Changes
Core Rules 1.3 Changes (Unleashed)
Changes between Riftbound Core Rules 1.2 (Spiritforged) and 1.3 (Unleashed).
- 638 changes
- 365 added
- 71 removed
- 202 changed
Routine renumbering and reference-only updates are omitted.
| Change | BeforeSpiritforged | AfterUnleashed |
|---|---|---|
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Changed | Before Spiritforged A Main Deck of at least 40 cards 1 Chosen Champion Unit Units Gear Spells | After Unleashed A Main Deck of at least 40 cards 1 Chosen Champion Unit, Units, Gear, Spells |
Changed | Before Spiritforged The Play Area | After Unleashed The Play Area is a collection of logical Zones that are defined by their behaviors and relationships to Players. These Zones are grouped into The Board and Non-Board Zones. |
ChangedRenumbered | Before Spiritforged The Board | After Unleashed The Board |
Removed | Before Spiritforged | Not present in Unleashed |
Removed | Before Spiritforged | Not present in Unleashed |
Removed | Before Spiritforged | Not present in Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Removed | Before Spiritforged | Not present in Unleashed |
Removed | Before Spiritforged | Not present in Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
ChangedRenumbered | Before Spiritforged | After Unleashed Battlefield Zone |
Removed | Before Spiritforged | Not present in Unleashed |
Removed | Before Spiritforged | Not present in Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
ChangedRenumbered | Before Spiritforged | After Unleashed Facedown Zones |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
ChangedRenumbered | Before Spiritforged If | After Unleashed If a player loses Control of a Battlefield, any cards in the Facedown Zone associated with that Battlefield are removed during the next Cleanup. See rule 318. Cleanups for more information. See rule 421. Hide for more information. |
ChangedRenumbered | Before Spiritforged | After Unleashed Legend Zone |
ChangedRenumbered | Before Spiritforged | After Unleashed Non-Board Zones. |
ChangedRenumbered | Before Spiritforged The | After Unleashed The Chain |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Removed | Before Spiritforged | Not present in Unleashed |
Removed | Before Spiritforged | Not present in Unleashed |
Removed | Before Spiritforged | Not present in Unleashed |
ChangedRenumbered | Before Spiritforged | After Unleashed Cards in each player’s Trash are unordered. Their sequence does not matter, and they may be reorganized. |
ChangedRenumbered | Before Spiritforged | After Unleashed Cards in a player's Trash are Public Information. See rule 128. Privacy for more information. |
Removed | Before Spiritforged | Not present in Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
ChangedRenumbered | Before Spiritforged The Chosen Champion | After Unleashed The Chosen Champion cannot be returned to this zone by normal means. |
Added | Not present in Spiritforged | After Unleashed |
ChangedRenumbered | Before Spiritforged | After Unleashed Main Deck Zones |
Added | Not present in Spiritforged | After Unleashed |
ChangedRenumbered | Before Spiritforged | After Unleashed Rune Deck Zones |
Added | Not present in Spiritforged | After Unleashed |
Removed | Before Spiritforged | Not present in Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Removed | Before Spiritforged | Not present in Unleashed |
Removed | Before Spiritforged | Not present in Unleashed |
Removed | Before Spiritforged | Not present in Unleashed |
Removed | Before Spiritforged | Not present in Unleashed |
Removed | Before Spiritforged | Not present in Unleashed |
Removed | Before Spiritforged | Not present in Unleashed |
Removed | Before Spiritforged | Not present in Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Removed | Before Spiritforged | Not present in Unleashed |
ChangedRenumbered | Before Spiritforged Whenever a Game Object changes zones to or from a Non-Board Zone, all Temporary Modifications of all kinds cease to be tracked on it in all capacities. Examples: Damage is cleared. Buffs are removed. | After Unleashed Whenever a Game Object changes zones to or from a Non-Board Zone, all Temporary Modifications of all kinds cease to be tracked on it in all capacities. Examples: Damage is cleared. Buffs are removed. Granted Keywords are no longer granted. |
ChangedRenumbered | Before Spiritforged Turn Order | After Unleashed The Turn Order generates a looping queue of turns, starting with the First Player and repeating until the game ends. |
ChangedRenumbered | Before Spiritforged Game Objects include, but are not limited to, the following: Main Deck cards in any zone Runes in any zone Legends Battlefields Tokens Abilities of any type on the chain Buffs and other status markers | After Unleashed Game Objects include, but are not limited to, the following: Main Deck cards in any zone Runes in any zone Legends Battlefields Tokens in any zone Abilities of any type on the chain Buffs and other status markers |
ChangedRenumbered | Before Spiritforged Secret: This level of Privacy indicates that | After Unleashed Secret: This level of Privacy indicates that no player may read or look at the face of the card. |
ChangedRenumbered | Before Spiritforged Effects that need to determine a card’s cost for any purpose always use its | After Unleashed Effects that need to determine a card’s cost for any purpose always use its printed 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. |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
ChangedRenumbered | Before Spiritforged 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. | After Unleashed A card’s printed 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 | Not present in Spiritforged | After Unleashed |
ChangedRenumbered | Before Spiritforged 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. | After Unleashed 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. |
ChangedRenumbered | Before Spiritforged 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. | After Unleashed 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. |
ChangedRenumbered | Before Spiritforged If a unit's Might is ever less than 0, it is treated as 0 for | After Unleashed If a unit's Might is ever less than 0, it is treated as 0 when referenced by spells and abilities, and when summing Might to be assigned as damage in the Combat Damage Step. See rule 460. The Combat Damage Step for more information. |
Added | Not present in Spiritforged | After Unleashed |
ChangedRenumbered | Before Spiritforged This action can be done any time during a player's | After Unleashed This action can be done any time during a player's Main Phase. |
ChangedRenumbered | Before Spiritforged This action cannot be performed during a Showdown. | After Unleashed This action cannot be performed during a Showdown or Combat. |
ChangedRenumbered | Before Spiritforged Units cannot Move to a Battlefield that already has units from 2 other players present. | After Unleashed Units cannot Move to a Battlefield that already has units from 2 other players present, or where a Combat is ongoing that has 2 other players as participants. |
ChangedRenumbered | Before Spiritforged The Activated Ability of Units may be executed at any time during the controlling player's | After Unleashed The Activated Ability of Units may be executed at any time during the controlling player's Main Phase during an Open State, and not during a Showdown. |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
