Riftbound FAQ
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.

Changes from Spiritforged to Unleashed
ChangeBeforeSpiritforgedAfterUnleashed
Added
After
Unleashed
053.4.Added: Cards may refer to themselves by their name for clarity. This is shorthand for the above terms.
Added
After
Unleashed
056.Added: Cards a player owns may never be placed into a non-Board zone belonging to another player.
Added
After
Unleashed
056.1.Added: Non-Board zones corresponding to a player include Main Deck, Rune Deck, Trash, Hand, Chosen Champion zone, and Banishment.
Added
After
Unleashed
056.2.Added: If a card would enter such a zone, it goes to its owner’s corresponding zone instead.
Changed
Before
Spiritforged
103.2.
A Main Deck of at least 40 cards 1 Chosen Champion Unit Units Gear Spells
After
Unleashed
103.2.
A Main Deck of at least 40 cards 1 Chosen Champion Unit, Units, Gear, Spells
Changed
Before
Spiritforged
106.
The Play Area includes a space for Game Objects referred to as The Board.
After
Unleashed
106.
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
106.1.
The Board is divided into several Zones.
After
Unleashed
107.
The Board
Removed
Before
Spiritforged
106.2.Removed: The Base
Removed
Before
Spiritforged
106.2.a.Removed: One per player.
Removed
Before
Spiritforged
106.2.b.Removed: The space each player always has access to play their Units and Gear to.
Added
After
Unleashed
107.1.Added: Bases
Added
After
Unleashed
107.1.a.Added: Each player has their own Base.
Removed
Before
Spiritforged
106.2.d.Removed: Other players cannot have Game Objects they control in another player's Base.
Removed
Before
Spiritforged
106.2.e.Removed: The Base also houses each player's Runes that are on The Board.
Added
After
Unleashed
107.1.c.Added: Permanents and Runes controlled by a player reside in that player's Base.
Added
After
Unleashed
107.1.c.1.Added: Permanents attached to Permanents controlled by a player may also be found in that player’s Base.
Added
After
Unleashed
107.1.d.Added: Permanents and Runes in Bases are Public Information.
ChangedRenumbered
Before
Spiritforged
106.3.
The Battlefield Zone
After
Unleashed
107.2.
Battlefield Zone
Removed
Before
Spiritforged
106.3.a.Removed: Multiple Battlefields will be here, typically one per player, but occasionally less.
Removed
Before
Spiritforged
106.3.b.Removed: The space where Battlefields are located during gameplay.
Added
After
Unleashed
107.2.a.Added: The Battlefield Zone houses multiple Battlefields.
Added
After
Unleashed
107.2.c.Added: Battlefields and permanents at Battlefields are Public Information.
ChangedRenumbered
Before
Spiritforged
106.4.
The Facedown Zones
After
Unleashed
107.3.
Facedown Zones
Added
After
Unleashed
107.3.b.1.Added: The maximum occupancy of a Facedown Zone can increase or decrease.
Added
After
Unleashed
107.3.b.2.Added: If the maximum occupancy of a Facedown Zone decreases to a number less than the number of cards currently located there, the controller of that Facedown Zone must put a number of cards equal to the difference in the trash from the Facedown Zone.
ChangedRenumbered
Before
Spiritforged
106.4.d.
If the Hidden card's controller loses Control of the Battlefield, the card in the Facedown Zone is removed during the next Cleanup. See rule 318. Cleanups for more information. See rule 408. Hide for more information.
After
Unleashed
107.3.d.
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
106.5.
The Legend Zone
After
Unleashed
107.4.
Legend Zone
ChangedRenumbered
Before
Spiritforged
107.
The Play Area also includes Non-Board Zones.
After
Unleashed
108.
Non-Board Zones.
ChangedRenumbered
Before
Spiritforged
107.1.
The Trash
After
Unleashed
108.1.
The Chain
Added
After
Unleashed
108.1.a.Added: Cards and abilities are placed here as part of the process of being played. See rule 327. Chains for more information.
Added
After
Unleashed
108.1.b.Added: Cards and abilities on the Chain are Public Information.
Added
After
Unleashed
108.2.Added: Trashes
Added
After
Unleashed
108.2.a.Added: Each player has their own Trash.
Removed
Before
Spiritforged
107.1.b.Removed: Represents cards that have been used or spent.
Removed
Before
Spiritforged
107.1.c.Removed: Each player has a separate trash.
Removed
Before
Spiritforged
107.1.d.Removed: A card owned by a player can never, for any reason, be put into a trash of another player. If it would be, it's put into its owner's trash instead.
ChangedRenumbered
Before
Spiritforged
107.1.e.
The cards in the Trash are unordered. Their sequence does not matter, and they may be reorganized.
After
Unleashed
108.2.c.
Cards in each player’s Trash are unordered. Their sequence does not matter, and they may be reorganized.
ChangedRenumbered
Before
Spiritforged
107.1.f.
The cards in any player's Trash are Public Information. See rule 127. Privacy for more information.
After
Unleashed
108.2.d.
Cards in a player's Trash are Public Information. See rule 128. Privacy for more information.
Removed
Before
Spiritforged
107.2.Removed: The Champion Zone
Added
After
Unleashed
108.3.Added: Champion Zones
Added
After
Unleashed
108.3.a.Added: Each player has their own Champion Zone.
ChangedRenumbered
Before
Spiritforged
107.2.b.
The Chosen Champion here cannot be returned to this zone by normal means.
After
Unleashed
108.3.c.
The Chosen Champion cannot be returned to this zone by normal means.
Added
After
Unleashed
108.3.e.Added: Cards in a player’s Champion Zone are Public Information.
ChangedRenumbered
Before
Spiritforged
107.3.
The Main Deck Zone
After
Unleashed
108.4.
Main Deck Zones
Added
After
Unleashed
108.4.a.Added: Each player has their own Main Deck Zone.
ChangedRenumbered
Before
Spiritforged
107.4.
The Rune Deck Zone
After
Unleashed
108.5.
Rune Deck Zones
Added
After
Unleashed
108.5.a.Added: Each player has their own Rune Deck Zone.
Removed
Before
Spiritforged
107.5.Removed: Banishment
Added
After
Unleashed
108.6.Added: Banishments
Added
After
Unleashed
108.6.a.Added: Each player has their own Banishment.
Removed
Before
Spiritforged
107.5.c.Removed: Each player has a separate banishment.
Removed
Before
Spiritforged
107.5.d.Removed: A card owned by a player can never, for any reason, be put into the banishment of another player. If it would be, it's put into its owner's banishment instead.
Removed
Before
Spiritforged
107.5.g.Removed: Some spells or effects may reference cards placed into banishment directly.
Removed
Before
Spiritforged
107.5.h.Removed: Effects that reference cards in banishment only do so by means of also putting the cards there.
Removed
Before
Spiritforged
107.5.i.Removed: The effects or references to cards in banishment do not count as Choosing.
Removed
Before
Spiritforged
107.5.j.Removed: The effects or references to cards in banishment do not count as Attachment.
Removed
Before
Spiritforged
107.6.a.Removed: Each player has a collection of cards they may Play cards from.
Added
After
Unleashed
108.7.a.Added: Each player has their own Hand.
Removed
Before
Spiritforged
107.6.f.Removed: A card owned by a player can never, for any reason, be put into the hand of another player. If it would be, it's put into its owner's hand instead.
ChangedRenumbered
Before
Spiritforged
109.
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. Temporarily granted Keywords are no longer granted.
After
Unleashed
110.
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
115.1.c.
Turn Order repeats until the game ends.
After
Unleashed
116.1.c.
The Turn Order generates a looping queue of turns, starting with the First Player and repeating until the game ends.
ChangedRenumbered
Before
Spiritforged
123.
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
124.
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
127.3.
Secret: This level of Privacy indicates that neither player may read or look at the face of the card.
After
Unleashed
128.3.
Secret: This level of Privacy indicates that no player may read or look at the face of the card.
ChangedRenumbered
Before
Spiritforged
130.4.
Effects that need to determine a card’s cost for any purpose always use its base cost, even if that cost is altered or ignored as the card is played. Example: Sky Splitter is a spell that costs 8 Energy and says in part “This spell's Energy cost is reduced by the highest Might among units you control.” Lux, Illuminated is a unit that says “When you play a spell that costs 5 or more, give me +3 [M] this turn.” If a player who controls Lux plays Sky Splitter, Lux’s ability will trigger, regardless of how much was actually paid for Sky Splitter.
After
Unleashed
131.4.
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
After
Unleashed
135.2.b.3.Added: Instructions will self-describe when they are to be executed. If there is no timing described, they will execute during resolution. Example: An instruction says “as you play me, kill a unit as an additional cost.” That instruction will execute as the card is being played. If the card is given Repeat and the Repeat cost is paid, this instruction will not execute because the Repeat execution does not happen until resolution of the spell, after this instruction has executed.
Added
After
Unleashed
135.2.b.4.Added: Instructions can usually be recognized by the way they are written. An instruction is written in the imperative mood, using the base form of a verb and omitting the subject unless necessary.
Added
After
Unleashed
135.2.e.7.Added: A keyword associated with an ability is indicated by the [>] symbol.
Added
After
Unleashed
135.2.e.7.a.Added: This could be a dependent keyword like [Legion][>] or [Level][>], or it could be a permissive keyword like [Action][>] or [Reaction][>].
Added
After
Unleashed
135.2.e.7.b.Added: Whatever instruction or ability comes after the [>] is modified by the keyword that comes before the [>]. Either it will be inactive, in the case of a dependent keyword, or it will receive the permission granted by the keyword in the case of a permissive keyword.
ChangedRenumbered
Before
Spiritforged
134.4.
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
135.4.
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
After
Unleashed
135.4.b.Added: Any granted or appended Rules Text on a card is still Active even if that card is Attached to another card.
ChangedRenumbered
Before
Spiritforged
135.2.b.
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
136.2.b.
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
136.3.
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
137.3.
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
142.2.b.
If a unit's Might is ever less than 0, it is treated as 0 for all purposes.
After
Unleashed
143.2.b.
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
After
Unleashed
143.2.b.1.Added: Although the unit’s Might is treated as 0, it is not 0. Effects that calculate Might increases and decreases use the actual value of the unit’s Might.
ChangedRenumbered
Before
Spiritforged
143.1.a.
This action can be done any time during a player's Action Phase.
After
Unleashed
144.1.a.
This action can be done any time during a player's Main Phase.
ChangedRenumbered
Before
Spiritforged
143.1.c.
This action cannot be performed during a Showdown.
After
Unleashed
144.1.c.
This action cannot be performed during a Showdown or Combat.
ChangedRenumbered
Before
Spiritforged
143.4.a.1.
Units cannot Move to a Battlefield that already has units from 2 other players present.
After
Unleashed
144.4.a.1.
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
144.2.
The Activated Ability of Units may be executed at any time during the controlling player's Action Phase during an Open State, and not during a Showdown.
After
Unleashed
145.2.
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
After
Unleashed
146.Added: Units have a Location.
Added
After
Unleashed
146.1.Added: A Unit’s Location is the Base or Battlefield it currently occupies.
ChangedRenumbered
Before
Spiritforged
146.1.a.1.
Gear can only be played to a player's Base.
After
Unleashed
148.1.a.1.
Gear can only be played to a player's Base unless an effect specifies otherwise.
ChangedRenumbered
Before
Spiritforged
147.1.
Gear enters play Ready.
After
Unleashed
149.1.
Gear enter play Ready.
ChangedRenumbered
Before
Spiritforged
147.2.
Gear can only be played to a player's Base.
After
Unleashed
149.2.
Gear can only be played to a player's Base unless an effect specifies otherwise.
ChangedRenumbered
Before
Spiritforged
147.3.
If a Gear is at a Battlefield for any reason, then it is immediately recalled to its controller's Base as a corrective action. See rule 432. Recalls for more information.
After
Unleashed
149.3.
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
148.2.
The Activated Ability of Gear may be executed at any time during the controlling player's Action Phase during an Open State, and not during a Showdown.
After
Unleashed
150.2.
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
After
Unleashed
151.Added: Gear have a Location.
Added
After
Unleashed
151.1.Added: A Gear’s Location is the Base or Battlefield it currently occupies.
Added
After
Unleashed
151.2.Added: Gear cannot normally become located at a Battlefield unless by some special means. Example: Gear are always played to Base. The only exception is a gear played from Facedown, which is played to the Battlefield it was played from. Gear can also become located at a Battlefield if they are attached to a unit who becomes located at a Battlefield. See rule 811. Hidden for more information. See rule 716. Attachment for more information.
ChangedRenumbered
Before
Spiritforged
151.
A spell can be played during an Open State Outside of Showdowns on its controller's turn.
After
Unleashed
154.
A spell can be played during an Open State outside of Showdowns on its controller's turn.
ChangedRenumbered
Before
Spiritforged
154.2.
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
157.2.
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
154.3.a.
Finish resolving all effects of a spell before addressing anything the spell may have triggered or caused through execution.
After
Unleashed
157.3.a.
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
155.2.a.1.
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
158.2.a.1.
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
155.2.b.3.
This will result in this spell resolving before spells and abilities that are already on the chain.
After
Unleashed
158.2.b.3.
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
After
Unleashed
169.10.Added: Battlefields can be referenced in different states in card text:
Added
After
Unleashed
169.10.a.Added: Battlefields can be “occupied.” This means they have a Unit present.
Added
After
Unleashed
169.10.b.Added: Battlefields can be “uncontrolled.” This means no player controls them.
Added
After
Unleashed
169.10.c.Added: Battlefields can be “open.” This means they are unoccupied and uncontrolled.
