Riftbound FAQ

Core Rules 1.5 Changes (Radiance)

Changes between Riftbound Core Rules 1.4 (Vendetta) and 1.5 (Radiance).

  • 256 changes
  • 130 added
  • 17 removed
  • 109 changed

Routine renumbering and reference-only updates are omitted.

Changes from Vendetta to Radiance
ChangeBeforeVendettaAfterRadiance
Added
After
Radiance
103.1.Added: Cards in a player’s deck or rules of a Game Mode may indicate additional choices to be made while building the deck. Example: A unit reads in part “If [Name] is in your deck, choose 3 different legends in addition to your starting legend.” This decision is made while building the deck. Example: The rules of a game mode read in part “Choose an additional Chosen Champion with a different Champion Tag and Domain than your Champion Legend. Place it in the Champion Zone at the start of the game alongside your other Chosen Champion. Your deck’s Domain Identity includes that additional Chosen Champion’s Domain, if applicable.” The Chosen Champion chosen this way is decided while building the deck.
Added
After
Radiance
103.2.b.5.Added: If a card has no Domain, then that card is permitted in decks of any Domain Identity.
Added
After
Radiance
108.4.d.Added: The number of cards in a player’s Main Deck is Public Information.
Changed
Before
Vendetta
108.7.b.
This is the location cards go when Drawn.
After
Radiance
108.7.b.
This is the zone that cards go to when Drawn.
Changed
Before
Vendetta
109.
All Game Objects in the collective Play Areas are Public Information.
After
Radiance
109.
All Game Objects in the collective Play Areas are Public Information. See rule 119. Game Objects for more information.
Changed
Before
Vendetta
124.2.
A Game Object can have any of the following statuses (non-exhaustive): Attached, Attacking, Buffed, Banished, Controlled, Defending, Empowered, Equipped, Exhausted, Facedown, Readied, Replaced, Revealed, Stunned, and any applied Layer alternations.
After
Radiance
124.2.
A Game Object can have any of the following statuses (non-exhaustive): Attached, Attacking, Buffed, Banished, Controlled, Defending, Empowered, Equipped, Exhausted, Facedown, Readied, Replaced, Revealed, Stunned, and any applied Layer effects.
Added
After
Radiance
133.3.a.Added: When characteristics are referred to in this way, it refers to any Game Object with the appropriate characteristic on the board, unless the zone is specified implicitly or explicitly by the effect doing the referring or the nature of the characteristic. Example: A "Yeti" refers to a game object with the Yeti tag on the board. Example: A "spell" refers to a spell on the chain, because spells cannot exist as game objects on the board. Example: A "spell in your trash" refers to a spell card in your trash because the effect specifies the zone in question.
Added
After
Radiance
135.2.b.5.b.Added: If a conditional clause appears in instructions prior to one or more clauses with multiple instructions, that condition applies to all instructions in subsequent clauses in the same sentence. Example: A spell reads in part “If you’ve gained a point this turn, draw 1, then discard 1.” In order for either of the instructions that follow the “If you’ve gained a point this turn,” conditional clause to execute, the condition must be true. Example: Rogue Assassin is a legend that reads in part “[Action][>] [E]: If it's your turn, move a friendly unit in a showdown to base and if I'm [Empowered], ready it.” The first conditional clause in the activated ability applies to all subsequent instructions in the same sentence. The second conditional clause, “if I’m [Empowered],” only applies to the instruction that immediately follows it.
Added
After
Radiance
135.2.b.7.Added: Instructions of a spell or ability may reference actions taken during Finalization. They will do so by checking whether “you” performed those game actions. These instructions check whether the game action was performed, not by whom. If another player gains control of the spell or ability after the game action was performed during finalization, it will still be considered true for the purposes of these instructions. Example: Rampage is a spell that reads “As you play this, you may pay [C] as an additional cost.” and “Choose a friendly unit and an enemy unit. If you paid the additional cost, give the friendly unit +2 [Might] this turn. They deal damage equal to their Mights to each other.” If another player gains control of Rampage, although they are not the one who paid the cost, the “if you paid the additional cost,” condition will still be fulfilled. Example: Back Off is a spell that reads in part “If you played this from your hand, draw 1.” On resolution, Back Off checks if it was played from hand. If another player gained control of Back Off, as long as the card was played from hand, the condition will be true and the controller of the spell will draw 1.
Added
After
Radiance
143.2.a.Added: A Unit’s Might can be referenced by cards and effects in one of three forms: A Unit has a Printed Might, that is the value in the top right corner of the unit card/token; a Base Might, that is a trait that is alterable by effects in the Trait-Altering layer; and an Effective Might, that is the value calculated in the arithmetic layer including all Might altering Game Effects. See rule 475. Layers for more information.
Added
After
Radiance
143.2.a.1.Added: Card text may refer to the latter two of these three forms. When cards or these rules refer to a Unit’s Effective Might, they will do so by simply referring to that unit’s “Might.” Example: A card reads in part “Choose a unit. Its base Might becomes 5 this turn.” This applies an effect in the trait-altering layer. Example: A card reads in part “Choose a unit. Increase its Might to 5 this turn.” This applies an effect in the arithmetic layer.
Added
After
Radiance
143.5.Added: Units cannot be Attached to other permanents. See rule 435. Attach for more information on the attach game action. See rule 716. Attachment for more information on attachment.
Added
After
Radiance
143.5.a.Added: If a Unit would be Attached to a permanent, nothing happens.
Added
After
Radiance
143.5.b.Added: If a non-Unit Game Object that is Attached becomes a Unit through any means, it detaches as it becomes a Unit.
Changed
Before
Vendetta
149.3.
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.
After
Radiance
149.3.
If an unattached non-Unit Gear is at a Battlefield or in another player’s base for any reason during a cleanup, then it is recalled to its controller's Base as a corrective action. See rule 456. Recalls for more information. See rule 318. Cleanups for more information.
Changed
Before
Vendetta
158.2.
If a later part of a spell applies a Replacement Effect that alters earlier parts of the spell, apply those replacement effects as appropriate. Example: A spell says "Choose a unit. Kill it the next time it takes damage this turn." and "[Legion] — Kill it now instead. (Get the effect if you've played another card this turn.)" If the Legion condition is satisfied, the unit is killed immediately and the instruction to kill it the next time it takes damage is ignored, even if the unit remains on the board somehow. See rule 367. Replacement Effects for more information.
After
Radiance
158.2.
If a later part of a spell applies a Replacement Effect that alters earlier parts of the spell, apply those replacement effects as appropriate. Example: A spell says "Choose a unit. Kill it the next time it takes damage this turn." and "[Legion] — Kill it now instead." If the Legion condition is satisfied, the unit is killed immediately and the instruction to kill it the next time it takes damage is negated, even if the unit remains on the board somehow. See rule 367. Replacement Effects for more information.
Changed
Before
Vendetta
164.2.a.
[E]: [Reaction] — Add [1].
After
Radiance
164.2.a.
[Reaction][>] [E]: Add [1].
Changed
Before
Vendetta
164.2.b.
Recycle this: [Reaction] — Add [C].
After
Radiance
164.2.b.
[Reaction][>] Recycle this: Add [C].
Changed
Before
Vendetta
174.2.b.
Legends are established at the start of a game, and remain in place for the duration of regular play.
After
Radiance
174.2.b.
Legends are established at the start of a game, and remain in place for the duration of regular play. Legends may be Created during the course of play. They will be Created ready unless the effect specifies otherwise.
Changed
Before
Vendetta
178.1.a.1.a.
It will not be recalled to base in step 5 of a cleanup.
After
Radiance
178.1.a.1.a.
It will not be recalled to base from a Battlefield in step 5 of a cleanup.
Added
After
Radiance
187.12.Added: A Bomb gear token is a domainless gear token with “[Deploy]” and “[Deathknell][>] Deal 2 to an enemy unit here and kill all other Bombs you control here.” See rule 830. Deploy for more information.
Changed
Before
Vendetta
190.3.a.
Contested is a temporary status applied to the battlefield when a Unit controlled by a Player who does not currently Control that Battlefield Moves or otherwise becomes present there.
After
Radiance
190.3.a.
Contested is a temporary status applied to a Battlefield when a Unit controlled by a Player who does not currently Control that Battlefield Moves or otherwise becomes present there.
Changed
Before
Vendetta
190.3.a.1.
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.
After
Radiance
190.3.a.1.
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.
Added
After
Radiance
190.3.a.2.Added: A Unit changing controller while located at a Battlefield will also apply Contested status to that Battlefield if it isn’t Contested and if the new controller doesn’t control that Battlefield.
Added
After
Radiance
191.1.Added: Players control their own Champion Legend.
Added
After
Radiance
191.5.a.2.Added: If an Ability allows players other than the Controller or Owner of its Source to play it, the player that plays the Ability Controls the Ability.
Changed
Before
Vendetta
204.1.
Base Costs: These costs are the most fundamental costs that must be paid to finalize a spell or ability.
After
Radiance
204.1.
Base Costs: These costs are the most fundamental costs that must be paid to finalize a card or ability.
Changed
Before
Vendetta
204.1.b.
On activated abilities, the Base Cost is the resource or instruction written before the “:”.
After
Radiance
204.1.b.
On activated abilities, the Base Cost is the resource or instruction written before the “:”. If there are multiple choices for costs to pay for an activated ability before the “:”, the Base Cost is whatever cost the player chooses from among those options. Example: Legion Marauder is a unit that reads in part “[Empower] — [1] or [C].” This is functionally short for “[1] or [C]: Empower me. Play only if not empowered.” When finalizing the ability to the chain, the controller of the chain item will choose one of the base costs to pay. That is the base cost of the ability.
Added
After
Radiance
204.1.c.Added: On Triggered Abilities, the Base Cost if it is present is the Costs within Instructions that appears as the first part of the effect. It must be paid to finalize the triggered ability. See rule 204.3. Costs within Instructions for more information. Example: Overzealous Fan is a unit that reads “When I defend, you may kill me to move an attacking unit to its base.” In order to finalize the ability to the chain, its controller must kill Overzealous Fan.
Changed
Before
Vendetta
204.2.
Additional Costs: These Costs are in addition to the base cost of the spell or ability and will include “as an additional cost.”
After
Radiance
204.2.
Additional Costs: These Costs are in addition to the base cost of the card or ability and will include “as an additional cost.”
Changed
Before
Vendetta
204.2.a.
Additional Costs must be paid to finalize the spell or ability, in addition to the base cost.
After
Radiance
204.2.a.
Additional Costs must be paid to finalize the card or ability, in addition to the base cost.
Removed
Before
Vendetta
204.3.a.Removed: When Costs within Instructions appear as the first part of the effect in triggered abilities, the cost is taken to be the base cost of the triggered ability. It must be paid to finalize the triggered ability. Example: Overzealous Fan is a unit that reads “When I defend, you may kill me to move an attacking unit to its base.” In order to finalize the ability to the chain, its controller must kill Overzealous Fan.
Changed
Before
Vendetta
206.
