Changes
Core Rules 1.4 Changes (Vendetta)
Changes between Riftbound Core Rules 1.3 (Unleashed) and 1.4 (Vendetta).
- 652 changes
- 323 added
- 31 removed
- 298 changed
Routine renumbering and reference-only updates are omitted.
| Change | BeforeUnleashed | AfterVendetta |
|---|---|---|
Added | Not present in Unleashed | After Vendetta |
Changed | Before Unleashed To play Riftbound, a player must have | After Vendetta To play Riftbound, a player must have a Main Deck, a Rune Deck, a Champion Legend, and a number of Battlefields determined by the Mode of Play. These are collectively referred to as a player’s deck. |
Changed | Before Unleashed This will dictate the Domain Identity of the | After Vendetta This will dictate the Domain Identity of the deck. |
Changed | Before Unleashed Cards included in your | After Vendetta Cards included in your deck must abide by your Domain Identity. |
Added | Not present in Unleashed | After Vendetta |
Changed | Before Unleashed A Main Deck of at least 40 cards | After Vendetta A Main Deck of at least 40 cards: A Chosen Champion Unit, as well as Units, Gear, and Spells |
Changed | Before Unleashed This includes your Chosen Champion. Example: A deck could include Volibear, Furious as its Chosen Champion and still include 2 more copies of Volibear, Furious. | After Vendetta This includes your Chosen Champion. Example: A deck could include Volibear, Furious as its Chosen Champion and still include 2 more copies of Volibear, Furious in their Main Deck. |
Changed | Before Unleashed | After Vendetta Subject to card legality of the Format being played. |
Removed | Before Unleashed | Not present in Vendetta |
Changed | Before Unleashed Cards in | After Vendetta Cards in the Rune Deck must be of the Domain Identity of your Champion Legend. |
Changed | Before Unleashed Each Base is a Location. | After Vendetta Each Base is a Location. See rule 197. Locations for more information. |
Changed | Before Unleashed Permanents attached to Permanents controlled by a player may also be found in that player’s Base. | After Vendetta Permanents attached to Permanents controlled by a player may also be found in that player’s Base, regardless of their controller. |
Changed | Before Unleashed Each Battlefield is individually a Location. | After Vendetta Each Battlefield is individually a Location. See rule 197. Locations for more information. |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Changed | Before Unleashed Non-Board Zones | After Vendetta Non-Board Zones |
Changed | Before Unleashed Primarily houses the face-down | After Vendetta Primarily houses the face-down Main Deck during gameplay. |
Changed | Before Unleashed The order of cards in the | After Vendetta The order of cards in the Main Deck is Secret Information during the course of play. See rule 128. Privacy for more information. |
Changed | Before Unleashed The order of runes in the | After Vendetta The order of runes in the Rune Deck is Secret Information during the course of play. See rule 128. Privacy for more information. |
Added | Not present in Unleashed | After Vendetta |
Removed | Before Unleashed | Not present in Vendetta |
ChangedRenumbered | Before Unleashed Each player shuffles their | After Vendetta Each player shuffles their Main and Rune Decks, separately, then places them into their respective Zones. |
ChangedRenumbered | Before Unleashed Game Objects include, but are not limited to, the following: Main Deck cards in any zone Runes in any zone Legends Battlefields Tokens in any zone Abilities of any type on the chain | After Vendetta 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 Counters and other status markers |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Changed | Before Unleashed For gameplay purposes, a card's Owner is the player who brought it into the game, either as their Champion Legend, one of their Battlefields, | After Vendetta For gameplay purposes, a card's Owner is the player who brought it into the game, either as their Champion Legend, one of their Battlefields, as part of their Main Deck or Rune Deck, or Created during the process of play. The legal owner of a card doesn't matter during gameplay. Example: Bo didn't bring a deck, so Alice loans him a deck. During the game, Bo is considered the owner of those cards, even though legally they belong to Alice. |
Changed | Before Unleashed A card will have a different level of Privacy based on where it resides at a given time | After Vendetta A card will have a different level of Privacy based on its state or where it resides at a given time. |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Removed | Before Unleashed | Not present in Vendetta |
Changed | Before Unleashed | After Vendetta Other Cards are not part of either the Main or Rune Decks and begin the game in a zone determined by their type. |
Changed | Before Unleashed A sub-category encompassing cards with the legend type. They are not played or channeled. They start the game in the Legend Zone and cannot leave it during play. | After Vendetta A sub-category encompassing cards with the legend type. They are not played or channeled. They start the game in the Legend Zone and cannot typically leave it during play. |
Removed | Before Unleashed | Not present in Vendetta |
Changed | Before Unleashed They describe | After Vendetta They describe actions to be performed by one or more players. |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Changed | Before Unleashed A [C] shorthand on a card with no Domain | After Vendetta A [C] shorthand on a card with no Domain is processed as [A] instead. |
Added | Not present in Unleashed | After Vendetta |
Changed | Before Unleashed This could be a dependent keyword like [Legion][>] or [Level][>], or it could be a permissive keyword like [Action][>] or [Reaction][>]. | After Vendetta This could be a dependent keyword like [Legion][>] or [Level][>], a triggered ability with a keyworded trigger condition like [Deathknell] or it could be a permissive keyword associated with an ability like [Action][>] or [Reaction][>]. |
Changed | Before Unleashed Whatever instruction or ability comes after the [>] is modified by the keyword that comes before the [>]. | After Vendetta Whatever instruction or ability comes after the [>] is modified by the keyword that comes before the [>]. It will either be inactive, in the case of a dependent keyword; the trigger effect, in the case of a keyword triggered ability; or it will receive the permission granted by the keyword in the case of a permissive keyword. |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Changed | Before Unleashed At the end of each player's turn. | After Vendetta At the end of each player's turn. See rule 317.2. Ending Phase for more information. |
Changed | Before Unleashed Players may perform multiple Units' standard move simultaneously. | After Vendetta Players may perform multiple Units' standard move simultaneously. This is treated as one game action performed on multiple Units. |
Changed | Before Unleashed Units cannot Move to a Battlefield that already has units from 2 other players present, or where a Combat is ongoing that has 2 other players as participants. | After Vendetta 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. See rule 447.2. For more information on valid destinations for movement. |
Changed | Before Unleashed A Unit’s Location is the Base or Battlefield it currently occupies. | After Vendetta A Unit’s Location is the Base or Battlefield it currently occupies. See rule 197. Locations for more information. |
Changed | Before Unleashed If an unattached Gear is at a Battlefield for any reason during a cleanup, then it is recalled to its controller's Base as a corrective action. See rule | After Vendetta If an unattached non-Unit 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 454. Recalls for more information. See rule 318. Cleanups for more information. |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
ChangedRenumbered | Before Unleashed A Gear’s Location is the Base or Battlefield it currently occupies. | After Vendetta A Gear’s Location is the Base or Battlefield it currently occupies. See rule 197. Locations for more information. |
ChangedRenumbered | Before Unleashed Gear cannot normally become located at a Battlefield unless by some special means. Example: Gear are | After Vendetta Non-Unit Gear cannot normally become located at a Battlefield unless by some special means. Example: Gear are played to Base unless an effect specifies otherwise. A gear played from Facedown, which is specified to be played to the Battlefield it was played from, will enter at that Battlefield. Gear can also become located at a Battlefield if they are attached to a unit who becomes located at a Battlefield. A Gear that is a Unit can move to a Battlefield. See rule 811. Hidden for more information. See rule 716. Attachment for more information. |
ChangedRenumbered | Before Unleashed Players must | After Vendetta Players must add Energy and Power to their Rune Pool in order to be able to spend it to play cards or pay for Abilities with costs. |
ChangedRenumbered | Before Unleashed Every player's Rune Pool empties at the | After Vendetta Every player's Rune Pool empties at the start of each player's Main Phase and the end of each player's turn. |
Added | Not present in Unleashed | After Vendetta |
ChangedRenumbered | Before Unleashed The Legend determines the Domain Identity of cards its owner can include. See rule 101. Deck Construction for more information. | After Vendetta The Champion Legend determines the Domain Identity of cards its owner can include. See rule 101. Deck Construction for more information. |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
ChangedRenumbered | Before Unleashed The effect that creates a token may specify the conditions or circumstances under which it enters the board. These stipulations may alter the usual steps for playing a card. | After Vendetta The effect that creates a token may specify the conditions or circumstances under which it enters the board. These stipulations may alter the usual steps for playing a card if the token is played. |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
ChangedRenumbered | Before Unleashed Tokens | After Vendetta Tokens can be played by their owner if their card type is played, following all the applicable steps for playing a card plus any restrictions or modifications from the effect that created the token. See rule 349. Playing Cards for more information. |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
ChangedRenumbered | Before Unleashed Units moving to or being played to a battlefield apply Contested status if that battlefield is not already | After Vendetta Units moving to or being played to a battlefield apply Contested status if that battlefield is not already Contested and that Unit’s controller does not already control that battlefield. |
ChangedRenumbered | Before Unleashed | After Vendetta Once a Showdown or Combat begins at a Battlefield, it remains Contested until Control is established or re-established. |
Added | Not present in Unleashed | After Vendetta |
ChangedRenumbered | Before Unleashed The state of a Battlefield being Contested is used to determine when Combat should occur | After Vendetta The state of a Battlefield being Contested is used to determine when Combat should occur and when a Non-Combat Showdown should occur. |
ChangedRenumbered | Before Unleashed If a player has no Units at a Battlefield and the turn is in an Open state, they lose Control of that Battlefield in the following cleanup | After Vendetta 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. |
ChangedRenumbered | Before Unleashed While a Battlefield is Controlled, its Controller controls its Abilities. | After Vendetta While a Battlefield is Controlled, its Controller controls its Abilities unless that ability indicates another player does. The controlling player takes responsibility for adding them to the Chain if applicable, and makes all choices required by them unless otherwise specified. |
ChangedRenumbered | Before Unleashed While a Battlefield is Uncontrolled, its Abilities are also Uncontrolled. | After Vendetta While a Battlefield is Uncontrolled, its Abilities are also Uncontrolled unless that ability indicates a player controls it. If there is no such indication, the Turn Player takes responsibility for adding them to the Chain if applicable, makes all choices required by them unless otherwise specified, and is treated as their Controller if any game rule or effect requires one. Example: The Arena’s Greatest is a battlefield that reads “At the start of each player's first Beginning Phase, that player gains 1 point.” This ability will usually trigger while the battlefield has no controller. If it does, the Turn Player goes through the steps of adding the ability to the chain and receives priority after doing so, exactly as if they controlled the ability. |
Added | Not present in Unleashed | After Vendetta |
ChangedRenumbered | Before Unleashed “You” in a battlefield’s abilities refers to the battlefield’s Controller, as does the implied “you” in instructions like “draw 1.” If the battlefield has no Controller, “you” refers to no one, and all such instructions are ignored. | After Vendetta “You” in a battlefield’s abilities refers to the battlefield’s Controller, as does the implied “you” in instructions that don’t specify a player like “draw 1.” If the battlefield has no Controller, “you” refers to no one, and all such instructions are ignored. |
