Added | Not present in Pre-Origins | 054.Added: “Can’t beats Can” |
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Added | Not present in Pre-Origins | 054.1.Added: Cards that forbid actions or effects, as a broad method of determination, supersede cards that allow or permit that same action or effect. |
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Added | Not present in Pre-Origins | 055.Added: When executing card text, do as much as you can, ignoring impossible instructions. |
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Added | Not present in Pre-Origins | 055.1.Added: If all of a card’s instructions are impossible, it is still played and resolved, but nothing happens. |
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Changed | 103.1.b.2. This can be Domain, Type, Tag, or any other attribute.
| 103.1.b.2. Your deck’s Domain Identity is dictated by the domains of your Champion Legend. In the default card frame, these domains appear as symbols in the legend’s upper left corner. |
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Added | Not present in Pre-Origins | 103.2.a.3.Added: A player’s Chosen Champion is both the specific card chosen for this slot during Deck Building and also any Champion Unit with the same name as the specific card selected for this specific slot during the course of play. Example: A player chose Jinx, Rebel as their Chosen Champion. One copy of Jinx, Rebel starts the game in their Chosen Champion zone. Any additional copies of Jinx, Rebel in their Main Deck, their hand, their trash, or on the board also count as their Chosen Champion for any game rules and effects that care about Chosen Champion status during the game. |
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Changed | 103.2.e. During Gameplay, the Main Deck is Private Information. | 103.2.e. During Gameplay, the Main Deck is Secret Information. |
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Changed | 103.3.a.1. Cards in this deck must be of the Domain Identity of your Chosen Champion. | 103.3.a.1. Cards in this deck must be of the Domain Identity of your Champion Legend. |
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Changed | 103.4.b. Subject to Domain Identity. | 103.4.b. Subject to Domain Identity if applicable. |
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Added | Not present in Pre-Origins | 103.4.c.Added: Cannot include more than one of a Battlefield of the same name when there are more than one required for the deck. |
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Added | Not present in Pre-Origins | 107.2.b.1.Added: If a Chosen Champion is instructed to be returned to this zone, it can only do so if there is not a card already in this zone. |
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Added | Not present in Pre-Origins | 107.6.f.Added: A card owned by a player can never, for any reason, be put into the hand of another player. If it would be, it's put into its owner's hand instead. |
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Changed | 115.1.b. If not otherwise specified, then Seating then determines the sequence, play proceeding clockwise from the First Player. | 115.1.b. If not otherwise specified, Seating then determines the sequence, play proceeding clockwise from the First Player. |
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Added | Not present in Pre-Origins | 130.4.Added: Effects that need to determine a card’s cost for any purpose always use its base cost, even if that cost is altered or ignored as the card is played. Example: Sky Splitter is a spell that costs 8 Energy and says in part “This spell's Energy cost is reduced by the highest Might among units you control.” Lux, Illuminated is a unit that says “When you play a spell that costs 5 or more, give me +3 [M] this turn.” If a player who controls Lux plays Sky Splitter, Lux’s ability will trigger, regardless of how much was actually paid for Sky Splitter. |
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Added | Not present in Pre-Origins | 131.4.Added: Some cards have both a short name and a subtitle. For all purposes, including rules and deckbuilding, such a card’s name is “[Short Name], [Subtitle]”. Example: Kai’Sa, Evolutionary and Kai’Sa, Survivor both have the short name Kai’Sa, but they have different names. You can include 3 of each in your deck under normal deckbuilding rules. If one of them is your Chosen Champion, the other is not. |
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Changed | 132.3. Spells and other effects can refer to categories, sub-categories, card types, tags, and other characteristics inclusively or exclusively. Example: A "non-unit card" is any card that is not a unit. Example: A "unit" is any game object that is a unit, regardless of any other categories it belongs to. | 132.3. Spells and other effects can refer to categories, sub-categories, supertypes, card types, tags, and other characteristics inclusively or exclusively. Example: A "non-unit card" is any card that is not a unit. Example: A "unit" is any game object that is a unit, regardless of any other categories it belongs to. |
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Added | Not present in Pre-Origins | 132.7.Added: Supertypes are Categories that may apply to game objects of multiple types. They are listed before a card’s type. |
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Added | Not present in Pre-Origins | 132.7.a.Added: Champion is a supertype that applies exclusively to units. It impacts the rules for deckbuilding. See rule 103.2.a. Chosen Champion for more information. |
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Added | Not present in Pre-Origins | 132.7.b.Added: Signature is a supertype that may apply to game objects of any card type. It impacts the rules for deckbuilding. See rule 103.2.d. for more information about Signature cards. |
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Added | Not present in Pre-Origins | 132.7.c.Added: Token is a supertype applied to temporary game objects of any card type. See rule 170. Tokens for more information. |
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Added | Not present in Pre-Origins | 132.8.Added: Tags are Categories that may apply to game objects of multiple types. They are listed after a card’s type. |
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Added | Not present in Pre-Origins | 132.8.a.Added: Tags have no innate rules meaning, but may be referenced by game rules and card effects. |
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Added | Not present in Pre-Origins | 132.8.b.Added: Tags used to link Legends, Champion Units, and Signature cards are known as Champion Tags. |
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Changed | 133.2. Each Domain has an associated color and a unique symbol. | 133.2. Each Domain has an associated color, a unique symbol, and a shorthand used to represent that symbol in written text. |
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Changed | 133.2.a. Fury is associated with the color red and represented by a circular symbol with three projecting points. | 133.2.a. Fury is associated with the color red and represented by a circular symbol with three projecting points. Its shorthand is [R]. |
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Changed | 133.2.b. Calm is associated with the color green and represented by a symbol resembling a leaf. | 133.2.b. Calm is associated with the color green and represented by a symbol resembling a leaf. Its shorthand is [G]. |
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Changed | 133.2.c. Mind is associated with the color blue and represented by a symbol resembling a sun and moon. | 133.2.c. Mind is associated with the color blue and represented by a symbol resembling a sun and moon. Its shorthand is [B]. |
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Changed | 133.2.d. Body is associated with the color orange and represented by a blocky diamond-shaped symbol. | 133.2.d. Body is associated with the color orange and represented by a blocky diamond-shaped symbol. Its shorthand is [O]. |
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Changed | 133.2.e. Chaos is associated with the color purple and represented by a hexagonal symbol with swirls emanating from its center. | 133.2.e. Chaos is associated with the color purple and represented by a hexagonal symbol with swirls emanating from its center. Its shorthand is [P]. |
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Changed | 133.2.f. Order is associated with the color yellow and represented by an angular winged symbol. | 133.2.f. Order is associated with the color yellow and represented by an angular winged symbol. Its shorthand is [Y]. |
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Added | Not present in Pre-Origins | 134.2.e.Added: Symbols |
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Added | Not present in Pre-Origins | 134.2.e.1.Added: Rules text sometimes contains symbols that express game concepts. Each symbol also has a shorthand used to represent it in written text. |
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Added | Not present in Pre-Origins | 134.2.e.2.Added: The cost of Exhausting a Permanent is represented by the “exhaust symbol,” which resembles a card turning sideways. Its shorthand is [E]. (Some previous rules information has given its shorthand as [T].) |
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Added | Not present in Pre-Origins | 134.2.e.3.Added: Might is represented by the “Might symbol,” which resembles a sword and shield. Its shorthand is [M]. (Some previous rules information has given its shorthand as [S].) |
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Added | Not present in Pre-Origins | 134.2.e.4.Added: Power of a specific Domain is represented by its domain symbol and the corresponding shorthand. See rule 133. Domain for more information. |
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Added | Not present in Pre-Origins | 134.2.e.5.Added: Power of any Domain is represented by a swirling rainbow symbol. Its shorthand is [A]. |
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Added | Not present in Pre-Origins | 134.2.e.5.a.Added: When required as a cost, [A] can be paid by Power of any Domain. |
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Added | Not present in Pre-Origins | 134.2.e.5.b.Added: When Added to a player’s Rune Pool, [A] can be spent to pay a Power cost of any Domain. |
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Added | Not present in Pre-Origins | 134.2.e.6.Added: Power of a domain corresponding to a card’s own Domain is not represented by a symbol, but appears in these rules similarly to other symbols. Its shorthand is [C]. |
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Added | Not present in Pre-Origins | 134.2.e.6.a.Added: When a [C] shorthand is printed on a card as reminder text, it assumes that card’s usual Domain, but it still means “one Power of this card’s Domain.” |
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Added | Not present in Pre-Origins | 134.2.e.6.b.Added: A [C] shorthand on a card with no Domain or with multiple Domains is processed as [A] instead. |
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Added | Not present in Pre-Origins | 139.Added: Damage is a marked value that is applied to Units. |
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Added | Not present in Pre-Origins | 139.1.Added: Damage is not a Game Object. |
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Added | Not present in Pre-Origins | 139.2.Added: Damage is a value tracked per-Unit. |
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Added | Not present in Pre-Origins | 139.3.Added: Damage tracks how close a Unit is to being Killed. See rule 415. Kill for more information. |
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Added | Not present in Pre-Origins | 139.4.Added: Damage can be Healed. See rule 405. Heal for more information. |
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ChangedRenumbered | 139.3.b. Damage is removed from Units at two specific times: | 140.3.b. Damage is Healed from Units at two specific times: |
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Removed | 139.3.b.2.Removed: At the end of any given Combat, after resolving the winner. | Not present in Origins |
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Added | Not present in Pre-Origins | 140.3.b.2.Added: During a Combat Cleanup. See rule 440.1. for more information about Combat Cleanups. |
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Changed | 151.3. While a spell is Resolving, nothing else may intercede or be Resolved, including triggered abilities or game effects that would occur as a result of the execution of the spell. | 151.3. While a spell or ability on the chain is Resolving, no other spells or abilities can be finalized on the chain or resolved, including triggered abilities or game effects that would occur as a result of the execution of the spell. |
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Changed | 157.2.a. [T]: Add [1]. | 157.2.a. [E]: [Reaction] — Add [1]. |
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Changed | 157.2.b. Recycle this: Add [C]. | 157.2.b. Recycle this: [Reaction] — Add [C]. |
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Changed | 178.1. A 1[S] Recruit token is a domainless unit token with 1 Might and the Recruit tag. | 178.1. A 1[M] Recruit token is a domainless unit token with 1 Might and the Recruit tag. |
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Changed | 178.2. A 3[S] Sprite token with Temporary is a domainless unit token with 3 Might, the Fae tag, and the Temporary keyword. See rule 728. Temporary for more information. | 178.2. A 3[M] Sprite token with Temporary is a domainless unit token with 3 Might, the Fae tag, and the Temporary keyword. See rule 732. Temporary for more information. |
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Added | Not present in Pre-Origins | 181.3.a.1.Added: Units moving to or being played to a battlefield apply Contested status if that battlefield is not already contested and that Unit’s controller does not already control that battlefield. |
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Added | Not present in Pre-Origins | 181.3.c.Added: While a Battlefield remains Contested, Control of a Battlefield cannot change. |
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Changed | 181.4. Control is established by the presence of Units controlled by a player. | 181.4. Control is established by having Units at a Battlefield at the end of a Showdown or Combat after applying the contested status. |
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Changed | 181.4.a. If a player controls Units at a Battlefield, outside of Combat, they have Control of that Battlefield. | 181.4.a. If a player controls Units at a Battlefield, outside of Combat, they maintain Control of that Battlefield for as long as they have Units at that Battlefield. |
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Removed | 181.4.c.Removed: Control changes immediately if, at the end of Combat, the Units at a Battlefield are controlled by a different player than before the Combat. | Not present in Origins |
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ChangedRenumbered | 181.4.d. If a player has no Units at a Battlefield, they have no Control of that Battlefield. | 181.4.c. If a player has no Units at a Battlefield, they lose Control of that Battlefield immediately, unless it is Contested. |
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Changed | 181.5. Control is a constant state with no reliance on timing. | 181.5. Control is a constant state. |
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Added | Not present in Pre-Origins | 181.6.Added: Control of a Battlefield determines Control of its Abilities. |
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Added | Not present in Pre-Origins | 181.6.a.Added: While a Battlefield is Controlled, its Controller controls its Abilities. That player takes responsibility for adding them to the Chain if applicable, and makes all choices required by them unless otherwise specified. |
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Added | Not present in Pre-Origins | 181.6.b.Added: While a Battlefield is Uncontrolled, its Abilities are also Uncontrolled. The Turn Player takes responsibility for adding them to the Chain if applicable, makes all choices required by them unless otherwise specified, and is treated as their Controller if any game rule or effect requires one. Example: The Arena’s Greatest is a battlefield that reads “At the start of each player's first Beginning Phase, that player gains 1 point.” This ability will usually trigger while the battlefield has no controller. If it does, the Turn Player goes through the steps of adding the ability to the chain and receives priority after doing so, exactly as if they controlled the ability. |
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Added | Not present in Pre-Origins | 181.6.c.Added: “You” in a battlefield’s abilities refers to the battlefield’s Controller, as does the implied “you” in instructions like “draw 1.” If the battlefield has no Controller, “you” refers to no one, and all such instructions are ignored. |