Effects that need to determine a card’s cost for any purpose always use its printed or copied cost, even if that cost is increased, decreased, or ignored as the card is played. Example: Sky Splitter is a spell that costs [8] and says in part “This spell's Energy cost is reduced by the highest Might among units you control.” Lux, Illuminated is a unit that says “When you play a spell that costs 5 or more, give me +3 [M] this turn.” If a player who controls Lux plays Sky Splitter, Lux’s ability will trigger, regardless of how much was actually paid for Sky Splitter. Example: Defy is a spell which reads “Counter a spell that costs no more than [4] and no more than [A].” Rocket Barrage is a spell that costs [4][C] and has a Repeat cost of [4][C]. Rocket Barrage is a legal target for Defy even if Rocket Barrage’s Repeat cost is paid, because Defy only checks the printed or copied cost of its target. Example: Atakhan is a unit that reads in part “You may kill a friendly unit as an additional cost to play me. If you do, I cost [1] less for each Energy it costs and [Y] less for each Power it costs.” If a player plays Atakhan and chooses to kill a Reflection token that is currently a copy of Noxus Hopeful, Atakhan will cost [4] less.
After
Radiance
206.
Effects that need to determine a card or token’s cost for any purpose always use its printed—or if a copy effect is applied, copied—cost, even if that cost is increased, decreased, or ignored as the card is played. Example: Sky Splitter is a spell that costs [8] and says in part “This spell's Energy cost is reduced by the highest Might among units you control.” Lux, Illuminated is a unit that says “When you play a spell that costs 5 or more, give me +3 [M] this turn.” If a player who controls Lux plays Sky Splitter, Lux’s ability will trigger, regardless of how much was actually paid for Sky Splitter. Example: Defy is a spell which reads “Counter a spell that costs no more than [4] and no more than [A].” Rocket Barrage is a spell that costs [4][C] and has a Repeat cost of [4][C]. Rocket Barrage is a legal target for Defy even if Rocket Barrage’s Repeat cost is paid, because Defy only checks the printed or copied cost of its target. Example: Atakhan is a unit that reads in part “You may kill a friendly unit as an additional cost to play me. If you do, I cost [1] less for each Energy it costs and [Y] less for each Power it costs.” If a player plays Atakhan and chooses to kill a Reflection token that is currently a copy of Noxus Hopeful, Atakhan will cost [4] less.
Changed
Before
Vendetta
315.2.b.3.
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.
After
Radiance
315.2.b.3.
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 that team.
Changed
Before
Vendetta
317.1.a.
At the end of the turn Game Effects take place.
After
Radiance
317.1.a.
At the end of this turn and at the end of turn Game Effects take place.
Changed
Before
Vendetta
323.1.
1. If a player has points greater than or equal to the Victory Score, and more points than any opponent, that player wins.
After
Radiance
323.1.
1. If a player has points greater than or equal to the Victory Score, and more points than every opponent, that player wins.
Removed
Before
Vendetta
323.4.Removed: 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.
ChangedRenumbered
Before
Vendetta
323.5.
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.
After
Radiance
323.4.
3a. All Units that have Lethal Damage marked on them are killed and placed in their owners' Trash. See rule 142.4. For more information on lethal damage.
Added
After
Radiance
323.6.Added: 5. Recall all of the following Game Objects, unless an effect would indicate otherwise: Unattached non-Unit Gear located at Battlefields Non-Unit Runes located at Battlefields Unattached Permanents and Runes in Bases other than their controller’s
ChangedRenumbered
Before
Vendetta
323.7.
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.
After
Radiance
323.6.a.
Remove all Hidden cards from all Battlefields that are not controlled by the same player and place them in their owner's Trash.
ChangedRenumbered
Before
Vendetta
323.8.
6. Mark a Showdown as Staged at each Battlefield that Contested was applied to.
After
Radiance
323.7.
6. Mark a Showdown as Staged at each Battlefield that Contested was applied to and that has no ongoing Combat.
ChangedRenumbered
Before
Vendetta
323.9.
7. Mark a Combat as Staged at each Battlefield that Contested was applied to that have Units present controlled by opposing players.
After
Radiance
323.8.
7. Mark a Combat as Staged at each Battlefield that Contested was applied to that have Units present controlled by opposing players, and that has no ongoing Combat.
Removed
Before
Vendetta
323.9.a.Removed: The Combat remains Staged at that Battlefield as long as there are Units present from two opposing players there.
Changed
Before
Vendetta
324.1.
When a Special Cleanup is invoked, the unique steps added will be inserted and defined by the sub-section that invokes it. Example: When a Combat Cleanup is invoked, the Combat section defines what steps are added to the Cleanup. See rule 466. The Resolution Step for more information. Example: When an End of Turn Cleanup is invoked, the End of Turn Phase subsection defines what steps are added to the Cleanup. See rule 317. The Ending Phase for more information.
After
Radiance
324.1.
When a Special Cleanup is invoked, the unique steps added will be inserted and defined by the sub- section that invokes it. Example: When a Combat Cleanup is invoked, the Combat section defines what steps are added to the Cleanup. See rule 468. The Resolution Step for more information. Example: When an End of Turn Cleanup is invoked, the End of Turn Phase subsection defines what steps are added to the Cleanup. See rule 317. The Ending Phase for more information.
Changed
Before
Vendetta
328.
The Chain is a Non-Board Zone that temporarily exists whenever a card is played or an ability is activated.
After
Radiance
328.
The Chain is a Non-Board Zone that temporarily exists whenever a card or ability is played.
Changed
Before
Vendetta
330.2.
If a card or token would begin to be played while a Chain already exists, it is placed on the existing Chain.
After
Radiance
330.2.
If a card, token, or ability would begin to be played while a Chain already exists, it is placed on the existing Chain.
Changed
Before
Vendetta
337.3.
If, after finalizing the Chain Item, there are still Pending Chain Items, return to step 1. Finalize.
After
Radiance
337.3.
If, after finalizing the Chain Item, there are still Pending Chain Items, return to Step 1. Finalize.
Changed
Before
Vendetta
337.4.
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.
After
Radiance
337.4.
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
Vendetta
347.1.b.
When that Chain closes, Focus passes to the next Player in Turn Order.
After
Radiance
347.1.b.
When that Chain closes, the next Player in Turn Order gains Focus.
Changed
Before
Vendetta
347.2.b.
Otherwise, Focus passes to the next Player in Turn Order.
After
Radiance
347.2.b.
Otherwise, the next Player in Turn Order gains Focus.
Changed
Before
Vendetta
348.
If all players pass Focus without playing a spell or activating an ability, then the Showdown Closes.
After
Radiance
348.
If all players pass Focus without playing a card or activating an ability, then the Showdown Closes.
Changed
Before
Vendetta
351.2.
Spells create game effects that are executed, then the card is placed in the trash when Played.
After
Radiance
351.2.
Spells create game effects that are executed, then the card is placed in the trash after resolving.
Changed
Before
Vendetta
355.1.
If the card has an effect that specifies a choice "As I am played," those choices are made now.
After
Radiance
355.1.
If the card has an effect that specifies a choice or instructs an action that is not a cost "As I am played," or “As you play me,” those choices or actions are made or performed now.
Changed
Before
Vendetta
355.7.
When a card Chooses one or more specific Game Objects to affect, it is Targeted unless indicated otherwise by the rules in this section.
After
Radiance
355.7.
When a card Chooses one or more specific Game Objects, Players, or Zones to affect, they are Targeted unless indicated otherwise by the rules in this section. If a card Picks one or more specific Game Objects, Players, or zones, they are not Targeted.
Changed
Before
Vendetta
355.9.a.
It is a permanent or rune on the board, a spell or ability on the chain, a player or zone, or specified explicitly or implicitly as being in some other zone. e.g., “Kill a unit” targets a unit on the board. e.g., “Recycle a unit from your trash” targets a unit card in your trash.
After
Radiance
355.9.a.
It is a permanent or rune on the board, a finalized spell or ability on the chain, a player or zone, or a game object specified explicitly or implicitly as being in some other zone. e.g., “Kill a unit” targets a unit on the board. e.g., “Recycle a unit from your trash” targets a unit card in your trash.
Changed
Before
Vendetta
355.9.a.2.
“Spell” and “ability” refer to objects on the Chain unless specified otherwise.
After
Radiance
355.9.a.2.
“Spell” and “ability” refer to finalized objects on the Chain unless specified otherwise.
Changed
Before
Vendetta
355.10.d.
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.
After
Radiance
355.10.d.
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., “Recycle all cards in your trash” doesn’t target anything, because it affects all cards and you only have one trash.
Added
After
Radiance
355.10.g.Added: It is a legend “you” control. e.g. “Ready your legend.” doesn’t target any legend. If a player controls multiple legends, they choose one as the spell or ability resolves. e.g. “Ready a friendly legend.” targets the friendly legend. e.g. “Exhaust an enemy legend.” targets the enemy legend.
Changed
Before
Vendetta
355.11.b.
If the group of targets no longer collectively fulfill the targeting restriction as the spell or ability resolves, that spell or ability’s controller can choose a subset of the original targets that fulfills the targeting requirement for the spell or ability to affect. Example: A player plays Fox-Fire, a spell that says in part “Kill any number of units at a battlefield with total Might 4 or less.” That player chooses four 1 [M] Recruit tokens at a single battlefield. As a Reaction, another player gives two of those Recruits +1 [M], so the Recruits’ Mights are 1, 1, 2, and 2. Then Fox-Fire resolves. The Recruits no longer have total Might 4 or less, so Fox-Fire’s controller must choose a legal subset of the original targets to affect. They could choose to kill the two 2 [M] Recruits, or the two 1 [M] Recruits plus one 2 [M] Recruit. The units they choose are Fox-Fire’s remaining legal targets. They can’t choose to affect units at the same battlefield that weren’t initially chosen as targets. They can, however, choose to affect units that were initially chosen as targets that left the chosen battlefield before Fox-Fire resolved as long as those units are all located at the same battlefield.
After
Radiance
355.11.b.
If the group of targets no longer collectively fulfill the targeting restriction as the spell or ability resolves, that spell or ability’s controller must choose a legal subset of the original targets that fulfills the targeting requirement for the spell or ability to affect. Example: A player plays Fox-Fire, a spell that says in part “Kill any number of units at a battlefield with total Might 4 or less.” That player chooses four 1 [M] Recruit tokens at a single battlefield. As a Reaction, another player gives two of those Recruits +1 [M], so the Recruits’ Mights are 1, 1, 2, and 2. Then Fox-Fire resolves. The Recruits no longer have total Might 4 or less, so Fox-Fire’s controller must choose a legal subset of the original targets to affect. They could choose to kill the two 2 [M] Recruits, or the two 1 [M] Recruits plus one 2 [M] Recruit. The units they choose are Fox-Fire’s remaining legal targets. They can’t choose to affect units at the same battlefield that weren’t initially chosen as targets. They can, however, choose to affect units that were initially chosen as targets that left the chosen battlefield before Fox-Fire resolved as long as those units are all located at the same battlefield.
Added
After
Radiance
355.11.b.1.Added: Any legal subset must include the maximum number of legal targets possible for that subset. Example: A player plays Bellow’s Breath, a spell that reads in part “Deal 1 to up to 3 units at the same location.” They choose 3 units at the same battlefield. In reaction to Bellow’s Breath, the controller of those units plays Flash, moving two of them to base. On resolution of Bellow’s Breath, Bellow’s Breath’s controller cannot choose one unit in base and not the other. They may choose either of the legal subsets; the one unit remaining at the battlefield, or the two units in base.
