Riftbound FAQ
Changes

Core Rules 1.2 Changes (Spiritforged)

Changes between Riftbound Core Rules 1.1 (Origins) and 1.2 (Spiritforged).

  • 205 changes
  • 183 added
  • 5 removed
  • 17 changed

Routine renumbering and reference-only updates are omitted.

Changes from Origins to Spiritforged
ChangeBeforeOriginsAfterSpiritforged
Added
After
Spiritforged
134.4.Added: A card’s Rules Text is Inactive while that card is Attached to another card. See rule 716 Attachment for more information. See rule 720 Inactive for more information.
Added
After
Spiritforged
134.4.a.Added: The presence of text, rules, Keywords, and other effects can still be referenced and detected by other game effects, even while Rules Text is Inactive.
Added
After
Spiritforged
135.Added: Effect Text
Added
After
Spiritforged
135.1.Added: Some cards have a separate section of text below the Rules Text. This is referred to as the Effect Text.
Added
After
Spiritforged
135.2.Added: Effect Text can contain additional Abilities.
Added
After
Spiritforged
135.2.a.Added: Effect Text can be blank.
Added
After
Spiritforged
135.2.b.Added: Effect Text is inactive unless the card with the Effect Text is Attached to another card. See rule 716 Attachment for more information. See rule 720 Inactive for more information.
Added
After
Spiritforged
135.2.c.Added: The abilities in the Effect Text section of a card are appended to the Rules Text of the card to which the card with the Effect Text is Attached.
Added
After
Spiritforged
136.Added: Might Bonus
Added
After
Spiritforged
136.1.Added: Some cards have a Might Bonus in their lower right corner, expressed as an operator plus an integer.
Added
After
Spiritforged
136.2.Added: A card’s Might Bonus can be +0.
Added
After
Spiritforged
136.3.Added: A card’s Might Bonus modulates the Might of the card to which the card that has the Might Bonus is Attached. See rule 716 Attachment for more information.
Added
After
Spiritforged
136.3.a.Added: The Might Bonus is applied while Attached and stops applying as soon as the card with the Might Bonus is no longer Attached.
Added
After
Spiritforged
136.3.b.Added: If the card to which a card with a Might Bonus is Attached has no Might value, the Might Bonus is ignored.
ChangedRenumbered
Before
Origins
182.1.
When a player Plays a Card, they are established as that Game Object's Controller.
After
Spiritforged
185.1.
When a player Plays a Card or other Game Object, they are established as that Game Object's Controller.
Added
After
Spiritforged
185.4.Added: For Abilities, they are the Ability’s Controller.
Added
After
Spiritforged
185.4.a.Added: By default, the Controller of an Ability’s Source is the Controller of that Ability.
Added
After
Spiritforged
185.4.b.Added: Changes to Control of an Ability’s Source do not change Control of that Ability.
Added
After
Spiritforged
185.4.c.Added: That player chooses targets.
Added
After
Spiritforged
185.4.d.Added: That player chooses modes.
Added
After
Spiritforged
185.4.e.Added: That player pays costs.
Changed
Before
Origins
312.1.
Priority is the permission to take Discretionary Actions. See rule 398.1. Discretionary Actions for more information.
After
Spiritforged
312.1.
Priority is the singular exclusive right to take Discretionary Actions. See rule 398.1. Discretionary Actions for more information.
Added
After
Spiritforged
312.3.Added: When a player is granted Priority, it is either created if no player has it or taken from the player with Priority.
Added
After
Spiritforged
313.4.Added: A player may not make discretionary actions with Focus unless they also possess Priority.
Changed
Before
Origins
317.2.a.
Invoke a Special Cleanup. See rule 318. Cleanups for more information.
After
Spiritforged
317.2.a.
Invoke an End of Turn Special Cleanup. See rule 318. Cleanups for more information.
Changed
Before
Origins
317.2.b.
Insert “2a. Heal all Units.”
After
Spiritforged
317.2.b.
Insert “2c. Heal all Units.”