ChangedRenumbered | Before Unleashed When a player Plays a Card or other Game Object, they are established as that Game Object's Controller. | After Vendetta When a player Plays, Hides, or Creates a Card or other Game Object, they are established as that Game Object's Controller. |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Changed | Before Unleashed If one or more game actions, game effects, or Triggered Abilities are activated simultaneously, then Turn Order is referenced to organize the sequence of actions. See rule 382. Triggered Abilities for more information. | After Vendetta 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, starting with the current Turn Player. See rule 382. Triggered Abilities for more information. |
Changed | Before Unleashed When the turn is in a Closed State and they control the next item on the Chain. | After Vendetta When the turn is in a Closed State, all pending chain items finish being finalized, and they control the next item on the Chain. |
Changed | Before Unleashed Reminder: In Modes of Play with Teams, Battlefields | After Vendetta Reminder: In Modes of Play with Teams, Battlefields controlled by a Teammate of the Turn Player during this step are disqualified from being scored this turn by the Turn Player. |
Removed | Before Unleashed | Not present in Vendetta |
Removed | Before Unleashed | Not present in Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
ChangedRenumbered | Before Unleashed This could be the result of a Standard Move | After Vendetta This could be the result of a Standard Move Intrinsic Ability, a Spell, or other Game Effect. |
ChangedRenumbered | Before Unleashed A Showdown is marked as Staged at a Battlefield | After Vendetta A Showdown is marked as Staged at a Battlefield in the cleanup after the Contested status is applied to that Battlefield. |
ChangedRenumbered | Before Unleashed 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. | After Vendetta 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 in the following cleanup. |
Changed | Before Unleashed Insert “ | After Vendetta Insert “3c. Heal all Units.” |
Changed | Before Unleashed Insert “ | After Vendetta Insert “3d. All ‘this turn’ effects expire simultaneously.” |
Changed | Before Unleashed Insert “ | After Vendetta Insert “3e. Each player’s Rune Pool empties. Any unspent Energy and Power are lost.” |
Changed | Before Unleashed After a Pending Item becomes a | After Vendetta After a Pending Item becomes a Finalized Item on the Chain |
Changed | Before Unleashed While a Cleanup is occurring, Chain Items cannot be Resolved. | After Vendetta While a Cleanup is occurring, Chain Items cannot be Finalized or Resolved. |
Changed | Before Unleashed New Pending Items can be added, but | After Vendetta New Pending Items can be added, but Finalized Items cannot be executed and Priority and Focus are not passed or awarded. |
Changed | Before Unleashed 3a. All Units that have | After Vendetta 3a. All Units that have Lethal Damage marked on them and that have Deathknell or other abilities that trigger on their own death will trigger such abilities 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. |
Changed | Before Unleashed 3b. All Units that have | After Vendetta 3b. All Units that have LethalDamage marked on themare killed and placed in their owners' Trash. See rule 142.4. For more information on lethal damage. |
Changed | Before Unleashed 4. | After Vendetta 4. Players lose control of any controlled Battlefields without their Units occupying them if the turn is in an Open State and there is no Showdown or Combat ongoing there. |
Changed | Before Unleashed 5. Recall all Unattached non-Unit Gear at Battlefields, and all Permanents and Runes in Bases other than their controller’s. Remove all Hidden cards from all Battlefields that are not controlled by the same player and place them in their owner's Trash. | After Vendetta 5. Recall all Unattached non-Unit Gear and non-Unit Runes 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. |
Changed | Before Unleashed The Showdown remains Staged at | After Vendetta The Showdown remains Staged at that Battlefield as long as it is Contested and has units present controlled by the player that applied Contested. |
Changed | Before Unleashed 8. | After Vendetta 8. Remove Contested status from each Battlefield without Units controlled by the player who applied Contested to that Battlefield and without a Showdown or Combat ongoing there. |
Added | Not present in Unleashed | After Vendetta |
Changed | Before Unleashed | After Vendetta 9. If the current state is a Neutral Open State and one or more Showdowns are Staged at Battlefields without a Combat staged, the Turn Player chooses one of those Battlefields. A Showdown begins there. |
Changed | Before Unleashed | After Vendetta 10. If the current state is a Neutral Open State and one or more Combats are Staged at Battlefields, the Turn Player chooses one of those Battlefields. Combat begins there. |
Changed | Before Unleashed | After Vendetta 10a. 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. |
Changed | Before Unleashed Cards are placed here as part of the process of being played. | After Vendetta Cards, abilities, and tokens are placed here as part of the process of being played. See rule 349. The Process of Play for more information. See rule 360. Abilities for more information on Abilities. |
Removed | Before Unleashed | Not present in Vendetta |
Changed | Before Unleashed Cards and abilities added to the chain are added as Pending Chain Items that become Finalized Chain Items. | After Vendetta Cards, tokens, and abilities added to the chain are added as Pending Chain Items that become Finalized Chain Items. |
Changed | Before Unleashed If a card would begin to be played while a Chain already exists, it is placed on the existing Chain. | After Vendetta If a card or token would begin to be played while a Chain already exists, it is placed on the existing Chain. |
Changed | Before Unleashed | After Vendetta Handling Tasks and Resolving Chain Items |
Removed | Before Unleashed | Not present in Vendetta |
Removed | Before Unleashed | Not present in Vendetta |
ChangedRenumbered | Before Unleashed During the FEPR process, new Tasks may be incurred. | After Vendetta During the FEPR process, new Tasks may be incurred. Complete the current step of the process and then pause and complete the necessary Tasks before continuing. |
ChangedRenumbered | Before Unleashed 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 | After Vendetta If there are no Outstanding Tasks, no pending Chain Items, no ongoing Showdown or Combat, and it is the Main Phase, the Turn Player receives priority. If there are no Outstanding Tasks, no pending Chain Items, no ongoing Showdown, and it is any other phase of the turn, proceed to the next substep, step, phase, or turn. |
Added | Not present in Unleashed | After Vendetta |
Changed | Before Unleashed If | After Vendetta If there is at least one Chain Item Pending, the controller of the oldest Pending Chain Item must complete the steps of Playing that Pending Item until it is a Finalized Item or leaves the Chain. See rule 349. Playing Cards for more information on finalizing chain items. |
Changed | Before Unleashed | After Vendetta Finalizing an item to the chain does not pass Priority. |
Changed | Before Unleashed | After Vendetta Chain Items are Finalized in the order they were appended to the Chain. |
Removed | Before Unleashed | Not present in Vendetta |
Removed | Before Unleashed | Not present in Vendetta |
Removed | Before Unleashed | Not present in Vendetta |
Removed | Before Unleashed | Not present in Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
ChangedRenumbered | Before Unleashed If | After Vendetta If, after finalizing the Chain Item, there are no more items on the chain to be Finalized, the controller of the next item on the chain gains Priority. Move to step 2: Execute. |
Changed | Before Unleashed Play a Card that is legally timed. | After Vendetta Play a Card or Activated Ability that is legally timed. |
Changed | Before Unleashed Cards, by default, cannot be played during a Closed State. | After Vendetta Cards and Activated Abilities, by default, cannot be played during a Closed State. |
Changed | Before Unleashed A Legally Timed Card would be | After Vendetta A Legally Timed Card or Activated Ability would be one with Reaction or one that will have Reaction when played under appropriate circumstances. |
Changed | Before Unleashed The | After Vendetta The Card or Activated Ability will be added to the chain as a Pending Item, following the steps of playing a card. |
Changed | Before Unleashed This can be an additional | After Vendetta This can be an additional item to the item that Started the Chain in the case of the first player with Priority after creating the Chain. |
Changed | Before Unleashed Whether a Card is legally timed is evaluated during the “Check Legality” step of Playing a Card. See rule 349. Playing Cards for more information. | After Vendetta Whether a Card or Activated Ability is legally timed is evaluated during the “Check Legality” step of Playing a Card. See rule 349. Playing Cards for more information. See rule 398. Playing or Activating Abilities for more information. |
Changed | Before Unleashed Playing a | After Vendetta Playing a Card or Activated Ability will create one or more Pending Items. Return to Step 1: Finalize. |
Removed | Before Unleashed | Not present in Vendetta |
Removed | Before Unleashed | Not present in Vendetta |
Removed | Before Unleashed | Not present in Vendetta |
Changed | Before Unleashed If all players have passed Priority without adding any items to the Chain, proceed to Step 4: Resolve. | After Vendetta If all players have passed Priority in sequence without adding any items to the Chain, proceed to Step 4: Resolve. |
Changed | Before Unleashed Otherwise, the player with Priority passes Priority to the next Player in Turn Order. Return to Step | After Vendetta Otherwise, the player with Priority passes Priority to the next Player in Turn Order. Return to Step 2: Execute. |
Changed | Before Unleashed The newest | After Vendetta The newest Finalized Chain Item resolves. Execute its game effects in their entirety. See rule 349. Playing Cards for more information on resolving spells. See rule 398. Playing or Activating Abilities for more information on resolving abilities. |
Changed | Before Unleashed If this occurs during a Showdown, focus passes to the next player in turn order. | After Vendetta If this occurs during a Showdown and the chain wasn’t initiated by a triggered ability or an ability that Adds resources, focus passes to the next player in turn order. |
Changed | Before Unleashed A Showdown begins when Control of a Battlefield is Contested and the turn is in a Neutral Open State. | After Vendetta A Showdown begins when Control of a Battlefield is Contested during a Cleanup and the turn is in a Neutral Open State. |
Changed | Before Unleashed If Control of a Battlefield is Contested between two players, then a Showdown will be opened as the first step of Combat. See rule | After Vendetta If Control of a Battlefield is Contested between two players, then a Showdown will be opened as the first step of Combat. If a Showdown is already ongoing at that Battlefield, it will become a Combat Showdown and a Combat will initiate there. See rule 459. Combat for more information. |
Changed | Before Unleashed If Control of a Battlefield is Contested | After Vendetta If Control of a Battlefield is Contested, there aren’t units controlled by different players there, and the turn is in a Neutral Open State, a Showdown is opened during the next Cleanup. See rule 318. Cleanups for more information. |
Changed | Before Unleashed 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 | After Vendetta 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 Combat Chain opens as a result of triggered abilities being added to the chain, so when the last item on the Combat Chain resolves and the turn returns to an Open State, Focus will not pass. |
Changed | Before Unleashed Play a | After Vendetta Play a Card or Activated Ability that is legally timed. |
Changed | Before Unleashed The card will start a Chain as normal. | After Vendetta The card or activated ability will start a Chain as normal. |
Removed | Before Unleashed | Not present in Vendetta |
Added | Not present in Unleashed | After Vendetta |
Removed | Before Unleashed | Not present in Vendetta |
Changed | Before Unleashed 1. | After Vendetta 1. Move the card from its current zone to the Chain. |
Changed | Before Unleashed If the card | After Vendetta If the card has an effect that specifies a choice "As I am played," those choices are made now. |
Added | Not present in Unleashed | After Vendetta |
Changed | Before Unleashed For Units, choose a valid Location where that Unit will | After Vendetta For Units, choose a valid Location where that Unit will enter upon being Played. |
Changed | Before Unleashed A valid Location is one other than the Units’ current Location where they are allowed to be present. | After Vendetta A valid Location for a Move Effect is one other than the Units’ current Location where they are allowed to be present. |