ChangedRenumbered | Before Spiritforged Gear can only be played to a player's Base. | After Unleashed Gear can only be played to a player's Base unless an effect specifies otherwise. |
ChangedRenumbered | Before Spiritforged Gear | After Unleashed Gear enter play Ready. |
ChangedRenumbered | Before Spiritforged Gear can only be played to a player's Base. | After Unleashed Gear can only be played to a player's Base unless an effect specifies otherwise. |
ChangedRenumbered | Before Spiritforged If | After Unleashed If an unattached Gear is at a Battlefield for any reason during a cleanup, then it is recalled to its controller's Base as a corrective action. See rule 449. Recalls for more information. See rule 318. Cleanups for more information. |
ChangedRenumbered | Before Spiritforged The Activated Ability of Gear may be executed at any time during the controlling player's | After Unleashed The Activated Ability of Gear may be executed at any time during the controlling player's Main Phase during an Open State, and not during a Showdown. |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
ChangedRenumbered | Before Spiritforged A spell can be played during an Open State | After Unleashed A spell can be played during an Open State outside of Showdowns on its controller's turn. |
ChangedRenumbered | Before Spiritforged If a later part of a spell applies a Replacement Effect that alters earlier parts of the spell, apply those replacement effects as appropriate. Example: A spell says "Choose a unit. Kill it the next time it takes damage this turn." and "[Legion] — Kill it now instead. (Get the effect if you've played another card this turn.)" If the Legion condition is satisfied, the unit is killed immediately and the instruction to kill it the next time it takes damage is ignored, even if the unit remains on the board somehow. | After Unleashed If a later part of a spell applies a Replacement Effect that alters earlier parts of the spell, apply those replacement effects as appropriate. Example: A spell says "Choose a unit. Kill it the next time it takes damage this turn." and "[Legion] — Kill it now instead. (Get the effect if you've played another card this turn.)" If the Legion condition is satisfied, the unit is killed immediately and the instruction to kill it the next time it takes damage is ignored, even if the unit remains on the board somehow. See rule 367. Replacement Effects for more information. |
ChangedRenumbered | Before Spiritforged Finish resolving all effects of a spell before addressing | After Unleashed Finish resolving all effects of a spell before addressing any chain items or Tasks the spell may have added or made outstanding through execution. |
ChangedRenumbered | Before Spiritforged This indicates that, in addition to being able to be played during an Open State, this spell may also be played during Open States during Showdowns. | After Unleashed This indicates that, in addition to being able to be played during an Open State, this spell may also be played during Open States during Showdowns. See rule 806. Action for more information. |
ChangedRenumbered | Before Spiritforged This will result in this spell resolving before spells and abilities that are already on the chain. | After Unleashed This will result in this spell resolving before spells and abilities that are already on the chain. See rule 813. Reaction for more information. |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
ChangedRenumbered | Before Spiritforged Tokens are | After Unleashed Tokens are Created on the board or the Chain and cannot exist elsewhere. |
ChangedRenumbered | Before Spiritforged If a token is put into any Non-Board Zone, it ceases to exist immediately after moving to its new zone. | After Unleashed If a token is put into any Non-Board Zone besides the chain, it ceases to exist immediately after moving to its new zone. |
ChangedRenumbered | Before Spiritforged The spell or ability that | After Unleashed The spell or ability that Creates a token specifies some of its characteristics. It may have other characteristics, as listed below. |
ChangedRenumbered | Before Spiritforged A 1[M] Recruit token is a domainless unit token with 1 Might and the Recruit tag. | After Unleashed A 1 [M] Recruit token is a domainless unit token with 1 Might and the Recruit tag. |
ChangedRenumbered | Before Spiritforged A 3[M] Sprite token with Temporary is a domainless unit token with 3 Might, the Fae tag, and the Temporary keyword. See rule | After Unleashed A 3 [M] Sprite token with Temporary is a domainless unit token with 3 Might, the Fae tag, and the Temporary keyword. See rule 816. Temporary for more information. |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Removed | Before Spiritforged | Not present in Unleashed |
ChangedRenumbered | Before Spiritforged The state of a Battlefield being Contested is used to determine when Combat should occur, when a | After Unleashed The state of a Battlefield being Contested is used to determine when Combat should occur, when a Non-Combat Showdown should occur, and when Control will change. |
Removed | Before Spiritforged | Not present in Unleashed |
Added | Not present in Spiritforged | After Unleashed |
ChangedRenumbered | Before Spiritforged If a player has no Units at a Battlefield, they lose Control of that Battlefield | After Unleashed If a player has no Units at a Battlefield and the turn is in an Open state, they lose Control of that Battlefield in the following cleanup, unless there is a Combat or Showdown ongoing there. |
Changed | Before Spiritforged If one or more actions, game effects, or Triggered Abilities are activated simultaneously, then Turn Order is referenced to organize the sequence of actions. See rule | After Unleashed If one or more game actions, game effects, or Triggered Abilities are activated simultaneously, then Turn Order is referenced to organize the sequence of actions. See rule 382. Triggered Abilities for more information. |
Changed | Before Spiritforged If a Showdown is in progress, the turn is in a Showdown State. | After Unleashed If a Showdown or Combat is in progress, the turn is in a Showdown State. |
Changed | Before Spiritforged If no Showdown is in progress, the turn is in a Neutral State. | After Unleashed If no Showdown or Combat is in progress, the turn is in a Neutral State. |
Changed | Before Spiritforged Neutral Open: There is no Showdown in progress and no Chain exists. | After Unleashed Neutral Open: There is no Showdown or Combat in progress and no Chain exists. |
Changed | Before Spiritforged Neutral Closed: There is no Showdown in progress and a Chain exists. | After Unleashed Neutral Closed: There is no Showdown or Combat in progress and a Chain exists. |
Changed | Before Spiritforged Showdown Open: A Showdown is in progress and no Chain exists. | After Unleashed Showdown Open: A Showdown or Combat is in progress and no Chain exists. |
Changed | Before Spiritforged Showdown Closed: A Showdown is in progress and a Chain exists. | After Unleashed Showdown Closed: A Showdown or Combat is in progress and a Chain exists. |
Changed | Before Spiritforged When the turn is in a Neutral Open State during their | After Unleashed When the turn is in a Neutral Open State during their Main Phase. |
Added | Not present in Spiritforged | After Unleashed |
