Riftbound FAQ

Unleashed Patch Notes

Updates to Riftbound's Core Rules with Unleashed

Spiritforged

Unleashed

053.4
Cards may refer to themselves by their name for clarity. This is shorthand for the above terms.

056
Cards a player owns may never be placed into a non-Board zone belonging to another player.

056.1
Non-Board zones corresponding to a player include Main Deck, Rune Deck, Trash, Hand, Chosen Champion zone, and Banishment.

056.2
If a card would enter such a zone, it goes to its owner's corresponding zone instead.

103.2
A Main Deck of at least 40 cards 1 Chosen Champion Unit Units Gear Spells
103.2
A Main Deck of at least 40 cards 1 Chosen Champion Unit, Units, Gear, Spells

106
The Play Area includes a space for Game Objects referred to as The Board.
106
The Play Area is a collection of logical Zones that are defined by their behaviors and relationships to Players. These Zones are grouped into The Board and Non-Board Zones.

106.1
The Board is divided into several Zones.
107
The Board

106.2
The Base

106.2.a
One per player.

106.2.b
The space each player always has access to play their Units and Gear to.

107.1
Bases

107.1.a
Each player has their own Base.

106.2.d
Other players cannot have Game Objects they control in another player's Base.

106.2.e
The Base also houses each player's Runes that are on The Board.

107.1.c
Permanents and Runes controlled by a player reside in that player's Base.

107.1.c.1
Permanents attached to Permanents controlled by a player may also be found in that player's Base.

107.1.d
Permanents and Runes in Bases are Public Information.

106.3
The Battlefield Zone
107.2
Battlefield Zone

106.3.a
Multiple Battlefields will be here, typically one per player, but occasionally less.

106.3.b
The space where Battlefields are located during gameplay.

107.2.a
The Battlefield Zone houses multiple Battlefields.

107.2.c
Battlefields and permanents at Battlefields are Public Information.

106.4
The Facedown Zones
107.3
Facedown Zones

107.3.b.1
The maximum occupancy of a Facedown Zone can increase or decrease.

107.3.b.2
If the maximum occupancy of a Facedown Zone decreases to a number less than the number of cards currently located there, the controller of that Facedown Zone must put a number of cards equal to the difference in the trash from the Facedown Zone.

106.4.d
If the Hidden card's controller loses Control of the Battlefield, the card in the Facedown Zone is removed during the next Cleanup. See rule 318. Cleanups for more information. See rule 408. Hide for more information.
107.3.d
If a player loses Control of a Battlefield, any cards in the Facedown Zone associated with that Battlefield are removed during the next Cleanup. See rule 318. Cleanups for more information. See rule 421. Hide for more information.

106.5
The Legend Zone
107.4
Legend Zone

107
The Play Area also includes Non-Board Zones.
108
Non-Board Zones.

107.1
The Trash
108.1
The Chain

108.1.a
Cards and abilities are placed here as part of the process of being played. See rule 327. Chains for more information.

108.1.b
Cards and abilities on the Chain are Public Information.

108.2
Trashes

108.2.a
Each player has their own Trash.

107.1.b
Represents cards that have been used or spent.

107.1.c
Each player has a separate trash.

107.1.d
A card owned by a player can never, for any reason, be put into a trash of another player. If it would be, it's put into its owner's trash instead.

107.1.e
The cards in the Trash are unordered. Their sequence does not matter, and they may be reorganized.
108.2.c
Cards in each player's Trash are unordered. Their sequence does not matter, and they may be reorganized.

107.1.f
The cards in any player's Trash are Public Information. See rule 127. Privacy for more information.
108.2.d
Cards in a player's Trash are Public Information. See rule 128. Privacy for more information.

107.2
The Champion Zone

108.3
Champion Zones

108.3.a
Each player has their own Champion Zone.

107.2.b
The Chosen Champion here cannot be returned to this zone by normal means.
108.3.c
The Chosen Champion cannot be returned to this zone by normal means.

108.3.e
Cards in a player's Champion Zone are Public Information.

107.3
The Main Deck Zone
108.4
Main Deck Zones

108.4.a
Each player has their own Main Deck Zone.

107.4
The Rune Deck Zone
108.5
Rune Deck Zones

108.5.a
Each player has their own Rune Deck Zone.

107.5
Banishment

108.6
Banishments

108.6.a
Each player has their own Banishment.

107.5.c
Each player has a separate banishment.

107.5.d
A card owned by a player can never, for any reason, be put into the banishment of another player. If it would be, it's put into its owner's banishment instead.

107.5.g
Some spells or effects may reference cards placed into banishment directly.