Changed | Before Unleashed This does not include making choices for Triggered Abilities of permanents, even if those abilities trigger when the | After Vendetta This does not include making choices for Triggered Abilities of permanents, or Delayed or Reflexive Triggers generated by the item being finalized, even if those abilities trigger when the chain item is played. Example: A unit with a triggered ability that says "When I'm played, kill a unit" does not require you to choose a target as it's played. The target will be chosen when the ability triggers. Example: Targon’s Peak reads “When you conquer here, ready up to 2 runes at the end of this turn.” Readying up to 2 runes at the end of the turn is the effect of a delayed trigger; any choices involved are not made when finalizing the conquer effect but when finalizing the resulting delayed trigger at the end of the turn. See rule 382. Triggered Abilities for more information. |
Changed | Before Unleashed It meets all targeting restrictions. e.g., A unit is a valid target for a spell that refers to a “unit at a battlefield,” “enemy unit,” “unit you control,” or “unit with Might 4 or greater” only if it meets the appropriate criteria. | After Vendetta It meets all targeting restrictions. e.g., A unit is a valid target for a spell that refers to a “unit at a battlefield,” “enemy unit,” “unit you control,” or “unit with Might 4 or greater” only if it meets the appropriate criteria. e.g. A unit that reads “I can’t be chosen by enemy spells or abilities.” is not a valid target for any enemy spell or ability, even if it meets other targeting restrictions. |
Changed | Before Unleashed It is included only as part of a targeting restriction for another choice. e.g., “Kill a unit at a battlefield” targets a unit, but not a battlefield, because the units are targets and “at a battlefield” is a restriction. e.g., “Kill all units at a battlefield” targets a battlefield, but not any units. | After Vendetta It is included only as part of a targeting restriction for another choice or only as a restriction or permission for a game action. 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., “Play a unit from your hand to a battlefield” doesn’t target a battlefield. |
Changed | Before Unleashed It is programmatically selected based on its characteristics rather than chosen by the spell or ability’s controller. e.g., “Kill all units at a battlefield” targets a battlefield, but does not target any units. e.g., “Kill all units at battlefields” doesn’t target anything. e.g., “ | After Vendetta It is programmatically selected based on its characteristics rather than chosen by the spell or ability’s controller. e.g., “Kill all units at a battlefield” targets a battlefield, but does not target any units. e.g., “Kill all units at battlefields” doesn’t target anything. e.g., “Kill a unit. Its controller draws 2” targets the unit, but not its controller. e.g., “Ready your legend” doesn’t target anything, because you can only have one legend. e.g., “Ready a friendly legend” targets a legend, because in a 2v2 game there are two friendly legends. e.g., “Recycle all cards in your trash” doesn’t target anything, because it affects all cards and you only have one trash. |
Changed | Before Unleashed Each Target is valid, and contributes to | After Vendetta Each Target is valid, and contributes to Targeting Effects individually. |
Added | Not present in Unleashed | After Vendetta |
Changed | Before Unleashed These choices cannot be changed after this step. | After Vendetta These choices cannot be changed after this step unless instructed to by a spell or ability. See rule 750. Making New Choices for more information. |
Changed | Before Unleashed A player may not make choices during this step that will deterministically result in illegal choices or actions later in this process unless they have no choice. Example: A player plays a card which reads “ | After Vendetta A player may not make choices during this step that will deterministically result in illegal choices or actions later in this process unless they have no choice. Example: A player plays a card which reads “As an additional cost to play this, kill the unit you control with the most Might. Give a friendly unit +[M] equal to the killed unit’s Might this turn. Predict 2.” They cannot choose to target their unit with the highest Might during this step of finalization. |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Changed | Before Unleashed In addition, pay any non-standard Cost summed in step 3 in any order. | After Vendetta In addition, pay any non-standard Cost summed in step 3 in any order. Example: A card reads in part “As an additional cost to play me, kill a friendly unit and discard a unit.” When paying the costs for that card, its controller can pay those two costs in any order; they can kill a friendly unit first and then discard a unit, or they can discard a unit and then kill a friendly unit. |
Added | Not present in Unleashed | After Vendetta |
ChangedRenumbered | Before Unleashed | After Vendetta Check that the outcome of the effect of this card being played would not create an illegal state. Example: Check that a spell's execution does not create a state where a Battlefield has Units controlled by 3 different players. |
Added | Not present in Unleashed | After Vendetta |
ChangedRenumbered | Before Unleashed | After Vendetta Check 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 Unleashed If | After Vendetta If any of the above checks fail, the actions taken in this process are undone and the action is cancelled. |
Changed | Before Unleashed If it is a Gear, it enters the Board Ready at the player's Base. | After Vendetta If it is a Non-Unit Gear, it enters the Board Ready at the player's Base. |
Changed | Before Unleashed If a target changes Zones to or from a Non-Board Zone and then returns to its original zone, it is no longer a legal target, because it's not treated as the same object. Examples: An enemy unit at a battlefield is no longer a legal target if it is no longer an enemy, no longer a unit, or no longer at a battlefield. A unit with 3 or less Might is no longer a legal target if it is no longer a unit or if its Might is greater than 3. Something that's exhausted is no longer a legal target if it is no longer exhausted. (It can't stop being "something.") | After Vendetta If a target changes Zones to or from a Non-Board Zone and then returns to its original zone, it is no longer a legal target, because it's not treated as the same object. Examples: An enemy unit at a battlefield is no longer a legal target if it is no longer an enemy, no longer a unit, or no longer at a battlefield. A unit with 3 or less Might is no longer a legal target if it is no longer a unit or if its Might is greater than 3. Something that's exhausted is no longer a legal target if it is no longer exhausted. (It can't stop being "something.") |
Changed | Before Unleashed If any of the spell's targets are no longer legal, those | After Vendetta If any of the spell's targets are no longer legal, those game objects, players, or zones are unaffected by the spell as it resolves. Any instructions related to an illegal target can’t be followed. Example: A player plays Void Seeker, a spell that says "Deal 4 to a unit at a battlefield. Draw 1." The unit's controller uses a Reaction to move the unit to their base. Since the unit is no longer a legal target, it is not dealt any damage. Void Seeker's controller still draws 1. Example: A player plays Bellow’s Breath targeting a unit in combat that reads in part “I can’t be chosen by enemy spells and abilities unless I’m in combat.” In reaction, that unit’s controller plays Flash, moving the unit to their base. The unit is no longer in combat, so it is no longer a legal target for Bellow’s Breath. The unit will be unaffected by Bellow’s Breath as it resolves. Example: A player plays Hidden Blade from the facedown zone at a battlefield, targeting an enemy unit. In reaction to Hidden Blade, their opponent plays Tideturner from facedown at another battlefield, choosing to swap locations with the unit Hidden Blade targeted. When Hidden Blade resolves, the chosen unit is no longer at the appropriate battlefield, so any instructions related to that unit are ignored. |
Changed | Before Unleashed Instructions that can't be followed, either because of illegal targets or other circumstances, are ignored. | After Vendetta Instructions that can't be followed, either because of illegal targets or other circumstances, are ignored. Example: A player plays Ride the Wind choosing to move their unit at Vilemaw’s Lair to base. Base is a legal move destination for Ride the Wind, but on resolution of Ride the Wind’s effect, the move instruction will be ignored because Vilemaw’s restriction makes the instruction impossible. |
Changed | Before Unleashed If all of an instruction's Targets become Invalid or Unavailable by the time the spell | After Vendetta If all of an instruction's Targets become Invalid or Unavailable by the time the spell begins resolving, that instruction will not execute. |
Changed | Before Unleashed If an instruction has more than one Target and fewer than all of the Targets become Invalid or Unavailable by the time the spell | After Vendetta If an instruction has more than one Target and fewer than all of the Targets become Invalid or Unavailable by the time the spell begins resolving, the instruction will execute, with only the Targets available and valid being operated on. Example: Singularity reads “deal 6 to each of up to two units.” The instruction will execute even if one of those units is made unavailable before the spell begins. |
Added | Not present in Unleashed | After Vendetta |
Changed | Before Unleashed Instructions that can be partially followed are followed as much as possible and ignored otherwise. Example: A player plays a spell that says "Discard 2, then draw 2" If their hand is empty, the instruction to discard 2 will be ignored. They'll still draw 2. If they had 1 card in hand, they would discard it and draw 2. | After Vendetta Instructions that can be partially followed are followed as much as possible and ignored otherwise. Example: A player plays a spell that says "Discard 2, then draw 2." If their hand is empty, the instruction to discard 2 will be ignored. They'll still draw 2. If they had 1 card in hand, they would discard it and draw 2. |
Changed | Before Unleashed If the spell checks information about a target that is no longer legal or a card or permanent whose location, zone, or status has changed such that that information is no longer available, that check returns "null" and all calculations based on it are ignored. Examples: A unit that is no longer on the board is treated as having null Might, null cost, etc. A unit that is no longer on the board has no location, is neither exhausted nor readied, etc. Baited Hook says "[1][C], [E]: Kill a friendly unit. Look at the top 5 cards of your Main Deck. You may banish a unit from among them that has Might up to 1 more than the killed unit and play it, ignoring its cost. Then recycle the rest." While Baited Hook’s ability is on the chain, an opponent reacts with a spell that returns the friendly unit to its owner's hand. Because the friendly unit is no longer a legal target, it can't be killed and its Might is treated as null. Baited Hook’s controller looks at the top 5 cards of their Main Deck, but can’t choose any unit from among them. | After Vendetta 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. Strike Down reads “Choose an equipped friendly unit. It deals damage equal to its Might to an enemy unit. Then detach an Equipment from it.” While Strike Down is on the chain targeting a unit with only one Equipment attached to it, that unit has its Equipment detached via Angle Shot. When Strike Down goes to resolve, the targeted unit is no longer legal, so the unit’s Might will return as “null” and the instructions related to it are ignored. |
Changed | Before Unleashed If the spell checks information about a target that is legal | After Vendetta 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. |
Changed | Before Unleashed 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.” | After Vendetta 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.” Example: Hidden Blade reads “Kill a unit at a battlefield. Its controller draws 2.” The “its” in the second instruction references the unit in the first, so the two instructions of the spell are linked. |
Changed | Before Unleashed 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. | After Vendetta 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. Example: Hidden Blade reads “Kill a unit at a battlefield. Its controller draws 2.” If the chosen unit changes zones or moves to base in reaction to Hidden Blade, the spell will mistarget and the first instruction will be ignored. If the first instruction is ignored, the second instruction will not execute and the unit’s controller will not draw 2. |
Changed | Before Unleashed If the Game Action performed in an earlier linked instruction is replaced, this will not affect the later linked instruction. | After Vendetta If the Game Action performed in an earlier linked instruction is replaced, this will not affect the later linked instruction, unless the later linked instruction directly references the Game Action being performed. Example: Hidden Blade reads “Kill a unit at a battlefield. Its controller draws 2.” This effect is split into two instructions: killing the unit and the targeted unit’s controller drawing 2. The later linked instruction doesn’t reference an action directly, so it will execute even if the kill action of the earlier linked action is replaced by some other event. Example: Deathgrip reads “Kill a friendly unit. If you do, give +[M] equal to its Might to another friendly unit this turn.” If the friendly unit in question is not killed by Deathgrip because its death is replaced with another event, the later linked instruction will not execute because “if you do” directly references the game action. |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