Added
After
Spiritforged
322.2.Added: 2. Handle outstanding board state
Added
After
Spiritforged
322.3.Added: 2a. All Units that have non-zero Damage marked on them equalling or exceeding their Might that have Deathknell abilities will trigger their Deathknell ability now, making note of their current location, attributes, and other information relevant to add the trigger as a Pending Item See rule 734 Deathknell for more information.
ChangedRenumbered
Before
Origins
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.
After
Spiritforged
322.4.
2b. All Units that have non-zero Damage marked on them equalling or exceeding their Might are killed and placed in their owners' Trash.
Added
After
Spiritforged
322.8.a.Added: The Showdown remains Staged at each Battlefield that is Contested and has only units present controlled by the player that applied Contested
Added
After
Spiritforged
322.9.Added: 6a. If Units of an opposing player are present at a Battlefield that has a Showdown staged before it can be Opened, the Showdown will cease being Staged
ChangedRenumbered
Before
Origins
322.7.
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.
After
Spiritforged
322.10.
7. Mark a Combat as Staged at each Battlefield that Contested was applied to that have Units present controlled by opposing players.
Added
After
Spiritforged
322.11.Added: 7a. If Units of two opposing players are no longer present at a Battlefield that has a Combat Staged before it has opened, the Combat will cease being Staged
Added
After
Spiritforged
352.2.a.Added: By default, Valid locations include the controller’s Base or a Battlefield the controller controls.
Added
After
Spiritforged
352.2.b.Added: Some Game Effects may grant players permission to play Units to locations that are not normally Valid. Such locations become Valid for the purposes of Playing the Unit..
Changed
Before
Origins
356.3.e.4.
If a target changes Zones to or from a Non-Board Zone and then returns to its original zone, it is no longer a legal target, because it's not treated as the same object. Examples: An enemy unit at a battlefield is no longer a legal target if it is no longer an enemy, no longer a unit, or no longer at a battlefield. A unit with 3 or less Might is no longer a legal target if it is no longer a unit or if its Might is greater than 3. Something that's exhausted is no longer a legal target if it is no longer exhausted. (It can't stop being "something.") A spell that's played from hidden has the additional targeting requirement "here." A target for such a spell ceases to be a legal target if it moves from the battlefield where that spell was played, even if the spell has no location targeting requirement otherwise.
After
Spiritforged
356.3.e.4.
If a target changes Zones to or from a Non-Board Zone and then returns to its original zone, it is no longer a legal target, because it's not treated as the same object. Examples: An enemy unit at a battlefield is no longer a legal target if it is no longer an enemy, no longer a unit, or no longer at a battlefield. A unit with 3 or less Might is no longer a legal target if it is no longer a unit or if its Might is greater than 3. Something that's exhausted is no longer a legal target if it is no longer exhausted. (It can't stop being "something.") A spell that's played from hidden can normally only target its own battlefield or something at that battlefield. A target for such a spell may cease to be a legal target if it moves from the battlefield where that spell was played, even if the spell has no location targeting requirement otherwise.
Removed
Before
Origins
365.2.Removed: Triggered Abilities can be Replacement Effects.
Changed
Before
Origins
376.1.a.
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.
After
Spiritforged
376.1.a.
The phrases that identify triggered abilities do not always appear at the beginning of sentences or abilities.
Added
After
Spiritforged
415.1.a.1.a.Added: This is referred to as a Kill Instruction.
Added
After
Spiritforged
415.1.a.1.b.Added: When a unit with a Deathknell is to be put in the Trash due to a Kill Instruction, it first has its Deathknell added to the chain as a Pending Item. Note the unit’s location, attributes, and other relevant information to process its Deathknell when finalized before completing this Kill Instruction.
Added
After
Spiritforged
419.Added: Double
Added
After
Spiritforged
419.1.Added: Doubling is the act of increasing a numeric attribute by an amount equal to that attribute’s current value.
Added
After
Spiritforged
419.1.a.Added: This creates an effect that modulates that attribute by that specific amount for the duration specified by the Game Effect that instructed the player to perform this action. Example: A unit with 3 base Might and Shield 2 is in combat as a Defender. Since Shield applies, its current Might is 5. A player chooses it as the target for Last Stand, a spell that reads in part “Double a friendly unit's Might this turn.” Its current Might is 5, so it gets +5 Might this turn, for a current Might of 10. After combat, Shield no longer applies, but the +5 Might from Last Stand does, so the unit’s Might is 8.