Added
After
Unleashed
182.1.e.Added: Tokens inherit the recycle destination of their type. Example: Token runes will be recycled to the Rune Deck. Token units, gear, and spells will be recycled to the Main Deck. Token battlefields and legends can’t be recycled.
Added
After
Unleashed
182.2.a.1.Added: Although tokens do not have costs, their cost is treated as being 0 for all purposes.
ChangedRenumbered
Before
Spiritforged
180.
Tokens are created on the board and cannot exist elsewhere.
After
Unleashed
183.
Tokens are Created on the board or the Chain and cannot exist elsewhere.
ChangedRenumbered
Before
Spiritforged
180.1.
If a token is put into any Non-Board Zone, it ceases to exist immediately after moving to its new zone.
After
Unleashed
183.1.
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
181.
The spell or ability that creates a token specifies some of its characteristics. It may have other characteristics, as listed below.
After
Unleashed
184.
The spell or ability that Creates a token specifies some of its characteristics. It may have other characteristics, as listed below.
ChangedRenumbered
Before
Spiritforged
181.1.
A 1[M] Recruit token is a domainless unit token with 1 Might and the Recruit tag.
After
Unleashed
184.1.
A 1 [M] Recruit token is a domainless unit token with 1 Might and the Recruit tag.
ChangedRenumbered
Before
Spiritforged
181.2.
A 3[M] Sprite token with Temporary is a domainless unit token with 3 Might, the Fae tag, and the Temporary keyword. See rule 742. Temporary for more information.
After
Unleashed
184.2.
A 3 [M] Sprite token with Temporary is a domainless unit token with 3 Might, the Fae tag, and the Temporary keyword. See rule 816. Temporary for more information.
Added
After
Unleashed
184.3.Added: A 2 [M] Sand Soldier token is a domainless unit token with 2 Might and the Shurima tag.
Added
After
Unleashed
184.4.Added: A 3 [M] Mech token is a domainless unit token with 3 Might and the Mech tag.
Added
After
Unleashed
184.5.Added: A Gold gear token is a domainless gear token with “[Reaction][>] Kill this, [E]: [Add] [A].”
Added
After
Unleashed
184.6.Added: A 0 [M] Reflection token is a domainless unit token with 0 Might.
Added
After
Unleashed
184.7.Added: A 1 [M] Bird token is a domainless unit token with 1 Might, the Bird tag, and the Deflect keyword. See rule 809. Deflect for more information.
Added
After
Unleashed
184.8.Added: A Brush battlefield token is a domainless battlefield token with “Bird, Cat, Dog, Poro, and Ivern units here have +1 [M]” and “When you score here, you may replace this with the battlefield it replaced.”
Added
After
Unleashed
184.9.Added: The Baron Pit battlefield token is a domainless battlefield token with “Units can move here from anywhere.”
Removed
Before
Spiritforged
184.3.c.Removed: While a Battlefield remains Contested, Control of a Battlefield cannot change.
ChangedRenumbered
Before
Spiritforged
184.3.d.
The state of a Battlefield being Contested is used to determine when Combat should occur, when a Showdown without a Combat should occur, and when Control will change.
After
Unleashed
187.3.c.
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
184.4.b.Removed: A player maintains control of a Battlefield while it is being Contested by an opponent.
Added
After
Unleashed
187.4.b.Added: While a Combat or Showdown is ongoing at a Battlefield, Control of that Battlefield cannot change until instructed by steps of the Combat or Showdown.
ChangedRenumbered
Before
Spiritforged
184.4.c.
If a player has no Units at a Battlefield, they lose Control of that Battlefield immediately, unless it is Contested.
After
Unleashed
187.4.c.
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
303.2.a.
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 375. Triggered Abilities for more information.
After
Unleashed
303.2.a.
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
308.1.
If a Showdown is in progress, the turn is in a Showdown State.
After
Unleashed
308.1.
If a Showdown or Combat is in progress, the turn is in a Showdown State.
Changed
Before
Spiritforged
308.2.
If no Showdown is in progress, the turn is in a Neutral State.
After
Unleashed
308.2.
If no Showdown or Combat is in progress, the turn is in a Neutral State.
Changed
Before
Spiritforged
310.1.
Neutral Open: There is no Showdown in progress and no Chain exists.
After
Unleashed
310.1.
Neutral Open: There is no Showdown or Combat in progress and no Chain exists.
Changed
Before
Spiritforged
310.2.
Neutral Closed: There is no Showdown in progress and a Chain exists.
After
Unleashed
310.2.
Neutral Closed: There is no Showdown or Combat in progress and a Chain exists.
Changed
Before
Spiritforged
310.3.
Showdown Open: A Showdown is in progress and no Chain exists.
After
Unleashed
310.3.
Showdown Open: A Showdown or Combat is in progress and no Chain exists.
Changed
Before
Spiritforged
310.4.
Showdown Closed: A Showdown is in progress and a Chain exists.
After
Unleashed
310.4.
Showdown Closed: A Showdown or Combat is in progress and a Chain exists.
Changed
Before
Spiritforged
312.2.a.
When the turn is in a Neutral Open State during their Action Phase.
After
Unleashed
312.2.a.
When the turn is in a Neutral Open State during their Main Phase.
Added
After
Unleashed
315.1.a.Added: The following Task becomes Outstanding:
ChangedRenumbered
Before
Spiritforged
315.1.a.
The Turn Player readies all Game Objects they control that are able to be readied. See rule 402. Ready for more information.
After
Unleashed
315.1.b.
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
315.2.b.1.
Holding occurs at this time. See rule 445. Scoring for more information.
After
Unleashed
315.2.b.1.
The following Task becomes Outstanding:
Added
After
Unleashed
315.2.b.2.Added: 1. The Turn Player Holds all Battlefields they Control. See rule 462. Scoring for more information.
Removed
Before
Spiritforged
315.2.c.Removed: Specific game effects or abilities will reference this timing and phase as necessary.
Changed
Before
Spiritforged
315.3.a.
The Turn Player gains their additional runes for the turn.
After
Unleashed
315.3.a.
The following Task becomes Outstanding:
Changed
Before
Spiritforged
315.3.b.
The Turn Player channels 2 runes from their Rune Deck. See rule 417. Channel for more information.
After
Unleashed
315.3.b.
1. The Turn Player channels 2 runes from their Rune Deck. See rule 430. Channel for more information.
Removed
Before
Spiritforged
315.3.c.Removed: Perform any actions as instructed by game objects during this time.
Changed
Before
Spiritforged
315.4.a.
The Turn Player gains their additional card for the turn.
After
Unleashed
315.4.a.
The following Task becomes Outstanding:
Changed
Before
Spiritforged
315.4.b.
The Turn Player draws 1.
After
Unleashed
315.4.b.
1. The Turn Player draws 1.
Changed
Before
Spiritforged
315.4.c.
Perform any actions as instructed by game objects during this time.
After
Unleashed
315.4.c.
The following Task becomes Outstanding:
Changed
Before
Spiritforged
315.4.d.
As the Draw Phase ends, each player's Rune Pool empties. See rule 161. Rune Pools for more information.
After
Unleashed
315.4.d.
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
316.
Action Phase
After
Unleashed
316.
Main Phase
Changed
Before
Spiritforged
316.1.
When all steps of the Start of Turn have been completed, the Action Phase begins.
After
Unleashed
316.1.
When all steps of the Start of Turn have been completed, the Main Phase begins.
Changed
Before
Spiritforged
316.2.
The Action Phase has no defined structure.
After
Unleashed
316.2.
The Main Phase has no defined structure.
Changed
Before
Spiritforged
316.2.b.1.
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
316.2.b.1.
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
316.2.c.Removed: In Modes of Play with Teammates, spells may be played by Teammates of the Turn Player during this time, but the actions of the Turn Player take precedence.
Changed
Before
Spiritforged
316.4.a.
A Combat phase occurs as a result of Units controlled by opposing players being present at the same Battlefield.
After
Unleashed
316.4.a.
A Combat occurs as a result of Units controlled by opposing players being present at the same Battlefield.
Changed
Before
Spiritforged
316.4.e.
Play proceeds following the steps of combat. See rule 441. Steps of Combat for more information.
After
Unleashed
316.4.e.
Play proceeds following the steps of combat. See rule 458. The Steps of Combat for more information.
Added
After
Unleashed
316.5.b.1.a.Added: These Showdowns are called Non-Combat Showdowns. During the proceedings of a Non-Combat Showdown, units controlled by a different player may become present at the Battlefield where the Showdown is ongoing. This will cause the Showdown to become a Combat Showdown.
Changed
Before
Spiritforged
316.6.a.
This ends the Action Phase.
After
Unleashed
316.6.a.
This ends the Main Phase.
Changed
Before
Spiritforged
316.6.b.
Play proceeds to the End of Turn.
After
Unleashed
316.6.b.
Play proceeds to the Ending Phase.
Changed
Before
Spiritforged
317.
End of Turn Phase
After
Unleashed
317.
Ending Phase
Removed
Before
Spiritforged
317.2.Removed: End of Turn Cleanup
Removed
Before
Spiritforged
317.2.a.Removed: Invoke an End of Turn Special Cleanup. See rule 318. Cleanups for more information.
Removed
Before
Spiritforged
317.2.b.Removed: Insert “2c. Heal all Units.”
Removed
Before
Spiritforged
317.3.a.Removed: All "this turn" effects expire simultaneously.
Removed
Before
Spiritforged
317.3.b.Removed: As the Expiration Step ends, all players' Rune Pools empty. Any unspent Energy and Power are lost.
Removed
Before
Spiritforged
317.4.Removed: The Turn Player then becomes the next player in Turn Order.
Added
After
Unleashed
317.2.a.Added: Invoke an Ending Special Cleanup. See rule 318. Cleanups for more information.
Added
After
Unleashed
317.2.b.Added: Insert “2c. Heal all Units.”
Added
After
Unleashed
317.2.c.Added: Insert “2d. All ‘this turn’ effects expire simultaneously.”
Added
After
Unleashed
317.2.d.Added: Insert “2e. Each player’s Rune Pool empties. Any unspent Energy and Power are lost.”
Added
After
Unleashed
317.2.e.Added: The following Task becomes Outstanding:
Added
After
Unleashed
317.2.f.Added: 1. If any items underwent the FEPR process, return to the start of the Expiration Step
Added
After
Unleashed
317.3.Added: The next player with their Turn queued becomes the Turn Player.
Changed
Before
Spiritforged
319.
A Cleanup occurs at the following times:
After
Unleashed
319.
A Cleanup will be made an Outstanding Task at the following times:
Changed
Before
Spiritforged
319.2.
After the game transitions between Phases
After
Unleashed
319.2.
After the game transitions between Phases, unless specified otherwise
Added
After
Unleashed
319.3.Added: After a Pending Item is added to the Chain
Added
After
Unleashed
321.Added: Similarly, while Chain Items are Resolving, a Cleanup cannot occur.
Added
After
Unleashed
321.1.Added: If an event occurs during the Resolution of a Chain Item that qualifies for a Cleanup, that Cleanup will be made an Outstanding Task.
Added
After
Unleashed
322.1.Added: These new Cleanups are themselves Outstanding Tasks.
ChangedRenumbered
Before
Spiritforged
322.
When a Cleanup occurs, the following steps occur in order:
After
Unleashed
323.
When a Cleanup occurs, the following Tasks become Outstanding in the order described:
ChangedRenumbered
Before
Spiritforged
322.1.
1. If a player has as many points as the Victory Score, that player wins.
After
Unleashed
323.1.
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
322.2.Removed: 2. Handle outstanding board state
Removed
Before
Spiritforged
322.3.Removed: 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.
Removed
Before
Spiritforged
322.4.Removed: 2b. All Units that have non-zero Damage marked on them equalling or exceeding their Might are killed and placed in their owners' Trash.
ChangedRenumbered
Before
Spiritforged
322.5.
3. Assign or Remove the Attacker or Defender designation from Units as needed if there is a Combat in progress
After
Unleashed
323.2.
2. Assign or Remove the Attacker or Defender designation from Units as needed if there is a Combat in progress
Added
After
Unleashed
323.3.Added: 3. Handle outstanding board state
Added
After
Unleashed
323.4.Added: 3a. 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 808 Deathknell for more information.
Added
After
Unleashed
323.5.Added: 3b. All Units that have non-zero Damage marked on them equalling or exceeding their Might are killed and placed in their owners' Trash.
ChangedRenumbered
Before
Spiritforged
322.6.
4. Battlefields with no Units occupying them and no Contested status become Uncontrolled.
After
Unleashed
323.6.
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
322.7.
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
323.7.
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
322.8.
6. Mark a Showdown as Staged at each Battlefield that Contested was applied to that is Uncontrolled.
After
Unleashed
323.8.
6. Mark a Showdown as Staged at each Battlefield that Contested was applied to.
ChangedRenumbered
Before
Spiritforged
322.8.a.
The Showdown remains Staged at each Battlefield that is Contested and has only units present controlled by the player that applied Contested
After
Unleashed
323.8.a.
The Showdown remains Staged at each Battlefield that is Contested and has units present controlled by the player that applied Contested.
Removed
Before
Spiritforged
322.9.Removed: 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
Removed
Before
Spiritforged
322.12.Removed: 8. Finalize any Pending Items on the Chain
ChangedRenumbered
Before
Spiritforged
322.13.
9. If the current state is a Neutral Open State and one or more Showdowns are Staged, the Turn Player chooses one of those Battlefields. A Showdown begins there.
After
Unleashed
323.11.
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
After
Unleashed
323.12.Added: 8a. If a Showdown and Combat are staged at the same Battlefield and the turn player chooses to initiate the Showdown there, the Showdown will open as a Combat Showdown.