Added
After
Radiance
355.17.Added: If a Game Effect has introduced a mandatory requirement on any of these choices, that mandatory requirement must be followed if possible. A mandatory requirement is one that specifies what choice can be made or how that choice is made, but doesn't specifically disallow other game states. Example: Here to Help is a spell that reads in part “You may play a unit from your hand to a battlefield you control.” If its controller decides to play a unit, they must play it to a battlefield they control. Example: Rek’Sai, Swarm Queen is a unit that reads “When I attack, you may reveal the top 2 cards of your Main Deck. You may banish one, then play it. If it is a unit, you may play it here. Recycle the rest.” The “you may play it here,” portion of this ability is not a mandatory requirement, because the player isn’t required to play the unit to that location.
Added
After
Radiance
355.17.a.Added: If there are multiple mandatory requirements that do not conflict, players must make a choice that will satisfy those mandatory requirements. Any individual group of such complementary mandatory requirements that contains as many non-contradictory mandatory requirements as possible forms a set. If there are two or more sets of mandatory requirements that are mutually contradictory, choose one of those sets and ignore the rest. Example: Here to Help is played from facedown at Targon’s Peak. Its controller chooses to play a Dune Drake from hand. The other battlefield is Dragon Roost. When finalizing Dune Drake, they choose to pay the [A][A] additional cost from Dragon Roost. There are two competing mandatory requirements here: playing Dune Drake to Targon’s Peak, or playing it to Dragon Roost. Dune Drake’s controller must choose one of those requirements to satisfy, and ignore the rest. Example: If Here to Help were played from hand, and its controller controlled both battlefields, if they paid the [A][A] additional cost, they would have no choice but to play Dune Drake to Dragon Roost as it would satisfy both mandatory requirements.
Added
After
Radiance
355.17.b.Added: If there are one or more restrictions on choices being made during this process, those restrictions must be followed. Failure to do so means the card will fail to finalize. Example: Perched Grimwyrm is a unit that reads “Play me only to a battlefield you conquered this turn.” If a player plays Perched Grimwyrm via Here to Help and they haven’t conquered a battlefield this turn, Perched Grimwyrm will fail to finalize. Although Here to Help presents a mandatory requirement, Perched Grimwyrm’s restriction on being played overrides it. Example: Mageseeker Warden is a unit that reads in part “While I'm at a battlefield, opponents can only play units to their base.” If a player attempts to play a Perched Grimwyrm to a battlefield they’ve conquered this turn while their opponent controls a Mageseeker Warden at a battlefield, the Perched Grimwyrm will fail to finalize.
Changed
Before
Vendetta
356.4.c.1.
Discounts that apply to a given component of a spell’s cost may be applied in any order to that component.
After
Radiance
356.4.c.1.
Discounts that apply to a given component of a spell’s cost may be applied in any order to that component, and apply only to that component.
Added
After
Radiance
356.4.c.2.Added: Discounts that apply to a given component of a spell’s cost cannot reduce that component to less than 0.
Added
After
Radiance
356.4.g.Added: If a discount applies a variable cost reduction to the card, that value is checked now. Example: Rhasa, the Sunderer reads “I cost [1] less for each card in your trash.” The value of this discount depends on the number of cards in the trash. That value is checked during this step when the discount is applied to Rhasa’s cost. If the number of cards in his controller’s trash changes at a later point in the finalization process, that will not affect the value checked during this step or the total cost calculated in this step.
Changed
Before
Vendetta
358.1.
Check that all chosen targets are legal.
After
Radiance
358.1.
Check that the card made appropriate choices. Example: If the card chose targets, ensure that the targets are legal. Example: If the card made choices that had restrictions or requirements, ensure that restrictions were followed and that the requirements were met as appropriate. See rule 355. Make Relevant Choices for more information.
Changed
Before
Vendetta
358.3.
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.
After
Radiance
358.3.
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. Example: Check that a permanent is not played to a base other than that of its controller.
Changed
Before
Vendetta
358.3.a.
If a Game Effect prevents the performance of a game action, that effect doesn’t prevent cards and abilities that instruct a player to perform that game action from being played or finalized. On resolution, that game action will be skipped as it is an impossible instruction. Example: A player plays Here to Help when their opponent controls a Mageseeker Warden at a battlefield. Here to Help is legal to play under these circumstances. On resolution, no unit will be played.
After
Radiance
358.3.a.
If a Game Effect prevents the performance of a game action, that effect doesn’t prevent cards and abilities that instruct a player to perform that game action from being played or finalized. Example: Flash is a spell that reads in part “Move up to 2 friendly units to base.” Vilemaw’s Lair is a battlefield that reads “Units can’t move from here to base.” Flash is legal to play choosing a unit at Vilemaw’s Lair; on resolution of the spell, the move instruction will be negated.
Added
After
Radiance
358.3.b.Added: This check only extends to the resolution of the current card. Any Reflexive Triggers, cards played, or abilities triggered as a result of the execution must be evaluated on their own merits as they finalize.
Changed
Before
Vendetta
358.5.
If any of the above checks fail, the actions taken in this process are undone and the action is cancelled.
After
Radiance
358.5.
If any of the above checks fail, the actions taken in this process are undone, any effects that those actions caused to occur are treated as having never happened, and the action is cancelled.
Added
After
Radiance
359.3.e.2.a.Added: This includes targeting restrictions that are applied to the spell by game effects other than the spell’s instructions themselves. Example: Temporal Breach is a spell that reads in part “Banish a unit, then its owner plays it to the same location, ignoring its cost.” By default, the only targeting restrictions on the spell are that the target is a unit, and that the unit is able to be chosen by the spell. However, if Temporal Breach is played from facedown, it gains the restriction that it must choose from among game objects at the battlefield it was played from. If the unit it chooses moves to a different location, that unit will be an illegal target on resolution of Temporal Breach.
Changed
Before
Vendetta
359.3.e.6.
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.
After
Radiance
359.3.e.6.
Instructions that can't be followed because of illegal targets, or because they reference information that is unavailable, are considered Ignored. Instructions that can’t be followed for any other reason are Negated. 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 negated because Vilemaw’s restriction makes the instruction impossible. Example: A player plays Hidden Blade targeting a unit at a battlefield. In reaction to Hidden Blade, the unit’s controller plays Flash, moving it to base. Hidden Blade’s instruction “Kill a unit.” will be ignored on resolution of the spell.
Changed
Before
Vendetta
359.3.e.9.
The process for a card's choice becoming Invalid or Unavailable is referred to as mistargeting. Example: A spell has the instruction "Deal 2 to a unit at a battlefield." Before that instruction can execute, the chosen unit is moved to its base. The instruction will not be executed, because it specifies that the unit it chooses must be at a Battlefield, and by the time it attempted to execute, the unit was no longer valid as a choice.
After
Radiance
359.3.e.9.
The process for a card's choice becoming Invalid or Unavailable is referred to as Mistargeting. Example: A spell has the instruction "Deal 2 to a unit at a battlefield." Before that instruction can execute, the chosen unit is moved to its base. The instruction will not be executed, because it specifies that the unit it chooses must be at a Battlefield, and by the time it attempted to execute, the unit was no longer valid as a choice.
Changed
Before
Vendetta
359.3.e.9.a.
If another spell or ability attempts to reference the number of game objects, players, or zones that a Finalized Chain Item targets, it will include any mistargeted choices, but not any targets that have changed to a non-board zone. Example: When a player moves their Volibear, Furious to an occupied enemy battlefield and combat initiates, Volibear’s attack trigger goes on the chain targeting three of the units at that battlefield. In reaction, the defending player plays Flash moving two of the three units back. That player cannot then target the attack trigger with Repulse, which reads “Choose a friendly unit at a battlefield. Counter an enemy spell or ability that chooses it and no other friendly unit.” If the defending player instead played Heedless Resurrection twice, killing the two units, Repulse can legally target the attack trigger, because two of the targets have changed to a non-board zone.
After
Radiance
359.3.e.9.a.
If another spell or ability attempts to reference the number of game objects, players, or zones that a Finalized Chain Item targets, it will include any mistargeted choices in the zone specified implicitly or explicitly by the instruction that targeted them, but not any targets that have changed to or from a non-board zone. Example: When a player moves their Volibear, Furious to an occupied enemy battlefield and combat initiates, Volibear’s attack trigger goes on the chain targeting three of the units at that battlefield. In reaction, the defending player plays Flash moving two of the three units back. That player cannot then target the attack trigger with Repulse, which reads “Choose a friendly unit at a battlefield. Counter an enemy spell or ability that chooses it and no other friendly unit.” If the defending player instead played Heedless Resurrection twice, killing the two units, Repulse can legally target the attack trigger, because two of the targets have changed to a non-board zone.
Changed
Before
Vendetta
359.3.e.11.
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
Radiance
359.3.e.11.
Instructions that can be partially followed are followed as much as possible and negated 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 negated. They'll still draw 2. If they had 1 card in hand, they would discard it and draw 2.
Changed
Before
Vendetta
359.3.e.12.
If the spell checks information about a target that is no longer legal or a card or permanent whose location, zone, or status has changed such that that information is no longer available, that check returns "null" and all calculations based on it are ignored. Examples: A unit that is no longer on the board is treated as having null Might, null cost, etc. A unit that is no longer on the board has no location, is neither exhausted nor readied, etc. Baited Hook says "[1][C], [E]: Kill a friendly unit. Look at the top 5 cards of your Main Deck. You may banish a unit from among them that has Might up to 1 more than the killed unit and play it, ignoring its cost. Then recycle the rest." While Baited Hook’s ability is on the chain, an opponent reacts with a spell that returns the friendly unit to its owner's hand. Because the friendly unit is no longer a legal target, it can't be killed and its Might is treated as null. Baited Hook’s controller looks at the top 5 cards of their Main Deck, but can’t choose any unit from among them. 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.
After
Radiance
359.3.e.12.
If the spell checks information about a target that is no longer legal or a card or permanent whose location, zone, or status has changed such that that information is no longer available, that check returns "null" and all instructions 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
Vendetta
359.3.e.14.a.
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.
After
Radiance
359.3.e.14.a.
In order for a later linked instruction to execute, its earlier linked instruction must have executed or been negated. If the earlier linked instruction is Ignored, the later linked instruction will also be Ignored. If any individual target of an earlier linked instruction is ignored, it will also be ignored by any later linked instruction. 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
Vendetta
359.3.e.14.b.
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.
After
Radiance
359.3.e.14.b.
If the Game Action performed in an earlier linked instruction is Negated, this will not affect the later linked instruction, unless the later linked instruction directly references the Game Action being performed. An instruction is Negated if the event its execution generates is replaced or skipped, or if the game action can’t be performed because of a reason other than it being Ignored. 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 negated. 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. Example: Ride the Wind is a spell that reads in part “Move a friendly unit and ready it.” Vilemaw’s Lair is a battlefield that reads “Units can’t move from here to base.” If Ride the Wind is played on a unit at Vilemaw’s Lair choosing the base as its destination, the move instruction will be negated on resolution by the passive ability of Vilemaw’s Lair, but the ready instruction will still execute.
Changed
Before
Vendetta
359.3.e.16.