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ChangedRenumbered | 503.1. Game Actions of any nature are performed one at a time, and are executed completely . | 303.1. Game Actions of any nature are performed one at a time and are executed completely. |
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ChangedRenumbered | 512.2.d. When the turn is in a Closed State, they are the next Relevant Player in Turn Order, and the player with Priority passes. | 312.2.d. When the turn is in a Closed State, they are the next Player in Turn Order, and the player with Priority passes. |
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Removed | 516.5.b.Removed: A Showdown occurs when one or more Units move to an empty battlefield. | Not present in Origins |
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Added | Not present in Pre-Origins | 316.5.b.Added: A Showdown is marked as Staged at a Battlefield when the Contested status is applied to a Battlefield with no current controller. |
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ChangedRenumbered | 516.5.c. A Showdown is a structured Window of Opportunity where Relevant Players may play cards and activate abilities with Action or Reaction. See rule 545. Showdowns for more information. | 316.5.c. A Showdown is a structured Window of Opportunity where Players may play cards and activate abilities with Action or Reaction. See rule 337. Showdowns for more information. |
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Added | Not present in Pre-Origins | 317.2.Added: End of Turn Cleanup |
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Added | Not present in Pre-Origins | 317.2.a.Added: Invoke a Special Cleanup. See rule 318. Cleanups for more information. |
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Added | Not present in Pre-Origins | 317.2.b.Added: Insert “2a. Heal all Units.” |
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Removed | 517.2.a.Removed: Clear all marked damage from all Units at all Locations. | Not present in Origins |
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Removed | 517.3.Removed: Cleanup Step | Not present in Origins |
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Removed | 517.3.a.Removed: Perform a Cleanup. | Not present in Origins |
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Removed | 517.4.Removed: If Game Effects have applied any damage or generated any additional "this turn" effects, return to the Expiration Step and continue this process. | Not present in Origins |
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Removed | 519.Removed: A Cleanup occurs: After an item on the Chain resolves. After a Move completes. After a Showdown completes. After a Combat completes. | Not present in Origins |
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Added | Not present in Pre-Origins | 319.Added: A Cleanup occurs at the following times: |
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Added | Not present in Pre-Origins | 319.1.Added: After the game transitions to or from an Open or Closed state |
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Added | Not present in Pre-Origins | 319.2.Added: After the game transitions between Phases |
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Added | Not present in Pre-Origins | 319.3.Added: After a Pending Item becomes a Legal Item on the Chain |
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Added | Not present in Pre-Origins | 319.4.Added: After a Chain Item is removed from the Chain for any reason |
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Added | Not present in Pre-Origins | 319.5.Added: After any number of Game Objects enter or leave the Board |
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Added | Not present in Pre-Origins | 319.6.Added: After the status of any number of Game Objects changes for any reason |
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Added | Not present in Pre-Origins | 319.7.Added: After a Move is completed |
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Added | Not present in Pre-Origins | 320.Added: While a Cleanup is occurring, Chain Items cannot be Resolved. |
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Added | Not present in Pre-Origins | 320.1.Added: New Pending Items can be added, but Legal Items cannot be executed and Priority and Focus are not passed or awarded. |
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Added | Not present in Pre-Origins | 321.Added: If an event occurs during a Cleanup that qualifies for a Cleanup, another Cleanup will occur immediately after the first completes, repeating until a Cleanup occurs with no new change in the game’s state. |
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Added | Not present in Pre-Origins | 322.Added: When a Cleanup occurs, the following steps occur in order: |
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Added | Not present in Pre-Origins | 322.1.Added: 1. If a player has as many points as the Victory Score, that player wins. |
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ChangedRenumbered | 520. All Units who have had non-zero Damage marked on them equalling or exceeding their Might are killed and placed in their owners' Trash. | 322.2. 2. All Units that have non-zero Damage marked on them equalling or exceeding their Might are killed and placed in their owners' Trash. |
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Removed | 521.Removed: Remove the "Attacker" or "Defender" status from Units no longer present at a Battlefield where a Combat is currently occurring. | Not present in Origins |
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Removed | 522.Removed: Recognize and begin execution of all state-based Game Effects currently outstanding. | Not present in Origins |
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Removed | 522.1.Removed: These can be recognized by the phrases "While" or "As long as." | Not present in Origins |
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Added | Not present in Pre-Origins | 322.3.Added: 3. Assign or Remove the Attacker or Defender designation from Units as needed if there is a Combat in progress |
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Added | Not present in Pre-Origins | 322.3.a.Added: If there are Units present at the Battlefield the Combat is taking place at, but do not have a designation, they gain the same designation as their Controller now |
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Added | Not present in Pre-Origins | 322.3.b.Added: If there are Units present at the Battlefield the Combat is taking place at, but have the opposite designation of their controller, they lose that designation, and gain the same designation as their controller now |
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Added | Not present in Pre-Origins | 322.3.c.Added: If there are Units at locations other than the Battlefield that the Combat is taking place at, but have either Attacker or Defender designations, they lose those designations now |
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Added | Not present in Pre-Origins | 322.4.Added: 4. Battlefields with no Units occupying them and no Contested status become Uncontrolled. |
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ChangedRenumbered | 523. Remove all Hidden cards from all Battlefields that do not also have a Unit controlled by the same player present and place them in their owner's Trash. | 322.5. 5. Recall all Gear at Battlefields. Remove all Hidden cards from all Battlefields that are not controlled by the same player and place them in their owner's Trash. |
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Removed | 523.1.Removed: This can cause the Battlefield to become uncontrolled if this was not done as part of a Conquer step. | Not present in Origins |
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Removed | 524.Removed: Mark a Combat as Pending at each Battlefield with Units present from two opposing players. | Not present in Origins |
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Added | Not present in Pre-Origins | 322.6.Added: 6. Mark a Showdown as Staged at each Battlefield that Contested was applied to that is Uncontrolled. |
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Added | Not present in Pre-Origins | 322.7.Added: 7. Mark a Combat as Staged at each Battlefield that Contested was applied to that is controlled by a different player than the one who applied the Contested Status. |
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ChangedRenumbered | 524.1. The Combat remains Pending at that Battlefield as long as there are Units present from two opposing players there. | 322.7.a. The Combat remains Staged at that Battlefield as long as there are Units present from two opposing players there. |
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Added | Not present in Pre-Origins | 322.8.Added: 8. Finalize any Pending Items on the Chain |
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ChangedRenumbered | 525. If the current state is a Neutral Open State and one or more Battlefields are Contested with no Current Controller, the Turn Player chooses one of those Battlefields. A Showdown begins there. | 322.9. 9. If the current state is a Neutral Open State and one or more Showdowns are Staged, the Turn Player chooses one of those Battlefields. A Showdown begins there. |
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ChangedRenumbered | 526. If the current state is a Neutral Open State and Combat is Pending at one or more Battlefields, the Turn Player chooses one of those Battlefields. Combat begins there. | 322.10. 10. If the current state is a Neutral Open State and Combat is Staged at one or more Battlefields, the Turn Player chooses one of those Battlefields. Combat begins there. |
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Added | Not present in Pre-Origins | 323.Added: Special Cleanups are Cleanup steps invoked at specific times that have additional steps not present in a normal Cleanup. |
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Added | Not present in Pre-Origins | 323.1.Added: When a Special Cleanup is invoked, the unique steps added will be inserted and defined by the sub-section that invokes it. Example: When a Combat Cleanup is invoked, the Combat section defines what steps are added to the Cleanup. |
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Added | Not present in Pre-Origins | 323.2.Added: If events during a Special Cleanup require another Cleanup, a normal Cleanup is invoked, not another iteration of the Special Cleanup. |
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Removed | 528.Removed: Relevant Players | Not present in Origins |
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ChangedRenumbered | 529. Relevant Players are players who can act during the following Windows of Opportunity that occur during the course of regular play:
| 325. Players can act during the following Windows of Opportunity that occur during the course of regular play: |
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Removed | 530.Removed: Once a player becomes Relevant, they remain Relevant until the Window of Opportunity that caused the definition ends. | Not present in Origins |
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Removed | 530.1.Removed: The more-encompassing Relevance is used to determine this. Example: If a player becomes Relevant during a Chain inside of a Showdown, they remain Relevant until the Showdown ends, not the Chain that made them Relevant. | Not present in Origins |
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Removed | 531.Removed: The following are Relevant Players: | Not present in Origins |
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Removed | 531.1.Removed: Players involved in the Combat currently occurring. | Not present in Origins |
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Removed | 531.1.a.Removed: If there is no Combat occurring, then All Players are relevant. | Not present in Origins |
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Removed | 531.2.Removed: Players who have been Invited. | Not present in Origins |
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Removed | 531.2.a.Removed: The Active Player may choose another player Not Currently Relevant to the current Chain or Showdown to interact instead of themselves. This is considered a Limited Action. | Not present in Origins |
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Removed | 531.2.a.1.Removed: The invited player may refuse the invitation. If they do, they do not become a Relevant Player. | Not present in Origins |
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Removed | 531.2.a.2.Removed: If they accept the invitation, they must be able to, and consequently must, play a card or activate a Game Object's ability at the current timing. | Not present in Origins |
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Removed | 531.2.a.3.Removed: If they accept the invitation they become, and remain, a Relevant Player for the duration of this Chain or Showdown. | Not present in Origins |
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Removed | 531.2.a.4.Removed: After the invited player plays a card or activates a legal ability, they become the Active Player. | Not present in Origins |
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Added | Not present in Pre-Origins | 328.Added: Cards and abilities added to the chain are added as Pending Chain Items that become Finalized Chain Items. |
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Added | Not present in Pre-Origins | 328.1.Added: Pending Items are on the Chain. |
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Added | Not present in Pre-Origins | 328.2.Added: Chain Items are Pending until the “Check Legality” step of playing a card. See rule 346. Playing Cards for more information. |
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Added | Not present in Pre-Origins | 328.3.Added: When a Pending Chain Item is no longer Pending it is finalized and becomes a Finalized Chain Item. |
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ChangedRenumbered | 534. The Chain exists as long as a card or ability is on it. | 329. The Chain exists as long as a Chain Item is on it. |
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ChangedRenumbered | 536. Steps of Resolving a Chain | 331. Steps of Resolving Chain Items |
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ChangedRenumbered | 537. Whenever a card or token is played or an ability is activated, a Chain is created. | 332. Whenever a card or token is played or an ability is activated or triggered, a Chain is created. |
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Removed | 538.Removed: If the card that initiated the Chain was a permanent, no player receives priority before it resolves. Skip to rule 543. | Not present in Origins |
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Removed | 539.Removed: Define or re-define Relevant Players to this chain. See rule 528. Relevant Players for more information. | Not present in Origins |
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Added | Not present in Pre-Origins | 333.Added: Step 1: Finalize |
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Added | Not present in Pre-Origins | 333.1.Added: If one or more Items are Pending, their controllers must complete the steps of Playing those Pending Items until they are Finalized Items or leave the Chain. |
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Added | Not present in Pre-Origins | 333.1.a.Added: This process does not pass Priority. |
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Added | Not present in Pre-Origins | 333.1.b.Added: Each Item is Finalized in the order it was appended to the Chain. |
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Added | Not present in Pre-Origins | 333.1.c.Added: Abilities that Add resources, Units, and Gear resolve immediately when Finalized and do not progress to Step 2: Execute. See rule 346. Playing Cards for more information. |
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Added | Not present in Pre-Origins | 333.1.c.1.Added: If the Chain is empty, play proceeds in an Open State. |
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Added | Not present in Pre-Origins | 333.1.c.2.Added: If the Chain is not empty and there are one or more Pending Items, repeat Step 1. |
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Added | Not present in Pre-Origins | 333.1.c.3.Added: If the Chain is not empty and there are no Pending Items, the controller of the newest item on the chain gains Priority and becomes the Active Player. Proceed to Step 2: Execute. |
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Added | Not present in Pre-Origins | 334.Added: Step 2: Execute |
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ChangedRenumbered | 540.1. Play a Spell that is legally timed. | 334.1.a. Play a Card that is legally timed. |
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ChangedRenumbered | 540.1.a. Spells, by default, cannot be played during a Closed State.