107.5.h
Effects that reference cards in banishment only do so by means of also putting the cards there.

107.5.i
The effects or references to cards in banishment do not count as Choosing.

107.5.j
The effects or references to cards in banishment do not count as Attachment.

107.6.a
Each player has a collection of cards they may Play cards from.

108.7.a
Each player has their own Hand.

107.6.f
A card owned by a player can never, for any reason, be put into the hand of another player. If it would be, it's put into its owner's hand instead.

109
Whenever a Game Object changes zones to or from a Non-Board Zone, all Temporary Modifications of all kinds cease to be tracked on it in all capacities. Examples: Damage is cleared. Buffs are removed. Temporarily granted Keywords are no longer granted.
110
Whenever a Game Object changes zones to or from a Non-Board Zone, all Temporary Modifications of all kinds cease to be tracked on it in all capacities. Examples: Damage is cleared. Buffs are removed. Granted Keywords are no longer granted.

115.1.c
Turn Order repeats until the game ends.
116.1.c
The Turn Order generates a looping queue of turns, starting with the First Player and repeating until the game ends.

123
Game Objects include, but are not limited to, the following: Main Deck cards in any zone Runes in any zone Legends Battlefields Tokens Abilities of any type on the chain Buffs and other status markers
124
Game Objects include, but are not limited to, the following: Main Deck cards in any zone Runes in any zone Legends Battlefields Tokens in any zone Abilities of any type on the chain Buffs and other status markers

127.3
Secret: This level of Privacy indicates that neither player may read or look at the face of the card.
128.3
Secret: This level of Privacy indicates that no player may read or look at the face of the card.

130.4
Effects that need to determine a card's cost for any purpose always use its base cost, even if that cost is altered or ignored as the card is played. Example: Sky Splitter is a spell that costs 8 Energy and says in part "This spell's Energy cost is reduced by the highest Might among units you control." Lux, Illuminated is a unit that says "When you play a spell that costs 5 or more, give me +3 [M] this turn." If a player who controls Lux plays Sky Splitter, Lux's ability will trigger, regardless of how much was actually paid for Sky Splitter.
131.4
Effects that need to determine a card's cost for any purpose always use its printed cost, even if that cost is altered or ignored as the card is played. Example: Sky Splitter is a spell that costs 8 Energy and says in part "This spell's Energy cost is reduced by the highest Might among units you control." Lux, Illuminated is a unit that says "When you play a spell that costs 5 or more, give me +3 [M] this turn." If a player who controls Lux plays Sky Splitter, Lux's ability will trigger, regardless of how much was actually paid for Sky Splitter.

135.2.b.3
Instructions will self-describe when they are to be executed. If there is no timing described, they will execute during resolution. Example: An instruction says "as you play me, kill a unit as an additional cost." That instruction will execute as the card is being played. If the card is given Repeat and the Repeat cost is paid, this instruction will not execute because the Repeat execution does not happen until resolution of the spell, after this instruction has executed.

135.2.b.4
Instructions can usually be recognized by the way they are written. An instruction is written in the imperative mood, using the base form of a verb and omitting the subject unless necessary.

135.2.e.7
A keyword associated with an ability is indicated by the [>] symbol.

135.2.e.7.a
This could be a dependent keyword like [Legion][>] or [Level][>], or it could be a permissive keyword like [Action][>] or [Reaction][>].

135.2.e.7.b
Whatever instruction or ability comes after the [>] is modified by the keyword that comes before the [>]. Either it will be inactive, in the case of a dependent keyword, or it will receive the permission granted by the keyword in the case of a permissive keyword.

134.4
A card's Rules Text is Inactive while that card is Attached to another card. See rule 716 Attachment for more information. See rule 720 Inactive for more information.
135.4
A card's printed Rules Text is Inactive while that card is Attached to another card. See rule 716. Attachment for more information. See rule 720. Inactive for more information.

135.4.b
Any granted or appended Rules Text on a card is still Active even if that card is Attached to another card.

135.2.b
Effect Text is inactive unless the card with the Effect Text is Attached to another card. See rule 716 Attachment for more information. See rule 720 Inactive for more information.
136.2.b
Effect Text is inactive unless the card with the Effect Text is Attached to another card. See rule 716. Attachment for more information. See rule 720. Inactive for more information.

136.3
A card's Might Bonus modulates the Might of the card to which the card that has the Might Bonus is Attached. See rule 716 Attachment for more information.
137.3
A card's Might Bonus modulates the Might of the card to which the card that has the Might Bonus is Attached. See rule 716. Attachment for more information.