If a Delayed Ability’s duration has ended before it was generated, the Delayed Ability is not generated and any instructions related to it are ignored. Example: Targon’s Peak is a battlefield that reads in part “When you conquer here, ready up to 2 runes at the end of this turn.” If Targon’s Peak is conquered during the Ending Phase after the beginning of the ending step, such as via an effect like thrill of the Hunt, the delayed trigger will not be generated. Example: Akshan, Mischievous reads in part “When you play me, if you paid the additional cost, move an enemy gear to your base. You control it until I leave the board. If it's an Equipment, attach it to me.” If Akshan leaves the board in reaction to his play effect, the delayed passive ability “You control it until I leave the board,” will not be generated. You will not gain control of the targeted gear even for a moment.
After
Radiance
359.3.e.16.
If a Delayed Ability’s duration has ended before it was generated, the Delayed Ability is not generated and any instructions related to it are ignored. Example: Targon’s Peak is a battlefield that reads in part “When you conquer here, ready up to 2 runes at the end of this turn.” If Targon’s Peak is conquered during the Ending Phase after the beginning of the ending step, such as via an effect like Thrill of the Hunt, the delayed trigger will not be generated. Example: Hostile Takeover is a spell that reads “Take control of an enemy unit at a battlefield. Ready it.” and “Lose control of that unit and recall it at end of turn.” If Hostile Takeover is played during the Ending Phase, its delayed triggered ability will not trigger. “At end of turn” and “at the end of this turn” are synonymous, so it will not trigger again. Example: Akshan, Mischievous reads in part “When you play me, if you paid the additional cost, move an enemy gear to your base. You control it until I leave the board. If it's an Equipment, attach it to me.” If Akshan leaves the board in reaction to his play effect, the delayed passive ability “You control it until I leave the board,” will not be generated. You will not gain control of the targeted gear even for a moment.
Changed
Before
Vendetta
359.3.f.2.
Information referenced in an instruction in this way will be checked on execution of the instruction. Examples: A player moves Yasuo, Remorseful to an occupied enemy battlefield and initiates combat there. In reaction to the Yasuo, Remorseful attack trigger, their opponent plays Fight or Flight from hidden targeting Yasuo, moving him back to base. When the attack trigger resolves, “here” is no longer the battlefield where combat is ongoing and the attack trigger mistargets. In reaction to a Yasuo, Remorseful attack trigger, an opponent plays Stupefy targeting Yasuo. When Yasuo’s attack trigger resolves, it will deal damage equal to his current Might of 5.
After
Radiance
359.3.f.2.
Information referenced in an instruction in this way will be checked on execution of the instruction, unless specified otherwise by the effect. Examples: A player moves Yasuo, Remorseful to an occupied enemy battlefield and initiates combat there. In reaction to the Yasuo, Remorseful attack trigger, their opponent plays Fight or Flight from facedown targeting Yasuo, moving him back to base. When the attack trigger resolves, “here” is no longer the battlefield where combat is ongoing and the attack trigger mistargets. In reaction to a Yasuo, Remorseful attack trigger, an opponent plays Stupefy targeting Yasuo. When Yasuo’s attack trigger resolves, it will deal damage equal to his current Might of 5.
Added
After
Radiance
370.1.c.1.Added: If the Replacement Effect of a Game Object applies to an event that involves that same Game Object while it is in a secret zone, it applies to and replaces such an event simultaneously with that event occurring instead. The replacing event still occurs in the order specified by the instruction that generated it, and the original event does not occur if it is replaced. Example: Nocturne, Horrifying reads in part “As you look at or reveal me from the top of your deck, you may banish me. If you do, you may play me for [A].” Because Nocturne’s replacement effect replaces an event that applies while he is in a secret zone, it applies to the event of him being looked at or revealed from the top of a player’s Main Deck simultaneously with that event occurring. Example: A card reads in part “If you would burn this, you may burn this and an additional card instead.” Because the replacement effect applies to the card while it is in a secret zone, it applies simultaneously with the event occurring. Another card reads “If a player would put a card into their trash from their Main Deck, banish it instead.” This replacement effect is active on the board, and thus applies before the qualifying event occurs. Because these replacement effects are applied at different timings, they are applied in order. The card will be banished first, and subsequently its replacement effect will have nothing to replace.
Changed
Before
Vendetta
378.
The controlling player chooses when and whether to activate an Activated Ability.
After
Radiance
378.
The player who controls the source of the Activated Ability decides when and whether to activate the ability.
Added
After
Radiance
378.1.Added: If the source of the Activated Ability is uncontrolled, and it isn’t a Battlefield, the owner of the source decides when and whether to activate the ability.
Added
After
Radiance
378.2.Added: Some activated abilities specify that one or more players other than the controller or owner of their source can activate them. Those players decide when and whether to activate the ability.
Changed
Before
Vendetta
381.
All Activated Abilities can only be activated on the Controlling Player's Turn and during an Open State.
After
Radiance
381.
All Activated Abilities can only be activated on the appropriate Player's Turn and during an Open State.
Added
After
Radiance
381.1.Added: If the source of the Activated Ability is controlled by a player, that is the controller’s Main Phase during an Open State.
Added
After
Radiance
381.2.Added: If the source of the Activated Ability is uncontrolled and it isn’t a Battlefield, that is the owner’s Main Phase during an Open State.
Added
After
Radiance
381.3.Added: If the Activated Ability specifies that one or more players other than the controller or owner of the source can activate it, that is during the activating player's Main Phase during an Open State.
Changed
Before
Vendetta
383.2.c.
The Condition of a Trigger is evaluated after a potentially inciting event has been processed.
After
Radiance
383.2.c.
The Condition of a Trigger is evaluated after a potentially inciting event has been processed, unless the event the Condition checks is the source of the triggered ability leaving the board.
Added
After
Radiance
383.2.c.3.Added: If a Game Object has a Triggered Ability whose condition is the Game Object leaving the board, such a Triggered Ability is processed immediately before the Game Object changes zones. Example: If a game object has a deathknell ability, which triggers on the game object dying, it will be processed and placed on the chain just prior to the game object being placed in the trash, during the event of the game object dying. Example: Treasure Trove has a triggered ability that triggers as it “leaves the board.” Such a triggered ability is processed and placed on the chain just before Treasure Trove completes the action of leaving the board by being moved to another zone.
Added
After
Radiance
383.2.c.3.a.Added: Triggered Abilities that trigger from Game Objects leaving the board trigger and are placed on the chain after any Replacement Effects are processed. If a Replacement Effect causes the Game Object to not leave the board in the appropriate way, the relevant Triggered Abilities will not trigger. Example: If a unit’s death is replaced by an event of that unit being healed, exhausted, and recalled, that unit’s Deathknell abilities will not trigger, as the unit’s death event is replaced and does not occur. Example: If Treasure Trove’s being killed is replaced with it being banished, it will still trigger just before the banish action is executed.
Added
After
Radiance
383.2.c.3.b.Added: When the Triggered Ability is being processed, note any information about the source of the Triggered Ability or the state of the game as needed in order to process the resulting Triggered Ability. Example: A unit reads in part “When I leave the board, deal 2 to a unit where I was.” Its controller plays Retreat on the unit, returning it to hand. Before the unit is returned to hand, the triggered ability is placed on the chain and the necessary information about that unit is noted. When the triggered ability is being finalized, we can identify the former location of the unit in question with the noted information.
Changed
Before
Vendetta
383.4.b.2.
These Triggered Abilities are put on the Chain as Pending Items after a spell or ability that targets an appropriate Game Object is Finalized.
After
Radiance
383.4.b.2.
These Triggered Abilities are put on the Chain as Pending Items after a spell or ability targets an appropriate Game Object.
Changed
Before
Vendetta
383.4.c.2.b.
The Conquer Abilities of anything that references the player Conquering is put on the Chain as a Pending Item when the Condition that the player that controls the triggering source has performed a Conquer and gained 1 Victory Point.
After
Radiance
383.4.c.2.b.
The Conquer Abilities of anything that references the player Conquering are put on the Chain as Pending Items when the Condition that the player that controls the triggering source has performed a Conquer.
Changed
Before
Vendetta
383.4.d.2.b.
The Hold Abilities of anything that references the player Holding is put on the Chain as a Pending Item when the Condition that the player that controls the triggering source has performed a Hold and gained 1 Victory Point.
After
Radiance
383.4.d.2.b.
The Hold Abilities of anything that references the player Holding are put on the Chain as Pending Items when the Condition that the player that controls the triggering source has performed a Hold.
Added
After
Radiance
383.4.g.2.Added: The named part of the condition is fulfilled, but no actual such event occurs. Example: Red Brambleback is a unit that reads in part “Your conquer effects for conquering here trigger an additional time.” Reckoner’s Arena is a battlefield that reads “When you hold here, activate the conquer effects of units here.” The conquer effects that were activated in this way were not the result of a conquer occurring, so they will not trigger an additional time from Red Brambleback’s passive ability if it is located there.
Added
After
Radiance
386.Added: Some Replacement Effects, Passive Abilities, and Triggered Abilities will begin with “once each turn,” “N times each turn,” “once on each of your turns,” or “N times on each of your turns.”
Added
After
Radiance
386.1.Added: Such Replacement Effects and Triggered Abilities will only be applied to the specified number of events each turn, or performed the specified number of times each turn. Once they have been performed that many times or been applied to that many events, they cannot trigger or be applied to a later event in the same turn.
Added
After
Radiance
386.2.Added: If such a Triggered Ability says “you may,” or “they may,” as the first part of its effect, or such a Replacement Effect says a player “may” replace the qualifying event, the controller of the ability has the choice of whether or not to perform or apply it.
Added
After
Radiance
386.2.a.Added: For Replacement Effects, when an event the Replacement Effect could apply to occurs, the player who controls the Replacement Effect may choose not to apply it to the event. For Triggered Abilities, during Finalization of the Triggered Ability, the player who controls the Triggered Ability may choose not to perform it.
Added
After
Radiance
386.2.b.Added: If they do not apply the Replacement Effect, it has not been applied this turn. If they do not perform the Triggered Ability, it is removed from the chain. 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. Example: A player controls a unit that reads in part “Once each turn, when an enemy unit dies, you may banish it.” When an enemy Recruit token dies, the triggered ability goes on the chain. If they choose not to perform the ability on finalization, it is removed from the chain. When a Stalwart Poro dies later in the turn, they can choose to perform it then.
Added
After
Radiance
386.3.Added: For such Passive Abilities, they will be active until they have been applied to the specified number of events, after which point they will become inactive.
Added
After
Radiance
386.3.a.Added: If such a Passive Ability says “you may” or “they may” as the first part of the ability after the “once each turn,” the controller of the source of the Passive Ability chooses whether or not to apply the ability to the event in question. If they do not, the Passive Ability is Ignored during that event. See rule 764. Ignoring Effects for more information.
Added
After
Radiance
388.4.Added: If a Reflexive Trigger 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 Reflexive Trigger during finalization. Example: Death From Below is a spell that reads in part “Then, if it had 3 might or less, do this: You may play this from your trash for [A].” The reflexive trigger is added to the chain when the spell is resolving, and then on finalization of the reflexive trigger its controller will decide if they want to perform the effect. If they don’t, it is removed from the chain.