Added
After
Spiritforged
419.2.Added: Doubling is a Limited Action.
Added
After
Spiritforged
419.2.a.Added: Players may only Double when Game Effects direct them to do so.
Added
After
Spiritforged
420.Added: Swap
Added
After
Spiritforged
420.1.Added: Swapping is the act of increasing one numeric value and decreasing another numeric value on some number of Game Objects such that their values are reversed.
Added
After
Spiritforged
420.1.a.Added: Swapping creates two different effects that apply to each attribute. One that Increases one value and one that Decreases the other.
Added
After
Spiritforged
420.1.b.Added: To accomplish this, determine the difference between these values and then apply an Increase for that amount to the lower value of the two attributes, and a Decrease of that amount to the higher value of the two attributes.
Added
After
Spiritforged
420.1.c.Added: If both attributes are the same numeric value, Swapping has no effect.
Added
After
Spiritforged
420.2.Added: Swapping is a Limited Action.
Added
After
Spiritforged
420.2.a.Added: Players may only swap when Game Effects direct them to do so.
Added
After
Spiritforged
421.Added: Attach
Added
After
Spiritforged
421.1.Added: Attaching is the act of linking two cards on the board together to combine their effects in some way. This causes one or more cards to become Attached and at least one card to become a Top-Most Card. See rule 716 Attachment for more information.
Added
After
Spiritforged
421.1.a.Added: Attaching affects two cards at once.
Added
After
Spiritforged
421.1.a.1.Added: One card will be designated as the one being Attached, and thus become Attached. The other will become the Top-Most Card.
Added
After
Spiritforged
421.1.b.Added: This is represented by physically laying the Top-Most card on top of the other or others such that all Effect Texts and Might Bonuses are showing, but nothing else from the card or cards Attached.
Added
After
Spiritforged
421.1.b.1.Added: In the situation where there is more than one card attached to the Top-Most card, they should be stacked in such a way that all Effect Text boxes and Might Bonuses are readable. The order of the Attached cards has no bearing on the application of effects.
Added
After
Spiritforged
421.1.c.Added: The Top-Most card has all Effect Text of all cards Attached to it appended to its Rules Text.
Added
After
Spiritforged
421.1.d.Added: The Top-Most Card has its Might modulated by the Might Bonus of all cards Attached to it.
Added
After
Spiritforged
421.1.e.Added: Attaching one or more cards will cause those cards’ Rules Text to become Inactive for as long as they remain Attached. See rule 716 Attachment for more information.
Added
After
Spiritforged
421.1.f.Added: Attaching a card will cause it to Detach from any card to which it is currently Attached.
Added
After
Spiritforged
421.2.Added: Attaching is a Limited Action.
Added
After
Spiritforged
421.2.a.Added: Players may only Attach cards when directed to by Game Effects.
Added
After
Spiritforged
421.3.Added: Attaching cards does not inherently choose or specify a target. However, Game Effects that Attach cards may do so.
Added
After
Spiritforged
421.4.Added: When a card Attaches to a card, its location becomes the same as the new Top-Most Card.
Added
After
Spiritforged
421.4.a.Added: This is not a Move.
Added
After
Spiritforged
422.Added: Detach
Added
After
Spiritforged
422.1.Added: Detaching is the act of unlinking two cards that are currently linked through the act of Attaching. This causes one to cease being Attached, and potentially causes the other to cease being a Top-Most card.
Added
After
Spiritforged
422.1.a.Added: Detaching affects only cards that are currently Attached to another card.
Added
After
Spiritforged
422.1.a.1.Added: Game effects that instruct a player to Detach a card that is currently not Attached to anything will do nothing.
Added
After
Spiritforged
422.1.b.Added: When one or more cards become Detached, they cease to be in the Attached state.
Added
After
Spiritforged
422.1.b.1.Added: To represent this, these cards should no longer be placed under the card they were previously placed under as Top-Most Card.
