Subject: multiplayer rulings, 1/27/95 version Recently it was decided that even though Wizards of the Coast does not have official rules for multiplayer play, the cards should at least have clear interpretations in such formats. So, we went though and identified those cards which are unclear, and decided how they would be written if we were allowing for multiplayer play. Rather than waiting for the cards to be reprinted with these texts, and issuing rulings on them piecemeal, we are simply issuing these text changes now. While this is going to cause some confusion in those play groups which habitually play multiplayer games, we feel that one brief period of upheaval now is better than one period as 5th edition Gathering comes out, another as Chronicles comes out, and so on. Therefore, WotC is recommending that these card texts be adopted immediately, rather than piecemeal. These changes are found below. For now, many of the changes are simply listed in "checklists"; future versions of this document will attempt to organize them in such a way that they are easier to remember (in the same way that the "oppnent means defending player" changes are listed in this document). Yes, this changes how certain cards work in the offical two-player mode, but in our opinion this is better than having cards work one way in a duel and another way in group play. Also note that only those cards which had unambiguous meanings are listed here; those cards which have a clear multiplayer interpretation, but happen to be broken in such a context, are not listed. These effects apply to "target opponent". If a continuous ability, choose that opponent when the permanent is played. You may not choose another opponent later, so if that opponent leaves the game, the permanent becomes useless, and changing control of the permanent will not change who it targets. If an activated abilty, choose an opponent each time the permanent is activated. If an instant, sorcery, or interrupt, choose the target as normal. Arena Black Vise Citanul Druid Cuombajj Witches Cursed Rack Dwarven Catapult Eternal Flame Festival Gaea's Avenger Invoke Prejudice Jihad Lifeblood Lifetap Mirror Universe Nebuchadnezzar Nova Pentacle Powerleech Preacher Psychic Allergy Rack, The Rag Man Rainbow Vale Siren's Call Tempest Efreet Underworld Dreams These effects apply to "target player". Follow the same rules as for "target opponent" cards as to when the target is chosen. Ancestral Recall Disrupting Scepter Drain Power Glasses of Urza Jovial Evil Kismet Mana Short Mind Twist Storm Seeker Word of Command These effects apply to all players. Balance Eureka Mana Flare Pestilence Timetwister Wheel of Fortune These effects should be read as saying "any opponent". Bronze Tablet Farrel's Mantle Fellwar Stone Hyperion Blacksmith Land Equilibrium Land Tax Naf's Asp Psychic Purge Relic Bind (this ruling applies to the errata) Water Wurm Whirling Dervish Witch Hunter Select (don't target) an opponent each time the card calls for one: Clergy of the Holy Nimbus Demonic Hordes Erhnam Djinn Rohgahh of Kher Keep Cards which require a coin toss target the opponent who is going to call heads or tails. For reference, here are the coin toss cards which require such an interpretation: Bottle of Suleiman Goblin Artisans Goblin Kites Mijae Djinn Orcish Captain Ydwen Efreet The following cards should say "defending player" instead of "opponent": Dandan Delif's Cone Delif's Cube Farrel's Zealot Giant Shark Goblin Rock Sled Goblin War Drums Island Fish Jasconius Merchant Ship Orgg Pirate Ship Sea Serpent Vodalian Knights Special Cases Aladdin: Targets an artifact not controlled by you. Demonic Attorney: Target opponent decides whether to concede or not. If the target does not concede, you and the target ante an additional card. Ghazban Ogre: Add "If you are tied for highest life total, Ghazban Ogre does not change controller. If other players are tied for highest life total and you or not, choose randomly which player gets control of Ghazban Ogre." Nettling Imp: Targets a creature not controlled by you. Forces that player to attack and may only be used during that player's turn. It does not target that player. Raging River: The defending player is the one who divides the would-be blockers on either side of the River. Remove Enchantments: Read the second sentence as "If cast while an opponent is attacking you..." Scarwood Bandits: Can take control of any artifact not controlled by you. The controller of that artifact would be the one to pay to counter the effect. Shahrazad: Whoever wins the subgame loses no life. Each other player loses half of his or her life. If a draw, everyone loses life. Sorrow's Path: Only usable if you are not the defending player. Wall of Dust: Read "your opponent" as "their controller".