142.2.b
If a unit's Might is ever less than 0, it is treated as 0 for all purposes.
143.2.b
If a unit's Might is ever less than 0, it is treated as 0 when referenced by spells and abilities, and when summing Might to be assigned as damage in the Combat Damage Step. See rule 460. The Combat Damage Step for more information.

143.2.b.1
Although the unit's Might is treated as 0, it is not 0. Effects that calculate Might increases and decreases use the actual value of the unit's Might.

143.1.a
This action can be done any time during a player's Action Phase.
144.1.a
This action can be done any time during a player's Main Phase.

143.1.c
This action cannot be performed during a Showdown.
144.1.c
This action cannot be performed during a Showdown or Combat.

143.4.a.1
Units cannot Move to a Battlefield that already has units from 2 other players present.
144.4.a.1
Units cannot Move to a Battlefield that already has units from 2 other players present, or where a Combat is ongoing that has 2 other players as participants.

144.2
The Activated Ability of Units may be executed at any time during the controlling player's Action Phase during an Open State, and not during a Showdown.
145.2
The Activated Ability of Units may be executed at any time during the controlling player's Main Phase during an Open State, and not during a Showdown.

146
Units have a Location.

146.1
A Unit's Location is the Base or Battlefield it currently occupies.

146.1.a.1
Gear can only be played to a player's Base.
148.1.a.1
Gear can only be played to a player's Base unless an effect specifies otherwise.

147.1
Gear enters play Ready.
149.1
Gear enter play Ready.

147.2
Gear can only be played to a player's Base.
149.2
Gear can only be played to a player's Base unless an effect specifies otherwise.

147.3
If a Gear is at a Battlefield for any reason, then it is immediately recalled to its controller's Base as a corrective action. See rule 432. Recalls for more information.
149.3
If an unattached Gear is at a Battlefield for any reason during a cleanup, then it is recalled to its controller's Base as a corrective action. See rule 449. Recalls for more information. See rule 318. Cleanups for more information.

148.2
The Activated Ability of Gear may be executed at any time during the controlling player's Action Phase during an Open State, and not during a Showdown.
150.2
The Activated Ability of Gear may be executed at any time during the controlling player's Main Phase during an Open State, and not during a Showdown.

151
Gear have a Location.

151.1
A Gear's Location is the Base or Battlefield it currently occupies.

151.2
Gear cannot normally become located at a Battlefield unless by some special means. Example: Gear are always played to Base. The only exception is a gear played from Facedown, which is played to the Battlefield it was played from. Gear can also become located at a Battlefield if they are attached to a unit who becomes located at a Battlefield. See rule 811. Hidden for more information. See rule 716. Attachment for more information.

151
A spell can be played during an Open State Outside of Showdowns on its controller's turn.
154
A spell can be played during an Open State outside of Showdowns on its controller's turn.

154.2
If a later part of a spell applies a Replacement Effect that alters earlier parts of the spell, apply those replacement effects as appropriate. Example: A spell says "Choose a unit. Kill it the next time it takes damage this turn." and "[Legion] — Kill it now instead. (Get the effect if you've played another card this turn.)" If the Legion condition is satisfied, the unit is killed immediately and the instruction to kill it the next time it takes damage is ignored, even if the unit remains on the board somehow.
157.2
If a later part of a spell applies a Replacement Effect that alters earlier parts of the spell, apply those replacement effects as appropriate. Example: A spell says "Choose a unit. Kill it the next time it takes damage this turn." and "[Legion] — Kill it now instead. (Get the effect if you've played another card this turn.)" If the Legion condition is satisfied, the unit is killed immediately and the instruction to kill it the next time it takes damage is ignored, even if the unit remains on the board somehow. See rule 367. Replacement Effects for more information.

154.3.a
Finish resolving all effects of a spell before addressing anything the spell may have triggered or caused through execution.
157.3.a
Finish resolving all effects of a spell before addressing any chain items or Tasks the spell may have added or made outstanding through execution.

155.2.a.1
This indicates that, in addition to being able to be played during an Open State, this spell may also be played during Open States during Showdowns.
158.2.a.1
This indicates that, in addition to being able to be played during an Open State, this spell may also be played during Open States during Showdowns. See rule 806. Action for more information.

155.2.b.3
This will result in this spell resolving before spells and abilities that are already on the chain.
158.2.b.3
This will result in this spell resolving before spells and abilities that are already on the chain. See rule 813. Reaction for more information.

169.10
Battlefields can be referenced in different states in card text:

169.10.a
Battlefields can be "occupied." This means they have a Unit present.

169.10.b
Battlefields can be "uncontrolled." This means no player controls them.

169.10.c
Battlefields can be "open." This means they are unoccupied and uncontrolled.