Added
After
Spiritforged
422.1.b.2.Added: If the Top-Most Card no longer has any cards Attached to it after this, it is no longer a Top-Most Card.
Added
After
Spiritforged
422.1.c.Added: The card being Detached has its Effect Text become Inactive and its Rules Text cease being Inactive.
Added
After
Spiritforged
422.1.d.Added: The Top-Most Card ceases to have the Effect Text of the card being Detached appended to its Rules Text.
Added
After
Spiritforged
422.1.e.Added: The Top-Most Card ceases to have its Might modulated by the Might Bonus of the card being Detached.
Added
After
Spiritforged
422.2.Added: Detaching is a Limited Action.
Added
After
Spiritforged
422.2.a.Added: Players may only Detach cards when directed to by Game Effects.
Added
After
Spiritforged
422.3.Added: Detaching cards does not inherently choose, or specify a target. However, Game Effects that Detach cards may.
Added
After
Spiritforged
422.4.Added: When a card Detaches from a Top-Most Card, its location is the same as the Top-Most Card from which it Detached.
Added
After
Spiritforged
422.4.a.Added: If the Detached card was a Gear and this causes it to become present at a Battlefield, it will be Recalled during the next Cleanup.
Added
After
Spiritforged
422.4.b.Added: If the Attached card was Detached because the Top-Most Card changed zones from a board zone to a non-board zone, then the location that the Attached Card will Detach to is the last location the Top-Most Card was at before changing from a board zone to a non-board zone.
ChangedRenumbered
Before
Origins
431.1.
When Gear is created or played at a battlefield, or is at a battlefield for any other reason, it is Recalled to its controller's base during the next Cleanup. Example: Zhonya's Hourglass is a gear with the Hidden ability, which allows it to be hidden at a battlefield and played later to that battlefield. If Zhonya's Hourglass is played from hidden, it must be played to that battlefield. It will be recalled to its controller's base during the next Cleanup.
After
Spiritforged
435.1.
When an un-attached Gear is created or played at a battlefield, or is at a battlefield for any other reason, it is Recalled to its controller's base during the next Cleanup. Example: An Equipment is attached to a unit at a battlefield, so the Equipment is present at that battlefield. If the unit dies, the Equipment will be recalled during the next cleanup.
ChangedRenumbered
Before
Origins
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.
After
Spiritforged
440.1.
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 Units at that Battlefield. See rule 425.2.a. for more information on Invalid Destinations.
ChangedRenumbered
Before
Origins
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
After
Spiritforged
440.2.
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,
ChangedRenumbered
Before
Origins
440.1.a.
Invoke a Special Cleanup.
After
Spiritforged
444.1.a.
Invoke a Combat Special Cleanup.
Removed
Before
Origins
440.1.a.1.Removed: Insert “2a. Clear all marked damage from all Units.”
Added
After
Spiritforged
444.1.a.1.Added: Insert “2c. Heal all Units.”
ChangedRenumbered
Before
Origins
440.1.a.2.
Insert “2b. Recall Attackers present at the Battlefield if Defenders are still present.” See rule 428. Recalls for more information.
After
Spiritforged
444.1.a.2.
Insert “2d. Recall Attackers present at the Battlefield if Defenders are still present.” See rule 432. Recalls for more information.
ChangedRenumbered
Before
Origins
440.1.a.3.
Insert “2c. Remove Attacker and Defender Designation from all Units and Players.”
After
Spiritforged
444.1.a.3.
Insert “2e. Remove Attacker and Defender Designation from all Units and Players.”
Added
After
Spiritforged
444.2.Added: 2. If no Showdown or Combat is staged at this location, the player with Units remaining here Establishes Control.
ChangedRenumbered
Before
Origins
440.1.b.
Clear the Contested status from this Battlefield.
After
Spiritforged
444.2.a.
Clear the Contested Status.
Removed
Before
Origins
440.1.b.1.Removed: Clear the Contested status regardless of the outcome of the Combat.
Removed
Before
Origins
440.2.Removed: If any Units remain at the Battlefield, and if their controller does not already Control the Battlefield, that player Establishes Control over the Battlefield..