ChangedRenumbered | Before Unleashed 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. | After Vendetta 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. Example: Iascylla reads “When I hold, at the start of your next Main Phase, you may move an enemy unit to this battlefield.” The “this battlefield” in her delayed triggered ability refers to the battlefield she held, and so will be referenced from the trigger condition, when the triggered ability is generated. |
Changed | Before Unleashed Passive Abilities of cards in zones that are outside of the Board will self-describe their context. Example: The passive ability "Play me only during an opponent's turn." applies in any zone from which that card can be played. | After Vendetta Passive Abilities of cards in zones that are outside of the Board will self-describe their context. Example: The passive ability "Play me only during an opponent's turn." applies in any zone from which that card can be played. Example: Undying Legion has a passive ability that reads “[Legion][>] You may play me from your trash for [3][C].” That passive ability only applies when Undying Legion is in the trash. |
Changed | Before Unleashed A Replacement Effect can usually be identified by the presence of the terms “would” or "instead." Example: Zhonya's Hourglass reads "The next time a friendly unit would die, kill this instead. Heal that unit, exhaust it, and recall it." This is a replacement effect that alters the execution of any Game Effect that would kill a friendly unit. | After Vendetta A Replacement Effect can usually be identified by the presence of the terms “as,” “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. Example: Undertitan is a unit that reads in part “As I’m revealed from your deck, [Add] [2].” This is a replacement effect that alters the execution of any Game Effect that reveals Undertitan from your deck. |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Changed | Before Unleashed Some Replacement Effects will begin with “once each turn.” | After Vendetta Some Replacement Effects will begin with “once each turn,” or “N times each turn.” |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
ChangedRenumbered | Before Unleashed If they do not, it has not been applied this turn. | After Vendetta If they do not, it has not been applied this turn. Example: Zilean, Time mage reads “Once each turn, if you would play a token unit while I'm at a battlefield, you may play that token and an additional copy of it instead.” When his controller plays a token, they can choose not to apply the replacement effect to that event. If they do, they can choose to apply it to a later event of a token being played. |
Changed | Before Unleashed If more than one Replacement Effect applies to the same event being executed, then the | After Vendetta If more than one Replacement Effect applies to the same event being executed, then the controller of the object being acted on determines the order the Replacement Effects will apply. |
Added | Not present in Unleashed | After Vendetta |
Changed | Before Unleashed If an event that a Replacement Effect applies to would be modified by | After Vendetta If an event that a Replacement Effect applies to would be modified by the Game Effect that generated that event, or the results of that event would be modified by a Game Action from a linked ability that references the replaced event, 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 from Treasure Hunter’s ability 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. |
Changed | Before Unleashed Card text will refer to activating Activated Abilities with the word “use.” | After Vendetta Card text will refer to activating Activated Abilities with the word “use” or “play.” |
Changed | Before Unleashed If “using” an Activated Ability is part of a trigger condition, that condition is fulfilled when the Activated Ability resolves. | After Vendetta If “using” or “playing” an Activated Ability is part of a trigger condition, that condition is fulfilled when the Activated Ability resolves. |
Changed | Before Unleashed 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. | After Vendetta If an Activated Ability has a condition on “using” or “playing” 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. |
Changed | Before Unleashed The Condition | After Vendetta The Condition is the clause with When, At, or the Nth Time. |
Added | Not present in Unleashed | After Vendetta |
Changed | Before Unleashed The Effect is the | After Vendetta The Effect is the Instructions that are not part of the Condition. |
Changed | Before Unleashed If a Game Object | After Vendetta If a Game Object has a Triggered Ability that is active in a specific zone, it is evaluated and subsequently triggered if it enters that zone at the same time that its Trigger’s condition is met. Example: Immortal Phoenix says “When you kill a unit with a spell, you may pay [1][C] to play me from your trash.” This ability triggers if Immortal Phoenix is in your trash immediately after you kill a unit with a spell, even if the unit you killed with a spell was that Immortal Phoenix. |
Changed | Before Unleashed A Game Object will not be able to successfully | After Vendetta A Game Object will not be able to successfully evaluate its Trigger Condition, however, if it leaves the zone that its Trigger is active from at the same time that its Trigger is satisfied. Example: Viktor, Leader says “When another non-Recruit unit you control dies, play a 1 [M] Recruit unit token into your base.” This ability triggers if Viktor is on the board immediately after another non-Recruit unit you control dies. It does not trigger if Viktor and another non-Recruit unit you control die during the same game action (for instance, if they are both killed in the same Cleanup due to the damage dealt by Unchecked Power). |
Changed | Before Unleashed 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 | After Vendetta If a Triggered Ability says “you may”or “they may” as the first part of its Effect, the controller of its source will choose whether or not to perform the Triggered Ability during finalization. Example: Tideturner reads “When you play me, you may choose a unit you control at another location. Move me to its location and it to my original location.” This “you may” appears as the first part of its effect, so the choice represents whether or not to perform the triggered ability. |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Changed | Before Unleashed If a Triggered Ability contains a cost within instructions, that cost is treated as the base cost of the Triggered Ability. | After Vendetta If a Triggered Ability contains a cost within instructions at the beginning of the effect or immediately following the “you may” or “they may” that appears as the first part of the effect, that cost is treated as the base cost of the Triggered Ability. Example: Ekko, Recurrent reads “[Deathknell][>] Recycle me to ready your runes.” In this case, “recycle me to ready your runes” is a cost within instructions that appears at the beginning of the effect of the ability, and thus “recycle me” is taken as the base cost of the triggered ability. Example: Insightful Investigator reads “When you play me, choose an opponent. They reveal their hand. You may pay 2 XP to choose a card from their hand. If you do, they discard that card and draw 1.” The “pay 2 XP” is a cost within instructions, but because it does not appear in the first part of the effect, it is not taken as the base cost of the triggered ability. Paying 2 XP is performed on resolution. |
Removed | Before Unleashed | Not present in Vendetta |
Removed | Before Unleashed | Not present in Vendetta |
ChangedRenumbered | Before Unleashed Some Triggered Abilities will trigger “once each turn.” | After Vendetta Some Triggered Abilities will trigger “once each turn,” or “N times each turn.” |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
ChangedRenumbered | Before Unleashed | After Vendetta During finalization of the Triggered Ability, the player who controls the Triggered Ability may choose to perform it. |
Removed | Before Unleashed | Not present in Vendetta |
Added | Not present in Unleashed | After Vendetta |
Changed | Before Unleashed Play Effects are Triggered Abilities | After Vendetta Play Effects are Triggered Abilities whose Condition includes the Permanent that has the Play Effect being played to the board. |
Changed | Before Unleashed Targeting Effects are Triggered Abilities | After Vendetta Targeting Effects are Triggered Abilities whose Condition includes a Game Object becoming targeted. |
Changed | Before Unleashed Conquer Effects are Triggered Abilities | After Vendetta Conquer Effects are Triggered Abilities whose Condition includes a Unit participating in, and successfully Conquering a Battlefield. |
Changed | Before Unleashed Hold Effects are Triggered Abilities | After Vendetta Hold Effects are Triggered Abilities whose Condition includes a Unit being present at a Battlefield during the Beginning phase when a player scores Victory Points from Holding. |
Changed | Before Unleashed Attack Triggers are Triggered Abilities that trigger when a Unit gains the Attacker designation for the first time during a combat. | After Vendetta Attack Triggers are Triggered Abilities that trigger when a Unit or Player gains the Attacker designation for the first time during a combat. |
Changed | Before Unleashed These are commonly structured as “When I attack…” | After Vendetta These are commonly structured as “When I attack…” or “When you attack…” |
Changed | Before Unleashed Defend Triggers are Triggered Abilities that trigger when a Unit gains the Defender designation for the first time during a combat. | After Vendetta Defend Triggers are Triggered Abilities that trigger when a Unit or Player gains the Defender designation for the first time during a combat. |
Changed | Before Unleashed These are commonly structured as “When I defend…” | After Vendetta These are commonly structured as “When I defend…” or “When you defend…” |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Changed | Before Unleashed Delayed Abilities are a type of Ability | After Vendetta Delayed Abilities are a type of Ability that specifies a window of applicability during which they are active. |
Added | Not present in Unleashed | After Vendetta |
Changed | Before Unleashed Delayed Linked Abilities are Linked Abilities that are generated by another Ability and reference that Ability or Game Objects it affects | After Vendetta Delayed Linked Abilities are Linked Abilities that are generated by another Ability and reference that Ability or Game Objects it affects instead of a window of time. |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Changed | Before Unleashed Delayed Abilities will resolve or be active just like the ability they augment, but only during the specified time in the effect that created the Delayed Ability. Example: Ravenborn Tome reads “The next spell you play this turn deals 1 Bonus Damage” is a Delayed Passive Ability that passively adds 1 | After Vendetta Delayed Abilities will resolve or be active just like the ability they augment, but only during the specified time in the effect that created the Delayed Ability. Example: Ravenborn Tome reads “The next spell you play this turn deals 1 Bonus Damage.” This is a Delayed Passive Ability that passively adds 1 Bonus Damage to just the next spell played. The next spell is a specific time, and the 1 Bonus Damage is a passive ability. Example: Noxian Guillotine reads “Choose a unit. Kill it the next time it takes damage this turn.” When the chosen unit takes damage is the specified time, and killing it is the condition for a Delayed Triggered Ability. |
Added | Not present in Unleashed | After Vendetta |
Changed | Before Unleashed 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. | After Vendetta 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. Example: The Zero Drive is an Equipment gear whose rules text reads in part “[3][B], Banish this: Play all units banished with this, ignoring their costs.” The Zero Drive’s effect text reads “[Deathnkell][>] Banish me.” The granted deathknell ability is linked with the Zero Drive’s activated ability. |
Changed | Before Unleashed 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. | After Vendetta 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. Example: The Zero Drive is an Equipment gear whose rules text reads in part “[3][B], Banish this: Play all units banished with this, ignoring their costs.” Any units banished by effects other than component Linked Abilities in the same set as the activated ability cannot be played when resolving the activated ability. |
Changed | Before Unleashed When an Ability finishes the steps of playing it becomes a Chain Item just like a Spell. | After Vendetta When an Ability finishes the steps of playing it becomes a Finalized Chain Item just like a Spell. |