ChangedRenumbered | Before Spiritforged The Turn Player readies all Game Objects they control that are able to be readied. See rule | After Unleashed 1. The Turn Player readies all Game Objects they control that are able to be readied. See rule 415. Ready for more information. |
Changed | Before Spiritforged | After Unleashed The following Task becomes Outstanding: |
Added | Not present in Spiritforged | After Unleashed |
Removed | Before Spiritforged | Not present in Unleashed |
Changed | Before Spiritforged The | After Unleashed The following Task becomes Outstanding: |
Changed | Before Spiritforged The Turn Player channels 2 runes from their Rune Deck. See rule | After Unleashed 1. The Turn Player channels 2 runes from their Rune Deck. See rule 430. Channel for more information. |
Removed | Before Spiritforged | Not present in Unleashed |
Changed | Before Spiritforged The | After Unleashed The following Task becomes Outstanding: |
Changed | Before Spiritforged The Turn Player draws 1. | After Unleashed 1. The Turn Player draws 1. |
Changed | Before Spiritforged | After Unleashed The following Task becomes Outstanding: |
Changed | Before Spiritforged | After Unleashed 1. Each player's Rune Pool empties. Any unspent Energy and Power are lost. See rule 164. Rune Pools for more information. |
Changed | Before Spiritforged | After Unleashed Main Phase |
Changed | Before Spiritforged When all steps of the Start of Turn have been completed, the | After Unleashed When all steps of the Start of Turn have been completed, the Main Phase begins. |
Changed | Before Spiritforged The | After Unleashed The Main Phase has no defined structure. |
Changed | Before Spiritforged In Modes of Play with teammates, the Turn Player's teammates may play spells and activate abilities, including ones without Action or Reaction. | After Unleashed In Modes of Play with teammates, the Turn Player's teammates may play spells and activate abilities, including ones without Action or Reaction. They can only do so when the Turn Player invites them to do so with their own Priority. |
Removed | Before Spiritforged | Not present in Unleashed |
Changed | Before Spiritforged A Combat | After Unleashed A Combat occurs as a result of Units controlled by opposing players being present at the same Battlefield. |
Changed | Before Spiritforged Play proceeds following the steps of combat. See rule | After Unleashed Play proceeds following the steps of combat. See rule 458. The Steps of Combat for more information. |
Added | Not present in Spiritforged | After Unleashed |
Changed | Before Spiritforged This ends the | After Unleashed This ends the Main Phase. |
Changed | Before Spiritforged Play proceeds to the | After Unleashed Play proceeds to the Ending Phase. |
Changed | Before Spiritforged | After Unleashed Ending Phase |
Removed | Before Spiritforged | Not present in Unleashed |
Removed | Before Spiritforged | Not present in Unleashed |
Removed | Before Spiritforged | Not present in Unleashed |
Removed | Before Spiritforged | Not present in Unleashed |
Removed | Before Spiritforged | Not present in Unleashed |
Removed | Before Spiritforged | Not present in Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Changed | Before Spiritforged A Cleanup | After Unleashed A Cleanup will be made an Outstanding Task at the following times: |
Changed | Before Spiritforged After the game transitions between Phases | After Unleashed After the game transitions between Phases, unless specified otherwise |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
ChangedRenumbered | Before Spiritforged When a Cleanup occurs, the following | After Unleashed When a Cleanup occurs, the following Tasks become Outstanding in the order described: |
ChangedRenumbered | Before Spiritforged 1. If a player has | After Unleashed 1. If a player has points greater than or equal to the Victory Score, and more points than any opponent, that player wins. |
Removed | Before Spiritforged | Not present in Unleashed |
Removed | Before Spiritforged | Not present in Unleashed |
Removed | Before Spiritforged | Not present in Unleashed |
ChangedRenumbered | Before Spiritforged | After Unleashed 2. Assign or Remove the Attacker or Defender designation from Units as needed if there is a Combat in progress |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
ChangedRenumbered | Before Spiritforged 4. Battlefields with no Units occupying them and no | After Unleashed 4. If the turn is in an Open State, Battlefields with no Units occupying them and no Showdown or Combat ongoing become Uncontrolled. |
ChangedRenumbered | Before Spiritforged 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. | After Unleashed 5. Recall all Unattached non-Unit Gear at Battlefields, and all Permanents and Runes in Bases other than their controller’s. Remove all Hidden cards from all Battlefields that are not controlled by the same player and place them in their owner's Trash. |
ChangedRenumbered | Before Spiritforged 6. Mark a Showdown as Staged at each Battlefield that Contested was applied to | After Unleashed 6. Mark a Showdown as Staged at each Battlefield that Contested was applied to. |
ChangedRenumbered | Before Spiritforged The Showdown remains Staged at each Battlefield that is Contested and has | After Unleashed The Showdown remains Staged at each Battlefield that is Contested and has units present controlled by the player that applied Contested. |
Removed | Before Spiritforged | Not present in Unleashed |
Removed | Before Spiritforged | Not present in Unleashed |
ChangedRenumbered | Before Spiritforged | After Unleashed 8. 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. |
Added | Not present in Spiritforged | After Unleashed |
ChangedRenumbered | Before Spiritforged | After Unleashed 9. 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. |
Added | Not present in Spiritforged | After Unleashed |
ChangedRenumbered | Before Spiritforged 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. | After Unleashed 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. See rule 461. The Resolution Step for more information. Example: When an End of Turn Cleanup is invoked, the End of Turn Phase subsection defines what steps are added to the Cleanup. See rule 317. The Ending Phase for more information. |
ChangedRenumbered | Before Spiritforged The player that created the chain becomes the first | After Unleashed The player that created the chain becomes the first player with Priority. |
Removed | Before Spiritforged | Not present in Unleashed |
Removed | Before Spiritforged | Not present in Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
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Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
ChangedRenumbered | Before Spiritforged | After Unleashed Units, Gear, and abilities that Add resources resolve immediately when Finalized and do not progress to Step 2: Execute. See rule 349. Playing Cards for more information. |
Added | Not present in Spiritforged | After Unleashed |
ChangedRenumbered | Before Spiritforged The | After Unleashed The player with Priority may do any the following: |
ChangedRenumbered | Before Spiritforged A Legally Timed Card would be a Card with Reaction. | After Unleashed A Legally Timed Card would be a Card with Reaction or a card that will have Reaction when played under appropriate circumstances. |
