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.
| Change | BeforeVendetta | AfterRadiance |
|---|---|---|
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Changed | Before Vendetta This is the | After Radiance This is the zone that cards go to when Drawn. |
Changed | Before Vendetta All Game Objects in the collective Play Areas are Public Information. | After Radiance All Game Objects in the collective Play Areas are Public Information. See rule 119. Game Objects for more information. |
Changed | Before Vendetta 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 | After Radiance 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 | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Changed | Before Vendetta If an unattached non-Unit Gear is at a Battlefield for any reason during a cleanup, then it is recalled to its controller's Base as a corrective action. See rule | After Radiance 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 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. | After Radiance 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 [ | After Radiance [Reaction][>] [E]: Add [1]. |
Changed | Before Vendetta | After Radiance [Reaction][>] Recycle this: Add [C]. |
Changed | Before Vendetta Legends are established at the start of a game, and remain in place for the duration of regular play. | After Radiance 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 It will not be recalled to base in step 5 of a cleanup. | After Radiance It will not be recalled to base from a Battlefield in step 5 of a cleanup. |
Added | Not present in Vendetta | After Radiance |
Changed | Before Vendetta Contested is a temporary status applied to | After Radiance 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 Units moving to or being played to a battlefield apply Contested status if that | After Radiance 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 | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Changed | Before Vendetta Base Costs: These costs are the most fundamental costs that must be paid to finalize a | After Radiance Base Costs: These costs are the most fundamental costs that must be paid to finalize a card or ability. |
Changed | Before Vendetta On activated abilities, the Base Cost is the resource or instruction written before the “:”. | After Radiance 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 | Not present in Vendetta | After Radiance |
Changed | Before Vendetta Additional Costs: These Costs are in addition to the base cost of the | After Radiance 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 Additional Costs must be paid to finalize the | After Radiance Additional Costs must be paid to finalize the card or ability, in addition to the base cost. |
Removed | Before Vendetta | Not present in Radiance |
Changed | Before Vendetta Effects that need to determine a card’s cost for any purpose always use its printed or | After Radiance 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 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 | After Radiance 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 At the end of the turn Game Effects take place. | After Radiance At the end of this turn and at the end of turn Game Effects take place. |
Changed | Before Vendetta 1. If a player has points greater than or equal to the Victory Score, and more points than | After Radiance 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 | Not present in Radiance |
ChangedRenumbered | Before Vendetta | After Radiance 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 | Not present in Vendetta | After Radiance |
ChangedRenumbered | Before Vendetta | After Radiance 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 6. Mark a Showdown as Staged at each Battlefield that Contested was applied to. | After Radiance 6. Mark a Showdown as Staged at each Battlefield that Contested was applied to and that has no ongoing Combat. |
ChangedRenumbered | Before Vendetta 7. Mark a Combat as Staged at each Battlefield that Contested was applied to that have Units present controlled by opposing players. | After Radiance 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 | Not present in Radiance |
Changed | Before Vendetta 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 | After Radiance 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 The Chain is a Non-Board Zone that temporarily exists whenever a card | After Radiance The Chain is a Non-Board Zone that temporarily exists whenever a card or ability is played. |
Changed | Before Vendetta If a card or | After Radiance 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 If, after finalizing the Chain Item, there are still Pending Chain Items, return to | After Radiance If, after finalizing the Chain Item, there are still Pending Chain Items, return to Step 1. Finalize. |
Changed | Before Vendetta If, after finalizing the Chain Item, there are no more items on the chain to be Finalized, the controller of the next item on the chain gains Priority. Move to | After Radiance 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 When that Chain closes, | After Radiance When that Chain closes, the next Player in Turn Order gains Focus. |
Changed | Before Vendetta Otherwise, | After Radiance Otherwise, the next Player in Turn Order gains Focus. |
Changed | Before Vendetta If all players pass Focus without playing a | After Radiance If all players pass Focus without playing a card or activating an ability, then the Showdown Closes. |
Changed | Before Vendetta Spells create game effects that are executed, then the card is placed in the trash | After Radiance Spells create game effects that are executed, then the card is placed in the trash after resolving. |
Changed | Before Vendetta If the card has an effect that specifies a choice "As I am played," those choices are made now. | After Radiance 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 When a card Chooses one or more specific Game Objects to affect, | After Radiance 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 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 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 “Spell” and “ability” refer to objects on the Chain unless specified otherwise. | After Radiance “Spell” and “ability” refer to finalized objects on the Chain unless specified otherwise. |
Changed | Before Vendetta It is programmatically selected based on its characteristics rather than chosen by the spell or ability’s controller. e.g., “Kill all units at a battlefield” targets a battlefield, but does not target any units. e.g., “Kill all units at battlefields” doesn’t target anything. e.g., “Kill a unit. Its controller draws 2” targets the unit, but not its controller. e.g., “ | After Radiance 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 | Not present in Vendetta | After Radiance |