Added
After
Spiritforged
444.2.d.Added: If there are no Units remaining here controlled by any player, the Battlefield becomes Uncontrolled.
ChangedRenumbered
Before
Origins
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
After
Spiritforged
454.2.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
Added
After
Spiritforged
454.2.c.Added: Abilities of Effect Text of Attached cards are appended in this layer.
Added
After
Spiritforged
454.3.c.Added: Might Bonuses of Attached cards are applied in this layer.
ChangedRenumbered
Before
Origins
453.
If more than one effect applies in the same layer but no dependency is established, then Timestamp order is applied to the effects.
After
Spiritforged
457.
If more than one effect applies in the same layer but no dependency is established, then Timestamp order is applied to the effects within that layer and sublayer
Removed
Before
Origins
453.1.Removed: The first effect to have been played is applied first, and the newest effect is applied last within the same Layer.
Added
After
Spiritforged
457.1.Added: When an effect begins applying, it establishes a time for which it is compared against other Game Effects for purposes of resolving Layered effects as its Timestamp.
Added
After
Spiritforged
457.1.a.Added: Timestamps are not rote values.
Added
After
Spiritforged
457.1.b.Added: Timestamps are relative comparisons between effects and when they began applying to the game.
Added
After
Spiritforged
457.1.c.Added: Timestamps are not referenced by Game Effects in any way. They are only used to finalize layered effects.
Added
After
Spiritforged
457.2.Added: When Rules Text becomes Inactive for any reason, it loses its Timestamp. When it ceases to be Inactive, a new Timestamp is established.
Added
After
Spiritforged
457.3.Added: Effects are applied such that the earliest Timestamp within each Layer and Sublayer applies first, followed by other Effects in that Layer and Sublayer in chronological order.
Added
After
Spiritforged
716.Added: Attachment
Added
After
Spiritforged
717.Added: Attaching is a limited action that causes cards to become linked to each other to combine their effects in some way. This causes one card to become Attached and the other to become A Top-Most Card. See rule 421 Attach for more information.
Added
After
Spiritforged
718.Added: Attached is the state of a card being linked to another card in this way.
Added
After
Spiritforged
718.1.Added: A card remains in this state until Detached.
Added
After
Spiritforged
718.2.Added: While in this state, the card’s Rules Text is Inactive. See rule 720 Inactive for more information.
Added
After
Spiritforged
718.3.Added: While in this state, Abilities in the card’s Effect Text are appended to the Rules Text of the Top-Most Card.
Added
After
Spiritforged
718.4.Added: While in this state, the card’s Might Bonus modulates the Top-Most Card’s Might by the value listed.
Added
After
Spiritforged
718.5.Added: Attached cards still have all properties of being a card on the board while in this state.
Added
After
Spiritforged
718.5.a.Added: Attached cards still have all Types and Tags while Attached.
Added
After
Spiritforged
718.5.b.Added: Attached cards still can be chosen or targeted by game effects while Attached.
Added
After
Spiritforged
718.6.Added: Attached cards cannot be moved separately from the Top-Most Card they are Attached to.
Added
After
Spiritforged
718.7.Added: A card may be Attached only to a single Top-Most card at a time.
Added
After
Spiritforged
718.8.Added: Attached cards may have different Controllers from their Top-Most card.
Added
After
Spiritforged
718.8.a.Added: Changes in Control of the Top-Most card do not impact Control of Attached cards and vice versa.
Added
After
Spiritforged
718.8.b.Added: An Attached card still appends the abilities in its Effect Text to the Rules Text of the Top-Most card and modulates the Top-Most Card’s Might by its Might Bonus.
Added
After
Spiritforged
719.Added: A Top-Most Card is a card that has one or more cards linked to it through the process of Attaching.
Added
After
Spiritforged
719.1.Added: The Effect Text of all cards Attached to this card are appended to the Rules Text of this card for as long as they remain Attached.
Added
After
Spiritforged
719.2.Added: This card ceases being a Top-Most Card when there are no longer any cards Attached to it.
