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One-Shot Effects

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Comprehensive Rules
Game Concepts
Parts of a Card
Card Types
Zones
Turn Structure
Spells, Abilities, and Effects
600. General
601. Casting Spells
602. Activating Activated Abilities
603. Handling Triggered Abilities
604. Handling Static Abilities
605. Mana Abilities
606. Loyalty Abilities
607. Linked Abilities
608. Resolving Spells and Abilities
609. Effects
610. One-Shot Effects
611. Continuous Effects
612. Text-Changing Effects
613. Interaction of Continuous Effects
614. Replacement Effects
615. Prevention Effects
616. Interaction of Replacement
and/or Prevention Effects
Additional Rules
Multiplayer Rules
Casual Variants

From the Comprehensive Rules (Khans of Tarkir)

  • 610. One-Shot Effects
    • 610.1. A one-shot effect does something just once and doesn’t have a duration. Examples include dealing damage, destruction a permanent, putting a token onto the battlefield, and moving an object from one zone to another.
    • 610.2. Some one-shot effects create a delayed triggered ability, which instructs a player to do something later in the game (usually at a specific time) rather than as the spell or ability that’s creating the one-shot effect resolves. See rule 603.7.
    • 610.3. Some one-shot effects cause an object to change zones "until" a specified event occurs. A second one-shot effect is created immediately after the specified event. This second one-shot effect returns the object to its previous zone.
      • 610.3a. If the specified event has already occurred when the initial one-shot effect would cause the object to change zones, the object doesn't move.
      • 610.3b. An object returned to the battlefield this way returns under its owner's control unless otherwise specified.

Examples[edit]

Some examples of one-shot effects include the following:

Cantrips[edit]

Some of these one-shot effects also "replace" themselves in the form of cantrips. Often, a card will have a slightly heightened mana cost in exchange for the phrase "Draw a card" in the spell's text box. This allows little to no loss, and even the possibility of gaining card advantage and tempo.

Slowtrips[edit]

Slowtrips are merely delayed cantrips that were introduced in Ice Age and Coldsnap. While they do not have the "immediate" effect of a cantrip, they still allow the card being played to replace itself. The text associated with a slowtrip is "Draw a card at the beginning of the next turn's upkeep."