ChangedRenumbered | Before Spiritforged This can be an additional card to the item that Started the Chain in the case of the first | After Unleashed This can be an additional card to the item that Started the Chain in the case of the first player with Priority after creating the Chain. |
ChangedRenumbered | Before Spiritforged The | After Unleashed The player with Priority passes Priority to the next Player in Turn Order. Proceed to Step 3: Pass. |
ChangedRenumbered | Before Spiritforged Otherwise, the | After Unleashed Otherwise, the player with Priority passes Priority to the next Player in Turn Order. Return to Step 3: Execute. |
Added | Not present in Spiritforged | After Unleashed |
ChangedRenumbered | Before Spiritforged If the Chain is not empty and there are no Pending Items, the controller of the newest item on the chain gains Priority | After Unleashed If the Chain is not empty and there are no Pending Items, the controller of the newest item on the chain gains Priority. Return to Step 2: Execute. |
ChangedRenumbered | Before Spiritforged The State of the turn is partially determined by whether or not a Showdown is in progress. | After Unleashed The State of the turn is partially determined by whether or not a Showdown or Combat is in progress. |
ChangedRenumbered | Before Spiritforged The turn is said to be in a Showdown State if a Showdown is in progress. | After Unleashed The turn is said to be in a Showdown State if a Showdown or Combat is in progress. |
ChangedRenumbered | Before Spiritforged The turn is said to be in a Neutral State if no Showdown is in progress. | After Unleashed The turn is said to be in a Neutral State if no Showdown or Combat is in progress. |
Removed | Before Spiritforged | Not present in Unleashed |
Removed | Before Spiritforged | Not present in Unleashed |
Removed | Before Spiritforged | Not present in Unleashed |
Removed | Before Spiritforged | Not present in Unleashed |
ChangedRenumbered | Before Spiritforged When the last item on the chain resolves during a Showdown, Focus passes, and the next Player gains both Focus and Priority. | After Unleashed When the last item on the chain resolves and the turn returns to an Open State during a Showdown, Focus passes, and the next Player gains both Focus and Priority. |
Removed | Before Spiritforged | Not present in Unleashed |
Added | Not present in Spiritforged | After Unleashed |
ChangedRenumbered | Before Spiritforged Play a | After Unleashed Play a card that is legally timed. |
ChangedRenumbered | Before Spiritforged The | After Unleashed The card will start a Chain as normal. |
ChangedRenumbered | Before Spiritforged If | After Unleashed If it is a Combat Showdown, proceed with the remaining steps of Combat to resolve the phase. See rule 458. The Steps of Combat for more information. |
Removed | Before Spiritforged | Not present in Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Removed | Before Spiritforged | Not present in Unleashed |
Removed | Before Spiritforged | Not present in Unleashed |
Removed | Before Spiritforged | Not present in Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
ChangedRenumbered | Before Spiritforged 2. Make | After Unleashed 2. Make relevant choices. |
ChangedRenumbered | Before Spiritforged 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. | After Unleashed 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. |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
ChangedRenumbered | Before Spiritforged When a card Chooses one or more specific Game Objects to affect, it is Targeted. | After Unleashed When a card Chooses one or more specific Game Objects to affect, it is Targeted unless indicated otherwise by the rules in this section. |
Removed | Before Spiritforged | Not present in Unleashed |
Removed | Before Spiritforged | Not present in Unleashed |
Removed | Before Spiritforged | Not present in Unleashed |
Removed | Before Spiritforged | Not present in Unleashed |
ChangedRenumbered | Before Spiritforged 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. | After Unleashed 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. |
ChangedRenumbered | Before Spiritforged 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, | After Unleashed 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. They can, however, choose to affect units that were initially chosen as targets that left the chosen battlefield before Fox-Fire resolved as long as those units are all located at the same battlefield. |
ChangedRenumbered | Before Spiritforged If a | After Unleashed If a spell specifies that a player may perform a Game Action on some number of Game Objects, then all choices are considered targeted and chosen independently of the decision to perform the Game Action. |
ChangedRenumbered | Before Spiritforged Valid damage is a positive integer amount, greater than or equal to 1 damage. | After Unleashed Valid damage is a positive integer amount, greater than or equal to 1 damage. See rule 417. Deal for more information. |
ChangedRenumbered | Before Spiritforged A player may not make choices 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 | After Unleashed A player may not make choices 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 a card which reads “as an additional cost to play this, kill the unit you control with the most Might. Give a friendly unit +[M] equal to the killed unit’s Might this turn. Predict 2.” They cannot choose to target their unit with the highest Might during this step of finalization. |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
ChangedRenumbered | Before Spiritforged Some Optional Costs specified by Passive Abilities on the card being played or another card are Non-Mandatory, and must be paid only if the player made the choice to pay them in | After Unleashed Some Optional Costs specified by Passive Abilities on the card being played or another card are Non-Mandatory, and must be paid only if the player made the choice to pay them in step 2. They use the phrase "as an additional cost" and the word "may." Example: A unit has the ability "As you play me, you may discard 1 as an additional cost. If you do, reduce my cost by [2]." While playing the unit, its controller declares their intention to pay the additional cost in step 2, applies that additional cost in rule 356.2, applies the discount granted by paying that cost in rule 356.4, and discards a card to pay that additional cost in rule 357.2. See rule 363. Passive Abilities for more information. |
Removed | Before Spiritforged | Not present in Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
ChangedRenumbered | Before Spiritforged An optional additional cost was "paid" if the player made the decision | After Unleashed An optional additional cost was "paid" if the player made the decision to pay it. It doesn't matter how much the player actually paid. Example: Clockwork Keeper is a unit that costs 2 Energy and 0 Power and says "As you play me, you may pay [C] as an additional cost. If you do, draw 1." A player controls a card that says "Units you play cost [A] less." That player plays Clockwork Keeper and chooses to pay the optional additional cost of [C]. They will draw a card, even though the optional additional cost was reduced to 0. |
ChangedRenumbered | Before Spiritforged During this step, the | After Unleashed During this step, the card's controller can use activated abilities with the Reaction tag that Add resources to add Energy and Power to pay the card's costs. See rule 164. Rune Pools and rule 429. Add for more information. |