Added
After
Spiritforged
719.3.Added: A Top-Most Card and all cards Attached to it are at the same location.
Added
After
Spiritforged
719.3.a.Added: When the Top-Most Card moves, all Attached cards move with it.
Added
After
Spiritforged
719.4.Added: The Exhausted and Ready state of the Top-Most card does not affect nor change the status of the Attached cards and vice versa.
Added
After
Spiritforged
719.5.Added: When a Top-Most Card changes zones from a board zone to a non-board zone, all Attached cards Detach from it, remaining in their current zones.
Added
After
Spiritforged
719.5.a.Added: The player that controls the Top-Most Card that changed zones decides the order these cards Detach in, and thus the order of any relevant effects that occur due to the Detach occurring.
Added
After
Spiritforged
720.Added: Inactive
Added
After
Spiritforged
721.1.Added: Card text can occasionally be assigned to be ignored, disregarded, or otherwise rendered as not applicable during the course of play. This state is referred to as Inactive.
Added
After
Spiritforged
721.1.a.Added: Text marked this way is not applied at all while in this state.
Added
After
Spiritforged
721.1.b.Added: Inactive Abilities do not trigger, do not apply, and cannot be activated. Inactive instructions are not processed.
Added
After
Spiritforged
722.Added: Inactive text is still present on cards.
Added
After
Spiritforged
722.1.Added: Cards with Inactive text still have keywords for the sake of Game Effects that want to reference or see if a card has a keyword.
Added
After
Spiritforged
722.2.Added: Game Effects that parse or interpret text to determine target eligibility may still parse Inactive text for the sake of eligibility. Example: Spinning Axe is a gear with [Temporary]. While it’s attached and its rules text is inactive, its [Temporary] ability doesn’t trigger. However, a spell that reads “Destroy a gear with [Temporary]” could still choose and destroy Spinning Axe.
Added
After
Spiritforged
723.Added: Rules Text is never Inactive by default.
Added
After
Spiritforged
724.Added: Effect Text is Inactive unless the card with the Effect Text is Attached.
Added
After
Spiritforged
725.Added: Inactive text can partially cease to be Inactive under specific circumstances and exceptions.
Added
After
Spiritforged
725.1.Added: If an Attached card has a Passive or Replacement ability that applies during the process of Attaching or a Triggered ability that triggers off of Attaching, that text exists and can be processed as it Attaches.
Added
After
Spiritforged
725.2.Added: If an Attached card has a Passive or Replacement ability that applies during the process of Detaching or a Triggered ability that triggers off of Detaching, that text exists and can be processed as it Detaches.
Added
After
Spiritforged
725.3.Added: If an Attached card has an Equip ability, the Weaponmaster keyword can reference that Equip ability and any abilities that passively modify that Equip ability.
Added
After
Spiritforged
734.1.d.2.Added: The trigger will be added to the chain as a Pending Item before the card with Deathknell is moved to the trash due to a Kill instruction or a Cleanup.
Added
After
Spiritforged
734.1.d.3.Added: Before the card with Deathknell is moved to the Trash, note its location, its attributes, and any other details related to the effect of its Deathknell to process the trigger after it has been Finalized.
Added
After
Spiritforged
744.Added: Equip
Added
After
Spiritforged
744.1.Added: Equip is an Activated Ability keyword.
Added
After
Spiritforged
744.1.a.Added: Equip is normally present on Gear with the tag Equipment.
Added
After
Spiritforged
744.1.b.Added: Equip has a cost to activate and Attaches the card with Equip to a chosen Unit when the cost is paid.
Added
After
Spiritforged
744.1.b.1.Added: Equip’s choice is a Target.
Added
After
Spiritforged
744.1.b.2.Added: The chosen Unit will become the Top-Most Card for the Attach action.
Added
After
Spiritforged
744.1.c.Added: Equip is formatted as “Equip [Cost]”
Added
After
Spiritforged
744.1.c.1.Added: If paying costs or making choices for this ability causes triggered abilities to trigger, they will be placed on the chain above this ability in a Pending state. See rule 369 Activated Abilities for more information.