182.1.e
Tokens inherit the recycle destination of their type. Example: Token runes will be recycled to the Rune Deck. Token units, gear, and spells will be recycled to the Main Deck. Token battlefields and legends can't be recycled.

182.2.a.1
Although tokens do not have costs, their cost is treated as being 0 for all purposes.

180
Tokens are created on the board and cannot exist elsewhere.
183
Tokens are Created on the board or the Chain and cannot exist elsewhere.

180.1
If a token is put into any Non-Board Zone, it ceases to exist immediately after moving to its new zone.
183.1
If a token is put into any Non-Board Zone besides the chain, it ceases to exist immediately after moving to its new zone.

181
The spell or ability that creates a token specifies some of its characteristics. It may have other characteristics, as listed below.
184
The spell or ability that Creates a token specifies some of its characteristics. It may have other characteristics, as listed below.

181.1
A 1[M] Recruit token is a domainless unit token with 1 Might and the Recruit tag.
184.1
A 1 [M] Recruit token is a domainless unit token with 1 Might and the Recruit tag.

181.2
A 3[M] Sprite token with Temporary is a domainless unit token with 3 Might, the Fae tag, and the Temporary keyword. See rule 742. Temporary for more information.
184.2
A 3 [M] Sprite token with Temporary is a domainless unit token with 3 Might, the Fae tag, and the Temporary keyword. See rule 816. Temporary for more information.

184.3
A 2 [M] Sand Soldier token is a domainless unit token with 2 Might and the Shurima tag.

184.4
A 3 [M] Mech token is a domainless unit token with 3 Might and the Mech tag.

184.5
A Gold gear token is a domainless gear token with "[Reaction][>] Kill this, [E]: [Add] [A]."

184.6
A 0 [M] Reflection token is a domainless unit token with 0 Might.

184.7
A 1 [M] Bird token is a domainless unit token with 1 Might, the Bird tag, and the Deflect keyword. See rule 809. Deflect for more information.

184.8
A Brush battlefield token is a domainless battlefield token with "Bird, Cat, Dog, Poro, and Ivern units here have +1 [M]" and "When you score here, you may replace this with the battlefield it replaced."

184.9
The Baron Pit battlefield token is a domainless battlefield token with "Units can move here from anywhere."

184.3.c
While a Battlefield remains Contested, Control of a Battlefield cannot change.

184.3.d
The state of a Battlefield being Contested is used to determine when Combat should occur, when a Showdown without a Combat should occur, and when Control will change.
187.3.c
The state of a Battlefield being Contested is used to determine when Combat should occur, when a Non-Combat Showdown should occur, and when Control will change.

184.4.b
A player maintains control of a Battlefield while it is being Contested by an opponent.

187.4.b
While a Combat or Showdown is ongoing at a Battlefield, Control of that Battlefield cannot change until instructed by steps of the Combat or Showdown.

184.4.c
If a player has no Units at a Battlefield, they lose Control of that Battlefield immediately, unless it is Contested.
187.4.c
If a player has no Units at a Battlefield and the turn is in an Open state, they lose Control of that Battlefield in the following cleanup, unless there is a Combat or Showdown ongoing there.

303.2.a
If one or more actions, game effects, or Triggered Abilities are activated simultaneously, then Turn Order is referenced to organize the sequence of actions. See rule 375. Triggered Abilities for more information.
303.2.a
If one or more game actions, game effects, or Triggered Abilities are activated simultaneously, then Turn Order is referenced to organize the sequence of actions. See rule 382. Triggered Abilities for more information.

308.1
If a Showdown is in progress, the turn is in a Showdown State.
308.1
If a Showdown or Combat is in progress, the turn is in a Showdown State.

308.2
If no Showdown is in progress, the turn is in a Neutral State.
308.2
If no Showdown or Combat is in progress, the turn is in a Neutral State.

310.1
Neutral Open: There is no Showdown in progress and no Chain exists.
310.1
Neutral Open: There is no Showdown or Combat in progress and no Chain exists.

310.2
Neutral Closed: There is no Showdown in progress and a Chain exists.
310.2
Neutral Closed: There is no Showdown or Combat in progress and a Chain exists.

310.3
Showdown Open: A Showdown is in progress and no Chain exists.
310.3
Showdown Open: A Showdown or Combat is in progress and no Chain exists.

310.4
Showdown Closed: A Showdown is in progress and a Chain exists.
310.4
Showdown Closed: A Showdown or Combat is in progress and a Chain exists.

312.2.a
When the turn is in a Neutral Open State during their Action Phase.
312.2.a
When the turn is in a Neutral Open State during their Main Phase.