ChangedRenumbered | Before Spiritforged In addition, pay any non-standard Cost summed in | After Unleashed In addition, pay any non-standard Cost summed in step 3 in any order. |
ChangedRenumbered | Before Spiritforged 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 | After Unleashed 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 step 3, but as they pay the cost in step 4, Zhonya’s Hourglass replaces that unit’s death. The cost is considered paid, and the player can continue playing Cruel Patron. |
Removed | Before Spiritforged | Not present in Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
ChangedRenumbered | Before Spiritforged 6. | After Unleashed 6. Finish finalizing this card and proceed with the card's category of Play. |
ChangedRenumbered | Before Spiritforged 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 | After Unleashed 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 looks at the top 5 cards of their Main Deck, but can’t choose any unit from among them. |
Added | Not present in Spiritforged | After Unleashed |
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ChangedRenumbered | Before Spiritforged 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]." | After Unleashed 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]." |
ChangedRenumbered | Before Spiritforged A Replacement Effect can be identified by the presence of the | After Unleashed A Replacement Effect can usually be identified by the presence of the terms “would” or "instead." Example: Zhonya's Hourglass reads "The next time a friendly unit would die, kill this instead. Heal that unit, exhaust it, and recall it." This is a replacement effect that alters the execution of any Game Effect that would kill a friendly unit. |
Added | Not present in Spiritforged | After Unleashed |
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ChangedRenumbered | Before Spiritforged These triggers | After Unleashed These triggers will only have their condition checked once per combat, despite a Unit being able to gain and lose the Attacker designation multiple times in the same combat. |
Added | Not present in Spiritforged | After Unleashed |
ChangedRenumbered | Before Spiritforged These triggers | After Unleashed These triggers will only have their condition checked once per combat, despite a Unit being able to gain and lose the Defender designation multiple times in the same combat. |
Added | Not present in Spiritforged | After Unleashed |
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ChangedRenumbered | Before Spiritforged Make all choices required for this ability, such as targets, | After Unleashed Make all choices required for this ability, such as targets, modes, or other relevant decisions. See rule 349. Playing Cards for more information |
Added | Not present in Spiritforged | After Unleashed |
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Added | Not present in Spiritforged | After Unleashed |
ChangedRenumbered | Before Spiritforged Drawing a card takes a single card from | After Unleashed Drawing a card takes a single card from a zone and adding it to the player's Hand. |
Added | Not present in Spiritforged | After Unleashed |
ChangedRenumbered | Before Spiritforged Exhausting is an action that marks a non-spell Game Object as "spent." | After Unleashed Exhausting is an action that marks a non-spell Game Object on the board as "spent." |
ChangedRenumbered | Before Spiritforged "Exhausted" is a state for Game Objects that other game effects and rules can reference. | After Unleashed "Exhausted" is a state for Game Objects on the board that other game effects and rules can reference. |
ChangedRenumbered | Before Spiritforged Readying is an action that marks a non-spell Game Object as available for action. | After Unleashed Readying is an action that marks a non-spell Game Object on the board as available for action. |
ChangedRenumbered | Before Spiritforged "Ready" is a state for Game Objects that other game effects and rules can reference. | After Unleashed "Ready" is a state for Game Objects on the board that other game effects and rules can reference. |
ChangedRenumbered | Before Spiritforged | After Unleashed Players may also Ready Game Objects on the board when effects or spells instruct them to do so. |
ChangedRenumbered | Before Spiritforged Assigning Damage during Combat | After Unleashed Assigning Damage during the Combat Damage Step is not Dealing Damage, but will cause Damage to be Dealt when assignment is complete. |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Removed | Before Spiritforged | Not present in Unleashed |
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Added | Not present in Spiritforged | After Unleashed |
ChangedRenumbered | Before Spiritforged As long as a player has the resources to pay the costs associated with the card, they may | After Unleashed As long as a player has the resources to pay the costs associated with the card and legal choices to make for their cards, they may Play cards. |
ChangedRenumbered | Before Spiritforged Moving is the act of a Game Object moving between two Locations on The Board. | After Unleashed Moving is the act of a Game Object moving between two Locations on The Board. See rule 440. Movement for more information on movement. |
ChangedRenumbered | Before Spiritforged The Standard Move inherent to Units may also cause Movement. See rule | After Unleashed The Standard Move inherent to Units may also cause Movement. See rule 144. for more information on the Standard Move. |
ChangedRenumbered | Before Spiritforged If a facedown card would | After Unleashed If a facedown card would change zones or if the game ends, its owner reveals it to all players. See rule 128. Privacy for more information. |
ChangedRenumbered | Before Spiritforged When Discarding is part of an effect, then a player must Discard as many cards as possible from their hand. If instructed to discard more cards than they have in their hand, further discard instructions are ignored. Example: Undercover Agent has the ability "[Deathknell] | After Unleashed When Discarding is part of an effect, then a player must Discard as many cards as possible from their hand. If instructed to discard more cards than they have in their hand, further discard instructions are ignored. Example: Undercover Agent has the ability "[Deathknell][>] Discard 2, then draw 2. (When I die, get the effect.)" If Undercover Agent's controller has 2 or more cards in hand, they must discard 2. If they have 1 card in hand, they discard 1, and the rest of the discard instruction is ignored. If they have no cards in hand, the entire discard instruction is ignored. Regardless of how many cards they discard, they then draw 2. |
ChangedRenumbered | Before Spiritforged A Stunned Unit does not contribute its might to damage in combat. | After Unleashed A Stunned Unit does not contribute its might to damage in the combat damage step. See rule 460. The Combat Damage Step for more information. |
ChangedRenumbered | Before Spiritforged Countering is the act of negating the execution, activation, or otherwise playing of a card by a player. | After Unleashed Countering is the act of negating the execution, activation, or otherwise playing of a card or ability by a player. |