Changed | Before Unleashed When an Ability with the [Add] action is finalized it resolves immediately | After Vendetta When an Ability with the [Add] action is finalized it resolves immediately, like a Unit or Gear. |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
ChangedRenumbered | Before Unleashed If there are not enough options to make legal choices for a Triggered Ability that has been put on the chain, remove it from the Chain now. It ceases to be a Pending Item but never becomes a Chain Item. | After Vendetta If there are not enough options to make legal choices for a Triggered Ability that has been put on the chain, remove it from the Chain now. It ceases to be a Pending Item but never becomes a Finalized Chain Item. |
Changed | Before Unleashed At this stage, players may decline to pay for Triggered Abilities that have incurred a cost. If they do, the ability will cease being a Pending Item and be removed from the Chain. It never becomes a Chain Item. | After Vendetta At this stage, players may decline to pay for Triggered Abilities that have incurred a cost. If they do, the ability will cease being a Pending Item and be removed from the Chain. It never becomes a Finalized Chain Item. |
Changed | Before Unleashed This Ability becomes a Chain Item. | After Vendetta This Ability becomes a Finalized Chain Item. |
Changed | Before Unleashed If there are other Pending Items on the Chain, their controllers perform the remaining steps of playing now. | After Vendetta If there are other Pending Chain Items on the Chain, their controllers perform the remaining steps of playing now. |
Changed | Before Unleashed Other players have an opportunity to play Reactions before the resolution of spells. See rule 327. Chains for more information. | After Vendetta Other players have an opportunity to play Reactions before the resolution of spells and abilities. See rule 327. Chains for more information. |
Changed | Before Unleashed These actions can only be taken when a player is instructed to do so as the execution of an effect or during their specified occasion during the turn. Example: A player may Draw during the Draw | After Vendetta These actions can only be taken when a player is instructed to do so as the execution of an effect or during their specified occasion during the turn. Example: A player may Draw during the Draw Phase on their turn or when instructed to do so by a spell or ability. They can't choose to Draw at any other time. |
Changed | Before Unleashed Game Actions may be the responsibility of up to one player. The player that performs the Game Action is responsible for it. | After Vendetta Game Actions may be the responsibility of up to one player. The player that performs the Game Action is responsible for it. Example: Cull the Weak is a spell that reads “Each player kills one of their units.” When the spell resolves, each player chooses a unit they control and kills that unit. They are responsible for the death of their own unit. |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Changed | Before Unleashed Drawing a card takes a single card from a zone and | After Vendetta Drawing a card takes a single card from a zone and adds it to the player's Hand. |
Changed | Before Unleashed Unless specified otherwise, drawing takes cards from the Main Deck. | After Vendetta Unless specified otherwise, drawing takes cards from the top of the Main Deck. |
Changed | Before Unleashed Each player draws 1 during the Draw | After Vendetta Each player draws 1 during the Draw Phase on their turn. |
Changed | Before Unleashed A | After Vendetta A Game Object that is already Exhausted cannot be Exhausted again. |
Changed | Before Unleashed If a | After Vendetta If a Game Object is instructed to be Exhausted while it is already Exhausted, nothing additional happens. |
Changed | Before Unleashed A player Readies all non-spell Game Objects they Control during the | After Vendetta A player Readies all non-spell Game Objects they Control during the Awakening Phase on their turn. |
Changed | Before Unleashed This action, when instructed, is sometimes formatted as "Recycle X from [Zone]." That means to take X cards of the instructed player's choice from the relevant zone and recycle them. Example: Dr. Mundo, Expert has the ability "At the start of your Beginning Phase, recycle 3 from your trash." As that ability resolves, its controller recycles 3 cards from their trash. If there are fewer than 3 cards in that player's trash, they recycle as many as they can. | After Vendetta This action, when instructed, is sometimes formatted as "Recycle X from [Zone]." That means to take X cards of the instructed player's choice from the relevant zone and recycle them. Such an instruction does not target the recycled cards. Example: Dr. Mundo, Expert has the ability "At the start of your Beginning Phase, recycle 3 from your trash." As that ability resolves, its controller recycles 3 cards from their trash. If there are fewer than 3 cards in that player's trash, they recycle as many as they can. |
Changed | Before Unleashed Only Valid Damage is Dealt. Example: A unit | After Vendetta Only Valid Damage is Dealt. Example: A unit reads “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. |
Changed | Before Unleashed When a spell or ability specifies a Unit as the source of the Damage for the Deal action, it is not in addition to the spell or ability that | After Vendetta When a spell or ability specifies a Unit as the source of the Damage for the Deal action, it is not in addition to the spell or ability that instructed it. Example: Challenge is a spell that reads “Choose a friendly unit and an enemy unit. They deal damage equal to their Mights to each other.” The damage that Challenge causes to be dealt is dealt by the chosen units, not by Challenge. |
Added | Not present in Unleashed | After Vendetta |
Changed | Before Unleashed If there are no eligible cards to Play when instructed to Play in this manner | After Vendetta If there are no eligible cards to Play when instructed to Play in this manner, then nothing happens and resolution continues. |
Changed | Before Unleashed | After Vendetta Any such triggered abilities trigger when the act of playing the card has been completed by the resolution of the card. |
ChangedRenumbered | Before Unleashed If a game effect prevents the resolution of the card—for example, because the card was countered— | After Vendetta If a game effect prevents the resolution of the card—for example, because the card was countered—abilities that trigger on playing cards will not trigger. See rule 425. Counter for more information. |
Added | Not present in Unleashed | After Vendetta |
Changed | Before Unleashed The Effect is Moving those | After Vendetta The Effect is Moving those Units. |
Changed | Before Unleashed Stunned Units lose the Stunned status | After Vendetta Stunned Units lose the Stunned status during step 3d of the end of turn cleanup. |
Added | Not present in Unleashed | After Vendetta |
Changed | Before Unleashed This action is formatted as "Reveal cards from [zone]." Example: "Reveal 2 cards from the top of your Main Deck" would be executed by taking the two cards from the top of your Main Deck, and then presenting them to all players to clearly read and understand at the table. Then, when all players have had a chance to understand the revealed information, return them to the top of the | After Vendetta This action is formatted as "Reveal cards from [zone]." or “Reveal [Zone].” Example: "Reveal 2 cards from the top of your Main Deck" would be executed by taking the two cards from the top of your Main Deck, and then presenting them to all players to clearly read and understand at the table. Then, when all players have had a chance to understand the revealed information, return them to the top of the Main Deck in the same order. |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Changed | Before Unleashed While cards are Revealed, those cards can be further manipulated, or accessed. They can even have their destination modified for when the Reveal ends. Example: "Reveal 2 cards from the top of your Main Deck. Put one into your hand and Recycle the other" would be executed by taking the top two cards from your Main Deck to the table, and once every player present has had a chance to understand them you would make the selection of one of them to add to your hand. The one you did not select would then be Recycled to the bottom of the Main Deck. | After Vendetta While cards are Revealed, those cards can be further manipulated, or accessed. They can even have their destination modified for when the Reveal ends. Example: "Reveal 2 cards from the top of your Main Deck. Put one into your hand and Recycle the other" would be executed by taking the top two cards from your Main Deck, presenting them to the table, and once every player present has had a chance to understand them you would make the selection of one of them to add to your hand. The one you did not select would then be Recycled to the bottom of the Main Deck. |
Added | Not present in Unleashed | After Vendetta |
Changed | Before Unleashed A card that is Countered is not considered to have been played. | After Vendetta A card that is Countered is not considered to have been played for abilities that trigger on cards being played. |
Added | Not present in Unleashed | After Vendetta |
Changed | Before Unleashed Units with Buff Counters can still be chosen for actions that Buff units, but will not be Buffed as part of the execution. Example: A spell reads "Buff a unit. Then, if it was buffed this way, draw a card." It will place a buff counter on a unit that has no buff counter, and then its controller will draw a card. However, if the player chooses a unit with a buff counter on it already, then the card will not be drawn. | After Vendetta Units with Buff Counters can still be chosen for actions that Buff units, but will not be Buffed as part of the execution. Example: A spell reads "Buff a unit. Then, if it was buffed this way, draw a card." It will place a buff counter on a unit that has no buff counter, and then its controller will draw a card. However, if the player chooses a unit with a buff counter on it already, then the card will not be drawn. Example: A unit reads “When you buff me, ready me.” If that unit is chosen for a game effect that would buff it and it is already buffed, its ability will not trigger. |
Changed | Before Unleashed Banishing is the action of placing a card from any zone | After Vendetta Banishing is the action of placing a card from any other zone into Banishment. See 108.6. Banishment for more information. |
Changed | Before Unleashed When a unit with a Deathknell is to be put in the Trash due to a Kill Instruction, it first has | After Vendetta When a unit with a Deathknell or other ability that triggers on its own death is to be put in the Trash due to a Kill Instruction, it first has any such ability added to the chain as a Pending Item. Note the unit’s location, attributes, and other relevant information to process those abilities when finalized before completing this Kill Instruction. Example: Draven, Audacious reads in part “When I die in combat, choose an opponent. They gain 1 point.” The ability triggers when Draven himself dies, so it will go on the chain first when a kill instruction is performed on Draven, before he is put in the trash. |
Changed | Before Unleashed When one or more Units is killed due to a Cleanup, that kill action is attributed to the spell or ability that resolved immediately prior to that Cleanup that dealt damage to the Unit or Units. | After Vendetta 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. |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Removed | Before Unleashed | Not present in Vendetta |
Changed | Before Unleashed | After Vendetta Triggered and activated abilities that Add resources resolve as soon as they are finalized. |
Added | Not present in Unleashed | After Vendetta |
Changed | Before Unleashed Activated abilities that Add resources and have the Reaction tag can be activated | After Vendetta Activated abilities that Add resources and have the Reaction tag can be activated at any time that 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. Example: A player moves two units to a battlefield where their opponent controls a Mageseeker Investigator. Although they have no window of priority, they may activate Add Reactions to pay for the applied cost from Mageseeker Investigator, and those abilities finalize and resolve immediately. |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
ChangedRenumbered | Before Unleashed Players may | After Vendetta Players may also Channel runes when Game Effects direct them to do so. |
Changed | Before Unleashed If a player must Draw cards in excess to the number of cards in their | After Vendetta If a player must Draw cards in excess to the number of cards in their Main Deck, they will Draw as many as possible, perform this action, then Draw the remaining amount instructed. |
Changed | Before Unleashed Points gained after the first Burn Out being processed in sequence cannot be replaced or prevented by any means. | After Vendetta Points gained after the first Burn Out being processed in sequence cannot be replaced or prevented by any means. |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Changed | Before Unleashed Swapping creates two different effects that apply to each attribute. One that Increases one value and one that Decreases the other. | After Vendetta Swapping creates two different effects that apply to each attribute. One that Increases one value and one that Decreases the other. These effects last for the duration specified by the effect that instructed the Swap. |