ChangedRenumbered
Before
Spiritforged
322.14.
10. If the current state is a Neutral Open State and Combat is Staged at one or more Battlefields, the Turn Player chooses one of those Battlefields. Combat begins there.
After
Unleashed
323.13.
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
After
Unleashed
323.14.Added: 9a. If the current state is Showdown Open State and Combat is Staged at a Battlefield where there is a Non-Combat Showdown ongoing, that Showdown becomes a Combat Showdown.
ChangedRenumbered
Before
Spiritforged
323.1.
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
324.1.
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
332.1.
The player that created the chain becomes the first Active Player.
After
Unleashed
333.1.
The player that created the chain becomes the first player with Priority.
Removed
Before
Spiritforged
332.2.Removed: The Active Player is a designator similar to, but distinct from, Turn Player.
Removed
Before
Spiritforged
332.3.Removed: Similar to the Turn Player, this designation will pass between players over the course of play.
Added
After
Unleashed
334.Added: A Task is one or more steps or processes that one or more Players must perform before continuing with any other actions.
Added
After
Unleashed
334.1.Added: Tasks include, but are not limited to: Cleanups, the actions performed during the Start of Turn Process, throughout Combat in its various steps, and the actions performed during the End of Turn Process. See rule 318. Cleanups for more information on Cleanups See rule 315. Start of Turn for more information on the Start of Turn process See rule 454. Combat for more information on the steps of Combat See rule 317. Ending Phase for more information.
Added
After
Unleashed
335.Added: Whenever a Player takes one or more actions that incur Tasks they should refer to the process of HOT FEPR: Handle Outstanding Tasks; then Finalize, Execute, Pass, Resolve.
Added
After
Unleashed
335.1.Added: In the course of Handling Outstanding Tasks, Chain Items may be added to the Chain. They will remain there until the Tasks are complete.
Added
After
Unleashed
335.2.Added: When all Outstanding Tasks are completed, all pending Chain Items will subsequently be processed by the FEPR process.
Added
After
Unleashed
335.2.a.Added: During the FEPR process, new Tasks may be incurred. Pause the process and complete the necessary Tasks before continuing.
Added
After
Unleashed
335.3.Added: If there are no Outstanding Tasks, no pending Chain Items, and it is the Main Phase, the Turn Player receives priority. If there are no Outstanding Tasks, no pending items, and it is any other phase of the turn, proceed to the next substep, step, phase, or turn.
Added
After
Unleashed
336.Added: When there are no outstanding Tasks and there are pending Chain Items on the Chain, players should refer to the FEPR process to proceed.
Added
After
Unleashed
336.1.Added: In the sequence of resolving FEPR more Chain Items may become Pending Chain Items. These will be processed by the same FEPR process that produced them.
ChangedRenumbered
Before
Spiritforged
333.1.c.
Abilities that Add resources, Units, and Gear resolve immediately when Finalized and do not progress to Step 2: Execute. See rule 346. Playing Cards for more information.
After
Unleashed
337.1.c.
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
After
Unleashed
337.1.c.1.a.Added: If this occurs during a Showdown, the next player in turn order gains Focus.
ChangedRenumbered
Before
Spiritforged
334.1.
The Active Player may do any the following:
After
Unleashed
338.1.
The player with Priority may do any the following:
ChangedRenumbered
Before
Spiritforged
334.1.a.2.
A Legally Timed Card would be a Card with Reaction.
After
Unleashed
338.1.a.2.
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
334.1.a.5.
This can be an additional card to the item that Started the Chain in the case of the first Active Player after creating the Chain.
After
Unleashed
338.1.a.5.
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
334.1.c.1.
The Active Player passes Priority to the next Player in Turn Order. Proceed to Step 3: Pass.
After
Unleashed
338.1.c.1.
The player with Priority passes Priority to the next Player in Turn Order. Proceed to Step 3: Pass.
ChangedRenumbered
Before
Spiritforged
335.2.
Otherwise, the Active Player passes Priority to the next Player in Turn Order. Return to Step 3: Execute.
After
Unleashed
339.2.
Otherwise, the player with Priority passes Priority to the next Player in Turn Order. Return to Step 3: Execute.
Added
After
Unleashed
340.2.a.Added: If this occurs during a Showdown, focus passes to the next player in turn order.
ChangedRenumbered
Before
Spiritforged
336.4.
If the Chain is not empty and there are no Pending Items, the controller of the newest item on the chain gains Priority and becomes the Active Player. Return to Step 2: Execute.
After
Unleashed
340.4.
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
339.
The State of the turn is partially determined by whether or not a Showdown is in progress.
After
Unleashed
343.
The State of the turn is partially determined by whether or not a Showdown or Combat is in progress.
ChangedRenumbered
Before
Spiritforged
339.1.
The turn is said to be in a Showdown State if a Showdown is in progress.
After
Unleashed
343.1.
The turn is said to be in a Showdown State if a Showdown or Combat is in progress.
ChangedRenumbered
Before
Spiritforged
339.2.
The turn is said to be in a Neutral State if no Showdown is in progress.
After
Unleashed
343.2.
The turn is said to be in a Neutral State if no Showdown or Combat is in progress.
Removed
Before
Spiritforged
342.Removed: When a Showdown begins, it may or may not begin with an Initial Chain.
Removed
Before
Spiritforged
342.1.Removed: Showdowns that open as a result of Combat may have an Initial Chain of Triggered Abilities.
Removed
Before
Spiritforged
342.1.a.Removed: These Triggered Abilities should be put on the chain first by the player with Focus, then proceeding with players without the Defender designation in Turn Order. Finally, the player with the Defender designation will add their Triggered Abilities, if any, to the Chain.
Removed
Before
Spiritforged
342.1.b.Removed: If there are no such Triggered Abilities present during a Combat-initiated Showdown then no Initial Chain is created, but the Showdown will still proceed.
ChangedRenumbered
Before
Spiritforged
343.
When the last item on the chain resolves during a Showdown, Focus passes, and the next Player gains both Focus and Priority.
After
Unleashed
346.
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
343.1.Removed: Focus does not pass when the last item on the Initial Chain resolves, if there was one. Instead the player with Focus proceeds with play.
Added
After
Unleashed
346.1.Added: Focus will not pass in this way if the chain opened as a result of a triggered ability being added to the chain, nor if it opened as a result of an Add ability being added to the chain. Example: the Initial Chain opens as a result of triggered abilities being added to the chain, so when the last item on the Initial Chain resolves and the turn returns to an Open State, Focus will not pass.
ChangedRenumbered
Before
Spiritforged
344.1.
Play a spell that is legally timed.
After
Unleashed
347.1.
Play a card that is legally timed.
ChangedRenumbered
Before
Spiritforged
344.1.a.
The spell will start a Chain as normal.
After
Unleashed
347.1.a.
The card will start a Chain as normal.
ChangedRenumbered
Before
Spiritforged
345.1.
If this Showdown opened as a result of Combat, proceed with the remaining steps of Combat to resolve the phase. See rule 441. The Steps of Combat for more information.
After
Unleashed
348.1.
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
345.2.Removed: If this Showdown opened as a result of Contested being applied to a Battlefield without a controller, do one of the following:
Added
After
Unleashed
348.2.Added: If it is a Non-Combat Showdown, do the following:
Removed
Before
Spiritforged
345.2.b.Removed: If two players’ Units remain at the Battlefield, Control cannot be established and the Battlefield remains Contested. This results in a Staged Combat. See rule 437. Combat for more information.
Removed
Before
Spiritforged
345.2.b.1.Removed: The player who applied Contested to the Battlefield will be the Attacker in the subsequent Combat.
Removed
Before
Spiritforged
351.2.Removed: This item becomes Pending.
Added
After
Unleashed
354.2.Added: This item becomes Pending, awaiting the finalization process (steps 2 - 5)
Added
After
Unleashed
354.4.Added: If there are Tasks outstanding or currently being handled, finish those Tasks before continuing this process. See rule 334. for more information on Tasks.
ChangedRenumbered
Before
Spiritforged
352.
2. Make necessary choices.
After
Unleashed
355.
2. Make relevant choices.
ChangedRenumbered
Before
Spiritforged
352.2.b.
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
355.2.b.
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
After
Unleashed
355.3.Added: For Spells and Abilities with a bulleted list of modes to choose from, make the appropriate choices now.
Added
After
Unleashed
355.4.a.Added: A valid Location is one other than the Units’ current Location where they are allowed to be present.
ChangedRenumbered
Before
Spiritforged
352.6.
When a card Chooses one or more specific Game Objects to affect, it is Targeted.
After
Unleashed
355.7.
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
352.9.Removed: If a spell or ability requires one or more players to choose objects, players, or zones that are not targets, those choices are made on resolution.
Removed
Before
Spiritforged
352.9.a.Removed: Passive abilities never have targets.
Removed
Before
Spiritforged
352.9.b.Removed: Replacement effects never have targets.
Removed
Before
Spiritforged
352.9.c.Removed: Units and gear never have targets, although their abilities may.
ChangedRenumbered
Before
Spiritforged
352.10.b.
It is included only as part of a targeting restriction for another choice. e.g., “Kill a unit at a battlefield” targets a unit, but not a battlefield, because the units are targets and “at a battlefield” is a restriction. e.g., “Kill all units at a battlefield” targets a battlefield, but not any units. e.g., “Move a unit to a battlefield” targets both a unit and a battlefield.
After
Unleashed
355.10.b.
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
352.11.b.
If the group of targets no longer collectively fulfill the targeting restriction as the spell or ability resolves, that spell or ability’s controller can choose a subset of the original targets that fulfills the targeting requirement for the spell or ability to affect. Example: A player plays Fox-Fire, a spell that says in part “Kill any number of units at a battlefield with total Might 4 or less.” That player chooses four 1 [M] Recruit tokens at a single battlefield. As a Reaction, another player gives two of those Recruits +1 [M], so the Recruits’ Mights are 1, 1, 2, and 2. Then Fox-Fire resolves. The Recruits no longer have total Might 4 or less, so Fox-Fire’s controller must choose a legal subset of the original targets to affect. They could choose to kill the two 2 [M] Recruits, or the two 1 [M] Recruits plus one 2 [M] Recruit. The units they choose are Fox-Fire’s remaining legal targets. They can’t choose to affect units at the same battlefield that weren’t initially chosen as targets, and they can’t affect any units that are no longer at the chosen battlefield.
After
Unleashed
355.11.b.
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
352.12.
If a card specifies that a player may choose some number of Game Objects to be affected by a card, then all choices are considered targeted and chosen independently.
After
Unleashed
355.12.
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
352.14.g.
Valid damage is a positive integer amount, greater than or equal to 1 damage.
After
Unleashed
355.14.g.
Valid damage is a positive integer amount, greater than or equal to 1 damage. See rule 417. Deal for more information.
ChangedRenumbered
Before
Spiritforged
352.16.
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 Cruel Patron, which says "As an additional cost to play me, kill a friendly unit." They control exactly one unit, which is at a battlefield. They can't choose to play Cruel Patron to that battlefield, because by the time they have finished paying costs, they will no longer control that battlefield.
After
Unleashed
355.16.
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
After
Unleashed
355.17.Added: If a spell or ability requires one or more players to make choices that are not outlined in this section, they are made on resolution.
Added
After
Unleashed
356.1.Added: Apply base cost modifications in any order.
Added
After
Unleashed
356.1.a.Added: If an ability or instruction allows you to play a card “for [Cost]”, replace the card’s Base Costs with [Cost].
ChangedRenumbered
Before
Spiritforged
353.2.b.1.
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 rule 352. 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 rule 352, applies that additional cost in rule 353.2, applies the discount granted by paying that cost in rule 353.4, and discards a card to pay that additional cost in rule 354.2. See rule 360. Passive Abilities for more information.
After
Unleashed
356.2.b.1.
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
353.4.Removed: Apply discounts in any order.
Added
After
Unleashed
356.4.Added: Apply discounts.
Added
After
Unleashed
356.4.c.Added: Discounts that only apply to a component of the cost will be applied when that component is added to the cost of the spell and before any other discounts. Example: Ezreal, Prodigy reads “optional additional costs you pay cost [1] or [A] less.” When playing a Frigid Touch and choosing to pay the additional cost in step 2, as soon as the additional cost is added to the cost of the spell, Ezreal, Prodigy’s discount is applied to it.
Added
After
Unleashed
356.4.c.1.Added: Discounts that apply to a given component of a spell’s cost may be applied in any order to that component.
Added
After
Unleashed
356.4.d.Added: Discounts that apply to the total cost of a spell and not any one component of the cost must be applied after any discount that applies only to a component of the cost.
Added
After
Unleashed
356.4.d.1.Added: These discounts may be applied in any order as long as they are applied after component discounts.
ChangedRenumbered
Before
Spiritforged
353.4.d.1.
An optional additional cost was "paid" if the player made the decision in rule 352 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 " 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.
After
Unleashed
356.4.f.1.
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
354.1.a.
During this step, the spell's controller can use activated abilities with the Reaction tag that Add resources to add Energy and Power to pay the spell's costs. See rule 161. Rune Pools and rule 416. Add for more information.
After
Unleashed
357.1.a.
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
354.2.
In addition, pay any non-standard Cost summed in rule 353.2 in any order.
After
Unleashed
357.2.
In addition, pay any non-standard Cost summed in step 3 in any order.
ChangedRenumbered
Before
Spiritforged
354.2.a.