| 334.1.a.1. Cards, by default, cannot be played during a Closed State. |
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ChangedRenumbered | 540.1.a.1. A Legally Timed Spell would be a Spell with Reaction. | 334.1.a.2. A Legally Timed Card would be a Card with Reaction. |
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ChangedRenumbered | 540.1.b. The spell will be added to the chain, following the steps of playing a card. | 334.1.a.4. The card will be added to the chain as a Pending Item, following the steps of playing a card. |
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ChangedRenumbered | 540.1.b.1. This can be an additional spell to the one that Started the Chain in the case of the first Active Player after creating the Chain. | 334.1.a.5. This can be an additional card to the item that Started the Chain in the case of the first Active Player after creating the Chain. |
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Removed | 540.1.c.Removed: The spell will not be resolved until the end of the Chain. | Not present in Origins |
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Added | Not present in Pre-Origins | 334.1.a.6.Added: Whether a Card is legally timed is evaluated during the “Check Legality” step of Playing a Card. See rule 346. Playing Cards for more information. |
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Added | Not present in Pre-Origins | 334.1.a.7.Added: Playing a card will create one or more Pending Items. Return to Step 1: Finalize. |
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ChangedRenumbered | 540.2. Activate Abilities of Game Objects that are legally timed. See rule 564. Abilities for more information. | 334.1.b. Activate Abilities of Game Objects that are legally timed. See rule 386. Playing or Activating Abilities for more information. |
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Removed | 540.3.Removed: Invite a player to act. | Not present in Origins |
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Removed | 540.3.a.Removed: The invited player will become the Active Player. | Not present in Origins |
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Added | Not present in Pre-Origins | 334.1.b.1.Added: All rules for legally timed cards apply to legally timed abilities. |
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Added | Not present in Pre-Origins | 334.1.b.2.Added: Activating abilities will create one or more Pending Items. Return to Step 1: Finalize. |
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ChangedRenumbered | 540.4. Pass | 334.1.c. Pass Priority |
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ChangedRenumbered | 540.4.a. The Active Player passes to the next Relevant Player in Turn Order. | 334.1.c.1. The Active Player passes Priority to the next Player in Turn Order. Proceed to Step 3: Pass. |
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Removed | 540.4.b.Removed: If all Relevant Players have passed once in sequence, nothing else can be added to the Chain and the Chain ends. Continue to rule 542. | Not present in Origins |
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Removed | 541.Removed: Triggered Abilities are added to the Chain if they are triggered by actions performed while a Chain is in progress. | Not present in Origins |
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Removed | 541.1.Removed: They are added as the most recent item on the Chain. | Not present in Origins |
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Removed | 541.2.Removed: They do not affect the order of the Active Player. | Not present in Origins |
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Removed | 541.3.Removed: If the controller of the Triggered Ability is not currently a Relevant Player, they become a Relevant Player. | Not present in Origins |
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Removed | 542.Removed: After an action is completed in rule 540, repeat rule 539. Continue until rule 540.4.b. is accomplished, then continue to rule 543. | Not present in Origins |
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Removed | 543.Removed: Resolve the Chain. | Not present in Origins |
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Removed | 543.1.Removed: Identify the last spell or ability added to the Chain and execute its effect. | Not present in Origins |
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Removed | 543.1.a.Removed: After resolving, it is placed in the zone appropriate to its category. | Not present in Origins |
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Removed | 543.1.a.1.Removed: Spells are placed in their owner's trash. | Not present in Origins |
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Removed | 543.1.a.2.Removed: Permanents are placed on the board in the location chosen as part of the process of playing them. | Not present in Origins |
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Removed | 543.1.a.3.Removed: Abilities cease to exist. | Not present in Origins |
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Removed | 543.1.a.4.Removed: This is not a Move. | Not present in Origins |
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Removed | 543.2.Removed: If there are any triggered abilities that trigger when a card is played, these trigger now. | Not present in Origins |
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Removed | 543.2.a.Removed: If there are other items on the Chain waiting to resolve, add any triggered abilities to the current Chain as the most recent item, as per rule 541. | Not present in Origins |
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Removed | 543.2.b.Removed: If the item that resolved was the only item on the Chain, add any triggered abilities to a new Chain. | Not present in Origins |
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Removed | 543.3.Removed: Perform a Cleanup. See rule 518. Cleanups for more information. | Not present in Origins |
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Removed | 543.4.Removed: Return to rule 539. The player who controls the most recent item on the Chain becomes the Active Player, and all Relevant Players must pass again to proceed. | Not present in Origins |
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Removed | 544.Removed: Repeat until the Chain is empty of spells and/or card effects. | Not present in Origins |
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Added | Not present in Pre-Origins | 335.Added: Step 3: Pass |
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Added | Not present in Pre-Origins | 335.1.Added: If all players have passed Priority without adding any items to the Chain, proceed to Step 4: Resolve. |
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Added | Not present in Pre-Origins | 335.2.Added: Otherwise, the Active Player passes Priority to the next Player in Turn Order. Return to Step 3: Execute. |
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Added | Not present in Pre-Origins | 336.Added: Step 4: Resolve |
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Added | Not present in Pre-Origins | 336.1.Added: The newest item on the Chain resolves. Execute its game effects in their entirety. See rule 346. Playing Cards for more information on resolving spells. See rule 386. Playing or Activating Abilities for more information on resolving abilities. |
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Added | Not present in Pre-Origins | 336.2.Added: If the Chain is empty, play proceeds in an Open State. |
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Added | Not present in Pre-Origins | 336.3.Added: If the Chain is not empty and there are one or more Pending Items, return to Step 1: Finalize. |
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Added | Not present in Pre-Origins | 336.4.Added: If the Chain is not empty and there are no Pending Items, the controller of the newest item on the chain gains Priority and becomes the Active Player. Return to Step 2: Execute. |
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ChangedRenumbered | 546. A Showdown is a Window of Opportunity in which Relevant Players have an Open State in which they may play Spells in an alternating fashion. | 338. A Showdown is a Window of Opportunity in which Players have an Open State in which they may play Spells in an alternating fashion. |
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Removed | 546.2.Removed: Players made Relevant remain so until the Showdown ends. | Not present in Origins |
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ChangedRenumbered | 548.1. If Control of a Battlefield is Contested between two players, then a Showdown will be opened as a step of Combat. See rule 620. Combat for more information. | 340.1. If Control of a Battlefield is Contested between two players, then a Showdown will be opened as the first step of Combat. See rule 433. Combat for more information. |
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ChangedRenumbered | 548.2. If Control of a Battlefield is Contested and the Battlefield in question is uncontrolled when it becomes Contested, a Showdown is opened during the Cleanup at the end of that Move. | 340.2. If Control of a Battlefield is Contested and the Battlefield in question is uncontrolled when it becomes Contested, a Showdown is opened during the Cleanup at the end of the action that caused the Battlefield to become Contested. |
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Removed | 550.Removed: As a Showdown begins, the way it began defines initial Relevant Players. | Not present in Origins |
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Removed | 550.1.Removed: If this Showdown is part of Combat, the Attacking and Defending players are the Relevant Players for this Showdown. | Not present in Origins |
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Removed | 550.1.a.Removed: More players may become Relevant through the course of play. | Not present in Origins |
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Removed | 550.2.Removed: If this Showdown is not part of Combat, all players are Relevant Players. | Not present in Origins |
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ChangedRenumbered | 551.1. Showdowns that open as a result of Combat have an Initial Chain of "When I attack" Triggered Abilities and/or "When I defend" Triggered Abilities. | 342.1. Showdowns that open as a result of Combat may have an Initial Chain of Triggered Abilities. |
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ChangedRenumbered | 551.1.a. These Triggered Abilities should be put on the chain first by the player with Focus, then following Turn Order through Relevant Players. | 342.1.a. These Triggered Abilities should be put on the chain first by the player with Focus, then proceeding with players without the Defender designation in Turn Order. Finally, the player with the Defender designation will add their Triggered Abilities, if any, to the Chain. |
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Removed | 551.1.a.1.Removed: Players that control other Triggered Abilities that may have activated as a result of this Chain being constructed will become Relevant and order their Triggered Abilities on the Chain as Turn Order for Focus comes to them. | Not present in Origins |
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ChangedRenumbered | 552. When the last item on the chain resolves during a Showdown, Focus passes, and the next Relevant Player gains both Focus and Priority. | 343. When the last item on the chain resolves during a Showdown, Focus passes, and the next Player gains both Focus and Priority. |
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Added | Not present in Pre-Origins | 343.1.Added: Focus does not pass when the last item on the Initial Chain resolves, if there was one. Instead the player with Focus proceeds with play. |
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Removed | 553.1.a.1.Removed: This can cause players to become Relevant, and thus play Spells and activate Abilities during the rest of the Showdown. | Not present in Origins |
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Removed | 553.3.Removed: Invite a player to act. | Not present in Origins |
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Removed | 553.3.a.Removed: The invited player will gain Focus. | Not present in Origins |
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ChangedRenumbered | 553.4.a. If all Relevant Players have passed once in sequence, the Showdown ends. | 344.3.a. If all Players have passed once in sequence, the Showdown ends. |
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ChangedRenumbered | 553.5. Otherwise, Focus passes to the next Relevant Player in Turn Order. | 344.4. Otherwise, Focus passes to the next Player in Turn Order. |
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Added | Not present in Pre-Origins | 345.Added: If all players pass Focus without playing a spell or activating an ability, then the Showdown Closes. |
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Added | Not present in Pre-Origins | 345.1.Added: If this Showdown opened as a result of Combat, proceed with the remaining steps of Combat to resolve the phase. See rule 437. The Steps of Combat for more information. |
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Added | Not present in Pre-Origins | 345.2.Added: If this Showdown opened as a result of Contested being applied to a Battlefield without a controller, do one of the following: |
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Added | Not present in Pre-Origins | 345.2.a.Added: If only one player’s Units remain at the Battlefield, and if that player does not already Control the Battlefield, that player establishes Control over the Battlefield. See rule 179. Control for more information on Control. See rule 442.1. for more information on Conquering. |
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Added | Not present in Pre-Origins | 345.2.a.1.Added: This results in a Conquer if that player has not yet scored that Battlefield this turn. |
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Added | Not present in Pre-Origins | 345.2.b.Added: If two players’ Units remain at the Battlefield, Control cannot be established and the Battlefield remains Contested. This results in a Staged Combat. See rule 433. Combat for more information. |
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Added | Not present in Pre-Origins | 345.2.b.1.Added: The player who applied Contested to the Battlefield will be the Attacker in the subsequent Combat. |
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Added | Not present in Pre-Origins | 349.Added: Cards have different states during the process of being played. |
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Added | Not present in Pre-Origins | 349.1.Added: When initially being played cards are Pending, as Pending Chain Items. |
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Added | Not present in Pre-Origins | 349.2.Added: Near the end of the process cards will cease being Pending and become Finalized Chain Items. |
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ChangedRenumbered | 558. Remove the card from the zone you are playing it from and put it onto the Chain. | 351. 1. Remove the card from the zone you are playing it from and put it onto the Chain. |
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Added | Not present in Pre-Origins | 351.2.Added: This item becomes Pending. |
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Added | Not present in Pre-Origins | 351.3.Added: If another Card Effect or ability is currently resolving, continue resolving it before proceeding with any further steps of this process. |
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ChangedRenumbered | 559. Make necessary choices. | 352. 2. Make necessary choices. |
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ChangedRenumbered | 559.2. For Units, choose a Location the player Controls on the Board where that Unit will be placed upon being Played. | 352.2. For Units, choose a valid Location where that Unit will be placed upon being Played. |
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Added | Not present in Pre-Origins | 352.3.Added: For Spells and Abilities that Move one or more Units, choose a valid Location as the Move Destination for each Move that will be performed. |
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Removed | 559.3.c.2.Removed: If all of an instruction's Targets become Invalid or Unavailable by the time the spell is finished being played, that instruction will not execute. | Not present in Origins |
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Removed | 559.3.c.3.Removed: If an instruction has more than one Target and fewer than all of the Targets become Invalid or Unavailable by the time the spell is finished being played, the instruction will execute, with only the Targets available and valid being operated on. | Not present in Origins |
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Removed | 559.3.c.4.Removed: The process for a card's choice becoming Invalid or Unavailable is referred to as mistargeting. Example: A spell has the instruction "Deal 2 to a unit at a battlefield." Before that instruction can execute, the chosen unit is moved to its base. The instruction will not be executed, because it specifies that the unit it chooses must be at a Battlefield, and by the time it attempted to execute, the unit was no longer valid as a choice. | Not present in Origins |
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Removed | 559.3.c.5.Removed: It is possible for none of a spell's instructions to be executed as it resolves, due to all of them requiring targets to act on and all of those targets becoming Invalid or Unavailable. In this case, the spell has no effect but is still considered played. Example: A player plays a spell that reads "Deal 2 to a unit at a battlefield" with no other instructions, and chooses an enemy unit at a battlefield. They also control a unit with the ability "When you play a spell, give me +1 [S] this turn." Before the spell resolves, the chosen unit is moved to its base. The spell resolves and its only instruction cannot be executed, but the unit's ability still triggers as the spell resolves and gives it +1 [S]. | Not present in Origins |
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Added | Not present in Pre-Origins | 352.7.Added: In order to put a spell or ability on the chain, valid choices must be made for all targets. |
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Added | Not present in Pre-Origins | 352.8.Added: A target is a valid choice if it meets all of the following requirements: |
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Added | Not present in Pre-Origins | 352.8.a.Added: It is a permanent or rune on the board, a spell or ability on the chain, a player or zone, or specified explicitly or implicitly as being in some other zone. e.g., “Kill a unit” targets a unit on the board. e.g., “Recycle a unit from your trash” targets a unit card in your trash. |
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Added | Not present in Pre-Origins | 352.8.a.1.Added: “Unit,” “gear,” and “rune” refer to objects on the Board unless specified otherwise. |
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Added | Not present in Pre-Origins | 352.8.a.2.Added: “Spell” and “ability” refer to objects on the Chain unless specified otherwise. |
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Added | Not present in Pre-Origins | 352.8.a.3.Added: “Facedown card” refers to a card in a Facedown Zone unless specified otherwise. |