Added
After
Spiritforged
744.1.c.2.Added: Equip is functionally short for “[Cost]: Attach this gear to a unit you control.”
Added
After
Spiritforged
744.1.c.3.Added: Equip costs may include both resource costs and non-resource costs.
Added
After
Spiritforged
744.1.c.4.Added: Equip abilities may also include text that alters the Equip cost. Such text is taken into account when determining a card’s Equip cost for any reason.
Added
After
Spiritforged
744.1.c.5.Added: Equip abilities may include text that alters the timing or targeting of the Equip ability.
Added
After
Spiritforged
744.2.Added: When the Attach action completes from this keyword, the Unit that was chosen is considered to have been Equipped by the Gear with this ability.
Added
After
Spiritforged
744.2.a.Added: This is an event other Game Effects and Triggered Abilities can reference.
Added
After
Spiritforged
744.3.Added: Equipped is the state of a Top-Most Card being Attached by one or more cards that are Equipment.
Added
After
Spiritforged
744.3.a.Added: The state of being Equipped is synchronous with that of the Attached state of the Equipment.
Added
After
Spiritforged
744.3.b.Added: A Top-Most Card is Equipped as long as one or more of its Attached cards are Equipment.
Added
After
Spiritforged
744.3.c.Added: The state of being Equipped corresponds to a Top-Most card having a card with Equip that is Attached to it.
Added
After
Spiritforged
744.4.Added: Multiple instances of Equip are equivalent to multiple Activated Abilities and can each be activated separately by paying the corresponding costs.
Added
After
Spiritforged
744.5.Added: Equip, and whether or not a Gear has Equip, is a characteristic of the Gear and may be checked or referenced by other Game Effects.
Added
After
Spiritforged
744.5.Added: Whether or not a Gear has Equip may be referenced even if the Rules Text of the Gear is Inactive. See rule 716 Attachment for more information.
Added
After
Spiritforged
745.Added: Quick-Draw
Added
After
Spiritforged
745.1.Added: Quick-Draw is a Triggered Ability keyword. It is also a Permissive keyword.
Added
After
Spiritforged
745.1.a.Added: Quick-Draw is present on Gear with Equip abilities.
Added
After
Spiritforged
745.1.b.Added: Cards with Quick-Draw have Reaction inherently.
Added
After
Spiritforged
745.1.c.Added: Quick-Draw allows cards to be played and Attached using Reaction timing.
Added
After
Spiritforged
745.1.d.Added: Quick-Draw is functionally short for “[Reaction]” and “When you play this, attach it to a Unit you control.” See rule 716 Attachment for more information.
Added
After
Spiritforged
745.2.Added: Multiple instances of Quick-Draw do not trigger separately and have no effect beyond the first.
Added
After
Spiritforged
745.3.Added: Quick-Draw has no function while on the board.
Added
After
Spiritforged
745.4.Added: Quick-Draw, and whether or not a gear has Quick-Draw, is a characteristic of the Gear and may be checked or referenced by other Game Effects.
Added
After
Spiritforged
746.Added: Repeat
Added
After
Spiritforged
746.1.Added: Repeat is an Optional Additional Cost keyword.
Added
After
Spiritforged
746.1.a.Added: Repeat is present on Spells.
Added
After
Spiritforged
746.1.b.Added: Repeat is an optional cost that player may pay to execute the effect of their spells a second time.
Added
After
Spiritforged
746.1.c.Added: Repeat is formatted as “Repeat [Cost]”
Added
After
Spiritforged
746.1.c.1.Added: The Cost is an Additional Cost to be paid during the steps of playing the spell.
Added
After
Spiritforged
746.1.c.2.Added: If a spell has more than one instance of Repeat, each Cost may be paid or not paid individually.
Added
After
Spiritforged
746.1.c.3.Added: Each Repeat Cost can be paid only a single time.
Added
After
Spiritforged
746.1.d.Added: Repeat is functionally short for “You may pay [Cost] as an additional cost as you play this spell. If you do, execute the instructions of this spell one additional time.”