Costs that are replaced with other events by replacement effects are still considered paid. Example: A player plays Cruel Patron, which says "As an additional cost to play me, kill a friendly unit." They also control Zhonya’s Hourglass, which says “If a friendly unit would die, kill this instead. Heal that unit, exhaust it, and recall it.” They choose to kill a friendly unit during rule 353.2, but as they pay the cost in rule 354.2, Zhonya’s Hourglass replaces that unit’s death. The cost is considered paid, and the player can continue playing Cruel Patron.
After
Unleashed
357.2.a.
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
354.3.Removed: A player may not pay costs during this step that will deterministically result in illegal choices or actions later in this process unless they have no choice. Example: A player plays Cruel Patron, which says "As an additional cost to play me, kill a friendly unit." They control multiple units, one of which is alone at a battlefield. During rule 352.2., they chose to play Cruel Patron to that battlefield. While paying costs, they can't choose to kill the unit at that battlefield, because then they will no longer control that battlefield and Cruel Patron cannot legally be played there. If they controlled that battlefield with multiple units, any of those units would be a legal choice, because they would still control the battlefield after killing one.
Added
After
Unleashed
357.3.Added: A player may not pay costs during this step that will deterministically result in illegal choices or actions later in this process unless they have no choice. Example: A player plays a card which reads “as an additional cost to play this, you may kill a friendly unit. Give a friendly unit +2 [M] this turn. If you paid the cost, give that unit +7 [M] this turn instead” If they chose to pay the cost, they must choose to kill a unit other than the targeted unit unless they have no choice.
Added
After
Unleashed
358.3.Added: Ensure that the card has the appropriate permissions to be played at this timing. Example: If the state is Showdown Closed and the card was the one that Closed the state, ensure that it has [Action] or [Reaction]. Example: If the state is Closed and the card wasn’t the one that Closed the state, ensure that it has [Reaction].
ChangedRenumbered
Before
Spiritforged
356.
6. Finalize this card and proceed with the card's category of Play.
After
Unleashed
359.
6. Finish finalizing this card and proceed with the card's category of Play.
ChangedRenumbered
Before
Spiritforged
356.3.e.12.
If the spell checks information about a target that is no longer legal or a card or permanent whose location, zone, or status has changed such that that information is no longer available, that check returns "null" and all calculations based on it are ignored. Examples: A unit that is no longer on the board is treated as having null Might, null cost, etc. A unit that is no longer on the board has no location, is neither exhausted nor readied, etc. Baited Hook says "[1][C], [E]: Kill a friendly unit. Look at the top 5 cards of your Main Deck. You may banish a unit from among them that has Might up to 1 more than the killed unit and play it, ignoring its cost. Then recycle the rest." While Baited Hook’s ability is on the chain, an opponent reacts with a spell that returns the friendly unit to its owner's hand. Because the friendly unit is no longer a legal target, it can't be killed and its Might is treated as null. Baited Hook’s controller reveals the top 5 cards of their Main Deck, but can’t choose any unit from among them.
After
Unleashed
359.3.e.12.
If the spell checks information about a target that is no longer legal or a card or permanent whose location, zone, or status has changed such that that information is no longer available, that check returns "null" and all calculations based on it are ignored. Examples: A unit that is no longer on the board is treated as having null Might, null cost, etc. A unit that is no longer on the board has no location, is neither exhausted nor readied, etc. Baited Hook says "[1][C], [E]: Kill a friendly unit. Look at the top 5 cards of your Main Deck. You may banish a unit from among them that has Might up to 1 more than the killed unit and play it, ignoring its cost. Then recycle the rest." While Baited Hook’s ability is on the chain, an opponent reacts with a spell that returns the friendly unit to its owner's hand. Because the friendly unit is no longer a legal target, it can't be killed and its Might is treated as null. Baited Hook’s controller looks at the top 5 cards of their Main Deck, but can’t choose any unit from among them.
Added
After
Unleashed
359.3.e.12.a.Added: If the spell checks information about a target that is legal, or a card or permanent whose location, zone, or status has not changed such that information is no longer available, that information is accessible.
Added
After
Unleashed
359.3.e.14.Added: Some instructions may reference Game Objects affected by, or Game Actions performed in, other instructions in a card. The referenced and referencing instructions are called “linked instructions.”
Added
After
Unleashed
359.3.e.14.a.Added: In order for a later linked instruction to execute, its earlier linked instruction must have executed. If the earlier linked instruction is ignored for any reason, the later linked instruction will also be ignored.
Added
After
Unleashed
359.3.e.14.b.Added: If the Game Action performed in an earlier linked instruction is replaced, this will not affect the later linked instruction.
Added
After
Unleashed
359.3.e.15.Added: A spell or ability that leaves the chain during the process of its resolution will cease further execution of its instructions. This immediately causes the spell or ability to finish resolving.
Added
After
Unleashed
359.3.f.Added: Referents
Added
After
Unleashed
359.3.f.1.Added: Some information used by abilities is referenced from the source of those abilities, or from one or more targets of a spell or ability. This can usually be recognized by the presence of words like “here,” “my,” or “its.”
Added
After
Unleashed
359.3.f.2.Added: Information referenced in an instruction in this way will be checked on execution of the instruction. Examples: A player moves Yasuo, Remorseful to an occupied enemy battlefield and initiates combat there. In reaction to the Yasuo, Remorseful attack trigger, their opponent plays Fight or Flight from hidden targeting Yasuo, moving him back to base. When the attack trigger resolves, “here” is no longer the battlefield where combat is ongoing and the attack trigger mistargets. In reaction to a Yasuo, Remorseful attack trigger, an opponent plays Stupefy targeting Yasuo. When Yasuo’s attack trigger resolves, it will deal damage equal to his current Might of 5.
Added
After
Unleashed
359.3.f.3.Added: Some information used by triggered abilities is referenced from the trigger condition of the ability. This information is checked when the trigger condition is fulfilled. Example: Lillia, Fae Fawn reads “when I move from a location, play a 3 [M] Sprite token with Temporary there.” If Lillia moves to a battlefield, her triggered ability will be placed on the chain and it will note the location she moved from when it does so. If she moves to a non-board zone in reaction to the triggered ability on the chain, it will not affect where the Sprite token will be played when the triggered ability resolves.
Added
After
Unleashed
359.3.f.3.a.Added: In the case of a delayed triggered ability, the information is referenced when the triggered ability is created unless specified otherwise.
Added
After
Unleashed
359.3.f.3.a.1.Added: In the case of a linked ability that references information from a linked triggered ability, that information may be referenced from the trigger condition of the linked triggered ability if specified.
Added
After
Unleashed
359.3.f.4.Added: Some information used by the effect of a triggered ability is referenced from the triggered ability itself, such as “enemy” and “friendly” status. This information is checked on execution of the referencing instruction. Example: Yasuo, Remorseful reads “when I attack, deal damage equal to my Might to an enemy unit here.” Yasuo moves to an occupied enemy battlefield and his attack trigger goes on the chain. In reaction to the attack trigger, the defending player plays a hidden Hostile Takeover and gains control of Yasuo. The triggered ability is unaffected by Yasuo changing controllers, and “enemy” is in reference to the triggered ability itself, so it will resolve with no issue. Example: In reaction to the same Yasuo, Remorseful trigger, say the defending player had instead played a spell that reads “[Reaction]. Gain control of a triggered ability. You may make new choices for it.” They chose the attack trigger. When Yasuo’s attack trigger resolves, if they didn’t make new choices for the trigger, the controller of the triggered ability will no longer be an enemy to the targeted unit, so the triggered ability will mistarget and do nothing. If they instead chose Yasuo with the attack trigger, he would be an enemy unit to the triggered ability and so it would deal damage equal to his Might to himself.
ChangedRenumbered
Before
Spiritforged
361.1.
These abilities have a wide variety of formats to recognize. Example: "I get +1[M] while you have 2 or more cards in your hand." Example: "Friendly Yordles at my battlefield have [Shield]."
After
Unleashed
364.1.
These abilities have a wide variety of formats to recognize. Example: "I get +1 [M] while you have 2 or more cards in your hand." Example: "Friendly Yordles at my battlefield have [Shield]."
ChangedRenumbered
Before
Spiritforged
366.1.
A Replacement Effect can be identified by the presence of the term "instead." Example: Zhonya's Hourglass reads "The next time a friendly unit would die, kill this instead. Recall that unit exhausted." This is a replacement effect that alters the execution of any Game Effect that would kill a friendly unit.
After
Unleashed
369.1.
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
After
Unleashed
369.2.Added: Some Game Actions are themselves Replacement Effects. Example: Burning Out is a replacement effect. Example: Preventing Damage is a replacement effect.
Added
After
Unleashed
370.1.Added: Replacement Effects apply to any event or instruction that qualifies for their application. A Replacement Effect will specify the circumstances by which an event or instruction will qualify to be replaced.
Added
After
Unleashed
370.1.a.Added: When a Replacement Effect applies, it replaces the qualifying event with one or more Game Actions or events, or the qualifying instruction with another instruction.
Added
After
Unleashed
370.2.Added: A Replacement Effect can only be applied once to an event, or to any Game Actions or events that replace that event. Example: A player plays a spell that reads “gear you control become 1 [M] gear units this turn.” They control two copies of Zhonya’s Hourglass when the spell resolves. If one of those copies is killed, both of their Replacement Effects will be applied. Whichever is applied first, that Replacement Effect can’t be applied again. When it is applied, it kills its source, which creates an event the other can apply its Replacement Effect to. Once they’ve both applied their Replacement Effect to the original death event and the event that replaced it, they cannot go any further. At that point, whichever Zhonya’s Hourglass applied its Replacement Effect last will die.
Added
After
Unleashed
370.3.Added: If a Game Object has a Replacement Effect that is active in a specific zone, it is evaluated and subsequently applied if it enters that zone before an event occurs that it could replace. Example: A unit that reads “if a unit you control would die, you may banish me from your trash instead. If you do, heal that unit, exhaust it and recall it.” The first unit dies simultaneously with a 1 [M] Recruit token. It does not enter the trash before the Recruit dies, so it will not be able to replace its death.
Added
After
Unleashed
371.Added: Some Replacement Effects will begin with “once each turn.”
Added
After
Unleashed
371.1.Added: When an event the Replacement Effect could apply to occurs, the player who controls the Replacement Effect may choose to apply it to the event.
Added
After
Unleashed
371.2.Added: If they do not, it has not been applied this turn.
Added
After
Unleashed
373.Added: If more than one event occurs simultaneously that Replacement Effects could apply to, each event is treated separately and individually for the purposes of Replacement Effects, and Replacement Effects with the same controller are applied in the order of their controller’s choosing. Example: Two units controlled by the same player die in the same cleanup. That player also controls Zhonya’s Hourglass. They must decide which event to apply Zhonya’s Hourglass to first.
Added
After
Unleashed
373.1.Added: Although these events are simultaneous, the applied Replacement Effects are ordered. If multiple applied Replacement Effects with different controllers would execute simultaneously, they execute in turn order.
Added
After
Unleashed
373.2.Added: When applying Replacement Effects to events that occur simultaneously, each Replacement Effect may only be applied in one sequence, to any number of events that are qualified to be replaced. Example: Soraka, Wanderer reads “If another unit you control here would die, if it has less Might than me, instead heal it, exhaust it, and recall it.” Soraka dies simultaneously with two 1 [M] Recruit tokens at the same battlefield and two 1 [M] Recruit tokens in base. Soraka has a Guardian Angel attached to her when she dies, which appends “If I would die, kill Guardian Angel instead. Heal me, exhaust me, and recall me” to Soraka’s rules text. There are several possible ways to order the Replacement Effects being applied to the various events: If Soraka’s Replacement Effect is applied first, it saves the Recruits at the same battlefield as her but not the Recruits in base. If the Replacement Effect appended by Guardian Angel then saves Soraka, she cannot apply her Replacement Effect to the Recruits in base as her Replacement Effect has already been applied to an event simultaneous with it dying. If the Replacement Effect appended by Guardian Angel is applied first, it saves Soraka and recalls her - then when Soraka’s Replacement Effect is applied, it can only save the Recruits in base.
Added
After
Unleashed
373.2.a.Added: A sequence of Replacement Effects is an uninterrupted series of applications to a set of simultaneous events.
Added
After
Unleashed
373.2.a.1.Added: A Replacement Effect that replaces an event or Game Action that is part of another Replacement Effect will not interrupt the sequence of the replaced Replacement Effect’s application.
Added
After
Unleashed
374.Added: A Replacement Effect’s controller is the player that controls the source of the Replacement Effect.
Added
After
Unleashed
375.Added: If an event that a Replacement Effect applies to would be modified by a Game Effect, or the results of that event would be modified by a Game Action, the Replacement Effect will inherit those modifications. Example: Treasure Hunter reads “When I move, play a Gold gear token exhausted.” A Replacement Effect that says “if you would play a token gear, play that token and an additional copy instead” is applied to the event of the Gold gear token being played. The additional copy will also be exhausted, as it inherits the “exhausted” modification. Example: Another Replacement Effect says “if you would play a token, draw 1 instead.” The modification cannot apply, so we ignore it. Example: A spell reads “play a ready 3 [M] Mech token. Then do this: Give it Temporary.” A Replacement Effect that says “if you would play a unit token, play that token and a 1 [M] Recruit token instead” is applied to the event of the Mech token being made. The Recruit token enters ready and is given Temporary.
Added
After
Unleashed
377.2.Added: Card text will refer to activating Activated Abilities with the word “use.”
Added
After
Unleashed
377.2.a.Added: If “using” an Activated Ability is part of a trigger condition, that condition is fulfilled when the Activated Ability resolves.