Changed | Before Unleashed Attaching one or more cards will cause those cards’ Rules Text to become Inactive for as long as they remain Attached. See rule 716. Attachment for more information. | After Vendetta Attaching one or more cards will cause those cards’ printed Rules Text to become Inactive for as long as they remain Attached. See rule 716. Attachment for more information. |
Added | Not present in Unleashed | After Vendetta |
Changed | Before Unleashed If the Detached card was a Gear and this causes it to become present at a Battlefield, it will be Recalled during the next Cleanup. | After Vendetta If the Detached card was a Gear and this causes it to become present at a Battlefield, it will be Recalled during the next Cleanup. See rule 318. Cleanups for more information. |
Changed | Before Unleashed When more than one card is Predicted, the Predicting player looks at that many cards and Recycles any number of them. | After Vendetta When more than one card is Predicted, the Predicting player looks at that many cards and Recycles any number of them before putting the rest back on top of their Main Deck in any order. |
Removed | Before Unleashed | Not present in Vendetta |
Added | Not present in Unleashed | After Vendetta |
Changed | Before Unleashed 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. | After Vendetta 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, following the normal rules for damage assignment. 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 | Not present in Unleashed | After Vendetta |
Changed | Before Unleashed Tokens that have been Created through a Replace action can be instructed to be “Swapped back.” | After Vendetta Tokens that have been Created through a Replace action can be instructed to be “Swapped back.” This may also appear as “replace [the token] with the [Game Object] it replaced.” |
Changed | Before Unleashed | After Vendetta Swapping Back is an extension of the Replace action. |
Added | Not present in Unleashed | After Vendetta |
Changed | Before Unleashed If there is nothing in Banishment to swap back to | After Vendetta If there is nothing in Banishment to swap back to then this object can never swap back. |
Changed | Before Unleashed If a zone is not specified by the effect, the Game Object will be created to the appropriate zone for its type. | After Vendetta If a zone is not specified by the effect, the Game Object will be created to the appropriate zone for its type. |
Added | Not present in Unleashed | After Vendetta |
ChangedRenumbered | Before Unleashed Spells will be Created | After Vendetta Spells will be Created on the Chain. |
ChangedRenumbered | Before Unleashed Runes will be Created | After Vendetta Runes will be Created at base. |
ChangedRenumbered | Before Unleashed Legends will be Created | After Vendetta Legends will be Created in the Legend Zone. |
ChangedRenumbered | Before Unleashed Battlefields will be Created | After Vendetta Battlefields will be Created in the Battlefield Zone. |
Added | Not present in Unleashed | After Vendetta |
Changed | Before Unleashed An effect that Creates a Game Object will specify the nature of the Game Object created. | After Vendetta An effect that Creates a Game Object will specify the state and nature of the Game Object created. |
Changed | Before Unleashed A Created permanent, rune, legend, or spell is controlled by its owner as it is | After Vendetta A Created permanent, rune, legend, or spell is controlled by its owner as it is Created. |
Changed | Before Unleashed A Created battlefield is uncontrolled as it is | After Vendetta A Created battlefield is uncontrolled as it is Created. |
Changed | Before Unleashed This action, when instructed, is usually formatted as "Create [X] | After Vendetta This action, when instructed, is usually formatted as "Create [X] at [Y]" or “Add [X] to [Y].” |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
ChangedRenumbered | Before Unleashed A Permanent changing its position from any space on the Board to another space on the Board is a Move, unless it is caused by a corrective Recall. See rule 420. Move for more information. | After Vendetta A Permanent changing its position from any space on the Board to another space on the Board is a Move, unless it is caused by a corrective Recall or an Attached Permanent changing locations to or with its Top-Most Card. See rule 420. Move for more information. |
ChangedRenumbered | Before Unleashed In Modes of Play with more than two players, Battlefields with Staged Combats or Combats in Progress are Invalid Destinations for Moves of all kinds (Standard Moves or otherwise) by Units controlled by Players not involved in those Combats or who don't already have | After Vendetta 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. |
ChangedRenumbered | Before Unleashed In Modes of Play with teammates, Battlefields | After Vendetta In Modes of Play with teammates, Battlefields occupied by a player’s teammates are Invalid Destinations for Moves of all kinds (Standard Moves or otherwise) by Units that player controls. |
Removed | Before Unleashed | Not present in Vendetta |
ChangedRenumbered | Before Unleashed The Destination becomes Contested if it is | After Vendetta The Destination becomes Contested if it is an Uncontested Battlefield not controlled by the controller of the Unit or Units that moved. |
ChangedRenumbered | Before Unleashed Units may cause a | After Vendetta Units may cause a Non-Combat Showdown when they Move. See rule 341. Showdowns for more information. |
Removed | Before Unleashed | Not present in Vendetta |
ChangedRenumbered | Before Unleashed Units may cause Combat when they Move. | After Vendetta Units may cause Combat when they Move. See rule 459. Combat for more information. |
Removed | Before Unleashed | Not present in Vendetta |
ChangedRenumbered | Before Unleashed When an un-attached Gear is created or played at a battlefield, or is at a battlefield for any other reason, it is Recalled to its controller's base during the next Cleanup. Example: An Equipment is attached to a unit at a battlefield, so the Equipment is present at that battlefield. If the unit dies, the Equipment will be recalled during the next cleanup. | After Vendetta When an un-attached non-Unit Gear is created or played at a battlefield, or is at a battlefield for any other reason, it is Recalled to its controller's base during the next Cleanup. Example: An Equipment is attached to a unit at a battlefield, so the Equipment is present at that battlefield. If the unit dies, the Equipment will be recalled during the next cleanup. |
ChangedRenumbered | Before Unleashed Unless otherwise stated by the source of the Recall, Damage | After Vendetta Unless otherwise stated by the source of the Recall, Damage and statuses of a permanent will all remain unaffected by a Recall. |
ChangedRenumbered | Before Unleashed In Modes of Play with more than two players, Battlefields with Staged Combats or Combats in Progress are Invalid to be chosen as a location to play one or more Units by a player not involved in that Combat by any means | After Vendetta In Modes of Play with more than two players, Battlefields with Staged Combats or Combats in Progress are Invalid to be chosen as a location to play one or more Units by a player not involved in that Combat by any means. |
Added | Not present in Unleashed | After Vendetta |
ChangedRenumbered | Before Unleashed | After Vendetta 2. Establish who is Attacker and who is Defender. |
ChangedRenumbered | Before Unleashed The Attacker is the player whose unit(s) applied the Contested status to the Battlefield. | After Vendetta The Attacker is the player whose unit(s) applied the Contested status to the Battlefield. |
ChangedRenumbered | Before Unleashed | After Vendetta If a showdown opens as part of combat, this player gains Focus as the showdown begins. |
Added | Not present in Unleashed | After Vendetta |
ChangedRenumbered | Before Unleashed The Defender is the player who did not apply the Contested status to the Battlefield. | After Vendetta The Defender is the player who did not apply the Contested status to the Battlefield. |
ChangedRenumbered | Before Unleashed Units at the Contested Battlefield controlled by the Attacker gain the Attacker designation now. | After Vendetta The attacker and defender gain the Attacker or Defender designation now, as appropriate. Units at the Contested Battlefield controlled by the Attacker or Defender gain the Attacker or Defender designation now, as appropriate. |
ChangedRenumbered | Before Unleashed If a Unit controlled by the Attacker becomes present at this Battlefield after this moment, it will gain the Attacker designation during the Cleanup phase following the action that caused it to become present | After Vendetta If a Unit controlled by the Attacker or Defender becomes present at this Battlefield after this moment, it will gain the Attacker or Defender designation during the Cleanup phase following the action that caused it to become present, as appropriate for its controller. |
Removed | Before Unleashed | Not present in Vendetta |
Removed | Before Unleashed | Not present in Vendetta |
ChangedRenumbered | Before Unleashed | After Vendetta 3. The Attacker gains Focus. |
ChangedRenumbered | Before Unleashed | After Vendetta 4. Add items to the Combat Chain if establishing Attacker and Defender has caused Triggered Abilities to become Pending. |
Removed | Before Unleashed | Not present in Vendetta |
ChangedRenumbered | Before Unleashed Units cannot have more damage assigned to them than the minimum required to constitute lethal damage unless no further units remain to have damage assigned to them. | After Vendetta Units cannot have more damage assigned to them than the minimum required to constitute lethal damage unless no further units remain to have damage assigned to them. Example: If a player has 5 damage to distribute among four 3 Might units and those units each have 1 damage already marked on them, that player may not assign more than 2 damage to any of those units. |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
ChangedRenumbered | Before Unleashed A player must obey all requirements and restrictions on damage assignment if able. Example: A player is assigning damage to the following units: a unit with Tank ("I must be assigned combat damage first."); | After Vendetta A player must obey all requirements and restrictions on damage assignment if able. Example: A player is assigning damage to the following units: a unit with Tank ("I must be assigned combat damage first."); a unit with Backline ("I must be assigned combat damage last."); and another unit without any abilities. That player must assign combat damage first to the unit with Tank, then to the unit with no abilities, then to the unit with Backline. |
ChangedRenumbered | Before Unleashed If a Unit has one or more Abilities or effects applying to it that demand it be assigned damage in a specific way that is exclusionary, then the assigning player chooses only one of those abilities to apply when assigning damage. Example: Caitlyn, Patrolling ("I must be assigned combat damage last.") has been given the Tank ability ("I must be assigned combat damage first."). A player is assigning damage to this Caitlyn with Tank and two units with no abilities. That player can’t fulfill both of Caitlyn’s damage requirements, so they may choose to assign damage to Caitlyn first, fulfilling the Tank requirement, or last, fulfilling | After Vendetta If a Unit has one or more Abilities or effects applying to it that demand it be assigned damage in a specific way that is exclusionary, then the assigning player chooses only one of those abilities to apply when assigning damage. Example: Caitlyn, Patrolling with the Backline ability ("I must be assigned combat damage last.") has been given the Tank ability ("I must be assigned combat damage first."). A player is assigning damage to this Caitlyn with Tank and two units with no abilities. That player can’t fulfill both of Caitlyn’s damage requirements, so they may choose to assign damage to Caitlyn first, fulfilling the Tank requirement, or last, fulfilling the Backline requirement. They can’t choose to apply damage to Caitlyn in between the other two units, because that wouldn’t fulfill either requirement. |
ChangedRenumbered | Before Unleashed If there is more than one unit in which this situation applies to, each unit is dealt with individually. The assigning player chooses which ability or effect applies, and then resolves the assignment. If this creates a situation where now more than one unit must be assigned with the same priority, those units may be assigned damage in any order as normal within that priority. Example: Two copies of Caitlyn, Patrolling ("I must be assigned combat damage last.") have been given the Tank ability ("I must be assigned combat damage first."). A player assigning damage to these two Caitlyns and one unit with no abilities could choose to fulfill both Caitlyns’ Tank requirements by assigning them both damage before the other unit. | After Vendetta If there is more than one unit in which this situation applies to, each unit is dealt with individually. The assigning player chooses which ability or effect applies, and then resolves the assignment. If this creates a situation where now more than one unit must be assigned with the same priority, those units may be assigned damage in any order as normal within that priority. Example: Two copies of Caitlyn, Patrolling with the Backline ability ("I must be assigned combat damage last.") have been given the Tank ability ("I must be assigned combat damage first."). A player assigning damage to these two Caitlyns and one unit with no abilities could choose to fulfill both Caitlyns’ Tank requirements by assigning them both damage before the other unit. |