315.1.a
The Turn Player readies all Game Objects they control that are able to be readied. See rule 402. Ready for more information.
315.1.a
The following Task becomes Outstanding:

315.1.b
1. The Turn Player readies all Game Objects they control that are able to be readied. See rule 415. Ready for more information.

315.2.b.1
Holding occurs at this time. See rule 445. Scoring for more information.
315.2.b.1
The following Task becomes Outstanding:

315.2.b.2
1. The Turn Player Holds all Battlefields they Control. See rule 462. Scoring for more information.

315.2.c
Specific game effects or abilities will reference this timing and phase as necessary.

315.3.a
The Turn Player gains their additional runes for the turn.
315.3.a
The following Task becomes Outstanding:

315.3.b
The Turn Player channels 2 runes from their Rune Deck. See rule 417. Channel for more information.
315.3.b
1. The Turn Player channels 2 runes from their Rune Deck. See rule 430. Channel for more information.

315.3.c
Perform any actions as instructed by game objects during this time.

315.4.a
The Turn Player gains their additional card for the turn.
315.4.a
The following Task becomes Outstanding:

315.4.b
The Turn Player draws 1.
315.4.b
1. The Turn Player draws 1.

315.4.c
Perform any actions as instructed by game objects during this time.
315.4.c
The following Task becomes Outstanding:

315.4.d
As the Draw Phase ends, each player's Rune Pool empties. See rule 161. Rune Pools for more information.
315.4.d
1. Each player's Rune Pool empties. Any unspent Energy and Power are lost. See rule 164. Rune Pools for more information.

316
Action Phase
316
Main Phase

316.1
When all steps of the Start of Turn have been completed, the Action Phase begins.
316.1
When all steps of the Start of Turn have been completed, the Main Phase begins.

316.2
The Action Phase has no defined structure.
316.2
The Main Phase has no defined structure.

316.2.b.1
In Modes of Play with teammates, the Turn Player's teammates may play spells and activate abilities, including ones without Action or Reaction.
316.2.b.1
In Modes of Play with teammates, the Turn Player's teammates may play spells and activate abilities, including ones without Action or Reaction. They can only do so when the Turn Player invites them to do so with their own Priority.

316.2.c
In Modes of Play with Teammates, spells may be played by Teammates of the Turn Player during this time, but the actions of the Turn Player take precedence.

316.4.a
A Combat phase occurs as a result of Units controlled by opposing players being present at the same Battlefield.
316.4.a
A Combat occurs as a result of Units controlled by opposing players being present at the same Battlefield.

316.4.e
Play proceeds following the steps of combat. See rule 441. Steps of Combat for more information.
316.4.e
Play proceeds following the steps of combat. See rule 458. The Steps of Combat for more information.

316.5.b.1.a
These Showdowns are called Non-Combat Showdowns. During the proceedings of a Non-Combat Showdown, units controlled by a different player may become present at the Battlefield where the Showdown is ongoing. This will cause the Showdown to become a Combat Showdown.

316.6.a
This ends the Action Phase.
316.6.a
This ends the Main Phase.

316.6.b
Play proceeds to the End of Turn.
316.6.b
Play proceeds to the Ending Phase.

317
End of Turn Phase
317
Ending Phase

317.2
End of Turn Cleanup

317.2.a
Invoke an End of Turn Special Cleanup. See rule 318. Cleanups for more information.

317.2.b
Insert "2c. Heal all Units."

317.3.a
All "this turn" effects expire simultaneously.

317.3.b
As the Expiration Step ends, all players' Rune Pools empty. Any unspent Energy and Power are lost.

317.4
The Turn Player then becomes the next player in Turn Order.

317.2.a
Invoke an Ending Special Cleanup. See rule 318. Cleanups for more information.

317.2.b
Insert "2c. Heal all Units."

317.2.c
Insert "2d. All 'this turn' effects expire simultaneously."

317.2.d
Insert "2e. Each player's Rune Pool empties. Any unspent Energy and Power are lost."

317.2.e
The following Task becomes Outstanding:

317.2.f
1. If any items underwent the FEPR process, return to the start of the Expiration Step

317.3
The next player with their Turn queued becomes the Turn Player.

319
A Cleanup occurs at the following times:
319
A Cleanup will be made an Outstanding Task at the following times:

319.2
After the game transitions between Phases
319.2
After the game transitions between Phases, unless specified otherwise

319.3
After a Pending Item is added to the Chain

321
Similarly, while Chain Items are Resolving, a Cleanup cannot occur.

321.1
If an event occurs during the Resolution of a Chain Item that qualifies for a Cleanup, that Cleanup will be made an Outstanding Task.