Added
After
Unleashed
377.2.b.Added: If an Activated Ability has a condition on “using” it, that condition must be true in order to activate the ability in question. Example: Ultrasoft Poro reads “[E]: Play two 1 [M] Bird unit tokens with [Deflect]. Use this ability only while I'm at a battlefield.” In order to activate the ability, Ultrasoft Poro must be located at a battlefield.
Added
After
Unleashed
383.3.a.Added: If a Triggered Ability says “you may” as the first part of its Effect, the controller of its source will choose whether or not to place the Triggered Ability on the chain when its trigger Condition is fulfilled.
Added
After
Unleashed
383.3.b.Added: If a Triggered Ability contains a cost within instructions, that cost is treated as the base cost of the Triggered Ability.
Added
After
Unleashed
383.3.b.1.Added: The cost must be paid in order to finalize the Triggered Ability to the Chain.
Added
After
Unleashed
383.3.b.2.Added: Costs within instructions for Triggered Abilities are not paid on resolution, unlike costs within instructions for Spells.
Added
After
Unleashed
383.3.e.Added: If a triggered ability has a conditional statement following the Condition, that conditional statement must be true in order for the trigger to be placed on the Chain. Example: Sona, Harmonious reads “At the end of your turn, if I'm at a battlefield, ready up to 4 friendly runes.” Her Trigger Ability’s Condition will be fulfilled in the Ending Step, but the Triggered Ability will only be placed on the chain if she is located at a battlefield when the Condition is fulfilled.
Added
After
Unleashed
383.3.f.Added: Some Triggered Abilities will trigger “once each turn.”
Added
After
Unleashed
383.3.f.1.Added: When the Condition is fulfilled, the player who controls the source of the Triggered Ability may choose to place it on the chain.
Added
After
Unleashed
383.3.f.2.Added: If they do not, it has not Triggered this turn.
Added
After
Unleashed
383.4.b.Added: Targeting Effects are Triggered Abilities with the Condition that a Game Object becomes targeted.
Added
After
Unleashed
383.4.b.1.Added: These are commonly structured as “When you choose me …” or “When you choose a [Game Object] …”
Added
After
Unleashed
383.4.b.2.Added: These Triggered Abilities are put on the Chain as Pending Items after a spell or ability that targets an appropriate Game Object is Finalized.
Added
After
Unleashed
383.4.b.3.Added: Although these abilities say “choose” in their Condition, they trigger specifically when an appropriate Game Object is Targeted. See rule 355.6. Targeting for more information on what counts as Targeting.
Added
After
Unleashed
383.4.b.4.Added: These Triggered Abilities can be referred to as Targeting Effects.
ChangedRenumbered
Before
Spiritforged
376.4.d.2.a.
These triggers can only become fulfilled once per combat, despite a Unit being able to gain and lose the Attacker designation multiple times in the same combat.
After
Unleashed
383.4.e.2.a.
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
After
Unleashed
383.4.e.2.b.Added: If the trigger condition contains other requirements besides attacking and if those requirements are not fulfilled when the unit gains the Attacker designation, it will not trigger in that combat.
ChangedRenumbered
Before
Spiritforged
376.4.e.2.a.
These triggers can only become fulfilled once per combat, despite a Unit being able to gain and lose the Defender designation multiple times in the same combat.
After
Unleashed
383.4.f.2.a.
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
After
Unleashed
383.4.f.2.b.Added: If the trigger condition contains other requirements besides defending and if those requirements are not fulfilled when the unit gains the Defender designation, it will not trigger in that combat.
Added
After
Unleashed
390.5.Added: Delayed Linked Abilities are Linked Abilities that are generated by another Ability and reference that Ability or Game Objects it affects. Delayed Linked Abilities don’t necessarily identify a specific window of time, and instead are defined by the Ability they are linked with.
Added
After
Unleashed
390.5.a.Added: If that Ability affects a Game Object, the Delayed Linked Ability’s window will be as long as that Game Object is in an appropriate zone.
Added
After
Unleashed
390.5.b.Added: If the Delayed Linked Ability references the source of the abilities, its window will be as long as the source is in an appropriate zone.
Added
After
Unleashed
393.Added: Linked Abilities
Added
After
Unleashed
394.Added: Linked Abilities are a set of Abilities with one or more of the component Abilities referencing the other Abilities in the set.
Added
After
Unleashed
395.Added: In order for a set of Abilities to be Linked, they must be present in the printed Effect or Rules Text of the same Game Object, or be granted by the same source to another Game Object.
Added
After
Unleashed
396.Added: Linked Abilities can contain component Abilities of any type.
Added
After
Unleashed
397.Added: A component Linked Ability that references a Game Object affected by another Ability in the set may only interact with Game Objects affected by the Abilities it is Linked with.
ChangedRenumbered
Before
Spiritforged
390.1.
Make all choices required for this ability, such as targets, options, or other relevant decisions. See rule 346. Playing Cards for more information
After
Unleashed
402.1.
Make all choices required for this ability, such as targets, modes, or other relevant decisions. See rule 349. Playing Cards for more information
Added
After
Unleashed
403.1.b.1.Added: If a Triggered Ability has a cost within instructions (e.g. “[do X] to [do Y]”), the cost is taken as the base cost. See rule 742.1. for more information on costs within instructions.
Added
After
Unleashed
411.Added: Responsibility
Added
After
Unleashed
411.1.Added: Game Actions may be the responsibility of up to one player. The player that performs the Game Action is responsible for it.
Added
After
Unleashed
411.2.Added: In the case where a Game Action is performed by procedures of the game and not by any player, that Game Action is not the responsibility of any player.
Added
After
Unleashed
411.3.Added: Certain rules assign responsibility to players for Game Actions that they are not normally responsible for.
Added
After
Unleashed
411.4.Added: If an ability triggers when “you” do something, it triggers when a Game Action that you are responsible for occurs. Example: A gear reads “When you move an enemy unit, you may exhaust this to [Stun] it.” It will trigger whenever a move game action that you are responsible for causes an enemy unit to move. If an opponent plays a spell that reads “choose a Battlefield. Each player may move a unit they don’t control to that battlefield,” and a player that controls the gear chooses to move an enemy unit, their gear will trigger.
Added
After
Unleashed
411.5.Added: Note that certain Game Actions, specifically Kill, can be attributed to spells and abilities. This attribution is not the same as the responsibility a given player has for the kill game action.
Added
After
Unleashed
411.5.a.Added: Spells and abilities have attribution for game actions, while players have responsibility.
ChangedRenumbered
Before
Spiritforged
400.1.
Drawing a card takes a single card from the top of the Main Deck and adds it to the player's Hand.
After
Unleashed
413.1.
Drawing a card takes a single card from a zone and adding it to the player's Hand.
Added
After
Unleashed
413.1.a.Added: Unless specified otherwise, drawing takes cards from the Main Deck.
ChangedRenumbered
Before
Spiritforged
401.1.
Exhausting is an action that marks a non-spell Game Object as "spent."
After
Unleashed
414.1.
Exhausting is an action that marks a non-spell Game Object on the board as "spent."
ChangedRenumbered
Before
Spiritforged
401.2.
"Exhausted" is a state for Game Objects that other game effects and rules can reference.
After
Unleashed
414.2.
"Exhausted" is a state for Game Objects on the board that other game effects and rules can reference.
ChangedRenumbered
Before
Spiritforged
402.1.
Readying is an action that marks a non-spell Game Object as available for action.
After
Unleashed
415.1.
Readying is an action that marks a non-spell Game Object on the board as available for action.
ChangedRenumbered
Before
Spiritforged
402.2.
"Ready" is a state for Game Objects that other game effects and rules can reference.
After
Unleashed
415.2.
"Ready" is a state for Game Objects on the board that other game effects and rules can reference.
ChangedRenumbered
Before
Spiritforged
402.3.b.
The player may also Ready their Game Objects when effects or spells instruct them to do so.
After
Unleashed
415.3.b.
Players may also Ready Game Objects on the board when effects or spells instruct them to do so.
ChangedRenumbered
Before
Spiritforged
404.1.a.
Assigning Damage during Combat Resolution is not Dealing Damage, but will cause Damage to be Dealt when assignment is complete.
After
Unleashed
417.1.a.
Assigning Damage during the Combat Damage Step is not Dealing Damage, but will cause Damage to be Dealt when assignment is complete.
Added
After
Unleashed
417.1.e.Added: Valid Damage is a positive integer amount, greater than or equal to 1 Damage.
Added
After
Unleashed
417.1.e.1.Added: Only Valid Damage is Dealt. Example: A unit has “when I take damage, give me +2 [M] this turn.” A spell is played that Prevents the next 3 damage the unit would take. If a player plays Hextech Ray targeting the unit, it will take no damage and its triggered ability will not trigger. If that player had played Void Seeker instead, it would be Dealt 1 and trigger its ability. Example: A unit is present at Void Gate. A spell is played that Prevents the next 3 damage the unit would take. If a player plays Hextech Ray targeting the unit, it will take no damage - in order to apply the Bonus Damage from Void Gate, the Deal game action would have to occur, and Hextech Ray did not Deal any damage.
Removed
Before
Spiritforged
406.1.Removed: A player Plays cards by paying costs associated with that card. See rule 346. Playing Cards for more information.
Added
After
Unleashed
419.1.Added: A player Plays cards by placing them on the chain and queuing them to be finalized. See rule 349. Playing Cards for more information on playing cards. See rule 337. Finalize for more information on finalizing cards.
Added
After
Unleashed
419.1.a.Added: By default, a player can only Play cards from their hand or their Chosen Champion zone.
ChangedRenumbered
Before
Spiritforged
406.2.a.
As long as a player has the resources to pay the costs associated with the card, they may play cards.
After
Unleashed
419.2.a.
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
407.1.
Moving is the act of a Game Object moving between two Locations on The Board.
After
Unleashed
420.1.
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
407.2.b.
The Standard Move inherent to Units may also cause Movement. See rule 142 for more information on the Standard Move.
After
Unleashed
420.2.b.
The Standard Move inherent to Units may also cause Movement. See rule 144. for more information on the Standard Move.
ChangedRenumbered
Before
Spiritforged
408.4.
If a facedown card would be put into a zone whose Privacy is Private or Secret, or if the game ends, its owner reveals it to all players. See rule 127. Privacy for more information.
After
Unleashed
421.4.
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
409.4.
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.
After
Unleashed
422.4.
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
410.1.b.
A Stunned Unit does not contribute its might to damage in combat.
After
Unleashed
423.1.b.
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
412.1.
Countering is the act of negating the execution, activation, or otherwise playing of a card by a player.
After
Unleashed
425.1.
Countering is the act of negating the execution, activation, or otherwise playing of a card or ability by a player.
ChangedRenumbered
Before
Spiritforged
412.1.a.
A card that is Countered does nothing and is then placed in the Trash.
After
Unleashed
425.1.a.
A card or ability that is Countered does nothing and is cleared from the chain.
ChangedRenumbered
Before
Spiritforged
412.1.c.
Countering does not refund any costs paid to play a card.
After
Unleashed
425.1.c.
Countering does not refund any costs paid to play a card, activate an ability, or trigger an ability.
ChangedRenumbered
Before
Spiritforged
412.2.a.
Players may only Counter cards when directed to by Game Effects.
After
Unleashed
425.2.a.
Players may only Counter cards and abilities when directed to by Game Effects.
ChangedRenumbered
Before
Spiritforged
414.3.a.
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
427.3.a.
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
415.5.c.
When one or more Units is killed due to a Cleanup, the spell or ability that resolved immediately prior to that Cleanup that applied damage to the Unit or Units is responsible for that Kill action.
After
Unleashed
428.5.c.
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
415.5.d.
Abilities originating from Game Objects that are responsible for Kill Actions are responsible in addition to the Game Object that created them. Example: Falling Star is a spell that says “Do this twice: Deal 3 to a unit.” Immortal Phoenix is a unit that says “When you kill a unit with a spell, you may pay [1][C] to play me from your trash.” A player plays Falling Star while Immortal Phoenix is in their trash. The “do this” phrasing on Falling Star means that it has a reflexive triggered ability, which places two triggered abilities on the chain. As each of those triggered abilities resolve, it deals damage to the unit chosen for that ability. If one of these abilities deals lethal damage to a unit, both Falling Star and its ability are considered sources of the damage, and so both Falling Star and its ability are responsible for killing the unit. This means that Falling Star’s controller killed a unit with a spell, so Immortal Phoenix’s ability will trigger.
After
Unleashed
428.5.d.
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
After
Unleashed
428.5.e.Added: In order to Kill something “with” a spell or ability, the Kill action must be attributed to the spell or ability, the player must control that spell or ability, and the player must be responsible for the Kill action.
ChangedRenumbered
Before
Spiritforged
416.2.a.
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
429.2.a.
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
416.3.
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 that 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.
After
Unleashed
429.3.
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
After
Unleashed
429.3.a.Added: When an Add ability is activated in this way, it immediately finalizes and resolves, even during the resolution of spells and abilities.
Added
After
Unleashed
431.3.b.Added: Points gained after the first Burn Out being processed in sequence cannot be replaced or prevented by any means. Points gained after the first Burn Out being processed in sequence that cause a player to reach or surpass the Victory Score for their game mode will cause that player to win the game if they also have more points than any opponent. The player wins immediately, without needing to wait for a cleanup to occur.
ChangedRenumbered
Before
Spiritforged
421.1.
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
434.1.
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
421.1.e.
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
434.1.e.
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
421.1.f.
Attaching a card will cause it to Detach from any card to which it is currently Attached.
After
Unleashed
434.1.f.
Attaching a card to a new Top-Most Card will cause it to Detach from the card to which it is currently Attached.
Added
After
Unleashed
434.1.g.Added: Attaching a card to its current Top-Most Card will not have any effect.