ChangedRenumbered | Before Unleashed If a unit cannot be dealt damage, then no amount of damage can be considered lethal. Such a unit is exempt from any considerations of mandatory assignment. Example: Kayn, Unleashed says “If I have moved twice this turn, I don't take damage.” While Kayn can’t take damage, it is ignored for the purposes of assigning lethal damage in combat. | After Vendetta If a unit cannot be dealt damage, then no amount of damage can be considered lethal. Such a unit is exempt from any considerations of mandatory assignment. Example: Kayn, Unleashed says “If I have moved twice this turn, I don't take damage.” While Kayn can’t take damage, it is ignored for the purposes of assigning lethal damage in combat. Example: Counter Strike says “Choose a unit. The next time that unit would be dealt damage this turn, prevent it.” The unit in question has a replacement effect applied to it, but it still can be dealt damage. Thus, it is not exempt from considerations of mandatory assignment. |
ChangedRenumbered | Before Unleashed 2. Skip the FEPR process and | After Vendetta 2. Skip the FEPR process and cancel any outstanding tasks. Proceed to the Resolution Step. |
ChangedRenumbered | Before Unleashed The following Task becomes Outstanding: | After Vendetta The following Task becomes Outstanding: Reminder: Resolve any items on the chain from dealing combat damage and the Combat Cleanup and associated FEPR before performing this step. |
ChangedRenumbered | Before Unleashed There is “No Result” if | After Vendetta There is “No Result” if units were recalled during step 3d of the Combat Cleanup, if both Players have units present during this task, or if neither player has units present during this task. |
ChangedRenumbered | Before Unleashed If “No Result” was reached, and both players have units remaining, stage a Combat at this battlefield. | After Vendetta If “No Result” was reached, and both players have units remaining, stage a Showdown and a Combat at this battlefield. |
ChangedRenumbered | Before Unleashed The following Task becomes Outstanding: | After Vendetta The following Task becomes Outstanding: Reminder: Resolve any items on the chain from determining combat result and associated FEPR before performing this step. |
ChangedRenumbered | Before Unleashed 1. If no Showdown or Combat is staged at this location, the player with Units remaining here Establishes Control. | After Vendetta 1. If no Showdown or Combat is staged at this location, the player with Units remaining here Establishes Control if they didn’t already control this Battlefield. |
ChangedRenumbered | Before Unleashed The following Task becomes Outstanding: | After Vendetta The following Task becomes Outstanding: Reminder: Resolve any items on the chain from establishing control and associated FEPR before performing this step. |
Added | Not present in Unleashed | After Vendetta |
ChangedRenumbered | Before Unleashed In Modes of Play with teammates, Battlefields under the Control of a teammate during the Beginning Phase are also disqualified from being Scored through Conquer by any means. | After Vendetta In Modes of Play with teammates, Battlefields under the Control of a teammate during the scoring step of the Beginning Phase of a player’s turn are also disqualified from being Scored through Conquer by any means by that player’s team. |
ChangedRenumbered | Before Unleashed A player will gain control of a Battlefield after establishing Control | After Vendetta A player will gain control of a Battlefield after establishing Control. |
ChangedRenumbered | Before Unleashed Hold: A player maintains Control of a Battlefield during their Beginning Phase. | After Vendetta Hold: A player maintains Control of a Battlefield they did not yet Score this turn during their Beginning Phase. |
ChangedRenumbered | Before Unleashed The | After Vendetta The Final Point has additional restrictions. |
ChangedRenumbered | Before Unleashed Notably, points Gained from sources that are not Conquer | After Vendetta Notably, points Gained from sources that are not Conquer are not beholden to these restrictions. |
ChangedRenumbered | Before Unleashed When a player tries to Gain a Point through a | After Vendetta When a player tries to Gain a Point through a Conquer, and their current Point Total is 1 point from the Victory Score of the Mode of Play or higher, the following occurs: |
Removed | Before Unleashed | Not present in Vendetta |
ChangedRenumbered | Before Unleashed If the player has Scored | After Vendetta If the player has Scored every Battlefield this turn, that player Gains the Final Point. If the player has not Scored every Battlefield this turn, that player draws a card instead. |
ChangedRenumbered | Before Unleashed When one Game Object becomes a copy of another, all | After Vendetta When one Game Object becomes a copy of another, all copyable traits 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. |
Removed | Before Unleashed | Not present in Vendetta |
Added | Not present in Unleashed | After Vendetta |
ChangedRenumbered | Before Unleashed Copy effects will copy the copyable traits of a Game Object | After Vendetta 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. |
Added | Not present in Unleashed | After Vendetta |
ChangedRenumbered | Before Unleashed This layer deals with effects that grant, remove, or replace the abilities or rules text of Game Objects. Keywords Passive Abilities Appending rules text Removing rules text | After Vendetta This layer deals with non-Copy effects that grant, remove, or replace the abilities or rules text of Game Objects. Keywords Passive Abilities Appending rules text Removing rules text |
ChangedRenumbered | Before Unleashed When an arithmetic effect has a limitation that applies, it is limited at the time of its application, and is “remembered” at that limited level for the duration of its effect. This process is called “snapshotting.” Example: If an effect gives a unit “-4 [M] to a min of 1 this turn” choosing a unit with 2 [M], then the effect will generate -1 [M] this turn. | After Vendetta When an arithmetic effect from a source that is not a passive ability 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. Example: A unit reads “Units you control here have their Might increased to 5 [M].” This is a passive ability, so it will not snapshot. Example: A spell reads “Increase a friendly unit’s Might to 5 [M].” This effect is applied once, with an unlimited duration. Because it isn’t from a passive ability, it will snapshot. |
Added | Not present in Unleashed | After Vendetta |
ChangedRenumbered | Before Unleashed If there is a restriction or limitation to this increase, the limitation is “snapshotted” for the duration of the effect. | After Vendetta If there is a restriction or limitation to this increase and it isn’t from a passive ability, the limitation is “snapshotted” for the duration of the effect. |
ChangedRenumbered | Before Unleashed If there is a restriction or limitation to this decrease, the limitation is snapshotted for the duration of the effect. | After Vendetta If there is a restriction or limitation to this decrease and it isn’t from a passive ability, the limitation is snapshotted for the duration of the effect. |
ChangedRenumbered | Before Unleashed Applying one of the effects alters the number of objects the other effect can influence | After Vendetta Applying one of the effects alters the number of objects the other effect can influence; or |
ChangedRenumbered | Before Unleashed To determine which effect Depends on another, determine which of the prior criteria applies, and then also which effect’s evaluation is altered by the sequence of applications. That effect is said to Depend on the other. | After Vendetta To determine which effect Depends on another, determine which of the prior criteria applies, and then also which effect’s evaluation is altered by the sequence of applications. That effect is said to Depend on the other. Example: A unit with 4 [M] is under the effects of a passive ability that reads “Units you control here have their Might increased to 5 [M].” Its controller plays Discipline on the unit, giving it +2 [M]. When applying Layer alterations, both effects are applied in the same layer. If we apply the passive ability first, the passive ability will give +1 [M] while the Discipline effect will give +2 [M]. If we apply them in the other order, the Discipline effect will give +2 [M], and the passive ability will give +0 [M]. The passive ability is altered by the sequence of applications, so it depends on the Discipline effect. |
Added | Not present in Unleashed | After Vendetta |
ChangedRenumbered | Before Unleashed To resolve a dependency, the effects within the same layer that created the dependency must be applied such that: 1. Identify which effect Depends on the other within the Layer. 2. Apply the effect that is depended on first. 3. Immediately apply the effect that Depends on the first effect next. | After Vendetta To resolve a dependency, the effects within the same layer that created the dependency must be applied such that: 1. Identify which effect Depends on the other within the Layer. 2. Apply the effect that is depended on first. 3. Immediately apply the effect that Depends on the first effect next. Example: A unit with 4[M] is under the effects of a passive ability that reads “Units you control here have their Might increased to 5 [M].” Its controller plays Discipline on the unit. As previously established, the passive ability depends on the Discipline effect. We apply the Discipline effect first, giving the unit +2 [M], and then immediately apply the passive ability that depends on it. The unit’s final Might is 6 [M]. |
ChangedRenumbered | Before Unleashed Setup: Each player selects one (1) of their three (3) Battlefields. The other two are set aside and will not be used for this round of play. The selected Battlefields are placed simultaneously in the Battlefield Zone. After this game, the Battlefields that were used are to be removed and not selected again for this Match. One of the remaining Battlefields that were set aside must be chosen instead. | After Vendetta 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, if a player won, 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. |
Added | Not present in Unleashed | After Vendetta |
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ChangedRenumbered | Before Unleashed Friendly describes controlled Game Objects by a player or their Teammate. Example: "When | After Vendetta Friendly describes controlled Game Objects by a player or their Teammate. Example: "When you play me, ready a friendly unit" could target a player's own Units or their teammate's Units. |
ChangedRenumbered | Before Unleashed When scoring the Final Point from Conquer, a player must Score each Battlefield in the same turn, excepting any that were occupied by their ally during that turn’s Beginning Phase. | After Vendetta When scoring the Final Point from Conquer, a player must Score each Battlefield in the same turn, excepting any that were occupied by their ally during the scoring step of that turn’s Beginning Phase. See rule 467. Scoring for more information. |
Changed | Before Unleashed Buffs are | After Vendetta Buffs are counters placed on Units. |
Changed | Before Unleashed Buffs are Game Objects and may be referenced, counted, or | After Vendetta Buffs are Game Objects and may be referenced, counted, or affected by other effects as specified. |
Added | Not present in Unleashed | After Vendetta |
Changed | Before Unleashed Units in Non-Board Zones are evaluated according to their | After Vendetta Units in Non-Board Zones are evaluated according to their printed Might. Example: A unit in the trash is Mighty if its printed Might is 5 or greater. It doesn't matter if there were effects raising or lowering its might while it was on the board. |
Changed | Before Unleashed If no damage was Dealt, | After Vendetta If no damage was Dealt, then Bonus Damage will not apply. Example: Teemo, Strategist is a unit that reads in part “When I defend, choose an enemy unit here and reveal the top 5 cards of your Main Deck. Deal 1 to that unit for each card with Hidden revealed this way, then recycle the revealed cards.” He has Rabadon’s Deathcrown attached to him. An enemy unit moves to the battlefield where Teemo is located and a combat opens there. Teemo’s controller reveals the top 5 cards of their Main Deck and reveals no cards with Hidden. Although the ability has 3 Bonus Damage from Rabadon’s Deathcrown, no deal action is performed for the Bonus Damage to apply to. |
Added | Not present in Unleashed | After Vendetta |
Changed | Before Unleashed When the Top-Most Card | After Vendetta When the Top-Most Card changes locations, all Attached cards change locations with it. |
Added | Not present in Unleashed | After Vendetta |