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Added | Not present in Pre-Origins | 352.8.a.4.Added: “Legend” refers to a legend in the Legend Zone. |
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Added | Not present in Pre-Origins | 352.8.a.5.Added: “Chosen Champion” and “unit in the Champion Zone” refer to a unit in the Champion Zone unless specified otherwise. |
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Added | Not present in Pre-Origins | 352.8.b.Added: It meets all targeting restrictions. e.g., A unit is a valid target for a spell that refers to a “unit at a battlefield,” “enemy unit,” “unit you control,” or “unit with Might 4 or greater” only if it meets the appropriate criteria. |
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Added | Not present in Pre-Origins | 352.8.c.Added: It is not the spell or ability itself. e.g., A spell that says “Counter a spell” cannot target itself. e.g., An ability of a permanent can target that permanent, because abilities and their sources are separate objects. |
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Added | Not present in Pre-Origins | 352.9.Added: If a spell or ability requires one or more players to choose objects, players, or zones that are not targets, those choices are made on resolution. |
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Added | Not present in Pre-Origins | 352.9.a.Added: Passive abilities never have targets. |
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Added | Not present in Pre-Origins | 352.9.b.Added: Replacement effects never have targets. |
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Added | Not present in Pre-Origins | 352.9.c.Added: Units and gear never have targets, although their abilities may. |
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Added | Not present in Pre-Origins | 352.10.Added: A game object, player, or zone mentioned in the text of a spell, activated ability, or triggered ability is a target UNLESS any of the following are true: |
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Added | Not present in Pre-Origins | 352.10.a.Added: It is in a zone whose information status is not Public. e.g., “Ready a legend” targets a legend, because the Legend Zone is Public. e.g., “Return a unit from your trash to your hand” targets a unit card in your trash, because your trash is Public. e.g., “You may play a unit from your hand, ignoring its costs” does not target a unit card in your hand, because your hand is not a public zone. |
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Added | Not present in Pre-Origins | 352.10.a.1.Added: Public zones are Battlefield Zones, Bases, Trashes, Legend Zones, Champion Zones, and Facedown Zones. |
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Added | Not present in Pre-Origins | 352.10.b.Added: It is included only as part of a targeting restriction for another choice. e.g., “Kill a unit at a battlefield” targets a unit, but not a battlefield, because the units are targets and “at a battlefield” is a restriction. e.g., “Kill all units at a battlefield” targets a battlefield, but not any units. e.g., “Move a unit to a battlefield” targets both a unit and a battlefield. |
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Added | Not present in Pre-Origins | 352.10.c.Added: It is included only as part of a cost, trigger condition, or replacement effect. e.g., “As an additional cost to play me, kill a friendly unit” doesn’t target anything. e.g., “When a friendly unit dies, kill a gear” targets a gear, but not a friendly unit. e.g., “When you play me, the next time a friendly unit would die this turn, return it to your hand instead” doesn’t target anything. The replacement effect applies when any friendly unit dies. e.g., “Choose a friendly unit. The next time it would die this turn, return it to your hand instead” targets a friendly unit, because “choose a friendly unit” is not part of the replacement effect. |
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Added | Not present in Pre-Origins | 352.10.c.1.Added: This includes costs within instructions, identified by phrases like “[do X] to [do Y].” The cost within that instruction is “[do X].” e.g., “When I hold, you may kill another friendly unit here to draw 1” does not target anything. e.g., “When you play me, you may spend a buff to move a friendly unit” targets the friendly unit, but not the buff. |
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Added | Not present in Pre-Origins | 352.10.d.Added: It is programmatically selected based on its characteristics rather than chosen by the spell or ability’s controller. e.g., “Kill all units at a battlefield” targets a battlefield, but does not target any units. e.g., “Kill all units at battlefields” doesn’t target anything. e.g., “Destroy a unit. Its controller draws 2 cards” targets the unit, but not its controller. e.g., “Ready your legend” doesn’t target anything, because you can only have one legend. e.g., “Ready a friendly legend” targets a legend, because in a 2v2 game there are two friendly legends. e.g., “Recycle all cards in your trash” doesn’t target anything, because it affects all cards and you only have one trash. |
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Added | Not present in Pre-Origins | 352.10.d.1.Added: This exception applies solely to objects for which no choice is ever possible. |
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Added | Not present in Pre-Origins | 352.10.d.2.Added: This exception does not apply to objects that are the only valid choice at the moment a spell or ability is placed on the chain, but which would require a choice under other circumstances. e.g., “Kill a unit at a battlefield” always targets a unit, even if that unit is the only unit currently at a battlefield. |
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Added | Not present in Pre-Origins | 352.10.e.Added: It is part of a set of objects chosen in whole or in part by other players. e.g., “Each player kills a unit they control” does not target. Each player, including the one who played the spell, chooses a unit to kill as the spell or ability resolves. |
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Added | Not present in Pre-Origins | 352.10.f.Added: It is identified in an instruction that a player “must” complete. e.g., “You must recycle one of your runes” doesn’t target anything. You choose from among your runes as the spell or ability resolves. e.g., “Recycle a rune you control” targets a rune. You choose a rune you control as you put the spell or ability on the chain. |
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Added | Not present in Pre-Origins | 352.11.Added: Some cards identify a group of Targets with Targeting Requirements that must be met by the group as a whole. |
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Added | Not present in Pre-Origins | 352.11.a.Added: As they’re finalized on the chain, such cards can choose any group of valid targets that collectively fulfill the targeting restriction. |
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Added | Not present in Pre-Origins | 352.11.b.Added: If the group of targets no longer collectively fulfill the targeting restriction as the spell or ability resolves, that spell or ability’s controller can choose a subset of the original targets that fulfills the targeting requirement for the spell or ability to affect. Example: A player plays Fox-Fire, a spell that says in part “Kill any number of units at a battlefield with total Might 4 or less.” That player chooses four 1 [M] Recruit tokens at a single battlefield. As a Reaction, another player gives two of those Recruits +1 [M], so the Recruits’ Mights are 1, 1, 2, and 2. Then Fox-Fire resolves. The Recruits no longer have total Might 4 or less, so Fox-Fire’s controller must choose a legal subset of the original targets to affect. They could choose to kill the two 2 [M] Recruits, or the two 1 [M] Recruits plus one 2 [M] Recruit. The units they choose are Fox-Fire’s remaining legal targets. They can’t choose to affect units at the same battlefield that weren’t initially chosen as targets, and they can’t affect any units that are no longer at the chosen battlefield. |
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Added | Not present in Pre-Origins | 352.13.Added: If a card specifies that a player chooses “any number” or “up to” some number of Game Objects to be affected, they may choose any number of available targets, including zero. If they choose zero, the spell or ability can be played without any targets. |
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ChangedRenumbered | 559.3.d.2. The Targets are chosen when the spell is Played or the ability is added to the chain. | 352.14.b. The Targets are chosen when the spell or ability is finalized on the chain. |
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ChangedRenumbered | 560. Determine Total Cost. | 353. 3. Determine Total Cost. |
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ChangedRenumbered | 560.1.c. Further additional costs and/or cost increases applied in subsequent steps may raise the card's Total Cost above zero. Example: Legion Rearguard is a Fury unit that costs 2 Energy and 0 Power and has Accelerate. A player plays Legion Rearguard and is instructed to ignore its costs, but chooses to pay the Accelerate cost of [1][C]. They ignore Legion Rearguard's Base Cost of 2 Energy, but the optional additional cost of 1 Energy and 1 Fury Power is added to its Total Cost and must be paid. | 353.1.c. Further additional costs and/or cost increases applied in subsequent steps may raise the card's Total Cost above zero. Example: Legion Rearguard is a Fury unit that costs 2 Energy and 0 Power and has Accelerate. A player plays Legion Rearguard and is instructed to ignore its costs, but chooses to pay the Accelerate cost. They ignore Legion Rearguard's Base Cost of 2 Energy, but the optional additional cost of 1 Energy and 1 Fury Power is added to its Total Cost and must be paid. |
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ChangedRenumbered | 561. Pay the card's costs. | 354. 4. Pay the card's costs. |
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Added | Not present in Pre-Origins | 354.2.a.Added: Costs that are replaced with other events by replacement effects are still considered paid. Example: A player plays Cruel Patron, which says "As an additional cost to play me, kill a friendly unit." They also control Zhonya’s Hourglass, which says “If a friendly unit would die, kill this instead. Heal that unit, exhaust it, and recall it.” They choose to kill a friendly unit during rule 353.2, but as they pay the cost in rule 354.2, Zhonya’s Hourglass replaces that unit’s death. The cost is considered paid, and the player can continue playing Cruel Patron. |
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ChangedRenumbered | 561.3. A player may not pay costs during this step that will deterministically result in illegal choices or actions later in this process unless they have no choice. Example: A player plays Cruel Patron, which says "As an additional cost to play me, kill a friendly unit." They control multiple units, one of which is alone at a battlefield. During step b, they chose to play Cruel Patron to that battlefield. While paying costs, they can't choose to kill the unit at that battlefield, because then they will no longer control that battlefield and Cruel Patron cannot legally be played there. If they controlled that battlefield with multiple units, any of those units would be a legal choice, because they would still control the battlefield after killing one. | 354.3. A player may not pay costs during this step that will deterministically result in illegal choices or actions later in this process unless they have no choice. Example: A player plays Cruel Patron, which says "As an additional cost to play me, kill a friendly unit." They control multiple units, one of which is alone at a battlefield. During rule 352.2., they chose to play Cruel Patron to that battlefield. While paying costs, they can't choose to kill the unit at that battlefield, because then they will no longer control that battlefield and Cruel Patron cannot legally be played there. If they controlled that battlefield with multiple units, any of those units would be a legal choice, because they would still control the battlefield after killing one. |
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ChangedRenumbered | 562. Check legality. | 355. 5. Check legality. |
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ChangedRenumbered | 563. Proceed with the card's category of Play.
| 356. 6. Finalize this card and proceed with the card's category of Play. |
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Added | Not present in Pre-Origins | 356.1.Added: This card is no longer Pending. |
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Removed | 563.1.a.Removed: Any static rules text becomes active. | Not present in Origins |
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Added | Not present in Pre-Origins | 356.2.a.Added: Any passive abilities become active. |
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Added | Not present in Pre-Origins | 356.3.a.Added: This card becomes a Finalized Chain Item. |
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Added | Not present in Pre-Origins | 356.3.b.Added: If there are other Pending Items on the Chain, then the controller of those Pending Items completes Steps 2 through 5 of Playing Cards for those items before continuing. See rule 326. Chains for more information. |
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ChangedRenumbered | 563.2.c.5. If any of the spell's targets are no longer legal, those targets are unaffected by the spell as it resolves. Example: A player plays Void Seeker, a spell that says "Deal 4 to a unit at a battlefield. Draw " The unit's controller uses a Reaction to move the unit to their base. Since the unit is no longer a legal target, it is not dealt any damage. Void Seeker's controller still draws 1. | 356.3.e.5. If any of the spell's targets are no longer legal, those targets are unaffected by the spell as it resolves. Example: A player plays Void Seeker, a spell that says "Deal 4 to a unit at a battlefield. Draw 1." The unit's controller uses a Reaction to move the unit to their base. Since the unit is no longer a legal target, it is not dealt any damage. Void Seeker's controller still draws 1. |
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Added | Not present in Pre-Origins | 356.3.e.7.Added: If all of an instruction's Targets become Invalid or Unavailable by the time the spell is finished being played, that instruction will not execute. |
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Added | Not present in Pre-Origins | 356.3.e.8.Added: If an instruction has more than one Target and fewer than all of the Targets become Invalid or Unavailable by the time the spell is finished being played, the instruction will execute, with only the Targets available and valid being operated on. |
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Added | Not present in Pre-Origins | 356.3.e.9.Added: The process for a card's choice becoming Invalid or Unavailable is referred to as mistargeting. Example: A spell has the instruction "Deal 2 to a unit at a battlefield." Before that instruction can execute, the chosen unit is moved to its base. The instruction will not be executed, because it specifies that the unit it chooses must be at a Battlefield, and by the time it attempted to execute, the unit was no longer valid as a choice. |
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Added | Not present in Pre-Origins | 356.3.e.10.Added: It is possible for none of a spell's instructions to be executed as it resolves, due to all of them requiring targets to act on and all of those targets becoming Invalid or Unavailable. In this case, the spell has no effect but is still considered played. Example: A player plays a spell that reads "Deal 2 to a unit at a battlefield" with no other instructions, and chooses an enemy unit at a battlefield. They also control a unit with the ability "When you play a spell, give me +1 [M] this turn." Before the spell resolves, the chosen unit is moved to its base. The spell resolves and its only instruction cannot be executed, but the unit's ability still triggers as the spell resolves and gives it +1 [M]. |
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ChangedRenumbered | 563.2.c.8. If the spell checks information about a target that is no longer legal or a card or permanent whose location, zone, or status has changed such that that information is no longer available, that check returns "zero" or "null" as appropriate. Example: A unit that is no longer on the board is treated as having 0 Might, 0 cost, etc. Example: A unit that is no longer on the board has no location, is neither exhausted nor readied, etc. Example: Last Breath says "Ready a friendly unit. It deals damage equal to its Might to an enemy unit at a battlefield." While Last Breath is on the chain, an opponent reacts with a spell that returns the friendly unit to its owner's hand. Because the friendly unit is no longer a legal target, it can't be readied and its Might is treated as 0. Last Breath readies nothing and deals 0 damage to the chosen enemy unit. | 356.3.e.12. If the spell checks information about a target that is no longer legal or a card or permanent whose location, zone, or status has changed such that that information is no longer available, that check returns "null" and all calculations based on it are ignored. Examples: A unit that is no longer on the board is treated as having null Might, null cost, etc. A unit that is no longer on the board has no location, is neither exhausted nor readied, etc. Baited Hook says "[1][C], [E]: Kill a friendly unit. Look at the top 5 cards of your Main Deck. You may banish a unit from among them that has Might up to 1 more than the killed unit and play it, ignoring its cost. Then recycle the rest." While Baited Hook’s ability is on the chain, an opponent reacts with a spell that returns the friendly unit to its owner's hand. Because the friendly unit is no longer a legal target, it can't be killed and its Might is treated as null. Baited Hook’s controller reveals the top 5 cards of their Main Deck, but can’t choose any unit from among them. |
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ChangedRenumbered | 565.1. An Ability has multiple structures. Passive Abilities Replacement Effects Activated Abilities Triggered Abilities | 358.1. An Ability has multiple structures. Passive Abilities Replacement Effects Activated Abilities Triggered Abilities Delayed Abilities |
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ChangedRenumbered | 568.1. These abilities have a wide variety of formats to recognize. Example: "I get +1[S] while you have 2 or more cards in your hand." Example: "Friendly Yordles at my battlefield have [Shield]." | 361.1. These abilities have a wide variety of formats to recognize. Example: "I get +1[M] while you have 2 or more cards in your hand." Example: "Friendly Yordles at my battlefield have [Shield]." |
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ChangedRenumbered | 568.3.a. Conditional Passive Abilities can be recognized by the occurrence of "if" or "while" as part of the statement of the ability. Example: "While I'm attacking or defending alone, I have +2 [S]." Example: "If an opponent controls a battlefield, I enter ready." | 361.3.a. Conditional Passive Abilities can be recognized by the occurrence of "if" or "while" as part of the statement of the ability. Example: "While I'm attacking or defending alone, I have +2 [M]." Example: "If an opponent controls a battlefield, I enter ready." |