Added
After
Unleashed
434.1.h.Added: If a Game Effect instructs a player to Attach a card to its current Top-Most Card, nothing additional happens.
Added
After
Unleashed
436.Added: Predict
Added
After
Unleashed
436.1.Added: Predicting a card is the act of looking at a single card from the top of the Main Deck and choosing whether or not to Recycle it.
Added
After
Unleashed
436.1.a.Added: When more than one card is Predicted, the Predicting player looks at that many cards and Recycles any number of them.
Added
After
Unleashed
436.1.b.Added: The Player who performs the game action may rearrange any cards not Recycled in this way.
Added
After
Unleashed
436.2.Added: Predicting is a Limited Action.
Added
After
Unleashed
436.2.a.Added: Players may only Predict cards when instructed to do so by game effects.
Added
After
Unleashed
436.3.Added: This action, when instructed, is formatted as "Predict X."
Added
After
Unleashed
436.3.a.Added: If omitted, X is presumed to be 1.
Added
After
Unleashed
436.4.Added: If a player attempts to Predict more cards than are available in their Main Deck, they will Predict as many as possible instead.
Added
After
Unleashed
436.4.a.Added: The Player will not perform a Burn Out as a result of Predicting with too few cards in their deck.
Added
After
Unleashed
437.Added: Prevent
Added
After
Unleashed
437.1.Added: Preventing damage is the act of reducing the Damage a set of game objects would take.
Added
After
Unleashed
437.1.a.Added: Prevent is an action that interacts with Damage.
Added
After
Unleashed
437.1.b.Added: Prevent appears in statements that define an amount of damage and the source of the damage it will affect, as well as the timespan it will be relevant for.
Added
After
Unleashed
437.1.b.1.Added: Prevent actions are usually formatted as “Prevent the next X [source] damage that would be dealt to a [unit] this turn.”
Added
After
Unleashed
437.1.b.1.a.Added: The X is referred to as the Prevent Value.
Added
After
Unleashed
437.1.b.1.b.Added: X can be “All,” which specifies an infinite amount of damage.
Added
After
Unleashed
437.1.b.2.Added: Prevent will always apply to the next damage that would be dealt to a unit affected by the Prevent action.
Added
After
Unleashed
437.2.Added: When damage is Prevented, it is replaced with an event where it deals that much damage reduced by the Prevent Value tracked on the Unit specifically.
Added
After
Unleashed
437.2.a.Added: The damage being dealt as a result of Preventing can never be less than 0, but can be 0. This is equivalent to not dealing damage.
Added
After
Unleashed
437.3.Added: When damage is dealt this way, reduce the Prevent Value being tracked on the Unit affected by the Prevent action by the prevented amount.
Added
After
Unleashed
437.3.a.Added: If the Prevent Value is 0 or less, then Prevent is no longer being tracked on the Unit in question, and the effect expires.
Added
After
Unleashed
437.3.b.Added: The reduced value is the newly tracked Prevent Value.
Added
After
Unleashed
437.3.c.Added: If the Prevent Value is “All” then it remains “All.”
Added
After
Unleashed
437.4.Added: Damage dealt to a Unit that has that all of that damage Prevented is not considered to have been dealt to it at all.
Added
After
Unleashed
437.5.Added: Damage can still be assigned to Units in combat that are affected by Prevent. The damage dealt as a result of that assignment will be affected by the Prevent action.
Added
After
Unleashed
437.5.a.Added: Damage can be assigned to a Unit up to a value that would be Lethal considering the Prevent Value of all Prevent Actions on a Unit. Example: A unit with 2 [M] is being assigned damage in the combat damage step. The unit has “prevent the first 3 damage I would take each combat.” The unit would need to be assigned 5 damage in order to have lethal damage assigned to it.
Added
After
Unleashed
437.5.b.Added: No amount of damage is ever considered lethal if the Prevent Value is “All.”
Added
After
Unleashed
437.6.Added: Prevent is a Limited Action.
Added
After
Unleashed
437.6.a.Added: Players may only Prevent Damage when directed to by Game Effects.
Added
After
Unleashed
437.7.Added: Prevent is a Delayed Replacement Effect. See rule 367. Replacement Effects for more information. See rule 389. Delayed Abilities for more information.
Added
After
Unleashed
438.Added: Replace
Added
After
Unleashed
438.1.Added: Replacing is the act of Creating a token in the place of another card or token without playing it while inheriting all effects or statuses of the game object it replaced.
Added
After
Unleashed
438.2.Added: Replacing is a Limited Action.
Added
After
Unleashed
438.2.a.Added: The player may Replace cards and tokens when instructed to do so by other game effects.
Added
After
Unleashed
438.3.Added: This action, when instructed, is formatted as "Replace [X] with [Y]."
Added
After
Unleashed
438.3.a.Added: The [X] is the target to be Replaced.
Added
After
Unleashed
438.3.b.Added: The [Y] is the object that will Replace the target.
Added
After
Unleashed
438.3.b.1.Added: This will always specify a Token to create.
Added
After
Unleashed
438.4.Added: Replacing is not a subset of Banishing.
Added
After
Unleashed
438.5.Added: The card or token that is Replaced is placed in Banishment.
Added
After
Unleashed
438.5.a.Added: While it resides in Banishment, it is considered to have been Replaced and not Banished.
Added
After
Unleashed
438.6.Added: If a token is Replaced it will stop existing once it begins its occupancy in Banishment.
Added
After
Unleashed
438.6.a.Added: This does not invalidate the token created, or the act of Replacement.
Added
After
Unleashed
438.7.Added: Tokens that have been Created through a Replace action can be instructed to be “Swapped back.”
Added
After
Unleashed
438.7.a.Added: “Swapping Back” is an extension of the Replace action.
Added
After
Unleashed
438.7.b.Added: To Swap Back, the token stops existing and the original card is returned to the space that the token just occupied, inheriting all current effects and statuses.
Added
After
Unleashed
438.7.c.Added: If there is nothing in Banishment to swap back to, usually because a token was replaced, then this object can never swap back.
Added
After
Unleashed
439.Added: Create
Added
After
Unleashed
439.1.Added: Creating is the act of producing a Game Object that previously did not exist in the game.
Added
After
Unleashed
439.2.Added: Effects that Create one or more Game Objects will direct where those Game Objects must go - the Game Objects are Created directly to the zones in question.
Added
After
Unleashed
439.2.a.Added: Prior to being Created, these Game Objects did not exist outside of the zone they were Created to. After being Created, they may change zones as appropriate for Game Objects of their type.
Added
After
Unleashed
439.2.b.Added: If a zone is not specified by the effect, the Game Object will be created to the appropriate zone for its type. Permanents will be Created to any location on the Board that they can be played to.
Added
After
Unleashed
439.2.b.1.Added: Spells will be Created to the Chain.
Added
After
Unleashed
439.2.b.2.Added: Runes will be Created to base.
Added
After
Unleashed
439.2.b.3.Added: Legends will be Created to the Legend Zone.
Added
After
Unleashed
439.2.b.4.Added: Battlefields will be Created to the Battlefield Zone.
Added
After
Unleashed
439.3.Added: An effect that Creates a Game Object will specify the nature of the Game Object created.
Added
After
Unleashed
439.3.a.Added: If the Game Object is a token, it will follow the normal rules for tokens. See rule 176. Tokens for more information.
Added
After
Unleashed
439.4.Added: Unless specified otherwise by the Game Effect that Creates a Game Object, any such Game Object is owned by the player who Created it. Control is established as usual for Game Objects of the appropriate type.
Added
After
Unleashed
439.4.a.Added: A Created permanent, rune, legend, or spell is controlled by its owner as it is created.
Added
After
Unleashed
439.4.b.Added: A Created battlefield is uncontrolled as it is created.
Added
After
Unleashed
439.5.Added: This action, when instructed, is usually formatted as "Create [X] to [Y]" or “Add [X] to [Y].”
Added
After
Unleashed
439.6.Added: Creating is a Limited Action.
Added
After
Unleashed
439.6.a.Added: Players may only Create Game Objects when directed to by Game Effects.
ChangedRenumbered
Before
Spiritforged
425.2.a.
In Modes of Play with more than two players, Battlefields with Staged Combats or Combats in Progress are Invalid Destinations for Moves of all kinds (Standard Moves or otherwise) by Units controlled by Players who don't already have permanents at that Battlefield.
After
Unleashed
442.2.a.
In Modes of Play with more than two players, Battlefields with Staged Combats or Combats in Progress are Invalid Destinations for Moves of all kinds (Standard Moves or otherwise) by Units controlled by Players not involved in those Combats or who don't already have permanents at that Battlefield.
Added
After
Unleashed
442.2.b.Added: In Modes of Play with teammates, Battlefields Controlled by a player’s teammates are Invalid Destinations for Moves of all kinds (Standard Moves or otherwise) by Units that player controls.
ChangedRenumbered
Before
Spiritforged
430.1.
A Combat is triggered when a Move causes a Battlefield to become Contested and Units controlled by opposing players. See rule 437. Combat for more information.
After
Unleashed
447.1.
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
438.Removed: A Combat occurs when a Cleanup occurs, there are no items on the Chain, and a Battlefield has Units controlled by two opposing players.
Added
After
Unleashed
455.Added: A Combat occurs when a Cleanup occurs, there are no items on the Chain, there is a staged Combat at a Battlefield, and no Showdown or Combat is ongoing at any other Battlefield. See rule 318. Cleanups for more information.
Added
After
Unleashed
455.1.Added: If there is an ongoing Showdown at the Battlefield where the Combat is staged, that Showdown will become a Combat Showdown and a Combat will be initiated there.
Added
After
Unleashed
456.3.Added: If a Combat and Showdown are staged at the same Battlefield and the turn player initiates the Showdown, it will open as a Combat Showdown.
ChangedRenumbered
Before
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.
After
Unleashed
457.1.
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 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
442.
Step 1: The Showdown Step
After
Unleashed
459.
Step 1: The Combat Showdown Step
Removed
Before
Spiritforged
442.1.Removed: A Showdown opens at this time.
Added
After
Unleashed
459.1.Added: Combat will open in one of two ways: when a Combat and Showdown are staged at the same Battlefield and the turn player initiates the Showdown; or when the turn is in a Showdown Open State and a Combat is staged at the Battlefield where the current Showdown is ongoing. See rule 318. Cleanups for more information.
Added
After
Unleashed
459.2.Added: When Combat opens, it either opens with a Combat Showdown, or the current Showdown becomes a Combat Showdown.
Added
After
Unleashed
459.2.a.Added: The following Tasks become Outstanding, in the order described:
ChangedRenumbered
Before
Spiritforged
442.1.a.
Establish who is Attacker and who is Defender.
After
Unleashed
459.2.b.
1. Establish who is Attacker and who is Defender.
ChangedRenumbered
Before
Spiritforged
442.1.a.1.a.
This player gains Focus as this Showdown begins.
After
Unleashed
459.2.b.1.a.
This player gains Focus as the showdown begins.
Added
After
Unleashed
459.2.c.Added: 2. The Attacker gains Focus.
ChangedRenumbered
Before
Spiritforged
442.1.b.
Finalize items on the Initial Chain if establishing Attacker and Defender has caused Triggered Abilities to become Pending.
After
Unleashed
459.2.d.
3. Add items to the Combat Chain if establishing Attacker and Defender has caused Triggered Abilities to become Pending.
ChangedRenumbered
Before
Spiritforged
442.1.c.
The State Closes if an Initial Chain was created.
After
Unleashed
459.2.e.
The State Closes if a Combat Chain was created.
ChangedRenumbered
Before
Spiritforged
442.1.c.1.
Otherwise the Showdown continues, with the State Open as normal.
After
Unleashed
459.2.e.1.
Otherwise the Combat Showdown continues, with the State Open as normal.
ChangedRenumbered
Before
Spiritforged
442.1.e.
Focus does not pass upon closure of the Initial Chain, if any.
After
Unleashed
459.2.g.
Focus does not pass upon closure of the Combat Chain, if any.
Added
After
Unleashed
460.1.Added: If both Attacking and Defending units remain at this battlefield, the following Tasks become Outstanding, in the specified order:
ChangedRenumbered
Before
Spiritforged
443.1.
When the Showdown closes, Attackers and Defenders resolve Combat Damage at the Battlefield that was attacked, using their current Might.
After
Unleashed
460.2.
1. When the Showdown closes, Attackers and Defenders resolve Combat Damage at the Battlefield that was attacked, using their current Might.
Removed
Before
Spiritforged
443.1.a.Removed: The Combat Damage Step only occurs if both Attacking and Defending units remain at the location.
Removed
Before
Spiritforged
443.1.a.1.Removed: If neither Attacking Units nor Defending Units remain at this stage, the Combat Damage Step is skipped.
Added
After
Unleashed
460.3.Added: 2. Skip the FEPR process and proceed to the Resolution Step.
ChangedRenumbered
Before
Spiritforged
444.1.a.1.
Insert “2c. Heal all Units.”
After
Unleashed
461.1.a.1.
Insert “3c. Heal all Units.”
ChangedRenumbered
Before
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.
After
Unleashed
461.1.a.2.
Insert “3d. Recall Attackers present at the Battlefield if Defenders are still present.” See rule 449. Recalls for more information.
Removed
Before
Spiritforged
444.1.a.3.Removed: Insert “2e. Remove Attacker and Defender Designation from all Units and Players.”
Added
After
Unleashed
461.2.Added: The following Task becomes Outstanding:
Added
After
Unleashed
461.3.Added: 1. Determine Combat Result
Added
After
Unleashed
461.3.a.Added: A Player has won a combat if they received either the attacker or defender designation and are the only Player that has units remaining at this battlefield during this step.