Added | Not present in Unleashed | After Vendetta |
Changed | Before Unleashed 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. | After Vendetta 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. |
Changed | Before Unleashed This Condition may also have a determined Duration, Time, or Limitation as part of its definition. | After Vendetta 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 attacked this turn” would include a time after which the condition is active. |
Changed | Before Unleashed The Dependent Ability is Active exactly as written while the Condition is true Example: Gustwalker has “[ | After Vendetta The Dependent Ability is Active exactly as written while the Condition is true Example: Gustwalker has “[Level 3][>] I have +1 [M] and Ganking.” As long as its controller has 3 XP, Gustwalker’s Ganking is active. |
Added | Not present in Unleashed | After Vendetta |
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ChangedRenumbered | Before Unleashed 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. | After Vendetta For triggered abilities, costs within instructions that appear in the first part of the trigger effect are paid on finalization of the triggered ability. In order to place the triggered ability on the chain, the cost must be paid. |
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Changed | Before Unleashed Accelerate is functionally short for "As you play me, you may pay [1] | After Vendetta Accelerate is functionally short for "As you play me, you may pay [1][C] as an additional cost. If you do, I enter ready." |
Changed | Before Unleashed If the unit has | After Vendetta If the unit has one or more domains, the Power portion of the Accelerate cost can be paid only with a Power that matches one of the domains of the unit. |
Changed | Before Unleashed If the unit has no domain | After Vendetta If the unit has no domain, the Power portion of the Accelerate cost can be paid with [A] (a Power of any domain). |
Added | Not present in Unleashed | After Vendetta |
Changed | Before Unleashed Accelerate | After Vendetta Accelerate generates a delayed replacement effect that replaces a unit entering the board exhausted with it entering ready. It does not enter exhausted and then become ready. |
Changed | Before Unleashed It | After Vendetta It is present on Cards, Rune Abilities, Legend Abilities or Permanent Abilities. |
Changed | Before Unleashed On | After Vendetta On Activated Abilities: "This can be activated during showdowns on any player's turn." |
Changed | Before Unleashed If the chain item does not fulfill the conditions by the time step 5: check legality has been reached, the actions taken while playing | After Vendetta If the chain item does not fulfill the conditions by the time step 5: check legality has been reached, the actions taken while playing it are undone and it is returned to the zone it was played from if it is a card. |
Changed | Before Unleashed The Trigger for this | After Vendetta The Trigger for this and similar effects that trigger on their source’s death is the Permanent being Killed and sent to the Trash. |
Changed | Before Unleashed If the Permanent with the effect is not sent to the Trash, for example because its "killed" event was replaced with a recall, the | After Vendetta If the Permanent with the effect is not sent to the Trash, for example because its "killed" event was replaced with a recall, the triggered ability will be removed from the chain. Example: Draven, Audacious is killed in combat. Draven reads in part “When I die in combat, choose an opponent. They gain 1 point.” Draven’s controller has a Zhonya’s Hourglass in base. Draven’s death is replaced by him being healed, recalled, and exhausted. Draven’s triggered ability will be removed from the chain. |
Changed | Before Unleashed The trigger will be added to the chain as a Pending Item before the card with | After Vendetta The trigger will be added to the chain as a Pending Item before the card with an ability that triggers on its own death is moved to the trash due to a Kill instruction or a Cleanup. |
Changed | Before Unleashed Before the card | After Vendetta Before the card is moved to the Trash, note its location, its attributes, and any other details related to the effect of its triggered ability to process the trigger after it has been Finalized. |
Changed | Before Unleashed It is present on Permanents. | After Vendetta It is normally present on Permanents. |
Changed | Before Unleashed It is functionally short for "Spells and abilities an opponent controls that | After Vendetta It is functionally short for "Spells and abilities an opponent controls that target [me/this] cost an amount of Power equal to [Deflect Value] more to play as an additional cost for each time they choose [me/this]." |
Changed | Before Unleashed It is an effect that imposes a Mandatory Additional Cost on Spells and Abilities that choose the | After Vendetta It is an effect that imposes a Mandatory Additional Cost on Spells and Abilities that choose the Game Object that has this ability. See rule 349. Playing Cards for more information. |
Changed | Before Unleashed If a | After Vendetta If a Game Object has Deflect, or has been granted Deflect, and is granted Deflect by an additional source, the Deflect Value of all granted Deflect keywords is summed. |
Changed | Before Unleashed Deflect, and whether or not a | After Vendetta Deflect, and whether or not a Game Object has Deflect, is a characteristic of the permanent and may be checked or referenced by other Game Effects. |
Changed | Before Unleashed If a hidden spell or a play effect of a hidden permanent chooses any targets, those targets must be chosen from among options at that battlefield, unless the ability explicitly restricts targeting in a way that makes this impossible. Example: Blastcone Fae is a unit with Hidden and “When you play me, give a unit -2 [M] this turn, to a minimum of 1 [M].” Because this is a play effect, its target must be chosen from among units at the same battlefield if Blastcone Fae was played from Hidden. Example: Tideturner is a unit with Hidden and “When you play me, you may choose a unit you control at another location. Move me to its location and it to my original location.” Because its play | After Vendetta If a hidden spell or a play effect of a hidden permanent chooses any targets, those targets must be chosen from among options at that battlefield, unless the ability explicitly restricts targeting in a way that makes this impossible. Example: Blastcone Fae is a unit with Hidden and “When you play me, give a unit -2 [M] this turn, to a minimum of 1 [M].” Because this is a play effect, its target must be chosen from among units at the same battlefield if Blastcone Fae was played from Hidden. Example: Tideturner is a unit with Hidden and “When you play me, you may choose a unit you control at another location. Move me to its location and it to my original location.” Because its play effect has a targeting restriction that can never be fulfilled by a unit at its battlefield, its target may be chosen freely from among the available options. |
Added | Not present in Unleashed | After Vendetta |
Changed | Before Unleashed 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. | After Vendetta As long as a card different than the one with the Legion ability has been Finalized by you on the same turn then the Dependent Ability is Active on the card with Legion. |
Changed | Before Unleashed All instances of Legion on cards a player controls are satisfied by that player playing a single card. Example: One card has three different Legion Abilities. The Legion Text of all three abilities will be active as long as one card has been | After Vendetta 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 finalized by the card's controller earlier in the same turn. |
Changed | Before Unleashed On | After Vendetta On Activated Abilities: "This can be activated during Closed States on any player's turn." |
Changed | Before Unleashed If the chain item does not fulfill the conditions by the time step 5: check legality has been reached, the actions taken while playing | After Vendetta If the chain item does not fulfill the conditions by the time step 5: check legality has been reached, the actions taken while playing it are undone and it is returned to the zone it was played from if it is a card. |
Changed | Before Unleashed It is functionally short for "When this is played, | After Vendetta It is functionally short for "When this is played, predict.” |
Changed | Before Unleashed Equip is | After Vendetta Equip is present on Gear with the tag Equipment. |
Changed | Before Unleashed Equip abilities may also include text that alters the Equip cost. Such text is taken into account when determining a card’s Equip cost for | After Vendetta Equip abilities may also include text that alters the Equip cost. Such text is taken into account when determining a card’s Equip cost when paying for the ability. |
Changed | Before Unleashed Repeat is present on Spells. | After Vendetta Repeat is present on Spells and Abilities. |
Changed | Before Unleashed Repeat is an optional cost that a player may pay to execute the effect of their spells a second time. | After Vendetta Repeat is an optional cost that a player may pay to execute the effect of their spells and abilities a second time. |
Changed | Before Unleashed The Cost is an Additional Cost to be paid during the steps of playing the spell. | After Vendetta The Cost is an Additional Cost to be paid during the steps of playing the spell or ability. |
Changed | Before Unleashed If a spell has more than one instance of Repeat, each Cost may be paid or not paid individually. | After Vendetta If a spell or ability has more than one instance of Repeat, each Cost may be paid or not paid individually. |
Changed | Before Unleashed Repeat is functionally short for “You may pay [Cost] as an additional cost as you play this | After Vendetta Repeat is functionally short for “You may pay [Cost] as an additional cost as you play this. If you do, execute the instructions of this chain item one additional time during resolution.” |
Changed | Before Unleashed When the additional cost is paid, the effect of the spell, upon resolution, will be performed an additional time. Example: Desert’s Call is a spell with [Repeat] [2] and “Play a 2 [ | After Vendetta When the additional cost is paid, the effect of the spell or ability, upon resolution, will be performed an additional time. Example: Desert’s Call is a spell with [Repeat] [2] and “Play a 2 [M] Sand Soldier unit token.” If its controller pays its Repeat cost as they play it, the card’s instruction to play a Sand Soldier is executed twice, as though the card says “Play a 2 [M] Sand Soldier unit token. Play a 2 [M] Sand Soldier unit token.” Example: A unit reads in part “When I attack or defend, you may deal damage equal to my Might to an enemy unit here,” and “My abilities have [Repeat] — Discard 1.” When its ability triggers, if its controller pays the Repeat cost as they play it, the ability’s instruction to deal damage equal to the unit’s Might is executed twice, as though the ability says “Deal damage equal to my Might to an enemy unit here. Deal damage equal to my Might to an enemy unit here.” |
Added | Not present in Unleashed | After Vendetta |
Changed | Before Unleashed When a spell’s effect is performed an additional time with Repeat, choices must be made at the usual time during the Make Relevant Choices step of Playing a Card. See rule 349. Playing Cards for more information. | After Vendetta When a spell or ability’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. |
Changed | Before Unleashed Multiple instances of Repeat can be paid for separately. The spell’s instructions will be executed an additional time for each instance of Repeat that is paid for. | After Vendetta Multiple instances of Repeat can be paid for separately. The spell or ability’s instructions will be executed an additional time on resolution for each instance of Repeat that is paid for. |
Changed | Before Unleashed Regardless of the number of times a spell's instructions are executed with this keyword, | After Vendetta Regardless of the number of times a spell or ability's instructions are executed with this keyword, it is only Played once. |
Changed | Before Unleashed Repeat, and whether or not a spell has Repeat, is a characteristic of the | After Vendetta Repeat, and whether or not a spell or ability has Repeat, is a characteristic of the spell or ability and may be checked or referenced by other Game Effects. |
Changed | Before Unleashed It is present on Units. | After Vendetta It is normally present on Units. |
Added | Not present in Unleashed | After Vendetta |
Changed | Before Unleashed It is formatted as "[Level [N] | After Vendetta It is formatted as "[Level [N][>] [Text]". |
Changed | Before Unleashed It is functionally short for “While you have [N] or more XP, this card gains | After Vendetta It is functionally short for “While you have [N] or more XP, this card gains ‘[Text]’.” |
Added | Not present in Unleashed | After Vendetta |
ChangedRenumbered | Before Unleashed A | After Vendetta A deck can contain only one card of a given name if the card has Unique |
ChangedRenumbered | Before Unleashed If a card is a Signature card and is also Unique, then that | After Vendetta 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. |
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