ChangedRenumbered
Before
Vendetta
390.5.c.1.
If the Linked Ability causes the affected Game Objects to change zone to a non-board zone, the appropriate zone for the Delayed Linked Ability will be the zone the Game Object is moved to.
After
Radiance
391.5.c.1.
If the Linked Ability causes the affected Game Objects to change zone to a non- board zone, the appropriate zone for the Delayed Linked Ability will be the zone the Game Object is moved to.
ChangedRenumbered
Before
Vendetta
395.
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.
After
Radiance
396.
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.
ChangedRenumbered
Before
Vendetta
411.1.
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.
After
Radiance
412.1.
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 picks a unit they control and kills that unit. They are responsible for the death of their own unit.
ChangedRenumbered
Before
Vendetta
412.
Types of Actions
After
Radiance
413.
Types of Actions (A Non-Exhaustive List)
Added
After
Radiance
418.8.Added: Some Deal actions may be written as “Deal X … for each …” Such actions Deal one instance of Damage. Example: Riven, Shattered reads in part “When I attack, choose an enemy unit here. Deal 2 to it for each Equipment attached to me.” If Riven has three Equipment attached to her, she will deal one instance of 6 damage, not three instances of 2 damage.
ChangedRenumbered
Before
Vendetta
419.3.
Game effects may result in cards being played as part of their resolution.
After
Radiance
420.3.
Game effects may result in cards being Played as part of their resolution.
ChangedRenumbered
Before
Vendetta
419.3.b.
Treat all steps of Play as normal, except as noted by the game effect creating this Limited Play Effect.
After
Radiance
420.3.b.
Treat all steps of Play as normal, except as noted by the game effect instructing this Limited Play Effect.
Added
After
Radiance
420.3.b.1.Added: Such game effects may specify choices or effects such as alternate costs, ignored costs, play locations, targets, or other choices or effects normally made or processed during Finalization.
Added
After
Radiance
420.3.b.2.Added: Such game effects may specify those choices or effects based on the condition of the board. If they do so, that information is checked on finalization of the resulting Game Object, unless it is specified as being checked earlier. Example: Bone Skewer is a spell that reads in part “Choose a battlefield. An opponent reveals their hand. You may choose a unit from it. They play that unit to that battlefield, ignoring any and all costs.” The chosen battlefield isn’t checked on finalization of the resulting game object but when the spell itself is resolving. Example: A spell reads in part “Play a unit from your trash to an enemy occupied battlefield, ignoring its Energy cost.” On finalization, they can choose any enemy occupied battlefield to play the unit to. If no such battlefield exists as the unit is being finalized, it will fail to finalize. Example: Rek’Sai, Swarm Queen is a unit that reads “When I attack, you may reveal the top 2 cards of your Main Deck. You may banish one, then play it. If it is a unit, you may play it here. Recycle the rest.” The attack trigger adds a permission to the normal valid locations for the played unit, that being “here.” The “here” in Rek’Sai’s ability is a referent, whose information is checked when the ability resolves. As such, it will not check on finalization of the unit being played.
ChangedRenumbered
Before
Vendetta
419.4.b.
Non-triggered abilities that check cards being played do so by means of referencing whether said cards have been Finalized. Example: A player plays a spell, which is countered by Defy. Any Legion abilities of game objects controlled by that same player will be active. Example: A player plays a spell, which is countered by Defy. If that player plays Battering Ram and has played no other cards that turn, it will cost [4] Energy.
After
Radiance
420.4.b.
Non-triggered abilities and conditional clauses that check cards being played do so by means of referencing whether said cards have been Finalized. Example: A player plays a spell, which is countered by Defy. Any Legion abilities of game objects controlled by that same player will be active. Example: A player plays a spell, which is countered by Defy. If that player plays Battering Ram and has played no other cards that turn, it will cost [4] Energy.
Added
After
Radiance
420.5.Added: If an effect refers to a card being played and doesn’t do so by means of checking whether cards were played, it refers to the card being added to the chain and queued for Finalization, that is, the Play Game Action. Example: Astral Heron is a unit that reads “When you play your first card each turn, if I'm at a battlefield, the next card you play this turn costs [2][A][A] less.” This effect applies a discount to the next card the play game action, discretionary or limited, is performed on.
ChangedRenumbered
Before
Vendetta
422.4.
When Discarding is part of an effect, then a player must Discard as many cards as possible from their hand. If instructed to discard more cards than they have in their hand, further discard instructions are ignored. Example: Undercover Agent has the ability "[Deathknell][>] Discard 2, then draw 2. (When I die, get the effect.)" If Undercover Agent's controller has 2 or more cards in hand, they must discard 2. If they have 1 card in hand, they discard 1, and the rest of the discard instruction is ignored. If they have no cards in hand, the entire discard instruction is ignored. Regardless of how many cards they discard, they then draw 2.
After
Radiance
423.4.
When Discarding is part of an effect, then a player must Discard as many cards as possible from their hand. If instructed to discard more cards than they have in their hand, further discard instructions are negated. Example: Undercover Agent has the ability "[Deathknell][>] Discard 2, then draw 2. (When I die, get the effect.)" If Undercover Agent's controller has 2 or more cards in hand, they must discard 2. If they have 1 card in hand, they discard 1, and the rest of the discard instruction is negated. If they have no cards in hand, the entire discard instruction is negated. Regardless of how many cards they discard, they then draw 2.
ChangedRenumbered
Before
Vendetta
429.2.
Triggered and activated abilities that Add resources resolve as soon as they are finalized.
After
Radiance
430.2.
Triggered and activated abilities that Add resources finalize immediately when they are played, even when handling tasks or during the resolution of spells and abilities, and resolve as soon as they are finalized.
Removed
Before
Vendetta
429.2.a.Removed: Priority and Focus will not pass from Add abilities being finalized or resolving, and will resolve before any other outstanding items on the chain are finalized.
Removed
Before
Vendetta
429.2.b.Removed: Spells that Add resources will linger on the chain as normal when they are finalized.
Added
After
Radiance
430.2.a.Added: Priority and Focus will not pass from Add abilities being finalized or resolving. Any ongoing Task or step in the FEPR process is paused while they are being finalized and while they are resolving.
Added
After
Radiance
430.2.b.Added: Spells that Add resources will be finalized and will resolve at the normal timing for spells.
Removed
Before
Vendetta
429.3.a.Removed: When an Add ability is activated in this way, it immediately finalizes and resolves, even during the resolution of spells and abilities.
ChangedRenumbered
Before
Vendetta
431.1.c.1.
If there are insufficient cards among the looked at or revealed cards to perform subsequent actions to the revealed or looked at cards, any further instructions are ignored. This does not cause a Burn Out, even if those instructions would cause those cards to change zones. Reminder: Cards are considered in the zone of origin while being looked at or revealed, in this case the Main Deck.
After
Radiance
432.1.c.1.
If there are insufficient cards among the looked at or revealed cards to perform subsequent actions to the revealed or looked at cards, any further instructions are negated. This does not cause a Burn Out, even if those instructions would cause those cards to change zones. Reminder: Cards are considered in the zone of origin while being looked at or revealed, in this case the Main Deck.
ChangedRenumbered
Before
Vendetta
431.3.c.
Points gained after the first Burn Out being processed in sequence that cause a player to reach or surpass the Victory Score for their game mode will cause that player to win the game if they also have more points than any opponent. Example: If a player has no cards in their deck or their trash and they go to draw 1, they will begin to burn out repeatedly. After the first burn out is processed, any subsequent burnout that brings a player to a number of points greater than the Victory Score and more than any opponent will cause them to win the game.
After
Radiance
432.3.c.
Points gained after the first Burn Out being processed in sequence that cause a player to reach or surpass the Victory Score for their game mode will cause that player to win the game if they also have more points than every opponent. Example: If a player has no cards in their deck or their trash and they go to draw 1, they will begin to burn out repeatedly. After the first burn out is processed, any subsequent burnout that brings a player to a number of points greater than the Victory Score and more than any opponent will cause them to win the game.
Added
After
Radiance
433.1.b.Added: Some Game Effects may also cause Damage to be Doubled; in this case, those effects are the equivalent to a replacement effect that reads “If I would take damage from a source, I take double that damage from that source instead.” or “If [I/this] would deal damage, [I/this] deal double that damage instead.” The source of the Damage in these cases remains the same after Doubling.
Added
After
Radiance
434.1.d.Added: If the attributes being swapped are Units’ Mights, this effect is the equivalent to giving those units a Might increasing effect and a Might decreasing effect respectively.
Added
After
Radiance
435.1.h.Added: Units cannot be Attached to other cards. See rule 140. Units for more information.
Added
After
Radiance
435.1.h.1.Added: If a Unit would be Attached, nothing happens.
Added
After
Radiance
435.1.h.2.Added: If a non-Unit Game Object that is attached becomes a Unit through any means, it detaches as it becomes a Unit.
ChangedRenumbered
Before
Vendetta
435.1.
Detaching is the act of unlinking two cards that are currently linked through the act of Attaching. This causes one to cease being Attached, and potentially causes the other to cease being a Top-Most card.
After
Radiance
436.1.
Detaching is the act of unlinking two cards that are currently linked through the act of Attaching. This causes one to cease being Attached, and potentially causes the other to cease being a Top- Most card.
ChangedRenumbered
Before
Vendetta
435.4.b.
If the Attached card was Detached because the Top-Most Card changed zones from a board zone to a non-board zone, then the location that the Attached Card will Detach to is the last location the Top-Most Card was at before changing from a board zone to a non-board zone.
After
Radiance
436.4.b.
If the Attached card was Detached because the Top-Most Card changed zones from a board zone to a non-board zone, then the location that the Attached Card will Detach to is the last location the Top-Most Card was at before changing from a board zone to a non- board zone.
ChangedRenumbered
Before
Vendetta
437.2.
When damage is Prevented, it is replaced with an event where it deals that much damage reduced by the Prevent Value tracked on the Unit specifically.
After
Radiance
438.2.
When damage is Prevented, it is replaced with an event where the source of the damage deals that much damage reduced by the Prevent Value tracked on the Unit specifically.
Added
After
Radiance
440.3.b.Added: If the effect specifies a Game Object is Created for a specific duration, it exists while that duration is ongoing, and ceases to exist once that duration ends.
Added
After
Radiance
440.3.c.Added: If a Non-Token Game Object is Created from a finite set of choices made by a Linked Ability during deck building, only one of those Game Objects may exist in play at a time. If a player would Create a Game Object that already exists on the board or on the chain, that action is Negated.
ChangedRenumbered
Before
Vendetta
441.1.c.1.
Some effects may grant a Game Object permission to be Empowered multiple times. Such an effect ignores this restriction.
After
Radiance
442.1.c.1.
Some effects may grant a Game Object permission to be Empowered multiple times. Such an effect ignores this restriction. For these Game Objects, Empowered is not a binary state but a stacking status.
Added
After
Radiance
443.1.b.Added: Disempowering a Game Object that has multiple Empowered statuses will remove one of those statuses.
Added
After
Radiance
445.1.b.Added: In order to qualify as a resource to be removed from the Rune Pool, the resource must be [1] or greater, or [C] or [A] or greater. Example: [0] is not a resource that can be removed from the Rune Pool. As a cost, it is paid without performing the pay game action. This cannot be declined.