322.1
These new Cleanups are themselves Outstanding Tasks.

322
When a Cleanup occurs, the following steps occur in order:
323
When a Cleanup occurs, the following Tasks become Outstanding in the order described:

322.1
1. If a player has as many points as the Victory Score, that player wins.
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.

322.2
2. Handle outstanding board state

322.3
2a. All Units that have non-zero Damage marked on them equalling or exceeding their Might that have Deathknell abilities will trigger their Deathknell ability now, making note of their current location, attributes, and other information relevant to add the trigger as a Pending Item See rule 734 Deathknell for more information.

322.4
2b. All Units that have non-zero Damage marked on them equalling or exceeding their Might are killed and placed in their owners' Trash.

322.5
3. Assign or Remove the Attacker or Defender designation from Units as needed if there is a Combat in progress
323.2
2. Assign or Remove the Attacker or Defender designation from Units as needed if there is a Combat in progress

323.3
3. Handle outstanding board state

323.4
3a. All Units that have non-zero Damage marked on them equalling or exceeding their Might that have Deathknell abilities will trigger their Deathknell ability now, making note of their current location, attributes, and other information relevant to add the trigger as a Pending Item See rule 808 Deathknell for more information.

323.5
3b. All Units that have non-zero Damage marked on them equalling or exceeding their Might are killed and placed in their owners' Trash.

322.6
4. Battlefields with no Units occupying them and no Contested status become Uncontrolled.
323.6
4. If the turn is in an Open State, Battlefields with no Units occupying them and no Showdown or Combat ongoing become Uncontrolled.

322.7
5. Recall all Gear at Battlefields. Remove all Hidden cards from all Battlefields that are not controlled by the same player and place them in their owner's Trash.
323.7
5. Recall all Unattached non-Unit Gear at Battlefields, and all Permanents and Runes in Bases other than their controller's. Remove all Hidden cards from all Battlefields that are not controlled by the same player and place them in their owner's Trash.

322.8
6. Mark a Showdown as Staged at each Battlefield that Contested was applied to that is Uncontrolled.
323.8
6. Mark a Showdown as Staged at each Battlefield that Contested was applied to.

322.8.a
The Showdown remains Staged at each Battlefield that is Contested and has only units present controlled by the player that applied Contested
323.8.a
The Showdown remains Staged at each Battlefield that is Contested and has units present controlled by the player that applied Contested.

322.9
6a. If Units of an opposing player are present at a Battlefield that has a Showdown staged before it can be Opened, the Showdown will cease being Staged

322.12
8. Finalize any Pending Items on the Chain

322.13
9. If the current state is a Neutral Open State and one or more Showdowns are Staged, the Turn Player chooses one of those Battlefields. A Showdown begins there.
323.11
8. If the current state is a Neutral Open State and one or more Showdowns are Staged, the Turn Player chooses one of those Battlefields. A Showdown begins there.

323.12
8a. If a Showdown and Combat are staged at the same Battlefield and the turn player chooses to initiate the Showdown there, the Showdown will open as a Combat Showdown.

322.14
10. If the current state is a Neutral Open State and Combat is Staged at one or more Battlefields, the Turn Player chooses one of those Battlefields. Combat begins there.
323.13
9. If the current state is a Neutral Open State and Combat is Staged at one or more Battlefields, the Turn Player chooses one of those Battlefields. Combat begins there.

323.14
9a. If the current state is Showdown Open State and Combat is Staged at a Battlefield where there is a Non-Combat Showdown ongoing, that Showdown becomes a Combat Showdown.

323.1
When a Special Cleanup is invoked, the unique steps added will be inserted and defined by the sub-section that invokes it. Example: When a Combat Cleanup is invoked, the Combat section defines what steps are added to the Cleanup.
324.1
When a Special Cleanup is invoked, the unique steps added will be inserted and defined by the sub-section that invokes it. Example: When a Combat Cleanup is invoked, the Combat section defines what steps are added to the Cleanup. See rule 461. The Resolution Step for more information. Example: When an End of Turn Cleanup is invoked, the End of Turn Phase subsection defines what steps are added to the Cleanup. See rule 317. The Ending Phase for more information.

332.1
The player that created the chain becomes the first Active Player.
333.1
The player that created the chain becomes the first player with Priority.

332.2
The Active Player is a designator similar to, but distinct from, Turn Player.

332.3
Similar to the Turn Player, this designation will pass between players over the course of play.

334
A Task is one or more steps or processes that one or more Players must perform before continuing with any other actions.