ChangedRenumbered | Before Spiritforged A card that is Countered does nothing and is | After Unleashed A card or ability that is Countered does nothing and is cleared from the chain. |
ChangedRenumbered | Before Spiritforged Countering does not refund any costs paid to play a card. | After Unleashed Countering does not refund any costs paid to play a card, activate an ability, or trigger an ability. |
ChangedRenumbered | Before Spiritforged Players may only Counter cards when directed to by Game Effects. | After Unleashed Players may only Counter cards and abilities when directed to by Game Effects. |
ChangedRenumbered | Before Spiritforged Separate instances of an object or effect banishing cards do not reference other banished cards by objects of the same name or effects originating from cards of the same name. Example: A spell reads "Banish the top card of your Main Deck. When you conquer this turn, draw it." This card effect allows you to draw the banished card from banishment if a condition is met. If more than one of these effects is played, each one triggers separately. Each card will be drawn separately. If the turn player passes the turn without playing the card, the card remains in banishment indefinitely. If the same player plays another copy of the same spell, banishes another card, and satisfies its condition, they could play the new banished card, but not the original banished card. | After Unleashed Separate instances of an object or effect banishing cards do not reference other banished cards by objects of the same name or effects originating from cards of the same name. Example: A spell reads "Banish the top card of your Main Deck. When you conquer this turn, draw it." This card effect allows you to draw the banished card from banishment if a condition is met. If more than one of these effects is played, each one triggers separately. Each card will be drawn separately. If the turn player passes the turn without playing the card, the card remains in banishment indefinitely. If the same player plays another copy of the same spell, banishes another card, and satisfies its condition, they could play the new banished card, but not the original banished card. See rule 393. Linked Abilities for more information. |
ChangedRenumbered | Before Spiritforged When one or more Units is killed due to a Cleanup, the spell or ability that resolved immediately prior to that Cleanup that | After Unleashed When one or more Units is killed due to a Cleanup, that kill action is attributed to the spell or ability that resolved immediately prior to that Cleanup that dealt damage to the Unit or Units. The player responsible for the deal action is responsible for the kill action. |
ChangedRenumbered | Before Spiritforged Abilities originating from Game Objects that are | After Unleashed Abilities originating from Game Objects that are attributed Kill Actions are attributed in addition to the Game Object that created them. Example: There 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 the spell while Immortal Phoenix is in their trash. The “do this” phrasing 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 the spell and its ability are considered sources of the damage, and so both the spell and its ability receive attribution for killing the unit. This means that the spell’s controller killed a unit with a spell, so Immortal Phoenix’s ability will trigger. |
Added | Not present in Spiritforged | After Unleashed |
ChangedRenumbered | Before Spiritforged Priority and Focus will not pass from Add abilities being finalized, and will resolve before any other outstanding items on the chain are finalized. | After Unleashed Priority and Focus will not pass from Add abilities being finalized or resolving, and will resolve before any other outstanding items on the chain are finalized. |
ChangedRenumbered | Before Spiritforged Activated abilities that Add resources and have the Reaction tag can be activated during the playing or resolution of other spells and abilities, any time that those spells or abilities require | After Unleashed Activated abilities that Add resources and have the Reaction tag can be activated during the playing or resolution of other spells and abilities, any time that those spells or abilities require resources be paid. Example: A player can add Energy and Power through any means before initiating the process of playing a spell. After initiating that process, in the Pay Costs step, they may activate Add Reactions to add Energy or Power to pay costs. |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
ChangedRenumbered | Before Spiritforged 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. | After Unleashed 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. |
ChangedRenumbered | Before Spiritforged 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. | After Unleashed 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. |
ChangedRenumbered | Before Spiritforged Attaching a card will cause it to Detach from | After Unleashed Attaching a card to a new Top-Most Card will cause it to Detach from the card to which it is currently Attached. |
Added | Not present in Spiritforged | After Unleashed |
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ChangedRenumbered | Before Spiritforged 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. | After Unleashed 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 not involved in those Combats or who don't already have permanents at that Battlefield. |
Added | Not present in Spiritforged | After Unleashed |
ChangedRenumbered | Before Spiritforged A Combat is | After Unleashed A Combat is opened when a Move causes a Battlefield to become Contested and Units controlled by opposing players, or when a Move causes Units controlled by opposing players to become present in the same Battlefield where a Showdown is ongoing. See rule 454. Combat for more information. |
Removed | Before Spiritforged | Not present in Unleashed |
Added | Not present in Spiritforged | After Unleashed |
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ChangedRenumbered | Before Spiritforged 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 | After Unleashed 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 not involved in those Combats or who don't already have Units at that Battlefield. See rule 442.2.a. for more information on Invalid Destinations. |
ChangedRenumbered | Before Spiritforged Step 1: The Showdown Step | After Unleashed Step 1: The Combat Showdown Step |
Removed | Before Spiritforged | Not present in Unleashed |
Added | Not present in Spiritforged | After Unleashed |
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ChangedRenumbered | Before Spiritforged Establish who is Attacker and who is Defender. | After Unleashed 1. Establish who is Attacker and who is Defender. |
ChangedRenumbered | Before Spiritforged This player gains Focus as | After Unleashed This player gains Focus as the showdown begins. |
Added | Not present in Spiritforged | After Unleashed |
ChangedRenumbered | Before Spiritforged | After Unleashed 3. Add items to the Combat Chain if establishing Attacker and Defender has caused Triggered Abilities to become Pending. |
ChangedRenumbered | Before Spiritforged The State Closes if | After Unleashed The State Closes if a Combat Chain was created. |
ChangedRenumbered | Before Spiritforged Otherwise the Showdown continues, with the State Open as normal. | After Unleashed Otherwise the Combat Showdown continues, with the State Open as normal. |