ChangedRenumbered
Before
Vendetta
444.2.
When a player is instructed to Pay a resource, that player may remove that resource from their Rune Pool if it exists there. If they choose not to, the instruction is ignored. Example: When Diana, Lunari’s triggered ability resolves, if its controller has [1] Energy in their rune pool, they choose whether or not to pay that Energy as instructed. If they choose not to pay the Energy, they will not perform the additional effects of the triggered ability.
After
Radiance
445.2.
When a player is instructed to Pay a resource, that player may remove that resource from their Rune Pool if it exists there. If they choose not to, the instruction is negated.
Added
After
Radiance
446.Added: Copy
Added
After
Radiance
446.1.Added: Copying a Game Object is the act of adding or replacing some or all of the copyable traits of another Game Object with those of the Copied Game Object.
Added
After
Radiance
446.2.Added: Copy Effects are rendered in the Copy Effects layer. See rule 475. Layers for more information.
Added
After
Radiance
446.3.Added: Some Game Objects may be created as a Copy of another Game Object. This is not a Copy Effect. The Copy in such a case is rendered with the same copyable traits as those of the Game Object it is a Copy of. It has no printed traits of its own that are subsequently replaced. Example: Zilean, Time Mage is a unit that 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.” The additional copy played by Zilean’s replacement effect has no printed traits of its own. Its printed traits are those of the token it is a copy of.
Added
After
Radiance
446.4.Added: Copy is a Limited Action.
Added
After
Radiance
446.4.a.Added: Players may only Copy Game Objects when directed to by Game Effects.
ChangedRenumbered
Before
Vendetta
457.1.
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.
After
Radiance
459.1.
When an un-attached non-Unit Gear without deploy 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.
Removed
Before
Vendetta
464.2.b.Removed: 1. Start of combat or showdown effects happen now.
Added
After
Radiance
466.2.b.Added: 1. Start of combat effects happen now. If the Combat opened with a Combat Showdown, start of showdown effects happen simultaneously.
Removed
Before
Vendetta
464.2.d.Removed: 3. The Attacker gains Focus.
ChangedRenumbered
Before
Vendetta
464.2.e.
4. Add items to the Combat Chain if establishing Attacker and Defender has caused Triggered Abilities to become Pending.
After
Radiance
466.2.d.
3. Add items to the Combat Chain if establishing Attacker and Defender has caused Triggered Abilities to become Pending.
ChangedRenumbered
Before
Vendetta
465.2.c.3.
Units must have lethal damage assigned to them in full before damage is assigned to a different Unit. Example: If a player has 5 damage to distribute among four 3 Might units, they may not choose to assign 2 damage to one of the units and 1 damage to each of the remaining 3. They must assign at least 3 damage to one, and the remaining 2 to another.
After
Radiance
467.2.c.3.
Units must have lethal damage assigned to them in full before damage is assigned to a different Unit. Example: If a player has 5 damage to distribute among four 3 Might units, they may not choose to assign 2 damage to one of the units and 1 damage to each of the remaining 3. They must assign 3 damage to one, and the remaining 2 to another.
ChangedRenumbered
Before
Vendetta
465.2.c.5.
When assigning damage in this way, replacement effects that would apply to the resulting damage are considered to apply to the assignment instead. 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. Example: The attacking player is assigning their 3 [M] worth of damage to two defending units with 2 [M] each. One of the units has a delayed replacement effect applied to it that reads “Double all damage that would be dealt to it this turn.” The attacking player assigns two damage to the other defending unit, then when assigning damage to the unit with the delayed replacement effect they assign 2 damage to it; 1 damage that doubles to 2 damage as it is assigned to the unit. When that damage is dealt, it doesn’t get doubled again—the doubling is considered to have already happened during damage assignment. Example: The attacking player is assigning their 3 [M] worth of damage to a 2 [M] unit. That unit has a prevent value of two being applied to it, as well as the effect of Lotus Trap, doubling the damage dealt to them. Both of these replacement effects apply to the assignment of damage, in the order of the controller of the 2 [M] unit’s choice. If they choose to order the replacement effects so that the prevent value is applied first, the unit will prevent 2 of the assigned damage, then the last 1 point of damage will be doubled to 2. The unit will have 4 damage assigned to it. When damage is dealt, the unit will take 2 damage. If they choose the other order, the unit will have 6 damage assigned to it, 2 of which will be prevented. When damage is dealt, the unit will take 4 damage.
After
Radiance
467.2.c.5.
When assigning damage in this way, passive abilities and replacement effects that would apply to the resulting damage are considered to apply to the assignment instead. 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. Example: The attacking player is assigning their 3 [M] worth of damage to two defending units with 2 [M] each. One of the units has a delayed replacement effect applied to it that reads “Double all damage that would be dealt to it this turn.” The attacking player assigns two damage to the other defending unit, then when assigning damage to the unit with the delayed replacement effect they assign 2 damage to it; 1 damage that doubles to 2 damage as it is assigned to the unit. When that damage is dealt, it doesn’t get doubled again—the doubling is considered to have already happened during damage assignment. Example: The attacking player is assigning their 3 [M] worth of damage to a 2 [M] unit. That unit has a prevent value of two being applied to it, as well as the effect of Lotus Trap, doubling the damage dealt to them. Both of these replacement effects apply to the assignment of damage, in the order of the controller of the 2 [M] unit’s choice. If they choose to order the replacement effects so that the prevent value is applied first, the unit will prevent 2 of the assigned damage, then the last 1 point of damage will be doubled to 2. The unit will have 4 damage assigned to it. When damage is dealt, the unit will take 2 damage. If they choose the other order, the unit will have 6 damage assigned to it, 2 of which will be prevented. When damage is dealt, the unit will take 4 damage.
ChangedRenumbered
Before
Vendetta
466.3.c.
Units at this battlefield inherit the same combat result as their controllers
After
Radiance
468.3.c.
Units at this battlefield inherit the same combat result as their controllers.
ChangedRenumbered
Before
Vendetta
468.
Scoring is the act of a Player gaining a point through the process of seizing or maintaining control over Battlefields.
After
Radiance
470.
Scoring is the act of a Player seizing or maintaining control over Battlefields they have not yet Scored this turn.
Removed
Before
Vendetta
468.1.Removed: Every instance of Scoring is also an instance of Gaining points
Added
After
Radiance
470.1.Added: Scoring is a distinct process from Gaining Points. Scoring may result in a player Gaining Points, but the two are not intrinsically linked.
Added
After
Radiance
470.2.Added: Card text will refer to the process of Gaining Points in the following way: “Score X points.” The “score” in this text does not refer to the process of Scoring.
Added
After
Radiance
470.3.Added: Card text will refer to the process of Scoring using the word “score” without referring to some number of points. This does refer to the process of Scoring.
ChangedRenumbered
Before
Vendetta
472.
When a cleanup occurs and a player has accrued Points greater than or equal to the Victory Score for their Mode of Play, and if they have more points than any opponent, they Win the Game.
After
Radiance
474.
When a cleanup occurs and a player has accrued Points greater than or equal to the Victory Score for their Mode of Play, and if they have more points than every opponent, they Win the Game.
ChangedRenumbered
Before
Vendetta
476.
The layers are applied repeatedly until all effects operating on objects have been applied once and no changes have been processed.
After
Radiance
478.
The layers are applied repeatedly until all effects operating on an object have been applied once and no changes have been processed.
Added
After
Radiance
478.1.Added: Layers are applied and evaluated continuously. All Game Objects have their layers updated in the same instant, but each Game Object is treated separately and individually when evaluating layers.
Added
After
Radiance
478.1.a.Added: If evaluating a Game Effect’s applicability depends on information from one or more other Game Objects, that Game Effect has an object level Dependency. Pause evaluating the layers of the dependent Game Object and evaluate the layer effects of those Game Objects whose information is referenced. Continue once the applicability of that Game Effect has been established or disqualified. Example: A 4 [M] unit reads in part “While I’m [Mighty], I’m a Yeti.” Another unit reads in part “I have all tags of units you control.” When the 4 [M] unit is buffed, the layers for all game objects are evaluated. While evaluating the layers for the second unit, it requires us to pause and evaluate the layers for all other units. When we’re evaluating the layers for the 4 [M] unit, after all is said and done, the unit has the Yeti tag. Once we’ve evaluated all units, we go back to evaluating the second unit, and at that time it has the Yeti tag as well.
Added
After
Radiance
478.1.b.Added: If a Game Object has an object level dependency with a Game Object that itself has an object level dependency with a third Game Object and so on, determine the final point of the dependency chain and evaluate the layer effects of that Game Object first, continuing up the dependency chain until all Game Objects have had their layer effects evaluated.
Added
After
Radiance
478.1.c.Added: If a dependency chain loops back around on itself, identify the minimum set of Game Objects in the loop and evaluate their layer effects simultaneously, layer by layer. If any of them have Game Effects that reference Game Objects from outside the set, pause and evaluate those Game Objects first before continuing with the set. Example: A 4 [M] unit reads “If there is a [Mighty] enemy unit here, I have +5 [M].” Both players control one of these units at a battlefield during combat. Each one is buffed. A third player plays Siphon Power, which reads “Choose a battlefield. Give friendly units there +1 [M] this turn, and enemy units there -1 [M] this turn, to a minimum of 1 [M].” Both of the units there are given -1 [M]. Because they have effects that reference each other, they have a dependency chain. After evaluating their layers simultaneously, layer by layer, both units will be 4 [M].
Added
After
Radiance
479.1.Added: 1. Copy Effects
Added
After
Radiance
479.1.a.Added: This layer deals with all copy effects.
Added
After
Radiance
479.1.b.Added: When a Copy effect is applied to a Game Object, the traits specified by the Copy Effect replace or are added to the Copyable Traits of the Game Object being Copied as specified by the effect. If no traits are specified by a Copy Effect, all traits of the Game Object are replaced with those of the Copied Game Object. 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
After
Radiance
479.1.b.1.Added: The copyable traits of a Game Object are all of the printed—or if a copy effect is applied, copied—traits of that Game Object. In the case of a Token, they are the traits the token had when it was Created. Example: The copyable traits include the printed versions of the following traits: Name, Supertype, Type, Tags, Cost, Domain, Rules Text, Effect Text, Might, Might Bonus, Flavor Text, Art
Added
After
Radiance
479.1.c.Added: Copyable traits of a Game Object are distinct from the actual traits of that Game Object, which may be modified by subsequent applied Layer effects.
Added
After
Radiance
479.1.d.Added: Effects for this layer can be identified by the phrase "copy" in the text. Example: Svellsongur is an Equipment that reads in part “As this is attached to a unit, copy that unit's text to this Equipment's effect text for as long as this is attached to it.” This is a copy effect that is applied in this layer.
ChangedRenumbered
Before
Vendetta
477.1.
1. Trait-Altering Effects
After
Radiance
479.2.
2. Trait-Altering Effects
ChangedRenumbered
Before
Vendetta
477.1.a.
This layer deals with effects that grant, remove, or replace inherent traits of Game Objects. Name Super Type Type Tags Controller Cost Domain
After
Radiance
479.2.a.