334.1
Tasks include, but are not limited to: Cleanups, the actions performed during the Start of Turn Process, throughout Combat in its various steps, and the actions performed during the End of Turn Process. See rule 318. Cleanups for more information on Cleanups See rule 315. Start of Turn for more information on the Start of Turn process See rule 454. Combat for more information on the steps of Combat See rule 317. Ending Phase for more information.

335
Whenever a Player takes one or more actions that incur Tasks they should refer to the process of HOT FEPR: Handle Outstanding Tasks; then Finalize, Execute, Pass, Resolve.

335.1
In the course of Handling Outstanding Tasks, Chain Items may be added to the Chain. They will remain there until the Tasks are complete.

335.2
When all Outstanding Tasks are completed, all pending Chain Items will subsequently be processed by the FEPR process.

335.2.a
During the FEPR process, new Tasks may be incurred. Pause the process and complete the necessary Tasks before continuing.

335.3
If there are no Outstanding Tasks, no pending Chain Items, and it is the Main Phase, the Turn Player receives priority. If there are no Outstanding Tasks, no pending items, and it is any other phase of the turn, proceed to the next substep, step, phase, or turn.

336
When there are no outstanding Tasks and there are pending Chain Items on the Chain, players should refer to the FEPR process to proceed.

336.1
In the sequence of resolving FEPR more Chain Items may become Pending Chain Items. These will be processed by the same FEPR process that produced them.

333.1.c
Abilities that Add resources, Units, and Gear resolve immediately when Finalized and do not progress to Step 2: Execute. See rule 346. Playing Cards for more information.
337.1.c
Units, Gear, and abilities that Add resources resolve immediately when Finalized and do not progress to Step 2: Execute. See rule 349. Playing Cards for more information.

337.1.c.1.a
If this occurs during a Showdown, the next player in turn order gains Focus.

334.1
The Active Player may do any the following:
338.1
The player with Priority may do any the following:

334.1.a.2
A Legally Timed Card would be a Card with Reaction.
338.1.a.2
A Legally Timed Card would be a Card with Reaction or a card that will have Reaction when played under appropriate circumstances.

334.1.a.5
This can be an additional card to the item that Started the Chain in the case of the first Active Player after creating the Chain.
338.1.a.5
This can be an additional card to the item that Started the Chain in the case of the first player with Priority after creating the Chain.

334.1.c.1
The Active Player passes Priority to the next Player in Turn Order. Proceed to Step 3: Pass.
338.1.c.1
The player with Priority passes Priority to the next Player in Turn Order. Proceed to Step 3: Pass.

335.2
Otherwise, the Active Player passes Priority to the next Player in Turn Order. Return to Step 3: Execute.
339.2
Otherwise, the player with Priority passes Priority to the next Player in Turn Order. Return to Step 3: Execute.

340.2.a
If this occurs during a Showdown, focus passes to the next player in turn order.

336.4
If the Chain is not empty and there are no Pending Items, the controller of the newest item on the chain gains Priority and becomes the Active Player. Return to Step 2: Execute.
340.4
If the Chain is not empty and there are no Pending Items, the controller of the newest item on the chain gains Priority. Return to Step 2: Execute.

339
The State of the turn is partially determined by whether or not a Showdown is in progress.
343
The State of the turn is partially determined by whether or not a Showdown or Combat is in progress.

339.1
The turn is said to be in a Showdown State if a Showdown is in progress.
343.1
The turn is said to be in a Showdown State if a Showdown or Combat is in progress.

339.2
The turn is said to be in a Neutral State if no Showdown is in progress.
343.2
The turn is said to be in a Neutral State if no Showdown or Combat is in progress.

342
When a Showdown begins, it may or may not begin with an Initial Chain.

342.1
Showdowns that open as a result of Combat may have an Initial Chain of Triggered Abilities.

342.1.a
These Triggered Abilities should be put on the chain first by the player with Focus, then proceeding with players without the Defender designation in Turn Order. Finally, the player with the Defender designation will add their Triggered Abilities, if any, to the Chain.

342.1.b
If there are no such Triggered Abilities present during a Combat-initiated Showdown then no Initial Chain is created, but the Showdown will still proceed.

343
When the last item on the chain resolves during a Showdown, Focus passes, and the next Player gains both Focus and Priority.
346
When the last item on the chain resolves and the turn returns to an Open State during a Showdown, Focus passes, and the next Player gains both Focus and Priority.

343.1
Focus does not pass when the last item on the Initial Chain resolves, if there was one. Instead the player with Focus proceeds with play.