ChangedRenumbered | Before Spiritforged Focus does not pass upon closure of the | After Unleashed Focus does not pass upon closure of the Combat Chain, if any. |
Added | Not present in Spiritforged | After Unleashed |
ChangedRenumbered | Before Spiritforged When the Showdown closes, Attackers and Defenders resolve Combat Damage at the Battlefield that was attacked, using their current Might. | After Unleashed 1. When the Showdown closes, Attackers and Defenders resolve Combat Damage at the Battlefield that was attacked, using their current Might. |
Removed | Before Spiritforged | Not present in Unleashed |
Removed | Before Spiritforged | Not present in Unleashed |
Added | Not present in Spiritforged | After Unleashed |
ChangedRenumbered | Before Spiritforged Insert “ | After Unleashed Insert “3c. Heal all Units.” |
ChangedRenumbered | Before Spiritforged Insert “ | After Unleashed Insert “3d. Recall Attackers present at the Battlefield if Defenders are still present.” See rule 449. Recalls for more information. |
Removed | Before Spiritforged | Not present in Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
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ChangedRenumbered | Before Spiritforged | After Unleashed 1. If no Showdown or Combat is staged at this location, the player with Units remaining here Establishes Control. |
Removed | Before Spiritforged | Not present in Unleashed |
Removed | Before Spiritforged | Not present in Unleashed |
Added | Not present in Spiritforged | After Unleashed |
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Added | Not present in Spiritforged | After Unleashed |
ChangedRenumbered | Before Spiritforged The player | After Unleashed The player Gains up to one Point, depending on their current score. |
ChangedRenumbered | Before Spiritforged The | After Unleashed The Winning Point has additional restrictions. |
ChangedRenumbered | Before Spiritforged Notably, points | After Unleashed Notably, points Gained from sources that are not Conquer or Hold are not beholden to these restrictions. |
ChangedRenumbered | Before Spiritforged When a player tries to | After Unleashed When a player tries to Gain a Point through a Score, and their current Point Total is 1 point from the Victory Score of the Mode of Play or higher, the following occurs: |
ChangedRenumbered | Before Spiritforged If the player has Scored through Hold, that player | After Unleashed If the player has Scored through Hold, that player Gains the Winning Point. |
ChangedRenumbered | Before Spiritforged If the player has Scored through a Conquer and has Scored every Battlefield through either method this turn, that player | After Unleashed If the player has Scored through a Conquer and has Scored every Battlefield through either method this turn, that player Gains the Winning Point. If the player has Scored through a Conquer and has not Scored every Battlefield this turn, that player draws a card. |
ChangedRenumbered | Before Spiritforged When a player | After Unleashed When a cleanup occurs and a player has accrued Points greater than or equal to the Victory Score for their Mode of Play, and if they have more points than any opponent, they Win the Game. |
ChangedRenumbered | Before Spiritforged 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. | After Unleashed 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. |
Removed | Before Spiritforged | Not present in Unleashed |
Added | Not present in Spiritforged | After Unleashed |
ChangedRenumbered | Before Spiritforged | After Unleashed When one Game Object becomes a copy of another, all Traits, including the Rules Text, replace or are added to those of the original Game Object as specified by the Game Effect directing the Copy. This is applied in this layer. |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
ChangedRenumbered | Before Spiritforged 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 | After Unleashed 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 this turn” choosing a unit with 2 [M], then the effect will generate -1 [M] this turn. |
ChangedRenumbered | Before Spiritforged Applying one of the effects alters the outcome when applying the other | After Unleashed Applying one of the effects alters the outcome when applying the other. |
ChangedRenumbered | Before Spiritforged Setup: Each player 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 in the Battlefield Zone. | After Unleashed Setup: Each player 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 simultaneously in the Battlefield Zone. |
ChangedRenumbered | Before Spiritforged Setup: Each player selects one (1) of their three (3) Battlefields. The other two are set aside and will not be used for this round of play. The selected Battlefields are placed in the Battlefield Zone. After this game, the Battlefields that were used are to be removed and not selected again for this Match. One of the remaining Battlefields that were set aside must be chosen instead. | After Unleashed Setup: Each player selects one (1) of their three (3) Battlefields. The other two are set aside and will not be used for this round of play. The selected Battlefields are placed simultaneously in the Battlefield Zone. After this game, the Battlefields that were used are to be removed and not selected again for this Match. One of the remaining Battlefields that were set aside must be chosen instead. |
ChangedRenumbered | Before Spiritforged Format: Best of 3. The first player to reach the Victory Score in Points wins the game. The winner of that game earns One | After Unleashed Format: Best of 3. The first player to reach the Victory Score in Points wins the game. The winner of that game earns One Game Win. Players then reset the game state, remove the Battlefields in play from the game, choose new Battlefields from those set aside, and play again. The first player to earn Two Game Wins wins the match. |
ChangedRenumbered | Before Spiritforged Setup: Each player randomly selects one (1) of their three (3) Battlefields. The other two are discarded and will not be used for this game. The selected Battlefields are placed between the three Players before play and will be used for this game. | After Unleashed Setup: Each player randomly selects one (1) of their three (3) Battlefields. The other two are discarded and will not be used for this game. The selected Battlefields are placed simultaneously between the three Players before play and will be used for this game. |
ChangedRenumbered | Before Spiritforged 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. | After Unleashed 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 simultaneously between the players before play and will be used for this game. |
ChangedRenumbered | Before Spiritforged Each player provides | After Unleashed Each player provides three (3) Battlefields, included in their deck during deck building. |
Removed | Before Spiritforged | Not present in Unleashed |
ChangedRenumbered | Before Spiritforged 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. | After Unleashed 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 simultaneously between the players before play and will be used for this game. |
Added | Not present in Spiritforged | After Unleashed |