Added
After
Unleashed
461.3.b.Added: A Player has lost a combat if they received either the attacker or defender designation and are the only Player that does not have any units remaining at this battlefield during this step.
Added
After
Unleashed
461.3.c.Added: Units at this battlefield inherit the same combat result as their controllers
Added
After
Unleashed
461.3.d.Added: There is “No Result” if either both Players have units present during this step, or neither player has units present during this step.
Added
After
Unleashed
461.3.d.1.Added: If “No Result” was reached, and both players have units remaining, stage a Combat at this battlefield.
Added
After
Unleashed
461.4.Added: The following Task becomes Outstanding:
ChangedRenumbered
Before
Spiritforged
444.2.
2. If no Showdown or Combat is staged at this location, the player with Units remaining here Establishes Control.
After
Unleashed
461.5.
1. If no Showdown or Combat is staged at this location, the player with Units remaining here Establishes Control.
Removed
Before
Spiritforged
444.2.b.Removed: This results in a Conquer if that player has not yet scored that Battlefield this turn. See rule 182. Control for more information on Control. See rule 446.1. for more information on Conquering.
Removed
Before
Spiritforged
444.2.c.Removed: This does not have to be the player that applied Contested to the Battlefield.
Added
After
Unleashed
461.5.c.Added: Remove all Hidden cards from this Battlefield that do not share a controller with the Battlefield.
Added
After
Unleashed
461.5.d.Added: Establishing Control results in a Conquer if that player has not yet scored this Battlefield this turn. See rule 185. Control for more information on Control. See rule 464.1. for more information on Conquering.
Added
After
Unleashed
461.5.e.Added: This does not have to be the player that applied Contested to the Battlefield.
Added
After
Unleashed
461.6.Added: The following Task becomes Outstanding:
Added
After
Unleashed
461.7.Added: 1. Combat ends.
Added
After
Unleashed
461.7.a.Added: Remove Attacker and Defender Designation from all Units and Players.
Added
After
Unleashed
461.7.b.Added: All “this combat” effects expire simultaneously.
Added
After
Unleashed
463.Added: Scoring is the act of a Player gaining a point through the process of seizing or maintaining control over Battlefields.
Added
After
Unleashed
463.1.Added: Every instance of Scoring is also an instance of Gaining points
ChangedRenumbered
Before
Spiritforged
448.1.
The player earns up to one Point, depending on their current score.
After
Unleashed
466.1.
The player Gains up to one Point, depending on their current score.
ChangedRenumbered
Before
Spiritforged
448.1.a.
The Final Point has additional restrictions.
After
Unleashed
466.1.a.
The Winning Point has additional restrictions.
ChangedRenumbered
Before
Spiritforged
448.1.a.1.
Notably, points earned from sources that are not Conquer or Hold are not beholden to these restrictions.
After
Unleashed
466.1.a.1.
Notably, points Gained from sources that are not Conquer or Hold are not beholden to these restrictions.
ChangedRenumbered
Before
Spiritforged
448.1.b.
When a player tries to earn a Point through a Score, and their current Point Total is 1 point from the Victory Score of the Mode of Play, the following occurs:
After
Unleashed
466.1.b.
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
448.1.b.1.
If the player has Scored through Hold, that player scores the Final Point.
After
Unleashed
466.1.b.1.
If the player has Scored through Hold, that player Gains the Winning Point.
ChangedRenumbered
Before
Spiritforged
448.1.b.2.
If the player has Scored through a Conquer and has Scored every Battlefield through either method this turn, that player scores the Final Point. If the player has Scored through a Conquer and has not Scored every Battlefield this turn, that player draws a card.
After
Unleashed
466.1.b.2.
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
449.
When a player accrues Points equal to the Victory Score for their Mode of Play, they Win the Game immediately.
After
Unleashed
467.
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
453.3.
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
471.3.
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
454.1.b.Removed: One Game Object becoming a copy of another.
Added
After
Unleashed
472.1.b.Added: Copy effects are applied in this layer.
ChangedRenumbered
Before
Spiritforged
454.1.b.1.
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.
After
Unleashed
472.1.b.1.
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
After
Unleashed
472.1.b.2.Added: Some Game Effects may specify copying certain traits of a card - only the traits specified by the Game Effect will be copied.
Added
After
Unleashed
472.1.b.3.Added: Copy effects will copy the copyable traits of a Game Object: by default, those are the printed traits of the Game Object. When a Game Object becomes a copy of something, its copyable traits are updated to the new traits it has received. Example: A player triggers Leblanc, Deceiver’s hold effect and plays a Reflection token, making it a copy of Honest Broker. That player then plays Mirror Image, targeting the Reflection token. When the Mirror Image Reflection token is played, it copies all of the copyable traits of the original Reflection token - which are currently those of Honest Broker which it is a copy of. That player will have three units named Honest Broker in play, two of which are token Copies with Temporary.
ChangedRenumbered
Before
Spiritforged
454.3.b.
When an arithmetic effect has a limitation that applies, it is limited at the time of its application, and is “remembered” at that limited level for the duration of its effect. This process is called “snapshotting.” Example: If an effect gives a unit “-4 [M] to a min of 1 until end of turn” choosing a unit with 2 [M], then the effect will generate -1 [M] until end of turn.
After
Unleashed
472.3.b.
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
455.1.c.
Applying one of the effects alters the outcome when applying the other non- deterministically
After
Unleashed
473.1.c.
Applying one of the effects alters the outcome when applying the other.
ChangedRenumbered
Before
Spiritforged
462.5.
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
480.5.
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
463.5.
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
481.5.
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
463.6.
Format: Best of 3. The first player to reach the Victory Score in Points wins the game. The winner of that game earns One Set Point. 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 Set Points wins.
After
Unleashed
481.6.
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
464.5.
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
482.5.
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
465.5.
Setup: Each player who is not going first randomly selects one (1) of their three (3) Battlefields. The other two are removed and will not be used for this game. The selected Battlefields are placed between the players before play and will be used for this game.
After
Unleashed
483.5.
Setup: Each player who is not going first randomly selects one (1) of their three (3) Battlefields. The other two are removed and will not be used for this game. The selected Battlefields are placed simultaneously between the players before play and will be used for this game.
ChangedRenumbered
Before
Spiritforged
466.4.a.
Each player provides one (1) Battlefield, included in their deck during deck building.
After
Unleashed
484.4.a.
Each player provides three (3) Battlefields, included in their deck during deck building.
Removed
Before
Spiritforged
466.4.b.Removed: The player who is taking the first turn removes their Battlefields. They will not be used.
ChangedRenumbered
Before
Spiritforged
466.5.a.
Each player who is not going first randomly selects one (1) of their three (3) Battlefields. The other two are removed and will not be used for this game. The selected Battlefields are placed between the players before play and will be used for this game.
After
Unleashed
484.5.a.
Each player who is not going first randomly selects one (1) of their three (3) Battlefields. The other two are removed and will not be used for this game. The selected Battlefields are placed simultaneously between the players before play and will be used for this game.
Added
After
Unleashed
484.5.b.Added: The player who is taking the first turn removes their Battlefields. They will not be used.
ChangedRenumbered
Before
Spiritforged
466.8.a.
Players may play spells during their Teammate's Turn.
After
Unleashed
484.8.a.
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
466.8.e.
Hands are still Private Information.
After
Unleashed
484.8.e.
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
466.8.e.1.Removed: Players are not restricted in what they say to their Teammate, however.
Removed
Before
Spiritforged
466.8.e.1.a.Removed: Feel free to openly communicate, honestly or cryptically.
Changed
Before
Spiritforged
652.1.
Banish all permanents and runes they currently control and all permanents and runes they own.
After
Unleashed
652.1.
Banish all permanents, runes, and facedown cards they currently control and all permanents, runes, and facedown cards they own.
Changed
Before
Spiritforged
652.2.a.
If it was in use, replace it with a token battlefield with no abilities.
After
Unleashed
652.2.a.
If it was in use, Replace it with a token battlefield with no abilities.
Changed
Before
Spiritforged
652.2.b.
Any units or hidden cards there do not move and are otherwise unaffected by this process.
After
Unleashed
652.2.b.
Any units or hidden cards there do not move and are otherwise unaffected by this process. See rule 438. Replace for more information.
Added
After
Unleashed
715.4.Added: If no damage was Dealt, because it was replaced or reduced by any means, then Bonus Damage will not apply.
Changed
Before
Spiritforged
717.
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.
After
Unleashed
717.
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
718.2.
While in this state, the card’s Rules Text is Inactive. See rule 720 Inactive for more information.
After
Unleashed
718.2.
While in this state, the card’s printed Rules Text is Inactive. See rule 720. Inactive for more information.
Added
After
Unleashed
726.Added: Dependent Keywords
Added
After
Unleashed
727.Added: Keywords can be Dependent Keywords
Added
After
Unleashed
727.1.Added: A Dependent Keyword is comprised of both a Condition that it is short for, and an ability of some format immediately after the Keyword itself. EXAMPLE: Noxus Hopeful has “[Legion][>] I cost [2] less.” [Legion] is short for the condition “if you have played another card this turn, this card gains [Text],” while “I cost [2] less” is the dependent ability.
Added
After
Unleashed
727.1.a.Added: A Dependent Keyword will always be functionally short for a Condition.
Added
After
Unleashed
727.1.a.1.Added: This Condition may also have a determined Duration, Time, or Limitation as part of its definition. EXAMPLE: Legion specifies the duration of its condition: “if you have played another card this turn.” This turn is the duration. EXAMPLE: A dependent keyword that is short for “Until you have spent [3] this turn” would include a limitation on its condition. EXAMPLE: A dependent keyword that is short for “After you’ve become an attacker this turn” would include a time after which the condition is active.
Added
After
Unleashed
727.1.b.Added: The Dependent Ability associated with the Dependent Keyword is Inactive on the card with the Dependent Keyword until the Condition is met, when it becomes Active
Added
After
Unleashed
727.1.b.1.Added: The Dependent Ability is present on the card for the sake of reference or evaluation until the Condition is met See rule 720. Inactive for more information
Added
After
Unleashed
727.1.b.2.Added: The Dependent Ability is Active exactly as written while the Condition is true Example: Gustwalker has “[Level3][>] I have +1 [M] and Ganking.” As long as its controller has 3 XP, Gustwalker’s Ganking is active.
Added
After
Unleashed
727.1.c.Added: The Dependent Abilities of Dependent Keywords can be of any type
Added
After
Unleashed
727.1.c.1.Added: Triggered Abilities of Dependent Keywords must be Active for their trigger to be evaluated.
Added
After
Unleashed
727.1.c.1.a.Added: If a Triggered Ability becomes active at the same time as its trigger condition would be fulfilled, it triggers.
Added
After
Unleashed
727.1.c.2.Added: Passive Abilities begin applying at the same time the Dependent Keyword becomes true.
Added
After
Unleashed
727.1.c.3.Added: Activated Abilities that become Active from Dependent Keywords can be activated at their associated timing after that ability has been granted
Added
After
Unleashed
727.1.c.3.a.Added: If the condition for the Dependent Keyword causes the Activated Ability to become Inactive after it has been added to the chain as a Pending Item, that chain item will not be affected and will proceed with being played as normal.
Added
After
Unleashed
728.Added: XP
Added
After
Unleashed
729.Added: XP is a resource that is accrued, spent, or otherwise modified by Players through the course of play.
Added
After
Unleashed
729.1.Added: The amount of XP that a player has should be marked clearly.
Added
After
Unleashed
729.1.a.Added: XP is a value that can be tracked by counters, dice, cards, or any method that clearly displays the specific value of XP that is currently on a Player.
Added
After
Unleashed
729.2.Added: The amount of XP a Player has is Public Information.
Added
After
Unleashed
730.Added: XP can be Gained and Spent.
Added
After
Unleashed
730.1.Added: To Gain XP, increase the value of XP marked on the Player gaining it.
Added
After
Unleashed
730.2.Added: To Spend XP, reduce the value of XP marked on the Player spending it.
Added
After
Unleashed
731.Added: XP is not a Game Object.
Added
After
Unleashed
731.1.Added: XP cannot be targeted, readied, or exhausted.
Added
After
Unleashed
732.Added: XP is not shared between Allies in Game Modes with Teammates.
Added
After
Unleashed
733.Added: There is no limit to an amount of XP a player can accrue.
Added
After
Unleashed
734.Added: Additional Turns
Added
After
Unleashed
735.Added: Certain Game Effects will instruct a player to “take a turn after this.” These effects create a temporary Additional Turn owned by that player that is inserted into the turn queue after the current turn.
Added
After
Unleashed
736.Added: Turn order is established when the game begins as a repeating set of players. This populates a looping queue of turns that each player will take, starting with the first turn taken by the First Player, and repeating indefinitely.
Added
After
Unleashed
737.Added: When an Additional Turn is inserted into this queue, it does not change the Turn Order of the game. The owner of the Additional Turn just has the next queued turn. After that turn is completed, it will be removed and the queue will proceed with its previously queued turns.
Added
After
Unleashed
738.Added: If multiple Additional Turns are queued, they are added to the queue in the order the Game Effects that generated them occurred. Example: The First Player plays, through some means, two Time Warps during their turn. The Time Warps create two Additional Turns for their controller and insert them into the turn queue after the current turn. If the turn queue is represented as [> A > B > C > D >], then these Additional Turns will appear as [> A > A* > A* > B > C > D >]. After the last Additional Turn is played, the queue returns to its previously queued turns. The “*” denotes that a turn is an Additional Turn. Example: The First Player plays Promising Future during their turn, during the resolution of which the Second and Fourth Player choose, banish, and play one Time Warp each. The Fourth Player’s Time Warp resolves first, inserting an Additional Turn for them in the queue as such: [> A > D* > B > C > D >]. The Second Player’s Time Warp resolves afterwards, inserting that turn: [> A > B* > D* > B > C > D >]. When the First Player passes the turn, the Second Player will take their turn, followed by the Fourth Player, after which the queue returns to its previously queued turns.