Changed | Before Vendetta If the group of targets no longer collectively fulfill the targeting restriction as the spell or ability resolves, that spell or ability’s controller | After Radiance 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 | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Changed | Before Vendetta Discounts that apply to a given component of a spell’s cost may be applied in any order to that component. | After Radiance 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 | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Changed | Before Vendetta Check that | After Radiance 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 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 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 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. | After Radiance 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 | Not present in Vendetta | After Radiance |
Changed | Before Vendetta If any of the above checks fail, the actions taken in this process are undone and the action is cancelled. | After Radiance 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 | Not present in Vendetta | After Radiance |
Changed | Before Vendetta Instructions that can't be followed | After Radiance 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 The process for a card's choice becoming Invalid or Unavailable is referred to as | After Radiance 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 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 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 Instructions that can be partially followed are followed as much as possible and | After Radiance 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 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 | After Radiance 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 In order for a later linked instruction to execute, its earlier linked instruction must have executed. If the earlier linked instruction is | After Radiance 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 If the Game Action performed in an earlier linked instruction is | After Radiance 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 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 | After Radiance 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 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 | After Radiance 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 | Not present in Vendetta | After Radiance |
Changed | Before Vendetta The | After Radiance The player who controls the source of the Activated Ability decides when and whether to activate the ability. |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Changed | Before Vendetta All Activated Abilities can only be activated on the | After Radiance All Activated Abilities can only be activated on the appropriate Player's Turn and during an Open State. |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Changed | Before Vendetta The Condition of a Trigger is evaluated after a potentially inciting event has been processed. | After Radiance 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 | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Changed | Before Vendetta These Triggered Abilities are put on the Chain as Pending Items after a spell or ability | After Radiance These Triggered Abilities are put on the Chain as Pending Items after a spell or ability targets an appropriate Game Object. |
Changed | Before Vendetta The Conquer Abilities of anything that references the player Conquering | After Radiance 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 The Hold Abilities of anything that references the player Holding | After Radiance 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 | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
ChangedRenumbered | Before Vendetta 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 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 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 | After Radiance 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 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 | After Radiance 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 Types of Actions | After Radiance Types of Actions (A Non-Exhaustive List) |
Added | Not present in Vendetta | After Radiance |
ChangedRenumbered | Before Vendetta Game effects may result in cards being | After Radiance Game effects may result in cards being Played as part of their resolution. |
ChangedRenumbered | Before Vendetta Treat all steps of Play as normal, except as noted by the game effect | After Radiance Treat all steps of Play as normal, except as noted by the game effect instructing this Limited Play Effect. |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
ChangedRenumbered | Before Vendetta 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 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 | Not present in Vendetta | After Radiance |
ChangedRenumbered | Before Vendetta 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 | After Radiance 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 Triggered and activated abilities that Add resources resolve as soon as they are finalized. | After Radiance 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 | Not present in Radiance |
Removed | Before Vendetta | Not present in Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Removed | Before Vendetta | Not present in Radiance |
ChangedRenumbered | Before Vendetta 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 | After Radiance 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 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 | After Radiance 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 | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
ChangedRenumbered | Before Vendetta 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 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 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 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 When damage is Prevented, it is replaced with an event where | After Radiance 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 | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
ChangedRenumbered | Before Vendetta Some effects may grant a Game Object permission to be Empowered multiple times. Such an effect ignores this restriction. | After Radiance 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 | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