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Removed | 577.3.b.Removed: Follow the steps laid out in rules 557 through 563, replacing all instances of "play" with "activate" and "card" with "ability." | Not present in Origins |
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Added | Not present in Pre-Origins | 370.2.b.1.Added: Follow the steps of “Playing or Activating Abilities” in rule 386. This ability will become a Pending Chain Item. |
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ChangedRenumbered | 583.1. Triggered Abilities can be recognized by the word "when" or "at" in the Ability. Example: "When you conquer here, you may spend a buff to draw " Example: "At the end of your turn, ready 2 runes." | 376.1. Triggered Abilities can usually be recognized by the word "when" followed by a game action or event; the word "at" followed by a point in time during the turn sequence; or the phrase “the [Nth] time” followed by a game action or event. Examples: "When you conquer here, you may spend a buff to draw 1." "At the end of your turn, ready 2 runes." “The first time I move each turn, you may ready something else that's exhausted.” |
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Added | Not present in Pre-Origins | 376.1.a.Added: The phrases that identify triggered abilities do not always appear at the beginning of sentences or abilities. Example: Sona, Harmonious says “While I'm at a battlefield, ready up to 4 friendly runes at the end of your turn.” Although the ability starts with a conditional, “while,” the phrase “at the end of your turn” identifies this as a triggered ability. It can only trigger while that condition is met. |
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Added | Not present in Pre-Origins | 376.1.b.Added: If an ability triggers “the [Nth] time” something happens and that trigger condition is met multiple times simultaneously, the ability’s controller picks one of those instances to serve as the trigger condition. The ability triggers only once, due to the chosen condition. Example: Wraith of Echoes reads “The first time another friendly unit dies each turn, draw 1.” That ability hasn’t triggered yet this turn. Two other friendly units die simultaneously (say, due to combat damage). The Wraith’s controller chooses one of those deaths to trigger Wraith’s ability. |
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Added | Not present in Pre-Origins | 376.2.c.Added: The Condition of a Trigger is evaluated after a potentially inciting event has been processed. |
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Added | Not present in Pre-Origins | 376.2.c.1.Added: If a Game Object with a Triggered Ability that is active in a specific zone, it is evaluated and subsequently triggered if it enters that zone at the same time that its Trigger’s condition is met. Example: Immortal Phoenix says “When you kill a unit with a spell, you may pay [1][C] to play me from your trash.” This ability triggers if Immortal Phoenix is in your trash immediately after you kill a unit with a spell, even if the unit you killed with a spell was that Immortal Phoenix. |
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Added | Not present in Pre-Origins | 376.2.c.2.Added: A Game Object will not be able to successfully be able to evaluate its Trigger Condition, however, if it leaves the zone that its Trigger is active from at the same time that its Trigger is satisfied. Example: Viktor, Leader says “When another non-Recruit unit you control dies, play a 1 [M] Recruit unit token into your base.” This ability triggers if Viktor is on the board immediately after another non-Recruit unit you control dies. It does not trigger if Viktor and another non-Recruit unit you control die during the same game action (for instance, if they are both killed in the same Cleanup due to the damage dealt by Unchecked Power). |
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Added | Not present in Pre-Origins | 376.4.Added: Some Conditions are commonly used and structured in a way that explicitly defines their use and other properties of the Effect that is associated with it. |
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Added | Not present in Pre-Origins | 376.4.a.Added: Play Effects are Triggered Abilities with the Condition that the Permanent that has the Play Effect being played to the board. |
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Added | Not present in Pre-Origins | 376.4.a.1.Added: These are commonly structured as “When you play me…” for Units and “When you play this…” for Gear. |
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Added | Not present in Pre-Origins | 376.4.a.2.Added: These Triggered Abilities are put on the Chain as Pending Items after the Permanent these effects correspond to is finalized and enters the board. |
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Added | Not present in Pre-Origins | 376.4.a.3.Added: These Triggered Abilities can be referred to as Play Effects. |
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Added | Not present in Pre-Origins | 376.4.a.4.Added: Abilities that trigger when another object is played are not considered Play Effects. |
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Added | Not present in Pre-Origins | 376.4.b.Added: Conquer Effects are Triggered Abilities with a Condition of a Unit participating in, and successfully Conquering a Battlefield. |
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Added | Not present in Pre-Origins | 376.4.b.1.Added: These are commonly structured as “When I conquer…” and “When you conquer…” |
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Added | Not present in Pre-Origins | 376.4.b.2.Added: This category of Triggered Abilities encompasses only those that are triggered from Units that were present during the Conquer action, or Abilities that reference the player that performed the Conquer action. |
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Added | Not present in Pre-Origins | 376.4.b.2.a.Added: The Conquer Abilities of Units are put on the Chain as Pending Items after the Unit(s) these effects correspond to are present at a Battlefield when a player gains control of it and gains 1 Victory Point from Conquering. |
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Added | Not present in Pre-Origins | 376.4.b.2.b.Added: The Conquer Abilities of anything that references the player Conquering is put on the Chain as a Pending Item when the Condition that the player that controls the triggering source has performed a Conquer and gained 1 Victory Point. |
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Added | Not present in Pre-Origins | 376.4.b.2.c.Added: If the act of gaining one point from Conquering is negated or replaced in any way, the Conquer Effect will still trigger. |
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Added | Not present in Pre-Origins | 376.4.b.3.Added: These Triggered Abilities can be referred to as Conquer Effects. |
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Added | Not present in Pre-Origins | 376.4.c.Added: Hold Effects are Triggered Abilities with a Condition of a Unit being present at a Battlefield during the Beginning phase when a player scores Victory Points from Holding. |
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Added | Not present in Pre-Origins | 376.4.c.1.Added: These are commonly structured as “When I hold…” or “When you hold…” |
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Added | Not present in Pre-Origins | 376.4.c.2.Added: This category of Triggered Abilities encompasses only those that are triggered from Units that were present during the Hold action, or Abilities that reference the player that performed the Hold action. |
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Added | Not present in Pre-Origins | 376.4.c.2.a.Added: The Hold Abilities of Units are put on the Chain as Pending Items after the Unit these effects correspond to are present at a Battlefield when a player maintains control of it and Gains 1 Victory Point during their Beginning Phase from Holding. |
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Added | Not present in Pre-Origins | 376.4.c.2.b.Added: The Hold Abilities of anything that references the player Holding is put on the Chain as a Pending Item when the Condition that the player that controls the triggering source has performed a Hold and gained 1 Victory Point. |
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Added | Not present in Pre-Origins | 376.4.c.2.c.Added: If the act of gaining one point from Holding is negated or replaced in any way, the Hold Effect will still trigger. |
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Added | Not present in Pre-Origins | 376.4.c.3.Added: These Triggered Abilities can be referred to as Hold Effects. |
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Added | Not present in Pre-Origins | 376.4.d.Added: Attack Triggers are Triggered Abilities that trigger when a Unit gains the Attacker designation for the first time during a combat. |
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Added | Not present in Pre-Origins | 376.4.d.1.Added: These are commonly structured as “When I attack…” |
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Added | Not present in Pre-Origins | 376.4.d.2.Added: These Triggered Abilities are put on the Chain as Pending Items after the Unit these effects correspond to gains the Attacker designation during Combat. |
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Added | Not present in Pre-Origins | 376.4.d.2.a.Added: These triggers can only become fulfilled once per combat, despite a Unit being able to gain and lose the Attacker designation multiple times in the same combat. |
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Added | Not present in Pre-Origins | 376.4.d.3.Added: These Triggered Abilities can be referred to as Attack Triggers. |
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Added | Not present in Pre-Origins | 376.4.e.Added: Defend Triggers are Triggered Abilities that trigger when a Unit gains the Defender designation for the first time during a combat. |
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Added | Not present in Pre-Origins | 376.4.e.1.Added: These are commonly structured as “When I defend…” |
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Added | Not present in Pre-Origins | 376.4.e.2.Added: These Triggered Abilities are put on the Chain as Pending Items after the Unit these effects correspond to gains the Defender designation during Combat. |
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Added | Not present in Pre-Origins | 376.4.e.2.a.Added: These triggers can only become fulfilled once per combat, despite a Unit being able to gain and lose the Defender designation multiple times in the same combat. |
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Added | Not present in Pre-Origins | 376.4.e.3.Added: These Triggered Abilities can be referred to as Defend Triggers. |
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Added | Not present in Pre-Origins | 379.Added: Reflexive Triggers |
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Added | Not present in Pre-Origins | 380.Added: Reflexive Triggers are a type of Triggered Ability that create one or more Chain Items when their condition is met. |
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Added | Not present in Pre-Origins | 380.1.Added: Reflexive Triggers can be recognized by the phrase “Do this:” or “Do one of the following:”. |
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Added | Not present in Pre-Origins | 380.1.a.Added: “Do this” can be followed by “N times.” The Reflexive Trigger will thus be added to the chain N times when its condition is met. |
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Added | Not present in Pre-Origins | 380.2.Added: Reflexive Triggers will be preceded by their conditions, if any. If no condition is present in the ability then the Reflexive Trigger will always be added to the Chain. |
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Added | Not present in Pre-Origins | 380.3.Added: If present, the Condition of a Reflexive Trigger will follow the same format as a Triggered Ability. |
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Added | Not present in Pre-Origins | 381.Added: Reflexive Triggers use the Chain. |
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Added | Not present in Pre-Origins | 381.1.Added: A new ability is created and added to the chain as a Pending Item. See rule 386. Playing or Activating Abilities for more information. |
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Added | Not present in Pre-Origins | 381.2.Added: If a Reflexive Trigger creates more than one Pending Item it creates them all in order, but does not go beyond the first step of adding them to the Chain. See rule 386. Playing or Activating Abilities for more information. |
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Added | Not present in Pre-Origins | 382.Added: Delayed Abilities |
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Added | Not present in Pre-Origins | 383.Added: Delayed Abilities are a type of Ability whose trigger Condition identifies a specific time during a turn or a specific event that can occur during a specific timeframe. |
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Added | Not present in Pre-Origins | 383.1.Added: Delayed Abilities can be any other type of Ability, and contain all of the properties of that type in addition to the properties of Delayed Abilities. |
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Added | Not present in Pre-Origins | 383.2.Added: Delayed Triggers are Triggered Abilities that can be recognized by describing a specific time of the turn, or by structuring a Triggered Ability with a specific frame of time as a restriction. |
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Added | Not present in Pre-Origins | 383.3.Added: Delayed Replacements are Replacement Effects that can be recognized by specifying the effect they are replacing at a specific time, or “the [Nth] time” in the description of the effect as it resolves. |
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Added | Not present in Pre-Origins | 383.4.Added: Delayed Passive Abilities are Passive Abilities that are applicable only during a specified window of time. The time that the Delayed Passive Ability applies will be recognized in the effect that initiates it. |
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Added | Not present in Pre-Origins | 384.Added: Delayed Abilities will resolve or be active just like the ability they augment, but only during the specified time in the effect that created the Delayed Ability. Example: Ravenborn Tome reads “The next spell you play this turn deals 1 Bonus Damage” is a Delayed Passive Ability that passively adds 1 damage to just the next spell played. The next spell is a specific time, and the 1 Bonus Damage is a passive ability. Example: Noxian Guillotine reads “Choose a unit. Kill it the next time it takes damage this turn.” When the chosen unit takes damage is the specified time, and killing it is the condition for a Delayed Triggered Ability. |
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Added | Not present in Pre-Origins | 385.Added: Delayed Abilities are not associated with Units or Gear; they are created by other Abilities or Spells. As such they are executed when their condition and/or specified time occurs regardless of whether the source of the Delayed Ability is still on the board or not. |
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Added | Not present in Pre-Origins | 386.Added: Playing or Activating Abilities |
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Added | Not present in Pre-Origins | 387.Added: Playing or activating Abilities follows the same steps of playing cards. |
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Added | Not present in Pre-Origins | 388.Added: Abilities when added to the Chain become Pending Items until they complete the steps of Playing. |
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Added | Not present in Pre-Origins | 388.1.Added: When an Ability finishes the steps of playing it becomes a Chain Item just like a Spell. |
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Added | Not present in Pre-Origins | 388.2.Added: When an Ability with the [Add] action is finalized it resolves immediately instead of becoming a Chain Item, like a Unit or Gear. |
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Added | Not present in Pre-Origins | 389.Added: 1. Activate or trigger the Ability |
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Added | Not present in Pre-Origins | 389.1.Added: Add a Pending Item to the chain representing the Ability that is either being Activated or Triggered. Notably, although this Chain Item will not have a card representing it, this will create a Closed State. See rule 346. Playing Cards for more information. |
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Added | Not present in Pre-Origins | 389.2.Added: If there is currently a game effect being resolved, continue resolving the game effect instead of continuing the following steps. |
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Added | Not present in Pre-Origins | 390.Added: 2. Make relevant choices |
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Added | Not present in Pre-Origins | 390.1.Added: Make all choices required for this ability, such as targets, options, or other relevant decisions. See rule 346. Playing Cards for more information |
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Added | Not present in Pre-Origins | 390.2.Added: If legal options are not available for an Activated Ability, it is not legal to activate it. |
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Added | Not present in Pre-Origins | 390.3.Added: If there are not enough options to make legal choices for a Triggered Ability that has been put on the chain, remove it from the Chain now. It ceases to be a Pending Item but never becomes a Chain Item. |
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Added | Not present in Pre-Origins | 390.3.a.Added: This is not an Ability being countered. |
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Added | Not present in Pre-Origins | 390.3.b.Added: If there are legal options to choose, the ability’s controller must choose them. They may not decline this stage of playing a Trigger. |
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Added | Not present in Pre-Origins | 391.Added: 3. Determine Total Cost |
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Added | Not present in Pre-Origins | 391.1.Added: Determine the base cost of the Ability. |
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Added | Not present in Pre-Origins | 391.1.a.Added: Activated Abilities will have a cost listed before the “:” in their text. |
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Added | Not present in Pre-Origins | 391.1.b.Added: Triggered Abilities will typically not have a base cost associated with them when placed on the chain due to their conditions. |
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Added | Not present in Pre-Origins | 391.2.Added: Apply cost increases and decreases as a result of choices made in the prior step. See rule 346. Playing Cards for more information. |
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Added | Not present in Pre-Origins | 391.3.Added: Apply any other cost increases or decreases as necessary. See rule 346. Playing Cards for more information. |
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Added | Not present in Pre-Origins | 392.Added: 4. Pay Costs |