Added
After
Unleashed
739.Added: Special Terms
Added
After
Unleashed
740.Added: Some card text refers to Game Objects in particular ways:
Added
After
Unleashed
740.1.Added: Two Game Objects are friendly if they share a controller, or if one’s controller is teammates with the other’s.
Added
After
Unleashed
740.2.Added: Two Game Objects are enemies if one’s controller is an opponent of the other’s.
Added
After
Unleashed
741.Added: Some card text refers to Units in particular ways:
Added
After
Unleashed
741.1.Added: A unit is alone when there are no other friendly units at the same location.
Added
After
Unleashed
741.2.Added: A unit is one on one when it and the enemy unit at the same location are both alone.
Added
After
Unleashed
741.3.Added: A unit is in combat if it is occupying a battlefield where combat is ongoing and has a combat designation.
Added
After
Unleashed
742.Added: Some terms in this document are used in particular ways:
Added
After
Unleashed
742.1.Added: Costs within instructions are instructions that take a particular form (“[do X] to [do Y]”). [Do X] is the cost associated with the instruction, and [do Y] is the effect.
Added
After
Unleashed
742.1.a.Added: For spells, costs within instructions are paid on resolution of the spell. In order to get the effect, the cost must be paid.
Added
After
Unleashed
742.1.b.Added: For triggered abilities, costs within instructions are paid on finalization of the triggered ability. In order to place the triggered ability on the chain, the cost must be paid.
ChangedRenumbered
Before
Spiritforged
732.1.a.
It can be present on Spells, Units, Rune Abilities, Legend Abilities or Permanent Abilities.
After
Unleashed
806.1.a.
It can be present on Cards, Rune Abilities, Legend Abilities or Permanent Abilities.
ChangedRenumbered
Before
Spiritforged
732.1.c.1.
On Spells and Units: "This can be played during showdowns on any player's turn."
After
Unleashed
806.1.c.1.
On Cards: "This can be played during showdowns on any player's turn."
Added
After
Unleashed
806.1.d.Added: Action is formatted as “[Action]” on spells, or “[Action][>]” on abilities.
Added
After
Unleashed
806.4.Added: Some passive abilities may grant a card or ability Action under certain conditions. The card or ability does not have the Action keyword unless and until those circumstances are true.
Added
After
Unleashed
806.4.a.Added: Those conditions might only be fulfilled while the card or ability is on the chain. In such a case, it can still be played or activated at the appropriate timing as long as doing so could fulfill the conditions.
Added
After
Unleashed
806.4.b.Added: If the chain item does not fulfill the conditions by the time step 5: check legality has been reached, the actions taken while playing or activating the chain item are undone and it is returned to the zone it was played from if it is a card.
ChangedRenumbered
Before
Spiritforged
734.1.b.
It is formatted as "Deathknell [Effect]".
After
Unleashed
808.1.b.
It is formatted as "[Deathknell][>] [Effect]".
ChangedRenumbered
Before
Spiritforged
735.1.c.
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
809.1.c.
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
736.1.b.
It is functionally short for "I may move to a battlefield from another battlefield."
After
Unleashed
810.1.b.
It is functionally short for "I may move to a battlefield from another battlefield with a standard move."
ChangedRenumbered
Before
Spiritforged
737.1.b.
It is functionally short for "While this card is in your hand or in the Champion Zone on your turn during an Open State, you may pay [A] to hide this facedown at a battlefield you control that doesn't already have a facedown card hidden there for as long as you control that battlefield. Beginning on the next turn, this gains [Reaction] and you may play this, ignoring its base cost."
After
Unleashed
811.1.b.
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
737.1.d.1.
A hidden unit must be played to that battlefield.
After
Unleashed
811.1.d.1.
A hidden permanent must be played to that battlefield.
Added
After
Unleashed
811.1.d.1.a.Added: This includes hidden gear, and overrides the normal restriction that gear have in only being allowed to be played to base.
ChangedRenumbered
Before
Spiritforged
737.6.
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
811.6.
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
738.1.
Legion is a Conditional Keyword.
After
Unleashed
812.1.
Legion is a Dependent Keyword.
Removed
Before
Spiritforged
738.1.a.Removed: It can be present on Spells, Units, Rune Abilities, Legend Abilities and Permanent Abilities.
ChangedRenumbered
Before
Spiritforged
738.1.b.
It is formatted as "Legion [Text]".
After
Unleashed
812.1.a.
It is formatted as "[Legion][>] [Text]".
ChangedRenumbered
Before
Spiritforged
738.1.c.1.
On spells and on play effects of permanents, it is functionally short for “If you have played another Main Deck card before this one already this turn, apply [Text].”
After
Unleashed
812.1.b.1.
Legion is functionally short for “If you have played another card this turn, this card gains [Text].”
Removed
Before
Spiritforged
738.1.c.2.Removed: On other abilities and instructions, it is functionally short for “If you have played a Main Deck card this turn, apply [Text].”
Removed
Before
Spiritforged
738.1.c.3.Removed: This is called the Legion condition.
Removed
Before
Spiritforged
738.1.c.4.Removed: Legion's conditional can apply to passive abilities, activated abilities, spell instructions, or even abilities active in zones outside of the board.
Added
After
Unleashed
812.1.b.2.Added: The [Text] is the Dependent Ability.
Added
After
Unleashed
812.1.c.Added: As long as a card different than the one with the Legion ability has been Finalized on the same turn then the Dependent Ability is Active on the card with Legion.
ChangedRenumbered
Before
Spiritforged
738.2.
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 apply as long as one card has been played by the card's controller earlier in the same turn.
After
Unleashed
812.2.
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
739.1.a.
It can be present on Spells, Units, Rune Abilities, Legend Abilities and Permanent Abilities.
After
Unleashed
813.1.a.
It can be present on Cards, Rune Abilities, Legend Abilities and Permanent Abilities.
ChangedRenumbered
Before
Spiritforged
739.1.c.1.
On Spells: "This can be played during Closed States on any player's turn."
After
Unleashed
813.1.c.1.
On Cards: "This can be played during Closed States on any player's turn."
Removed
Before
Spiritforged
739.1.c.2.Removed: On Units: "This can be played during Closed States on any player's turn."
Added
After
Unleashed
813.1.d.Added: Reaction is formatted as “[Reaction]” on cards, or “[Reaction][>]” on abilities.
Added
After
Unleashed
813.4.Added: Some passive abilities may grant a card or ability Reaction under certain conditions. The card or ability does not have the Reaction keyword unless and until those circumstances are true.
Added
After
Unleashed
813.4.a.Added: Those conditions might only be fulfilled while the card or ability is on the chain. In such a case, it can still be played or activated at the appropriate timing as long as doing so could fulfill the conditions.
Added
After
Unleashed
813.4.b.Added: If the chain item does not fulfill the conditions by the time step 5: check legality has been reached, the actions taken while playing or activating the chain item are undone and it is returned to the zone it was played from if it is a card.
ChangedRenumbered
Before
Spiritforged
741.1.b.
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 combat resolution."
After
Unleashed
815.1.b.
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
742.1.c.
The Trigger Condition is the controller of the permanent's Beginning Phase occurring.
After
Unleashed
816.1.c.
The Trigger Condition is the controller of the permanent's Beginning Phase starting.
Added
After
Unleashed
816.2.a.Added: Regardless of how many instances there are, the ability will only trigger once.
ChangedRenumbered
Before
Spiritforged
744.1.c.1.
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.
After
Unleashed
818.1.c.1.
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
744.5.
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
818.5.a.
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
745.1.d.
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
819.1.d.
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
745.3.Removed: Quick-Draw has no function while on the board.
ChangedRenumbered
Before
Spiritforged
746.1.b.
Repeat is an optional cost that player may pay to execute the effect of their spells a second time.
After
Unleashed
820.1.b.
Repeat is an optional cost that a player may pay to execute the effect of their spells a second time.
ChangedRenumbered
Before
Spiritforged
746.2.
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.
After
Unleashed
820.2.
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
747.1.c.
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
821.1.c.
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
After
Unleashed
822.Added: Ambush
Added
After
Unleashed
822.1.Added: Ambush is a Passive Ability keyword.
Added
After
Unleashed
822.1.a.Added: It is present on Units.
Added
After
Unleashed
822.1.b.Added: It is functionally short for "I may be played to a battlefield where you control Units" and “I have [Reaction] as long as I’m being played to a battlefield where you control Units.”
Added
After
Unleashed
822.1.c.Added: It is a passive ability that adds options to locations that are valid for a Unit to be played to during the Make Relevant Choices step of Playing a Card See rule 349. Playing Cards for more information
Added
After
Unleashed
822.2.Added: Multiple instances of Ambush are redundant.
Added
After
Unleashed
822.3.Added: If there are no units at the location chosen before Finalization completes for any reason, then it is no longer a valid location by Ambush’s reasoning and cannot be played there
Added
After
Unleashed
822.3.a.Added: Other effects and permissions may still enable this Unit to be able to be played to the selected location, but Ambush’s permission will not be valid
Added
After
Unleashed
822.4.Added: Ambush, and whether or not a unit has Ambush, is a characteristic of the Unit and may be checked or referenced by other Game Effects.
Added
After
Unleashed
823.Added: Hunt
Added
After
Unleashed
823.1.Added: Hunt is a Triggered Ability keyword.
Added
After
Unleashed
823.1.a.Added: Hunt is present on Units.
Added
After
Unleashed
823.1.b.Added: Hunt is both a Conquer and a Hold effect.
Added
After
Unleashed
823.1.c.Added: Hunt is formatted as “Hunt X”
Added
After
Unleashed
823.1.c.1.Added: Hunt is functionally short for: “When I Conquer or Hold, my controller gains X XP.” See rule 728. XP for more information
Added
After
Unleashed
823.1.c.2.Added: If X is omitted, it is presumed to be 1.
Added
After
Unleashed
823.1.c.3.Added: X is referred to as the Hunt Value.
Added
After
Unleashed
823.2.Added: If a Unit has Hunt, or has been granted Hunt, and is granted Hunt by an additional source, the Hunt Value of all granted Hunt keywords is summed.
Added
After
Unleashed
823.3.Added: Hunt, and whether or not a unit has Hunt, is a characteristic of the Unit and may be checked or referenced by other Game Effects.
Added
After
Unleashed
824.Added: Level
Added
After
Unleashed
824.1.Added: Level is a Dependent Keyword.
Added
After
Unleashed
824.1.a.Added: It is formatted as "[Level [N]][>] [Text]".
Added
After
Unleashed
824.1.b.Added: Starting from the Keyword to the end of the clause, the entire statement is the Level Ability.
Added
After
Unleashed
824.1.b.1.Added: It is functionally short for “While you have [N] or more XP, this card gains “[Text]”.”
Added
After
Unleashed
824.1.b.2.Added: The [Text] here is the Dependent Ability
Added
After
Unleashed
824.1.c.Added: As long as the controlling player has [N] XP, then the Dependent Ability will be be Active on the card with Level
Added
After
Unleashed
824.1.c.1.Added: If the controller of the card with Level changes, then the Dependent Ability will be rendered Active or Inactive based on the new controller’s XP.
Added
After
Unleashed
824.1.d.Added: The Dependent Ability will be Inactive as soon as the controlling player has less than [N] XP.
Added
After
Unleashed
824.2.Added: Level, and whether or not a card has Level is a characteristic of the card and may be checked or referenced by other Game Effects.
Added
After
Unleashed
825.Added: Unique
Added
After
Unleashed
825.1.Added: Unique is a Deck Constraint Permission.
Added
After
Unleashed
825.2.Added: Unique is not functionally short for any rules text, and instead provides a restriction to players during Deck Construction.
Added
After
Unleashed
825.2.a.Added: A Deck can contain only one card of a given name if the card has Unique
Added
After
Unleashed
825.2.b.Added: If a card is a Signature card and is also Unique, then that Deck can contain any combination of three Signature cards, but still only one of each named Unique card.
Added
After
Unleashed
825.3.Added: Cards with Unique have no additional effects during gameplay.
Added
After
Unleashed
825.4.Added: Unique, and whether or not a Card has Unique, is a characteristic of the Unit and may be checked or referenced by other Game Effects.
Added
After
Unleashed
826.Added: Backline
Added
After
Unleashed
826.1.Added: Backline is a Passive Ability keyword.
Added
After
Unleashed
826.2.Added: It is present on Units.
Added
After
Unleashed
826.3.Added: It is functionally short for “I must be assigned lethal damage after any other unit with the same controller as me that does not have [Backline] during the Combat Damage step.”
Added
After
Unleashed
826.4.Added: It alters how players can elect to assign combat damage during combat.
Added
After
Unleashed
826.4.a.Added: Players must still assign lethal damage to a unit before moving to the next when assigning their damage.
Added
After
Unleashed
826.4.b.Added: If more than one unit with Backline is present with the same controller in Combat, damage may be assigned to any of them. Units with Backline are invalid assignments until all units without Backline have lethal damage assigned to them.
Added
After
Unleashed
826.5.Added: Multiple Instances of Backline are redundant.
Added
After
Unleashed
826.6.Added: Backline, and whether or not a unit has Backline, is a characteristic of the Unit and may be checked or referenced by other Game Effects.

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