ChangedRenumbered | Before Vendetta 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 | After Radiance 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 | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
ChangedRenumbered | Before Vendetta When an un-attached non-Unit Gear is created or played at a battlefield, or is at a battlefield for any other reason, it is Recalled to its controller's base during the next Cleanup. Example: An Equipment is attached to a unit at a battlefield, so the Equipment is present at that battlefield. If the unit dies, the Equipment will be recalled during the next cleanup. | After Radiance 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 | Not present in Radiance |
Added | Not present in Vendetta | After Radiance |
Removed | Before Vendetta | Not present in Radiance |
ChangedRenumbered | Before Vendetta | After Radiance 3. Add items to the Combat Chain if establishing Attacker and Defender has caused Triggered Abilities to become Pending. |
ChangedRenumbered | Before Vendetta 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 | After Radiance 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 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 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 Units at this battlefield inherit the same combat result as their controllers | After Radiance Units at this battlefield inherit the same combat result as their controllers. |
ChangedRenumbered | Before Vendetta Scoring is the act of a Player | After Radiance Scoring is the act of a Player seizing or maintaining control over Battlefields they have not yet Scored this turn. |
Removed | Before Vendetta | Not present in Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
ChangedRenumbered | Before Vendetta 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 | After Radiance 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 The layers are applied repeatedly until all effects operating on | After Radiance The layers are applied repeatedly until all effects operating on an object have been applied once and no changes have been processed. |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
ChangedRenumbered | Before Vendetta | After Radiance 2. Trait-Altering Effects |
ChangedRenumbered | Before Vendetta This layer deals with effects that grant, remove, or replace inherent traits of Game Objects. Name | After Radiance 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 | Not present in Radiance |
Removed | Before Vendetta | Not present in Radiance |
Removed | Before Vendetta | Not present in Radiance |
Removed | Before Vendetta | Not present in Radiance |
Removed | Before Vendetta | Not present in Radiance |
Removed | Before Vendetta | Not present in Radiance |
ChangedRenumbered | Before Vendetta | After Radiance 3. Ability-Altering Effects |
ChangedRenumbered | Before Vendetta This layer deals with non-Copy effects that grant, remove, or replace the abilities or rules text of Game Objects. Keywords Passive Abilities Appending rules text Removing rules text | After Radiance 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 | Not present in Radiance |
Added | Not present in Vendetta | After Radiance |
ChangedRenumbered | Before Vendetta If there is a restriction or limitation to this decrease and it isn’t from a passive ability, the limitation is snapshotted for the duration of the effect. | After Radiance 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 | Not present in Vendetta | After Radiance |
ChangedRenumbered | Before Vendetta 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 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 | Not present in Vendetta | After Radiance |
ChangedRenumbered | Before Vendetta 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 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 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 | After Radiance 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 While in this state, Abilities in the card’s Effect Text are appended to the Rules Text of the Top-Most Card. | After Radiance 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 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 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 | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Removed | Before Vendetta | Not present in Radiance |
Changed | Before Vendetta When making new choices in this way, a player | After Radiance 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 A player may not make | After Radiance 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 A player may not choose to make new choices for a | After Radiance 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 | Not present in Vendetta | After Radiance |
Changed | Before Vendetta If, as a result of new choices, the | After Radiance 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 Any costs “to play” the | After Radiance 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 The | After Radiance 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 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 | After Radiance 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 Accelerate is | After Radiance Accelerate is an Optional Additional Cost keyword. |
Added | Not present in Vendetta | After Radiance |
Changed | Before Vendetta Paying the cost generates a | After Radiance 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 | Not present in Vendetta | After Radiance |
Changed | Before Vendetta Some choices made while playing a card from | After Radiance 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 | Not present in Vendetta | After Radiance |
ChangedRenumbered | Before Vendetta If a | After Radiance 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 | Not present in Vendetta | After Radiance |
ChangedRenumbered | Before Vendetta 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 | After Radiance 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 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 | After Radiance 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 This is | After Radiance This is true as long as the card is not facedown. A facedown card is not a card with Hidden. |
Changed | Before Vendetta 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 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 It is functionally short for "When this is played, | After Radiance It is functionally short for "When this is played, [Predict].” |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Changed | Before Vendetta Flow is a | After Radiance Flow is a Passive Ability keyword. |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
Added | Not present in Vendetta | After Radiance |
How was this page?