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Added | Not present in Pre-Origins | 392.1.Added: Pay costs as determined in the prior step. See rule 346. Playing Cards for more information. |
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Added | Not present in Pre-Origins | 392.2.Added: At this stage, players may decline to pay for Triggered Abilities that have incurred a cost. If they do, the ability will cease being a Pending Item and be removed from the Chain. It never becomes a Chain Item. |
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Added | Not present in Pre-Origins | 392.2.a.Added: This is not an Ability being countered. |
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Added | Not present in Pre-Origins | 393.Added: 5. Check Legality |
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Added | Not present in Pre-Origins | 393.1.Added: Ensure that the Ability’s targets are still legal. |
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Added | Not present in Pre-Origins | 393.2.Added: Ensure that the Ability’s effect would not create an illegal state. If it would, resolve in the same way you would resolve a Card that creates an illegal state. See rule 346. Playing Cards for more information. |
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Added | Not present in Pre-Origins | 394.Added: 6. Proceed with Play |
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Added | Not present in Pre-Origins | 394.1.Added: This Ability is no longer Pending. |
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Added | Not present in Pre-Origins | 394.2.Added: This Ability becomes a Chain Item. |
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Added | Not present in Pre-Origins | 394.3.Added: If there are other Pending Items on the Chain, their controllers perform the remaining steps of playing now. |
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Added | Not present in Pre-Origins | 394.4.Added: Other players have an opportunity to play Reactions before the resolution of spells. See rule 326. Chains for more information. |
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Added | Not present in Pre-Origins | 394.5.Added: Otherwise, execute the Ability just like a Spell, then clear the Chain Item from the Chain. |
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Added | Not present in Pre-Origins | 402.1.b.Added: A Unit that is already Ready cannot be Readied again. |
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Added | Not present in Pre-Origins | 402.1.c.Added: If a Unit is instructed to be Readied while it is already Ready, nothing additional happens. |
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Added | Not present in Pre-Origins | 403.1.c.Added: Each player Recycles cards to their own Main Deck and Rune Deck, regardless of which player is instructed to perform the Recycle action. |
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ChangedRenumbered | 594.3. When Recycling is listed as a Cost, the action must be able to be completed for the cost to be paid. Example: Vi, Destructive has the ability "Recycle 1 from your trash: Give me +1 [S] this turn." Each time a player activates the ability, they must recycle 1 card from their trash to pay its cost. If they have no cards in their trash, they can't activate the ability, because they can't pay its cost. | 403.3. When Recycling is listed as a Cost, the action must be able to be completed for the cost to be paid. Example: Vi, Destructive has the ability "Recycle 1 from your trash: Give me +1 [M] this turn." Each time a player activates the ability, they must recycle 1 card from their trash to pay its cost. If they have no cards in their trash, they can't activate the ability, because they can't pay its cost. |
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ChangedRenumbered | 594.5. If 2 or more cards are Recycled to the Main Deck simultaneously, they are placed on the bottom of that deck in a random order. Example: Garbage Grabber has the ability "Recycle 3 from your trash, [1], [T]: Draw " To pay the cost of activating this ability, its controller chooses 3 cards from their trash and places them on the bottom of their Main Deck in a random order. | 403.5. If 2 or more cards are Recycled to the Main Deck simultaneously, they are placed on the bottom of that deck in a random order. Example: Garbage Grabber has the ability "Recycle 3 from your trash, [1], [E]: Draw " To pay the cost of activating this ability, its controller chooses 3 cards from their trash and places them on the bottom of their Main Deck in a random order. |
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Added | Not present in Pre-Origins | 404.Added: Deal |
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Added | Not present in Pre-Origins | 404.1.Added: Spells, Units, Abilities, and other game effects may Deal Damage to units. |
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Added | Not present in Pre-Origins | 404.1.a.Added: Assigning Damage during Combat Resolution is not Dealing Damage, but will cause Damage to be Dealt when assignment is complete. |
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Added | Not present in Pre-Origins | 404.1.b.Added: To Deal Damage to Units, mark the specified amount of Damage on the Unit. |
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Added | Not present in Pre-Origins | 404.1.c.Added: Damage is marked on each unit separately. |
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Added | Not present in Pre-Origins | 404.1.d.Added: Damage can be Dealt to more than one Unit at the same time. |
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Added | Not present in Pre-Origins | 404.2.Added: Only Damage can be Dealt. |
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Added | Not present in Pre-Origins | 404.3.Added: Dealing Damage is a Limited Action. |
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Added | Not present in Pre-Origins | 404.3.a.Added: Assigning Damage causes Damage to be dealt outside of being directed to Deal Damage. See rule 433. Combat for more information. |
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Added | Not present in Pre-Origins | 404.4.Added: Dealing can have the intrinsic property of Bonus Damage. |
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Added | Not present in Pre-Origins | 404.5.Added: Bonus Damage is a property granted to the action of Dealing and alters the amount of Damage distributed by this action. See rule 712. Bonus Damage for more information. |
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Added | Not present in Pre-Origins | 404.6.Added: Deal actions can originate from one or more sources. |
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Added | Not present in Pre-Origins | 404.6.a.Added: If a game effect does not specify a source, the game effect describing the Deal action is the source. Example: Void Seeker is a spell that reads “Deal 4 to a unit at a battlefield. Draw 1.” The damage that Void Seeker instructs you to deal is dealt by Void Seeker. |
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Added | Not present in Pre-Origins | 404.6.b.Added: If a game effect does specify a source, then that source is what is considered the origin of the Damage for this Deal action. |
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Added | Not present in Pre-Origins | 404.6.b.1.Added: Units and Spells can be the source of Damage for Deal actions. |
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Added | Not present in Pre-Origins | 404.6.b.2.Added: Abilities can be the source of Damage for Deal actions. |
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Added | Not present in Pre-Origins | 404.6.b.2.a.Added: When an Ability is the source of Damage for a Deal action, it is in addition to the Spell or Unit that created that Ability. Example: Iron Ballista is a gear that says “[E]: Deal 2 to a unit at a battlefield.” This damage is dealt both by a gear and by an ability. |
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Added | Not present in Pre-Origins | 404.6.b.3.Added: When a spell or ability specifies a Unit as the source of the Damage for the Deal action, it is not in addition to the spell or ability that specified it. Example: Challenge is a spell that reads “Choose a friendly unit and an enemy unit. They deal damage equal to their Mights to each other.” The damage that Challenge causes to be dealt is dealt by the chosen units, not by Challenge. |
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Added | Not present in Pre-Origins | 404.6.c.Added: Damage Dealt as a result of being assigned during Combat has the Units as its source. |
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Added | Not present in Pre-Origins | 404.6.c.1.Added: The Damage assigned, and subsequently Dealt, to attackers has the defenders as the source and vice versa. |
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Added | Not present in Pre-Origins | 404.7.Added: Deal actions can distribute Damage as part of combat actions or non-combat actions. |
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Added | Not present in Pre-Origins | 405.Added: Heal |
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Added | Not present in Pre-Origins | 405.1.Added: Damage being cleared from Units is Healing. |
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Added | Not present in Pre-Origins | 405.1.a.Added: If Damage is cleared for any reason it is considered Healing. |
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Added | Not present in Pre-Origins | 405.2.Added: More than one Unit can be Healed at the same time. |
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Added | Not present in Pre-Origins | 405.3.Added: Healing is a Limited Action. |
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Added | Not present in Pre-Origins | 405.3.a.Added: Players may only Heal units when game effects instruct them to, or at specific points in the turn. |
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ChangedRenumbered | 597.2.a. The Hidden keyword allows a player to pay a cost to Hide a card any time they have a Hidden card in their hand and meet the prerequisites. See rule 723. Hidden for more information. | 408.2.a. The Hidden keyword allows a player to pay a cost to Hide a card any time they have a Hidden card in their hand or Champion Zone and meet the prerequisites. See rule 727. Hidden for more information. |
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ChangedRenumbered | 598.1.b. When I am discarded abilities or other Triggered Abilities that trigger on discarding are executed after discarding has occurred. | 409.1.b. “When I am discarded” abilities or other Triggered Abilities that trigger on discarding are executed after discarding has occurred. |
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ChangedRenumbered | 599.1.a.1. A Stunned Unit can not be Stunned again. Example: Eclipse Herald has the ability "When you stun an enemy unit, ready me and give me +1 [S] this turn." Its controller plays a spell that reads "Stun a unit." They may choose a unit that's already stunned, but if they do, Eclipse Herald will not trigger. | 410.1.a.1. A Stunned Unit can not be Stunned again. Example: Eclipse Herald has the ability "When you stun an enemy unit, ready me and give me +1 [M] this turn." Its controller plays a spell that reads "Stun a unit." They may choose a unit that's already stunned, but if they do, Eclipse Herald will not trigger. |
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ChangedRenumbered | 602.3. This action is formatted as "Buff [one or more units]." Example: "Buff a unit." Example: "Buff a friendly unit." Example: "Buff two friendly units at the same battlefield." | 413.3. This action is formatted as "Buff [one or more units]." e.g., "Buff a unit." e.g., "Buff a friendly unit." e.g., "Buff two friendly units at the same battlefield." |
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ChangedRenumbered | 603.5. This action is formatted as "Banish [one or more permanents or cards]." Example: "Banish a card from your hand." Example: "Banish 2 cards from your trash." Example: "Look at the top 2 cards of your Main Deck. Draw one of them and banish the other." | 414.5. This action is formatted as "Banish [one or more permanents or cards]." e.g., "Banish a card from your hand." e.g., "Banish 2 cards from your trash." e.g., "Look at the top 2 cards of your Main Deck. Draw one of them and banish the other." |
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Added | Not present in Pre-Origins | 415.4.Added: Killing can also be the result of resolving a Cleanup. |
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Added | Not present in Pre-Origins | 415.5.Added: Killing can be attributed to one or more Game Objects. |
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Added | Not present in Pre-Origins | 415.5.a.Added: The Killed Unit or Gear is said to be Killed by that Game Object. |
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Added | Not present in Pre-Origins | 415.5.b.Added: A spell or ability that contains a Kill instruction is responsible for Killing the Unit or Gear. |
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Added | Not present in Pre-Origins | 415.5.c.Added: When one or more Units is killed due to a Cleanup, the spell or ability that resolved immediately prior to that Cleanup that applied damage to the Unit or Units is responsible for that Kill action. |
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Added | Not present in Pre-Origins | 415.5.d.Added: Abilities originating from Game Objects that are responsible for Kill Actions are responsible in addition to the Game Object that created them. Example: Falling Star is a spell that says “Do this twice: Deal 3 to a unit.” Immortal Phoenix is a unit that says “When you kill a unit with a spell, you may pay [1][C] to play me from your trash.” A player plays Falling Star while Immortal Phoenix is in their trash. The “do this” phrasing on Falling Star means that it has a reflexive triggered ability, which places two triggered abilities on the chain. As each of those triggered abilities resolve, it deals damage to the unit chosen for that ability. If one of these abilities deals lethal damage to a unit, both Falling Star and its ability are considered sources of the damage, and so both Falling Star and its ability are responsible for killing the unit. This means that Falling Star’s controller killed a unit with a spell, so Immortal Phoenix’s ability will trigger. |
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ChangedRenumbered | 604.4. This action is formatted as "Kill [one or more permanents]." Example: "Kill an enemy unit." Example: "Kill this, [2]: Draw " Example: "Kill all gear." | 415.6. This action is formatted as "Kill [one or more permanents]." e.g., "Kill an enemy unit." e.g., "Kill this, [2]: Draw 1." e.g., "Kill all gear." |
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ChangedRenumbered | 605.2. Spells and activated abilities that Add resources resolve immediately. They can't be reacted to. | 416.2. Spells, triggered abilities, and activated abilities that Add resources finalize immediately. |
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Added | Not present in Pre-Origins | 416.2.a.Added: Priority and Focus will not pass from Add abilities being finalized, and will resolve before any other outstanding items on the chain are finalized. |
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ChangedRenumbered | 605.5. This action is formatted as "Add [one or more resources]." Example: "Add [2]." means "Add 2 Energy." Example: "[T]: Add [Y]." means "Add 1 Power of the Order domain." Example: "Add [1][G]." means "Add 1 Energy and 1 Power of the Calm domain." | 416.5. This action is formatted as "Add [one or more resources]." e.g., "Add [2]." means "Add 2 Energy." e.g., "[E]: Add [Y]." means "Add 1 Power of the Order domain." e.g., "Add [1][G]." means "Add 1 Energy and 1 Power of the Calm domain." |
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ChangedRenumbered | 606.4. This action is formatted as "Channel X rune(s)," optionally followed by conditions or stipulations. Example: "Channel 1 rune." Example: "When you play me, channel 1 rune exhausted." Example: "Channel 2 runes exhausted. If you couldn't channel 2 runes this way, draw 1." | 417.4. This action is formatted as "Channel X rune(s)," optionally followed by conditions or stipulations. e.g., "Channel 1 rune." e.g., "When you play me, channel 1 rune exhausted." e.g., "Channel 2 runes exhausted. If you couldn't channel 2 runes this way, draw 1." |
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ChangedRenumbered | 607.1. Burning Out is an action a player must perform if they attempt to do any of the following while their Main Deck is empty: | 418.1. Burning Out is an action a player must perform if they attempt to move one or more cards from their Main Deck to any other zone in excess of the number of cards remaining in their Main Deck: |
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Removed | 607.1.a.Removed: Draw 1 or more cards. | Not present in Origins |
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Removed | 607.1.b.Removed: Look at or reveal cards from their Main Deck. | Not present in Origins |
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Removed | 607.1.c.Removed: Put 1 or more cards from their Main Deck into their trash. | Not present in Origins |
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Added | Not present in Pre-Origins | 418.1.a.Added: If a player must Draw cards in excess to the number of cards in their deck, they will Draw as many as possible, perform this action, then Draw the remaining amount instructed. |
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Added | Not present in Pre-Origins | 418.1.b.Added: If a player must put one or more cards from their Main Deck in any other zone, such as the Trash, in excess of the number of cards in their deck they will do so as much as possible, perform this action, and then complete the remaining number required by the instruction. |
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Added | Not present in Pre-Origins | 418.1.c.Added: If an instruction directs a player to look at or reveal cards in excess to the number of cards in a player’s Main Deck, that player looks at or Reveals as many as possible, but does not Burn Out, then proceeds with the rest of the instruction. |
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Added | Not present in Pre-Origins | 418.1.c.1.Added: If there are insufficient cards among the looked at or revealed cards to perform subsequent actions to the revealed or looked at cards, any further instructions are ignored. This does not cause a Burn Out, even if those instructions would cause those cards to change zones. Reminder: Cards are considered in the zone of origin while being looked at or revealed, in this case the Main Deck. |
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Added | Not present in Pre-Origins | 418.2.a.Added: Performs as much of the prescribed action as possible. |
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ChangedRenumbered | 607.2.a. Shuffles their trash into their Main Deck.
| 418.2.b. Recycles their trash into their Main Deck. Reminder: When multiple cards are Recycled to the Main Deck at the same time, those cards must be randomized |
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ChangedRenumbered | 607.2.c. Performs the action that caused them to burn out. Example: A player attempts to draw 1 during their Draw Phase while their Main Deck is empty. That player instead shuffles their trash into their Main Deck, chooses an opponent to gain 1 point, and then draws 1.