Added
After
Spiritforged
746.1.d.1.Added: When the additional cost is paid, the effect of the spell, upon resolution, will be performed an additional time. Example: Desert’s Call is a spell with [Repeat] [2] and “Play a 2 [S] Sand Soldier unit token.” If its controller pays its Repeat cost as they play it, the card’s instruction to play a Sand Soldier is executed twice, as though the card says “Play a 2 [S] Sand Soldier unit token. Play a 2 [S] Sand Soldier unit token.”
Added
After
Spiritforged
746.2.Added: When a spell’s effect is performed an additional time with Repeat, choices must be made at the usual time during the Make Relevant Choices step of Playing a Card. See rule 346 Playing Cards for more information.
Added
After
Spiritforged
746.2.a.Added: Choices made for the additional execution do not have to be the same as the choices made for the initial execution. Example: Rocket Barrage is a spell with [Repeat] [4][C] and “Choose one — Deal 4 to a unit in a base. [or] Kill a gear.” If Rocket Barrage’s controller pays its Repeat cost as they play it, they may choose the same mode or a different one, and if they choose the same mode, may choose the same target or a different one. If they choose “Kill a gear” twice and choose two different gear, they must specify which gear is the first target and which is the second. As the spell resolves, those two gear will be killed in the chosen order.
Added
After
Spiritforged
746.3.Added: Multiple instances of Repeat can be paid for separately. The spell’s instructions will be executed an additional time for each instance of Repeat that is paid for.
Added
After
Spiritforged
746.3.a.Added: Regardless of the number of times a spell's instructions are executed with this keyword, the spell is only Played once.
Added
After
Spiritforged
746.4.Added: Repeat, and whether or not a spell has Repeat, is a characteristic of the Spell and may be checked or referenced by other Game Effects.
Added
After
Spiritforged
747.Added: Weaponmaster
Added
After
Spiritforged
747.1.Added: Weaponmaster is a Triggered Ability keyword.
Added
After
Spiritforged
747.1.a.Added: Weaponmaster is present on Units.
Added
After
Spiritforged
747.1.b.Added: Weaponmaster is a Play Effect that chooses an Equipment you control and allows you to pay its Equip cost at a discount, regardless of the usual timing of the Equip ability, to Attach that Equipment to the unit with Weaponmaster.
Added
After
Spiritforged
747.1.c.Added: Weaponmaster is functionally short for: “When you play me, choose a Card you control with the Equipment tag. Necessary portions of its Rules Text are no longer Inactive if they are currently Inactive. Pay the cost of its Equip ability, reduced by [A], to attach it to this unit.” See rule 716 Attachment for more information.
Added
After
Spiritforged
747.1.c.1.Added: Weaponmaster can choose an Equipment whether it has an Equip ability or not.
Added
After
Spiritforged
747.1.c.2.Added: The cost of the Equip ability is determined as though that Equip ability was being activated choosing the unit with the Weaponmaster ability, as modulated by any abilities that alter Equip costs.
Added
After
Spiritforged
747.1.c.3.Added: If the chosen card’s Equip cost does not contain [A], it can still be paid, but will not be reduced.
Added
After
Spiritforged
747.1.c.4.Added: If the chosen card doesn’t have an Equip cost, it can’t be paid.
Added
After
Spiritforged
747.1.c.5.Added: If the chosen card’s Equip cost can’t be paid, if it can’t be detached from its current Top-Most card, or if it can’t be attached to the unit with the Weaponmaster ability, it stays in its current location, Attached to anything it was already Attached to.
Added
After
Spiritforged
747.1.c.6.Added: The Equip ability is not activated this way, and the unit with the Weaponmaster ability is not chosen.
Added
After
Spiritforged
747.2.Added: Multiple instances of Weaponmaster trigger separately, and can choose different targets.
Added
After
Spiritforged
747.2.a.Added: If you choose the same target with multiple instances of Weaponmaster, each will resolve separately.
Added
After
Spiritforged
747.3.Added: Weaponmaster has no function while on the board.
Added
After
Spiritforged
747.4.Added: Weaponmaster, and whether or not a unit has Weaponmaster, is a characteristic of the Unit and may be checked or referenced by other Game Effects.

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