This layer deals with effects that grant, remove, or replace inherent traits of Game Objects. Name Supertype Type Tags Controller Cost Domain Base Might Base Might Bonus
Removed
Before
Vendetta
477.1.a.1.Removed: Assignment of Might is dealt with in this layer. Example: A spell reads "A unit's Might becomes 4 this turn." The unit's Might is set to 4 in this layer.
Removed
Before
Vendetta
477.1.b.Removed: Copy effects are applied in this layer.
Removed
Before
Vendetta
477.1.b.1.Removed: 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
Vendetta
477.1.b.1.a.Removed: Copyable traits are: Name Super Type Type Tags Cost Domain Rules Text
Removed
Before
Vendetta
477.1.b.1.b.Removed: 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.
Removed
Before
Vendetta
477.1.b.2.Removed: Some Game Effects may specify copying certain traits of a card. Only the traits specified by the Game Effect will be copied.
ChangedRenumbered
Before
Vendetta
477.2.
2. Ability-Altering Effects
After
Radiance
479.3.
3. Ability-Altering Effects
ChangedRenumbered
Before
Vendetta
477.2.a.
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
After
Radiance
479.3.a.
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 Effect Text
Removed
Before
Vendetta
477.3.Removed: 3. Arithmetic
Added
After
Radiance
479.4.Added: 4. Arithmetic Effects
ChangedRenumbered
Before
Vendetta
477.3.e.2.b.
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.
After
Radiance
479.4.e.2.b.
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.
Added
After
Radiance
479.4.f.Added: Effects for this layer can be identified by the phrase "give,” “swap,” "increase," "decrease," "cost … less," "cost … more," "-X,” or “+X,” in the text. Example: An effect says “I cost [1] less for each card you've played this turn, to a minimum of [1].” The cost is modified in this layer.
ChangedRenumbered
Before
Vendetta
480.
If more than one effect applies in the same layer but no dependency is established, then Timestamp order is applied to the effects within that layer and sublayer
After
Radiance
482.
If more than one effect applies to the same Game Object in the same layer but no dependency is established, then Timestamp order is applied to the effects within that layer and sublayer
Added
After
Radiance
491.8.b.Added: A Battlefield can only be Scored, via Conquering or Holding, once per team per turn.
ChangedRenumbered
Before
Vendetta
489.8.b.
Battlefields controlled during the Beginning Phase of a player's turn by that player's teammate are disqualified from being scored by that Team, that turn. Example: A player may not induce their partner to retreat, and then conquer a Battlefield their teammate was controlling.
After
Radiance
491.8.b.1.
Battlefields controlled during the Scoring Step in the Beginning Phase of a player's turn by that player's teammate are disqualified from being scored by that Team, that turn. Example: A player may not induce their partner to retreat, and then conquer a Battlefield their teammate was controlling.
ChangedRenumbered
Before
Vendetta
489.8.g.1.
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.
After
Radiance
491.8.g.1.
When scoring the Final Point from Conquer during their or a teammate’s turn, 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 469. Scoring for more information.
Changed
Before
Vendetta
718.3.
While in this state, Abilities in the card’s Effect Text are appended to the Rules Text of the Top-Most Card.
After
Radiance
718.3.
While in this state, Abilities in the card’s Effect Text are appended to the Rules Text of the Top- Most Card.
Changed
Before
Vendetta
718.5.g.
An Attached card still appends the abilities in its Effect Text to the Rules Text of the Top-Most card and modulates the Top-Most Card’s Might by its Might Bonus.
After
Radiance
718.5.g.
An Attached card still appends the abilities in its Effect Text to the Rules Text of the Top- Most card and modulates the Top-Most Card’s Might by its Might Bonus.
Added
After
Radiance
718.6.Added: Only non-Unit Game Objects may be Attached.
Added
After
Radiance
718.6.a.Added: If a non-Unit Game Object that is Attached becomes a Unit through any means, it detaches as it becomes a Unit.
Added
After
Radiance
727.1.c.1.b.Added: If the condition for the Dependent Keyword causes the Triggered Ability to become Inactive after it has been added to the chain as a Pending Item, that chain item will not be affected and will proceed with being played as normal.
Added
After
Radiance
742.1.Added: Unlike other Game Objects, Counters are not targeted by spells and abilities. If an effect instructs a player to interact with a Counter, the Counter is chosen when the corresponding instruction executes.
Removed
Before
Vendetta
751.1.Removed: Making new choices in this way requires a player to choose Game Objects, players, zones, or modes that were previously not being chosen by the chain item.
Changed
Before
Vendetta
753.
When making new choices in this way, a player can choose any subset of the possible choices to remake, so long as doing so doesn’t lead to an illegal state.
After
Radiance
753.
When making new choices in this way, a player must choose to remake all choices made for a chain item, even if they choose to make the same choice that was previously made.
Changed
Before
Vendetta
753.1.
A player may not make new choices this way that would be illegal or that would lead to an illegal state, even if there are no other options.
After
Radiance
753.1.
A player may not make choices this way that would be illegal or that would lead to an illegal state, even if there are no other options.
Changed
Before
Vendetta
753.2.
A player may not choose to make new choices for a spell or ability if there aren’t legal choices that they could make in this way.
After
Radiance
753.2.
A player may not choose to make new choices for a chain item if there aren’t legal choices that they could make in this way. In such a case, the instruction to make new choices is negated.
Added
After
Radiance
753.3.Added: Restrictions and requirements applied to a chain item will also apply to new choices made for that chain item in this way. Example: If a card is played from facedown, it gains the restriction that it can only target game objects at the battlefield it was played from unless its targeting is restricted in such a way that choosing a unit at that battlefield is impossible. If a player makes new choices for such a card, they must still choose from among objects at that battlefield.
Changed
Before
Vendetta
754.
If, as a result of new choices, the spell or ability targets a Game Object it previously did not target, any Targeting Effects of that Game Object will trigger as appropriate at that time.
After
Radiance
754.
If, as a result of new choices, the chain item targets a Game Object, even if it previously targeted the same Game Object, any Targeting Effects of that Game Object will trigger as appropriate.
Changed
Before
Vendetta
755.
Any costs “to play” the spell or ability that are incurred as a result of new choices made in this way are ignored.
After
Radiance
755.
Any costs “to play” the chain item that are incurred as a result of new choices made in this way are ignored.
Changed
Before
Vendetta
755.1.
The spell or ability is already played and its costs paid. Any further costs incurred have no effect on the finalized chain item.
After
Radiance
755.1.
The chain item is already played and its costs paid. Any further costs incurred have no effect on the finalized chain item.
Changed
Before
Vendetta
763.1.
The following tags exist in Riftbound: Ahri, Akali, Akshan, Ambessa, Anivia, Annie, Aphelios, Ashe, Azir, Bandle City, Bard, Bilgewater, Bird, Blitzcrank, Caitlyn, Cat, Darius, Demacia, Demon, Diana, Dog, Dr. Mundo, Dragon, Draven, Ekko, Elite, Equipment, Evelynn, Ezreal, Fae, Fiora, Fizz, Freljord, Galio, Gangplank, Garen, Heimerdinger, Hwei, Icathia, Illaoi, Ionia, Irelia, Ivern, Ixtal, Janna, Jax, Jayce, Jhin, Jinx, Kai'Sa, Karma, Karthus, Katarina, Kathkan, Kayle, Kayn, Kennen, Kha'Zix, Kog'Maw, LeBlanc, Lee Sin, Leona, Lillia, Lucian, Lux, Malzahar, Master Yi, Mech, Mel, Miss, Fortune, Morgana, Mount Targon, Nami, Nasus, Nidalee, Nilah, Nocturne, Noxus, Ornn, Piltover, Pirate, Poppy, Poro, Pyke, Qiyana, Recruit, Rek'Sai, Rell, Renata Glasc, Renekton, Rengar, Riven, Rumble, Sentinel, Sett, Shadow Isles, Shen, Shurima, Sivir, Sona, Soraka, Spider, Spirit, Swain, Syndra, Taric, Teemo, The Void, Trifarian, Tryndamere, Twisted Fate, Udyr, Vayne, Vex, Vi, Viktor, Volibear, Warwick, Xerath, Xin Zhao, Yasuo, Yone, Yordle, Yuumi, Zaun, Zed, Zilean.
After
Radiance
763.1.
The following tags exist in Riftbound: Ahri, Akali, Akshan, Ambessa, Anivia, Annie, Aphelios, Ashe, Azir, Bandle City, Bard, Bilgewater, Bird, Blitzcrank, Bomb, Caitlyn, Cat, Darius, Demacia, Demon, Diana, Dog, Dr. Mundo, Dragon, Draven, Ekko, Elite, Equipment, Evelynn, Ezreal, Fae, Fiora, Fizz, Freljord, Galio, Gangplank, Garen, Graves, Heimerdinger, Hwei, Icathia, Illaoi, Ionia, Irelia, Ivern, Ixtal, Janna, Jarvan IV, Jax, Jayce, Jhin, Jinx, K'Sante, Kai'Sa, Karma, Karthus, Katarina, Kathkan, Kayle, Kayn, Kennen, Kha'Zix, Kog'Maw, LeBlanc, Lee Sin, Leona, Lillia, Lucian, Lulu, Lux, Malzahar, Master Yi, Mech, Mel, Miss Fortune, Mordekaiser, Morgana, Mount Targon, Nami, Nasus, Neeko, Nidalee, Nilah, Nocturne, Noxus, Orianna, Ornn, Piltover, Pirate, Poppy, Poro, Pyke, Qiyana, Recruit, Rek'Sai, Rell, Renata Glasc, Renekton, Rengar, Riven, Rumble, Sentinel, Seraphine, Sett, Shadow Isles, Shen, Shurima, Sivir, Sona, Soraka, Spider, Spirit, Swain, Syndra, Taric, Teemo, The Void, Trifarian, Tryndamere, Twisted Fate, Udyr, Vayne, Vex, Vi, Viktor, Volibear, Warwick, Xerath, Xin Zhao, Yasuo, Yone, Yordle, Yuumi, Zaun, Zed, Ziggs, Zilean.
Changed
Before
Vendetta
805.1.
Accelerate is a Unit ability.
After
Radiance
805.1.
Accelerate is an Optional Additional Cost keyword.
Added
After
Radiance
805.1.a.Added: Accelerate is present on Units.
Changed
Before
Vendetta
805.2.b.
Paying the cost generates a delayed Replacement Effect. Even if the unit loses the accelerate keyword during the finalization process, as long as the cost was paid, that unit will still enter ready.
After
Radiance
805.2.b.
Paying the cost generates a Delayed Replacement Effect. Even if the unit loses the Accelerate keyword during the finalization process, as long as the cost was paid, that unit will still enter ready.
Added
After
Radiance
808.1.c.2.Added: [Effect] may be written in the past tense. In doing so, it refers to the moment the Deathknell trigger was added to the chain, not any previous moment.
Changed
Before
Vendetta
811.1.d.
Some choices made while playing a card from Hidden are restricted to the battlefield where it was hidden. A card cannot be played from Hidden if it is a spell with no valid targets under these restrictions. See rule 355.6. Targeting for more information.
After
Radiance
811.1.d.
Some choices made while playing a card from facedown are restricted to the battlefield where it was hidden. A card cannot be played from facedown if it is a spell with no valid targets under these restrictions. See rule 355.6. Targeting for more information.