| 418.2.d. Completes the remainder of the action that caused them to burn out. Example: A player attempts to draw 1 during their Draw Phase while their Main Deck is empty. That player instead recycles their trash into their Main Deck, randomizing it as normal, then chooses an opponent to gain 1 point, and then draws 1. |
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ChangedRenumbered | 610.2.a. In Modes of Play with more than two players, Battlefields with Pending Combats or Combats in Progress are Invalid Destinations for Moves of all kinds (Standard Moves or otherwise) by Units controlled by Players who don't already have permanents at that Battlefield. | 421.2.a. In Modes of Play with more than two players, Battlefields with Staged Combats or Combats in Progress are Invalid Destinations for Moves of all kinds (Standard Moves or otherwise) by Units controlled by Players who don't already have permanents at that Battlefield. |
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ChangedRenumbered | 610.2.b. If an action would require a Move that would cause a Unit to become present in a Battlefield where two players that are not the controller of the Unit performing this action are in a Combat or such a Combat is Pending, it instead Recalls. See rule 616. Recalls for more information. | 421.2.b. If an action would require a Move that would cause a Unit to become present in a Location where it cannot move for any reason, such as a Battlefield with two players that are not the controller of the Unit performing this Move action are in a Combat or such a Combat is Staged, it instead Recalls. See rule 428. Recalls for more information. |
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Added | Not present in Pre-Origins | 424.Added: The Destination becomes Contested if it is a Battlefield not controlled by the controller of the Unit or Units that moved. |
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ChangedRenumbered | 617. A Recall is when a Permanent changes locations without it being a Move. | 429. A Recall is when a Permanent is relocated from anywhere to its Base without it being a Move. |
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Added | Not present in Pre-Origins | 432.Added: Recalls do not affect the state of the Permanent being recalled. |
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Added | Not present in Pre-Origins | 432.1.Added: Unless otherwise stated by the source of the Recall, Damage, Exhausted Status, Buffed Status, and applied Layer alterations will all remain unaffected by a Recall. |
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ChangedRenumbered | 622. Combat is considered Pending if there are units controlled by two opposing players at a Battlefield but the Steps of Combat have not been initiated. | 435. Combat is considered Staged if there are units controlled by two opposing players at a Battlefield but the Steps of Combat have not been initiated. |
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ChangedRenumbered | 622.2. If Pending Combats stop being Pending before the Steps of Combat are initiated, they are not resolved or executed. | 435.2. If Staged Combats stop being Staged before the Steps of Combat are initiated, they are not resolved or executed. |
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ChangedRenumbered | 623.1. In Modes of Play with more than two players, Battlefields with Pending Combats or Combats in Progress are Invalid Destinations for Moves of all kinds (Standard Moves or otherwise) by Units controlled by Players who don't already have permanents at that Battlefield. See rule 610.2.a. for more information on Invalid Destinations. | 436.1. In Modes of Play with more than two players, Battlefields with Staged Combats or Combats in Progress are Invalid Destinations for Moves of all kinds (Standard Moves or otherwise) by Units controlled by Players who don't already have permanents at that Battlefield. See rule 421.2.a. for more information on Invalid Destinations. |
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ChangedRenumbered | 623.2. In Modes of Play with more than two players, Battlefields with Pending Combats or Combats in Progress are Invalid to be chosen as a location to play one or more Units by a player not involved in that Combat by any means | 436.2. In Modes of Play with more than two players, Battlefields with Staged Combats or Combats in Progress are Invalid to be chosen as a location to play one or more Units by a player not involved in that Combat by any means |
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ChangedRenumbered | 623.2.a. If an effect would require a Unit be played to a Battlefield with a Pending Combat or a Combat in Progress, where the controller of the played unit is not a participant, instead the Unit is played to its controller's Base. | 436.2.a. If an effect would require a Unit be played to a Battlefield with a Staged Combat or a Combat in Progress, where the controller of the played unit is not a participant, instead the Unit is played to its controller's Base. |
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ChangedRenumbered | 625. The Showdown Step | 438. Step 1: The Showdown Step |
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ChangedRenumbered | 625.1.a.1. The Attacker is the player who applied the Contested status to the Battlefield. | 438.1.a.1. The Attacker is the player whose unit(s) applied the Contested status to the Battlefield. They gain the Attacker designation now. |
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Added | Not present in Pre-Origins | 438.1.a.1.a.Added: This player gains Focus as this Showdown begins. |
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ChangedRenumbered | 625.1.b. The Defender is the player who did not apply the Contested status to the Battlefield.Modulate Unit Might now based on static combat abilities. | 438.1.a.2. The Defender is the player who did not apply the Contested status to the Battlefield. They gain the Defender designation now. |
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Removed | 625.1.b.1.Removed: Attacking Units with Assault have their Might modulated by the value of Assault at this time. | Not present in Origins |
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Removed | 625.1.b.2.Removed: Defending Units with Shield have their Might modulated by the value of Shield at this time. | Not present in Origins |
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Removed | 625.1.c.Removed: The Initial Chain is created, if relevant, and then populated. | Not present in Origins |
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Removed | 625.1.c.1.Removed: If "When I attack" Triggered Abilities have triggered, then they are put on the Initial Chain. | Not present in Origins |
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Removed | 625.1.c.2.Removed: If "When I defend" Triggered Abilities have triggered, then they are put on the Initial Chain. | Not present in Origins |
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Added | Not present in Pre-Origins | 438.1.a.3.Added: Units at the Contested Battlefield controlled by the Attacker gain the Attacker designation now. |
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Added | Not present in Pre-Origins | 438.1.a.3.a.Added: If a Unit controlled by the Attacker becomes present at this Battlefield after this moment, it will gain the Attacker designation during the Cleanup phase following the action that caused it to become present |
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Added | Not present in Pre-Origins | 438.1.a.4.Added: Units at the Contested Battlefield controlled by the Defender gain the Defender designation now. |
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Added | Not present in Pre-Origins | 438.1.a.4.a.Added: If a Unit controlled by the Defender becomes present at this Battlefield after this moment it will gain the Defender designation during the Cleanup phase following the action that caused it to become present |
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Added | Not present in Pre-Origins | 438.1.b.Added: Finalize items on the Initial Chain if establishing Attacker and Defender has caused Triggered Abilities to become Pending. |
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Added | Not present in Pre-Origins | 438.1.b.1.Added: The Attacking player, who has Focus, places Triggered Abilities on the Chain first, followed by all non-Defender players in Turn Order, followed by the Defending Player. |
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Removed | 625.1.e.Removed: The Attacking Player becomes the Active Player | Not present in Origins |
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Added | Not present in Pre-Origins | 438.1.e.Added: Focus does not pass upon closure of the Initial Chain, if any. |
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ChangedRenumbered | 626. The Combat Damage Step | 439. Step 2: The Combat Damage Step |
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ChangedRenumbered | 626.1.a.1. If neither Attacking Units nor Defending Units remain at this stage, no Combat occurred. Continue to step 4. | 439.1.a.1. If neither Attacking Units nor Defending Units remain at this stage, the Combat Damage Step is skipped. |
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ChangedRenumbered | 626.1.d. Starting with the Attacker, each player distributes an amount of damage equal to their summed Might among the other's Units. | 439.1.d. Starting with the Attacker, each player assigns an amount of damage equal to their summed Might among the other's Units. |
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Removed | 626.1.d.1.Removed: Units with Tank must be assigned Lethal Damage before any other units. | Not present in Origins |
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Added | Not present in Pre-Origins | 439.1.d.1.Added: Assigning Damage is not Dealing Damage. |
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Added | Not present in Pre-Origins | 439.1.d.1.a.Added: When all Damage is assigned, it will be Dealt simultaneously. These actions are not synonymous. |
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ChangedRenumbered | 626.1.d.1.a. Reminder: Lethal Damage is nonzero damage equaling or exceeding the Might of a Unit. | 439.1.d.2. Abilities or effects may influence the order in which damage is assigned. Reminder: Lethal Damage is non-zero damage equaling or exceeding the Might of a Unit. |
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Added | Not present in Pre-Origins | 439.1.d.4.Added: Units cannot have more damage assigned to them than the minimum required to constitute lethal damage unless no further units remain to have damage assigned to them. |
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Added | Not present in Pre-Origins | 439.1.d.7.Added: If a Unit has one or more Abilities or effects applying to it that demand it be assigned damage in a specific way that is exclusionary, then the assigning player chooses only one of those abilities to apply when assigning damage. Example: Caitlyn, Patrolling ("I must be assigned combat damage last.") has been given the Tank ability ("I must be assigned combat damage first."). A player is assigning damage to this Caitlyn with Tank and two units with no abilities. That player can’t fulfill both of Caitlyn’s damage requirements, so they may choose to assign damage to Caitlyn first, fulfilling the Tank requirement, or last, fulfilling Caitlyn’s printed requirement. They can’t choose to apply damage to Caitlyn in between the other two units, because that wouldn’t fulfill either requirement. |
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Added | Not present in Pre-Origins | 439.1.d.8.Added: If there is more than one unit in which this situation applies to, each unit is dealt with individually. The assigning player chooses which ability or effect applies, and then resolves the assignment. If this creates a situation where now more than one unit must be assigned with the same priority, those units may be assigned damage in any order as normal within that priority. Example: Two copies of Caitlyn, Patrolling ("I must be assigned combat damage last.") have been given the Tank ability ("I must be assigned combat damage first."). A player assigning damage to these two Caitlyns and one unit with no abilities could choose to fulfill both Caitlyns’ Tank requirements by assigning them both damage before the other unit. |
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Added | Not present in Pre-Origins | 439.1.d.9.Added: If a unit cannot be dealt damage, then no amount of damage can be considered lethal. Such a unit is exempt from any considerations of mandatory assignment. Example: Kayn, Unleashed says “If I have moved twice this turn, I don't take damage.” While Kayn can’t take damage, it is ignored for the purposes of assigning lethal damage in combat. |
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Added | Not present in Pre-Origins | 439.1.e.Added: Deal Damage to each unit equal to the amount assigned to it. |
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ChangedRenumbered | 627. The Resolution Step | 440. Step 3: The Resolution Step |
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Removed | 627.1.Removed: Remove Units with Lethal Damage marked on them. | Not present in Origins |
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Removed | 627.1.a.Removed: Reminder: Lethal Damage is nonzero damage equaling or exceeding the Might of a Unit. | Not present in Origins |
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Removed | 627.2.Removed: If both Attacking and Defending Units remain at the Battlefield, then Attacking Units are recalled. See rule 616. Recalls for more information. | Not present in Origins |
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Removed | 627.3.Removed: The Battlefield is Conquered if No Defending Units Remain but Attacking Units do remain. | Not present in Origins |
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Removed | 627.3.a.Removed: This results in an exchange of Control of this battlefield, which subsequently will cause a Conquer. See rule 179. Control for more information on Control. See rule 630.1 for more information on Conquering. | Not present in Origins |
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Added | Not present in Pre-Origins | 440.1.Added: 1. Perform a Combat Cleanup. |
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Added | Not present in Pre-Origins | 440.1.a.Added: Invoke a Special Cleanup. |
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Added | Not present in Pre-Origins | 440.1.a.1.Added: Insert “2a. Clear all marked damage from all Units.” |
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Added | Not present in Pre-Origins | 440.1.a.2.Added: Insert “2b. Recall Attackers present at the Battlefield if Defenders are still present.” See rule 428. Recalls for more information. |
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Added | Not present in Pre-Origins | 440.1.a.3.Added: Insert “2c. Remove Attacker and Defender Designation from all Units and Players.” |
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Removed | 627.5.Removed: Clear all marked damage from all Units at all Locations. | Not present in Origins |
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Removed | 628.Removed: Perform a Cleanup. | Not present in Origins |
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Added | Not present in Pre-Origins | 440.1.b.1.Added: Clear the Contested status regardless of the outcome of the Combat. |
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Added | Not present in Pre-Origins | 440.2.Added: If any Units remain at the Battlefield, and if their controller does not already Control the Battlefield, that player Establishes Control over the Battlefield.. |
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Added | Not present in Pre-Origins | 440.2.a.Added: This results in a Conquer if that player has not yet scored that Battlefield this turn. See rule 179. Control for more information on Control. See rule 442.1. for more information on Conquering. |
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Added | Not present in Pre-Origins | 440.2.b.Added: This does not have to be the player that applied Contested to the Battlefield. |
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Added | Not present in Pre-Origins | 442.1.b.Added: A player will gain control of a Battlefield after establishing Control by applying Contested first. |
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ChangedRenumbered | 630.2. Hold: A player has Control of a Battlefield during their Beginning Phase. | 442.2. Hold: A player maintains Control of a Battlefield during their Beginning Phase. |
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ChangedRenumbered | 632.1.b.2. If the player has Scored through a Conquer and has Scored every Battlefield through either method this turn, that player scores the Final Point.If the player has Scored through a Conquer and has not Scored every Battlefield this turn, that player draws a card. | 444.1.b.2. If the player has Scored through a Conquer and has Scored every Battlefield through either method this turn, that player scores the Final Point. If the player has Scored through a Conquer and has not Scored every Battlefield this turn, that player draws a card. |
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Removed | 636.1.Removed: Layers do not have intrinsic rules or influence over the game. | Not present in Origins |
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Removed | 637.Removed: The layers are: | Not present in Origins |
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Added | Not present in Pre-Origins | 449.Added: The layers are applied repeatedly until all effects operating on objects have been applied once and no changes have been processed. |
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Added | Not present in Pre-Origins | 449.1.Added: Layers are applied in sequence. Each effect in them is applied as soon as able, and only a single time across all sequences. |
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Added | Not present in Pre-Origins | 449.2.Added: When a sequence of applications completes, recur the process, and evaluate each layer again applying any effects that may now be applicable. |
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Added | Not present in Pre-Origins | 449.3.Added: The removal or disqualification of an effect is separate from the application of the effect, but still can only be applied once. Example: Fiora, Victorious has printed Might 4 and says “While I'm Mighty, I have Deflect, Ganking, and Shield.” If a player places a buff on Fiora, her Might is increased in the Arithmetic layer, after the layer for Ability-Altering Effects. The Ability-Altering Effect layer is then re-checked and the abilities Deflect, Ganking, and Shield applied. Since each effect has been applied once and there are no other effects to apply, Fiora’s characteristics are finalized as 5 Might with Deflect, Ganking, and Shield. While a buffed Fiora, Victorious is in combat as a defender, an additional +1 Might will be applied in the Arithmetic layer, giving her 6 Might and the 3 keywords. Example: A buffed Fiora, Victorious is in combat as a defender when her buff is removed. Reevaluating the layers in sequence, she no longer gains Deflect, Ganking, and Shield during the Ability-Altering Effect layer, so when the Arithmetic layer is evaluated, neither the buff (which is gone) nor Shield (which she no longer has) apply. She goes directly from 6 Might with three keywords to 4 Might with no keywords.. |
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Added | Not present in Pre-Origins | 450.Added: Layers are applied in the following order: |
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ChangedRenumbered | 637.1. Trait-Altering Effects | 450.1. 1. Trait-Altering Effects |
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ChangedRenumbered | 637.2. Ability-Altering Effects | 450.2. 2. Ability-Altering Effects |
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ChangedRenumbered | 637.2.a. This layer deals with effects that grant, remove, or replace the abilities or rules text of Game Objects. Keywords Passive Abilities Appending rules text Removing rules text Duplicating Rules Text from one Game Object to another | 450.2.a. This layer deals with effects that grant, remove, or replace the abilities or rules text of Game Objects. Keywords Passive Abilitie Appending rules text Removing rules text Duplicating Rules Text from one Game Object to another |
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ChangedRenumbered | 637.3. Arithmetic | 450.3. 3. Arithmetic |
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Removed | 637.3.b.Removed: All applications are applied arithmetically. | Not present in Origins |
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Added | Not present in Pre-Origins | 450.3.b.Added: When an arithmetic effect has a limitation that applies, it is limited at the time of its application, and is “remembered” at that limited level for the duration of its effect. This process is called “snapshotting.” Example: If an effect gives a unit “-4 [M] to a min of 1 until end of turn” choosing a unit with 2 [M], then the effect will generate -1 [M] until end of turn. |
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Added | Not present in Pre-Origins | 450.3.c.Added: This layer applies arithmetic in the following way. |
