separately.702.25 Phasing702.25a Phasing is a static ability that modifies the rules of the untap step. During each player’s untap step, before the active player untaps his or her permanents, all phased-in permanents with phasing that player controls “phase out.” Simultaneously, all phased-out permanents that had phased out under that player’s control “phase in.”702.25b If a permanent phases out, its status changes to “phased out.” Except for rules and effects that specifically mention phased-out permanents, a phased-out permanent is treated as though it does not exist. It can’t affect or be affected by anything else in the game.702.25c If a permanent phases in, its status changes to “phased in.” The game once again treats it as though it exists.702.25d The phasing event doesn’t actually cause a permanent to change zones or control, even though it’s treated as though it’s not on the battlefield and not under its controller’s control while it’s phased out. Zone-change triggers don’t trigger when a permanent phases in or out. Counters remain on a permanent while it’s phased out. Effects that check a phased-in permanent’s history won’t treat the phasing event as having caused the permanent to leave or enter the battlefield or its controller’s control.702.25e Continuous effects that affect a phased-out permanent may expire while that permanent is phased out. If so, they will no longer affect that permanent once it’s phased in. In particular, effects with “for as long as” durations that track that permanent (see rule 611.2b) end when that permanent phases out because they can no longer see it.702.25f When a permanent phases out, any Auras, Equipment, or Fortifications attached to that permanent phase out at the same time. This alternate way of phasing out is known as phasing out “indirectly.” An Aura, Equipment, or Fortification that phased out indirectly won’t phase in by itself, but instead phases in along with the permanent it’s attached to.702.25g If an object would simultaneously phase out directly and indirectly, it just phases out indirectly.702.25h An Aura, Equipment, or Fortification that phased out directly will phase in attached to the object or player it was attached to when it phased out, if that object is still in the same zone or that player is still in the game. If not, that Aura, Equipment, or Fortification phases in unattached. State-based actions apply as appropriate. (See rules 704.5n and 704.5p.)702.25i Abilities that trigger when a permanent becomes attached or unattached from an object or player don’t trigger when that permanent phases in or out.702.25j Phased-out permanents owned by a player who leaves the game also leave the game. This doesn’t trigger zone-change triggers. See rule 800.4.702.25k Phased-out tokens cease to exist as a state-based action. See rule 704.5d.702.25m If an effect causes a player to skip his or her untap step, the phasing event simply doesn’t occur that turn.702.25n Multiple instances of phasing on the same permanent are redundant.702.26 Buyback702.26a Buyback appears on some instants and sorceries. It represents two static abilities that function while the spell is on the stack. “Buyback [cost]” means “You may pay an additional [cost] as you cast this spell” and “If the buyback cost was paid, put this spell into its owner’s hand instead of into that player’s graveyard as it resolves.” Paying a spell’s buyback cost follows the rules for paying additional costs in rules 601.2b and 601.2f–h.702.27 Shadow702.27a Shadow is an evasion ability.702.27b A creature with shadow can’t be blocked by creatures without shadow, and a creature without shadow can’t be blocked by creatures with shadow. (See rule 509, “Declare Blockers Step.”)702.27c Multiple instances of shadow on the same creature are redundant.702.28 Cycling702.28a Cycling is an activated ability that functions only while the card with cycling is in a player’s hand. “Cycling [cost]” means “[Cost], Discard this card: Draw a card.”702.28b Although the cycling ability can be activated only if the card is in a player’s hand, it continues to exist while the object is on the battlefield and in all other zones. Therefore objects with cycling will be affected by effects that depend on objects having one or more activated abilities.702.28c Some cards with cycling have abilities that trigger when they’re cycled. “When you cycle [this card]” means “When you discard [this card] to pay a cycling cost.” These abilities trigger from whatever zone the card winds up in after it’s cycled.702.28d Typecycling is a variant of the cycling ability. “[Type]cycling [cost]” means “[Cost], Discard this card: Search your library for a [type] card, reveal it, and put it into your hand. Then shuffle your library.” This type is usually a subtype (as in “mountaincycling”) but can be any card type, subtype, supertype, or combination thereof (as in “basic landcycling”).702.28e Typecycling abilities are cycling abilities, and typecycling costs are cycling costs. Any cards that trigger when a player cycles a card will trigger when a card is discarded to pay a typecycling cost. Any effect that stops players from cycling cards will stop players from activating cards’ typecycling abilities. Any effect that increases or reduces a cycling cost will increase or reduce a typecycling cost.702.29 Echo702.29a Echo is a triggered ability. “Echo [cost]” means “At the beginning of your upkeep, if this permanent came under your control since the beginning of your last upkeep, sacrifice it unless you pay [cost].”702.29b Urza block cards with the echo ability were printed without an echo cost. These cards have been given errata in the Oracle card reference; each one now has an echo cost equal to its mana cost.