Added
After
Radiance
811.1.d.2.Added: If a hidden spell chooses any targets, those targets must be chosen from among options at the battlefield it was played from, unless it explicitly restricts targeting in such a way that makes this impossible. Example: Emperor’s Divide is a spell with hidden that reads in part “Move any number of friendly units at a battlefield to their base.” When this spell is played from facedown, all units chosen for the spell must be located at the same battlefield it was played from.
ChangedRenumbered
Before
Vendetta
811.1.d.2.
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.
After
Radiance
811.1.d.3.
If a play effect of a hidden permanent chooses any targets, those targets must be chosen from among options at the battlefield it was played to, 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 battlefield it was played to if Blastcone Fae was played from facedown. 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. Example: A spell reads in part “The next unit you play this turn can be played to any battlefield.” After playing that spell, a player plays Blastcone Fae from facedown to a battlefield other than the one where it was hidden. Blastcone Fae’s play effect must choose targets from among units at the battlefield Blastcone Fae was played to, not the one it was played from.
Added
After
Radiance
811.1.d.3.a.Added: A play effect of a permanent played from facedown references information from its source when determining what battlefield it was played from and what targets are legal. Example: A unit reads in part “When you play me, kill another friendly unit.” If it is played from the facedown zone, the play effect must choose a friendly unit at the battlefield the unit was played from. If the unit is no longer on the board when the play effect attempts to finalize, it will not be able to choose a legal target. If the unit is no longer on the board when the play effect attempts to resolve, the play effect will not be able to reference the information of where the unit was played from, and it will mistarget.
ChangedRenumbered
Before
Vendetta
811.1.d.2.a.
Each target is treated separately and individually when processing this rule. Example: Smoke and Mirrors is a spell that reads in part “Choose a unit you control and another unit you control at a different location.” If Smoke and Mirrors is played from hidden, the first unit chosen can be chosen at the battlefield Smoke and Mirrors was played from, so it must be. The second unit chosen explicitly restricts targeting in a way that makes this impossible, so it can be chosen from any location.
After
Radiance
811.1.d.4.
Each target is treated separately and individually when processing this rule. Example: Smoke and Mirrors is a spell that reads in part “Choose a unit you control and another unit you control at a different location.” If Smoke and Mirrors is played from facedown, the first unit chosen can be chosen at the battlefield Smoke and Mirrors was played from, so it must be. The second unit chosen explicitly restricts targeting in a way that makes this impossible, so it can be chosen from any location.
Changed
Before
Vendetta
811.2.
Abilities and instructions of hidden cards other than the choices listed above function as normal. Example: Stand United is a spell that has Hidden and says “Buff a friendly unit. Buffs give an additional +1 might to friendly units this turn.” If it’s played from Hidden, the first part of its ability must choose a friendly unit at the same battlefield, but the second part of its ability affects all friendly units with buffs, no matter where they are.
After
Radiance
811.2.
Abilities and instructions of hidden cards other than the choices listed above function as normal. Example: Stand United is a spell that has Hidden and says “Buff a friendly unit. Buffs give an additional +1 might to friendly units this turn.” If it’s played from facedown, the first part of its ability must choose a friendly unit at the same battlefield, but the second part of its ability affects all friendly units with buffs, no matter where they are.
Changed
Before
Vendetta
811.5.a.
This is independent of the state of being facedown.
After
Radiance
811.5.a.
This is true as long as the card is not facedown. A facedown card is not a card with Hidden.
Changed
Before
Vendetta
811.6.
A card that is Hidden gains Reaction while facedown or played from facedown, and may be played any time a card with Reaction may be played as a result.
After
Radiance
811.6.
A card that is Hidden gains Reaction the turn after it is hidden while facedown or played from facedown, and may be played any time a card with Reaction may be played as a result.
Changed
Before
Vendetta
817.1.b.
It is functionally short for "When this is played, predict.”
After
Radiance
817.1.b.
It is functionally short for "When this is played, [Predict].”
Added
After
Radiance
821.1.c.2.a.Added: The Equip ability is not actually activated when its cost is determined in this way. An effect that grants an activated ability a cost reduction when it is played will not apply to the Equip cost calculated during the resolution of a Weaponmaster trigger, because the Equip ability is not actually played.
Added
After
Radiance
821.1.c.2.b.Added: Effects that reduce the cost of Equip abilities without referring to those abilities being played, or the Equip ability being referenced in specific, will be included when calculating costs in this way.
Added
After
Radiance
827.1.c.5.Added: Game Objects with Empower abilities may have or gain permissions to be Empowered multiple times. Such Game Objects ignore the normal “Play only if not Empowered.” restriction on Empower abilities.
Changed
Before
Vendetta
829.1.
Flow is a passive ability keyword.
After
Radiance
829.1.
Flow is a Passive Ability keyword.
Added
After
Radiance
830.Added: Deploy
Added
After
Radiance
830.1.Added: Deploy is a Passive Ability and a Triggered Ability keyword.
Added
After
Radiance
830.1.a.Added: Deploy is present on Gear.
Added
After
Radiance
830.1.b.Added: Deploy is short for “This may be played or created to any battlefield,” “Play or create this only to a battlefield,” “If this is not a unit, it is not recalled in cleanups,” and “When an opponent holds here, kill this.”
Added
After
Radiance
830.1.b.1.Added: Deploy grants permission for Gear to be played to any Battlefield, including enemy occupied and open battlefields.
Added
After
Radiance
830.1.b.2.Added: Gear with Deploy can be Moved by appropriate effects.
Added
After
Radiance
830.1.b.3.Added: Non-Unit Gear with Deploy are not recalled from Battlefields in step 5 of a Cleanup. See rule 318. Cleanups for more information.
Added
After
Radiance
830.2.Added: Multiple instances of Deploy are redundant.
Added
After
Radiance
830.3.Added: Deploy, and whether or not a card has Deploy, is a characteristic of the card and may be checked or referenced by other Game Effects.
Added
After
Radiance
831.Added: Disarm
Added
After
Radiance
831.1.Added: Disarm is a Triggered Ability keyword.
Added
After
Radiance
831.1.a.Added: Disarm is present on Units.
Added
After
Radiance
831.1.b.Added: Disarm is an Attack Trigger.
Added
After
Radiance
831.1.c.Added: Disarm is formatted as “Disarm X.”
Added
After
Radiance
831.1.c.1.Added: The X is referenced in the functional text of the ability.
Added
After
Radiance
831.1.c.2.Added: The X is referred to as the Disarm Value.
Added
After
Radiance
831.1.c.3.Added: If X is omitted, it is presumed to be 1.
Added
After
Radiance
831.1.d.Added: Disarm is functionally short for “When I attack, give an enemy unit here -X [M] this turn.”
Added
After
Radiance
831.1.d.1.Added: Regardless of how many instances of the Disarm keyword a unit has, it will only trigger once using the total Disarm Value.
Added
After
Radiance
831.2.Added: If a Unit has Disarm, or has been granted Disarm, and is granted Disarm by an additional source, the Disarm Value of all granted Disarm keywords is summed. Example: Clanging Sentry reads “Your Mechs have [Disarm].” If you play a second Clanging Sentry, both of them will have Disarm 2.
Added
After
Radiance
831.3.Added: Disarm, and whether or not a unit has Disarm, is a characteristic of the Unit and may be checked or referenced by other Game Effects.
Added
After
Radiance
832.Added: Show Off
Added
After
Radiance
832.1.Added: Show Off is a Passive Ability keyword.
Added
After
Radiance
832.1.a.Added: Show Off is normally present on Cards.
Added
After
Radiance
832.1.b.Added: Show Off is formatted as “[Show Off] [Object].”
Added
After
Radiance
832.1.b.1.Added: The “[Object]” in this ability could be one object or multiple; object/s of a given type; or it could have further specifications on qualities of the object/s. The object in question could be Game Objects on the board or cards in hand. Examples: A card reads “[Show Off] a unit.” A card reads “[Show Off] a card with Energy cost [7] or more.” A card reads “[Show Off] five units with different names.”
Added
After
Radiance
832.1.c.Added: Show Off is functionally short for “As you play [me/this], you may reveal [Object] from your hand and/or pick [Object] from among friendly game objects on the board.”
Added
After
Radiance
832.1.c.1.Added: Showing Off one or more Cards or Game Objects in this way can be referenced by linked abilities and instructions. Example: A unit reads in part “[Show Off] five units with different names,” and “When you play me, kill all other units. If you showed off, the next unit you play this turn costs [1] less for each killed unit.”
Added
After
Radiance
832.1.c.2.Added: The decision of whether or not to Show Off is made by the controller of the chain item with Show Off during the process of finalizing it. See rule 355. Make Relevant Choices for more information.
Added
After
Radiance
832.1.c.3.Added: If [Object] is a set of Cards or Game Objects, that set can be composed of Game Objects on the board as well as Cards in hand, as long as the composed set satisfies the Show Off condition. Example: A unit reads in part “[Show Off] five units with different names.” When showing off as part of playing that unit, units may be revealed from hand or picked from among friendly units on the board, as long as the group of units picked and revealed satisfies the specified quality.
Added
After
Radiance
832.1.c.4.Added: If some or all of the [Object] set leave the appropriate zones during the finalization process after being shown off, it will not prevent the source of the Show Off ability from becoming a Finalized Chain Item. Example: A spell reads “[Show Off] a Mech” and “As an additional cost to play this, discard 1.” When finalizing the spell, the same Mech being shown off can be discarded to the mandatory additional cost without preventing the spell from being finalized.
Added
After
Radiance
832.1.d.Added: Linked abilities and instructions can reference information about the shown off object/s. Example: Primordial Roar is a spell that reads “[Show Off] a unit,” and “If you showed off a unit, deal damage equal to that unit's Might to a unit.”
Added
After
Radiance
832.1.d.1.Added: The information referenced in this way is checked when the card/s in question are shown off during finalization. Any later changes to the shown off objects will not be considered. Example: Primordial Roar is played showing off a friendly unit with 4 [M] and an enemy unit with 3 [M]. In reaction to Primordial Roar, an opponent plays Frigid Touch, giving the friendly unit -2 [M] this turn. Because the information was checked when the friendly unit was shown off, the spell still deals 4 damage to the enemy unit, killing it.
Added
After
Radiance
832.2.Added: Multiple instances of Show Off are treated separately.
Added
After
Radiance
832.2.a.Added: If a linked effect or instruction refers to an instance of Show Off, it refers to the keyword granted by the same source unless specified otherwise or there is no keyword granted by the same source. If the linked effect or instruction specifies information about the shown off card, it is linked to only that instance of the Show Off keyword. If there is no linked keyword, an ability that references showing off is linked to all Show Off keywords on the appropriate card. Example: A card reads in part “Spells you play have ‘[Show Off] a Mighty unit.’ and ‘If you showed off, this costs [A] less.” If a spell that reads in part “[Show Off] a spell with Energy cost [7] or more,” and “If you showed off, this can’t be countered.” is played by the same controller, showing off a Mighty unit will not be sufficient to satisfy both abilities that reference showing off because they refer to instances of the show off keyword granted by different sources.
Added
After
Radiance
832.3.Added: Show Off, and whether or not a card has Show Off, is a characteristic of the card and may be checked or referenced by other Game Effects.

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