ChangedRenumbered | Before Spiritforged Players may play spells during their Teammate's Turn. | After Unleashed Players may play spells or activate abilities during their Teammate's Turn. In order to do so, their Teammate will invite them to play a spell or activate an ability using their own Priority. |
ChangedRenumbered | Before Spiritforged Hands are | After Unleashed Hands are Private Information. Players may show their Private Information to one or more players at any time during play, including their teammate. |
Removed | Before Spiritforged | Not present in Unleashed |
Removed | Before Spiritforged | Not present in Unleashed |
Changed | Before Spiritforged Banish all permanents and | After Unleashed Banish all permanents, runes, and facedown cards they currently control and all permanents, runes, and facedown cards they own. |
Changed | Before Spiritforged If it was in use, | After Unleashed If it was in use, Replace it with a token battlefield with no abilities. |
Changed | Before Spiritforged Any units or hidden cards there do not move and are otherwise unaffected by this process. | After Unleashed Any units or hidden cards there do not move and are otherwise unaffected by this process. See rule 438. Replace for more information. |
Added | Not present in Spiritforged | After Unleashed |
Changed | Before Spiritforged 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 | After Unleashed 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 434. Attach for more information. |
Changed | Before Spiritforged While in this state, the card’s Rules Text is Inactive. See rule 720 Inactive for more information. | After Unleashed While in this state, the card’s printed Rules Text is Inactive. See rule 720. Inactive for more information. |
Added | Not present in Spiritforged | After Unleashed |
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Added | Not present in Spiritforged | After Unleashed |
ChangedRenumbered | Before Spiritforged It can be present on | After Unleashed It can be present on Cards, Rune Abilities, Legend Abilities or Permanent Abilities. |
ChangedRenumbered | Before Spiritforged On | After Unleashed On Cards: "This can be played during showdowns on any player's turn." |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
ChangedRenumbered | Before Spiritforged It is formatted as "Deathknell | After Unleashed It is formatted as "[Deathknell][>] [Effect]". |
ChangedRenumbered | Before Spiritforged It is functionally short for "Spells and abilities an opponent controls that choose me cost an amount of Power equal to [Deflect Value] more to play as an additional cost." | After Unleashed It is functionally short for "Spells and abilities an opponent controls that choose me cost an amount of Power equal to [Deflect Value] more to play as an additional cost for each time they choose me." |
ChangedRenumbered | Before Spiritforged It is functionally short for "I may move to a battlefield from another battlefield." | After Unleashed It is functionally short for "I may move to a battlefield from another battlefield with a standard move." |
ChangedRenumbered | Before Spiritforged It is functionally short for "While this card is in your hand or in | After Unleashed It is functionally short for "While this card is in your hand or in your 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." |
ChangedRenumbered | Before Spiritforged A hidden | After Unleashed A hidden permanent must be played to that battlefield. |
Added | Not present in Spiritforged | After Unleashed |
ChangedRenumbered | Before Spiritforged 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. | After Unleashed A card that is Hidden gains Reaction while facedown or played from facedown, and may be played any time a card with Reaction may be played as a result. |
ChangedRenumbered | Before Spiritforged Legion is a | After Unleashed Legion is a Dependent Keyword. |
Removed | Before Spiritforged | Not present in Unleashed |
ChangedRenumbered | Before Spiritforged It is formatted as "Legion | After Unleashed It is formatted as "[Legion][>] [Text]". |
ChangedRenumbered | Before Spiritforged | After Unleashed Legion is functionally short for “If you have played another card this turn, this card gains [Text].” |
Removed | Before Spiritforged | Not present in Unleashed |
Removed | Before Spiritforged | Not present in Unleashed |
Removed | Before Spiritforged | Not present in Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
ChangedRenumbered | Before Spiritforged All instances of Legion on cards a player controls are satisfied by that player playing a single card. Example: One card has three different Legion Abilities. The Legion Text of all three abilities | After Unleashed All instances of Legion on cards a player controls are satisfied by that player playing a single card. Example: One card has three different Legion Abilities. The Legion Text of all three abilities will be active as long as one card has been played by the card's controller earlier in the same turn. |
ChangedRenumbered | Before Spiritforged It can be present on | After Unleashed It can be present on Cards, Rune Abilities, Legend Abilities and Permanent Abilities. |
ChangedRenumbered | Before Spiritforged On | After Unleashed On Cards: "This can be played during Closed States on any player's turn." |
Removed | Before Spiritforged | Not present in Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
ChangedRenumbered | Before Spiritforged It is functionally short for "I must be assigned lethal damage before any other unit with the same controller as me that does not have [Tank] during | After Unleashed It is functionally short for "I must be assigned lethal damage before any other unit with the same controller as me that does not have [Tank] during the Combat Damage step." |
ChangedRenumbered | Before Spiritforged The Trigger Condition is the controller of the permanent's Beginning Phase | After Unleashed The Trigger Condition is the controller of the permanent's Beginning Phase starting. |
Added | Not present in Spiritforged | After Unleashed |
ChangedRenumbered | Before Spiritforged 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 | After Unleashed 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 376. Activated Abilities for more information. |
ChangedRenumbered | Before Spiritforged 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. | After Unleashed 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. |
ChangedRenumbered | Before Spiritforged 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. | After Unleashed 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. |
Removed | Before Spiritforged | Not present in Unleashed |
ChangedRenumbered | Before Spiritforged Repeat is an optional cost that player may pay to execute the effect of their spells a second time. | After Unleashed Repeat is an optional cost that a player may pay to execute the effect of their spells a second time. |
ChangedRenumbered | Before Spiritforged 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 | After Unleashed 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 349. Playing Cards for more information. |
ChangedRenumbered | Before Spiritforged 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. | After Unleashed Weaponmaster is functionally short for: “When you play me, you may 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 | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
Added | Not present in Spiritforged | After Unleashed |
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