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Added | Not present in Pre-Origins | 450.3.c.1.Added: 1. Increases |
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Added | Not present in Pre-Origins | 450.3.d.1.Added: Positive values, or increases, to Might are applied first. |
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Added | Not present in Pre-Origins | 450.3.e.1.Added: If there is a restriction or limitation to this increase, the limitation is “snapshotted” for the duration of the effect. |
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Added | Not present in Pre-Origins | 450.3.e.2.Added: 2. Decreases |
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Added | Not present in Pre-Origins | 450.3.f.0.a.Added: Negative values, or decreases, to Might are applied last. |
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Added | Not present in Pre-Origins | 450.3.g.1.Added: If there is a restriction or limitation to this decrease, the limitation is snapshotted for the duration of the effect. |
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ChangedRenumbered | 638. If more than one effect applies to the same Game Object in the same Layer, or to each other in the same layer, then both effects will apply but their order will be determined by Dependency. | 451. If more than one effect applies to the same Game Object in the Same Layer, or to each other in the same layer, then both effects will apply but their order may be determined by Dependency. |
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ChangedRenumbered | 638.1.b. Applying one of the effects alters the number of objects the other effect can influence; or | 451.1.b. Applying one of the effects alters the number of objects the other effect can influence |
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ChangedRenumbered | 638.1.c. Applying one of the effects alters the outcome when applying the other | 451.1.c. Applying one of the effects alters the outcome when applying the other non- deterministically |
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Added | Not present in Pre-Origins | 452.Added: To determine which effect Depends on another, determine which of the prior criteria applies, and then also which effect’s evaluation is altered by the sequence of applications. That effect is said to Depend on the other. |
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Added | Not present in Pre-Origins | 452.1.Added: To resolve a dependency, the effects within the same layer that created the dependency must be applied such that: 1. Identify which effect Depends on the other within the Layer. 2. Apply the effect that is depended on first. 3. Immediately apply the effect that Depends on the first effect next. |
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ChangedRenumbered | 639. If more than one effect applies in the same layer but no dependency is established, then Timestamp order is applied to the effects | 453. If more than one effect applies in the same layer but no dependency is established, then Timestamp order is applied to the effects. |
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ChangedRenumbered | 639.1. The first effect to have been played is applied first, and the newest effect is applied last. | 453.1. The first effect to have been played is applied first, and the newest effect is applied last within the same Layer. |
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ChangedRenumbered | 647.5. Setup: Each player who is not going first randomly selects one (1) of their three (3) Battlefields. The other two are removed and will not be used for this game. The selected Battlefields are placed between the two players before play and will be used for this game. | 461.5. Setup: Each player who is not going first randomly selects one (1) of their three (3) Battlefields. The other two are removed and will not be used for this game. The selected Battlefields are placed between the players before play and will be used for this game. |
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ChangedRenumbered | 648.5.a. Each player who is not going first randomly selects one (1) of their three (3) Battlefields. The other two are removed and will not be used for this game. The selected Battlefields are placed between the two Players before play and will be used for this game. | 462.5.a. Each player who is not going first randomly selects one (1) of their three (3) Battlefields. The other two are removed and will not be used for this game. The selected Battlefields are placed between the players before play and will be used for this game. |
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ChangedRenumbered | 648.5.b. Turn order alternates teams.. | 462.5.b. Turn order alternates teams. |
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Added | Not present in Pre-Origins | 462.6.a.Added: Teammates win or lose together. |
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Added | Not present in Pre-Origins | 462.6.a.1.Added: If one player Concedes, then the entire team loses. |
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Added | Not present in Pre-Origins | 462.6.a.2.Added: If one player Loses, then the entire team loses. |
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Added | Not present in Pre-Origins | 462.6.a.3.Added: If one player Wins, then the entire team wins. |
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ChangedRenumbered | 648.7. First Turn Process: The player going first does not draw a card during their first Channel Phase of the game. The player going last channels an extra Rune from their Rune Deck during their first Channel Phase of the game. | 462.7. First Turn Process: The player going first does not draw a card during their first Draw Phase of the game. The player going last channels an extra Rune from their Rune Deck during their first Channel Phase of the game. |
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Removed | 648.8.e.Removed: Teammates are Relevant Players by default. | Not present in Origins |
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Added | Not present in Pre-Origins | 462.8.g.Added: Teammates may not utilize the same Champion Legend. |
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Added | Not present in Pre-Origins | 462.8.h.Added: Teammates may not utilize the same Battlefields. |
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Changed | 651.3. Removal of a player involves them no longer being a Relevant Player in any Showdown, being able to make choices, or otherwise influence the game. | 651.3. Removal of a player involves them no longer being able to make choices or otherwise influence the game. |
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Added | Not present in Pre-Origins | 651.4.Added: If the player has Teammates due to the Mode of Play, that player’s Teammates also lose and are removed from the game. |
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Changed | 652.2.c. If the removed battlefield was applying any continuous effects, those continuous effects immediately cease, which may cause changes in the characteristics of units or hidden cards there. Example: A battlefield reads "Units here have +1 [S]." If that battlefield's owner concedes and the battlefield is removed from the game as a result, units there immediately cease to get +1 [S]. | 652.2.c. If the removed battlefield was applying any continuous effects, those continuous effects immediately cease, which may cause changes in the characteristics of units or hidden cards there. Example: A battlefield reads "Units here have +1 [M]." If that battlefield's owner concedes and the battlefield is removed from the game as a result, units there immediately cease to get +1 [M]. |
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Changed | 652.5.b.1. If the removed player had Focus in a Showdown, the next Relevant Player in order receives Focus. | 652.5.b.1. If the removed player had Focus in a Showdown, the next Player in order receives Focus. |
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Removed | 652.5.b.2.Removed: If no other players remain Relevant, the Showdown ends, and steps are completed as able | Not present in Origins |
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ChangedRenumbered | 652.5.b.3. If the player being removed creates a state where all Relevant Players have Passed their Focus, the Showdown ends and play proceeds as necessary, E.G. Combat is resolved or a Cleanup is completed. | 652.5.b.2. If the player being removed creates a state where all Players have Passed their Focus, the Showdown ends and play proceeds as necessary, E.G. Combat is resolved or a Cleanup is completed. |
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Changed | 652.5.c.1. If the removed player had Priority during a Chain, the next Relevant Player in order receives Priority. | 652.5.c.1. If the removed player had Priority during a Chain, the next Player in order receives Priority. |
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Changed | 652.5.c.2. If the player being removed creates a state where all Relevant Players have passed Priority, then the most recent spell or ability on the Chain will resolve with Priority being re-established as appropriate for the state after the resolution of that spell or ability. | 652.5.c.2. If the player being removed creates a state where all Players have passed Priority, then the most recent spell or ability on the Chain will resolve with Priority being re-established as appropriate for the state after the resolution of that spell or ability. |
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Changed | 709. A Unit "becomes Mighty" at the moment its Might changes from being less than 5 to being 5 or greater. Example: A Unit with Might 4 that gets +1 [S] becomes Mighty. Example: A Unit with Might 5 that gets +1 [S] does not become Mighty, because it was already Mighty. | 709. A Unit "becomes Mighty" at the moment its Might changes from being less than 5 to being 5 or greater. Example: A Unit with Might 4 that gets +1 [M] becomes Mighty. Example: A Unit with Might 5 that gets +1 [M] does not become Mighty, because it was already Mighty. |
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Changed | 710. Units on the board are evaluated according to their current Might. Example: A unit with a base Might of 3 is targeted by a spell that reads "A unit gets +3 [S] this turn." As that spell resolves, its Might changes from 3 to 6, and it becomes Mighty. When that effect expires at the end of the turn, it will no longer be Mighty. | 710. Units on the board are evaluated according to their current Might. Example: A unit with a base Might of 3 is targeted by a spell that reads "A unit gets +3 [M] this turn." As that spell resolves, its Might changes from 3 to 6, and it becomes Mighty. When that effect expires at the end of the turn, it will no longer be Mighty. |
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Added | Not present in Pre-Origins | 712.Added: Bonus Damage |
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Added | Not present in Pre-Origins | 713.Added: Bonus Damage is an intrinsic property that can be granted to Deal actions that influence the amount of Damage that the action is distributing. |
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Added | Not present in Pre-Origins | 714.Added: If more than one instance of Bonus Damage is applied or granted to a Deal action, all instances are summed and applied once. |
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Added | Not present in Pre-Origins | 714.1.Added: Bonus Damage can only be a positive value, and can only increase the amount of Damage being distributed. |
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Added | Not present in Pre-Origins | 714.2.Added: If, for any reason, Bonus Damage would be a negative number, then no Bonus Damage is applied to the action. |
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Added | Not present in Pre-Origins | 715.Added: Bonus Damage applies to the total damage Dealt by one instance of the action. |
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Added | Not present in Pre-Origins | 715.1.Added: If the Deal action has a single target, the amount of Damage to that target will be increased by the Bonus Damage granted to it. |
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Added | Not present in Pre-Origins | 715.2.Added: If the Deal action has multiple targets, the amount of Damage dealt to each target is increased by Bonus Damage individually and separately. Example: Singularity is a spell that says “Deal 6 to each of up to two units.” A player plays Singularity while they also control Annie, Fiery, a unit that says “Your spells and abilities deal 1 Bonus Damage.” Singularity deals 1 Bonus Damage to both of its targets, dealing 7 to each. |
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Added | Not present in Pre-Origins | 715.3.Added: If the Deal action Splits damage, then the Bonus Damage applies to the amount of Damage that will be Split. This can alter the number of targets eligible to be chosen. Example: Volibear, Furious is a unit that says in part “When I attack, deal 5 damage split among any number of enemy units here.” A player attacks with Volibear, Furious while they also control Annie, Fiery, a unit that says “Your spells and abilities deal 1 Bonus Damage.” Volibear, Furious now deals 6 damage split among any number of enemy units at its location, and can choose to split that damage among up to 6 units rather than the usual 5. |
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ChangedRenumbered | 717.1.a. Accelerate is functionally short for "As you play me, you may pay 1[C] as an additional cost. If you do, I enter ready." | 721.1.a. Accelerate is functionally short for "As you play me, you may pay [1] and 1 Power as an additional cost. If you do, I enter ready." |
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Removed | 717.1.b.Removed: The [C] aspect of this ability always matches the domain of the unit. | Not present in Origins |
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Added | Not present in Pre-Origins | 721.1.a.1.Added: If the unit has a single domain, the Power portion of the Accelerate cost can be paid only with a Power that matches the domain of the unit. |
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Added | Not present in Pre-Origins | 721.1.a.2.Added: If the unit has no domain or more than one domain, the Power portion of the Accelerate cost can be paid with [A] (a Power of any domain). |
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ChangedRenumbered | 718.4. Action is a referencable characteristic. | 722.4. Action is a referenceable characteristic. |
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ChangedRenumbered | 719.1.c. It is functionally short for "While I am an attacker, I have +X [S]." | 723.1.c. It is functionally short for "While I am an attacker, I have +X [M]." |
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ChangedRenumbered | 722.1.c. It is a static ability that adds permissions to the Unit's Standard Move. | 726.1.c. It is a passive ability that adds permissions to the Unit's Standard Move. |
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ChangedRenumbered | 723.1.b. It is functionally short for "Rather than play this, you may pay [C] to hide this facedown at a battlefield you control that doesn't already have a facedown card hidden there. Beginning on the next player's turn, this gains [Reaction] and you may play this, ignoring its base cost. All choices must only be picked from among valid targets at the battlefield associated with this Facedown Zone." | 727.1.b. It is functionally short for "While this card is in your hand or in the Champion Zone on your turn during an Open State, you may pay [A] to hide this facedown at a battlefield you control that doesn't already have a facedown card hidden there for as long as you control that battlefield. Beginning on the next turn, this gains [Reaction] and you may play this, ignoring its base cost." |
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Removed | 723.1.b.1.Removed: The [C] Cost always matches the Domain Identity of the deck being played. It does not have to match the card being Hidden. | Not present in Origins |
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Removed | 723.1.d.Removed: Targets chosen for the instructions on Hidden cards when played must be from the Battlefield associated with the Facedown Zone this card was Hidden in before being played. | Not present in Origins |
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Removed | 723.1.d.1.Removed: A card cannot be played from Hidden if there are no valid targets, just like a card cannot be played from hand without valid targets. | Not present in Origins |
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Added | Not present in Pre-Origins | 727.1.d.Added: Some choices made while playing a card from Hidden are restricted to the battlefield where it was hidden. A card cannot be played from Hidden if it is a spell with no valid targets under these restrictions. See rule 352.5. Targeting for more information. |
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Added | Not present in Pre-Origins | 727.1.d.1.Added: A hidden unit must be played to that battlefield. |
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Added | Not present in Pre-Origins | 727.1.d.2.Added: If a hidden spell or a play effect of a hidden permanent chooses any targets, those targets must be chosen from among options at that battlefield, unless the ability explicitly restricts targeting in a way that makes this impossible. Example: Blastcone Fae is a unit with Hidden and “When you play me, give a unit -2 [M] this turn, to a minimum of 1 [M].” Because this is a play effect, its target must be chosen from among units at the same battlefield if Blastcone Fae was played from Hidden. Example: Tideturner is a unit with Hidden and “When you play me, you may choose a unit you control at another location. Move me to its location and it to my original location.” Because its play ability has a targeting restriction that can never be fulfilled by a unit at its battlefield, its target may be chosen freely from among the available options. |
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Added | Not present in Pre-Origins | 727.1.d.3.Added: If a hidden spell or a play effect of a hidden permanent causes you to play a unit, you must choose to play that unit at that battlefield. |
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Added | Not present in Pre-Origins | 727.2.Added: Abilities and instructions of hidden cards other than the choices listed above function as normal. Example: Stand United is a spell that has Hidden and says “Buff a friendly unit. Buffs give an additional +1 might to friendly units this turn.” If it’s played from Hidden, the first part of its ability must choose a friendly unit at the same battlefield, but the second part of its ability affects all friendly units with buffs, no matter where they are. |
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ChangedRenumbered | 723.2. A card with Hidden may still be played for its cost as normal, at its normal timing with no restrictions on targeting.
| 727.3. Instead of being hidden, a card with Hidden may be played for its cost as normal, at its normal timing with no restrictions on targeting. |
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Added | Not present in Pre-Origins | 727.6.Added: A card that is Hidden gains Reaction while facedown, and may be played any time a card with Reaction may be played as a result. |
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Added | Not present in Pre-Origins | 727.6.a.Added: The property is granted to the card in its facedown state, and is not publicly known. |
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ChangedRenumbered | 724.1.c. Starting from the Keyword to the end of the clause, the entire statement is the Legion Ability.It is functionally short for "If you have played another Main Deck card before this one already this turn, apply [Text]." | 728.1.c. Starting from the Keyword to the end of the clause, the entire statement is the Legion Ability. |
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Added | Not present in Pre-Origins | 728.1.c.1.Added: On spells and on play effects of permanents, it is functionally short for “If you have played another Main Deck card before this one already this turn, apply [Text].” |
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Added | Not present in Pre-Origins | 728.1.c.2.Added: On other abilities and instructions, it is functionally short for “If you have played a Main Deck card this turn, apply [Text].” |
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ChangedRenumbered | 724.1.c.2. Legion's conditional can apply to static abilities, activated abilities, spell instructions, or even abilities active in zones outside of the board. | 728.1.c.4. Legion's conditional can apply to passive abilities, activated abilities, spell instructions, or even abilities active in zones outside of the board. |
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ChangedRenumbered | 726.1. Shield is a Static Ability keyword. | 730.1. Shield is a Passive Ability keyword. |
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ChangedRenumbered | 726.1.c. It is functionally short for "While I am a defender, I have +X [S]." | 730.1.c. It is functionally short for "While I am a defender, I have +X [M]." |
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