346.1
Focus will not pass in this way if the chain opened as a result of a triggered ability being added to the chain, nor if it opened as a result of an Add ability being added to the chain. Example: the Initial Chain opens as a result of triggered abilities being added to the chain, so when the last item on the Initial Chain resolves and the turn returns to an Open State, Focus will not pass.

344.1
Play a spell that is legally timed.
347.1
Play a card that is legally timed.

344.1.a
The spell will start a Chain as normal.
347.1.a
The card will start a Chain as normal.

345.1
If this Showdown opened as a result of Combat, proceed with the remaining steps of Combat to resolve the phase. See rule 441. The Steps of Combat for more information.
348.1
If it is a Combat Showdown, proceed with the remaining steps of Combat to resolve the phase. See rule 458. The Steps of Combat for more information.

345.2
If this Showdown opened as a result of Contested being applied to a Battlefield without a controller, do one of the following:

348.2
If it is a Non-Combat Showdown, do the following:

345.2.b
If two players' Units remain at the Battlefield, Control cannot be established and the Battlefield remains Contested. This results in a Staged Combat. See rule 437. Combat for more information.

345.2.b.1
The player who applied Contested to the Battlefield will be the Attacker in the subsequent Combat.

351.2
This item becomes Pending.

354.2
This item becomes Pending, awaiting the finalization process (steps 2 - 5)

354.4
If there are Tasks outstanding or currently being handled, finish those Tasks before continuing this process. See rule 334. for more information on Tasks.

352
2. Make necessary choices.
355
2. Make relevant choices.

352.2.b
Some Game Effects may grant players permission to play Units to locations that are not normally Valid. Such locations become Valid for the purposes of Playing the Unit..
355.2.b
Some Game Effects may grant players permission to play Units to locations that are not normally Valid. Such locations become Valid for the purposes of Playing the Unit.

355.3
For Spells and Abilities with a bulleted list of modes to choose from, make the appropriate choices now.

355.4.a
A valid Location is one other than the Units' current Location where they are allowed to be present.

352.6
When a card Chooses one or more specific Game Objects to affect, it is Targeted.
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.

352.9
If a spell or ability requires one or more players to choose objects, players, or zones that are not targets, those choices are made on resolution.

352.9.a
Passive abilities never have targets.

352.9.b
Replacement effects never have targets.

352.9.c
Units and gear never have targets, although their abilities may.

352.10.b
It is included only as part of a targeting restriction for another choice. e.g., "Kill a unit at a battlefield" targets a unit, but not a battlefield, because the units are targets and "at a battlefield" is a restriction. e.g., "Kill all units at a battlefield" targets a battlefield, but not any units. e.g., "Move a unit to a battlefield" targets both a unit and a battlefield.
355.10.b
It is included only as part of a targeting restriction for another choice. e.g., "Kill a unit at a battlefield" targets a unit, but not a battlefield, because the units are targets and "at a battlefield" is a restriction. e.g., "Kill all units at a battlefield" targets a battlefield, but not any units.

352.11.b
If the group of targets no longer collectively fulfill the targeting restriction as the spell or ability resolves, that spell or ability's controller can choose a subset of the original targets that fulfills the targeting requirement for the spell or ability to affect. Example: A player plays Fox-Fire, a spell that says in part "Kill any number of units at a battlefield with total Might 4 or less." That player chooses four 1 [M] Recruit tokens at a single battlefield. As a Reaction, another player gives two of those Recruits +1 [M], so the Recruits' Mights are 1, 1, 2, and 2. Then Fox-Fire resolves. The Recruits no longer have total Might 4 or less, so Fox-Fire's controller must choose a legal subset of the original targets to affect. They could choose to kill the two 2 [M] Recruits, or the two 1 [M] Recruits plus one 2 [M] Recruit. The units they choose are Fox-Fire's remaining legal targets. They can't choose to affect units at the same battlefield that weren't initially chosen as targets, and they can't affect any units that are no longer at the chosen battlefield.
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.

352.12
If a card specifies that a player may choose some number of Game Objects to be affected by a card, then all choices are considered targeted and chosen independently.
355.12
If a spell specifies that a player may perform a Game Action on some number of Game Objects, then all choices are considered targeted and chosen independently of the decision to perform the Game Action.

352.14.g
Valid damage is a positive integer amount, greater than or equal to 1 damage.
355.14.g
Valid damage is a positive integer amount, greater than or equal to 1 damage. See rule 417. Deal for more information.

352.16
A player may not make choices during this step that will deterministically result in illegal choices or actions later in this process unless they have no choice. Example: A player plays Cruel Patron, which says "As an additional cost to play me, kill a friendly unit." They control exactly one unit, which is at a battlefield. They can't choose to play Cruel Patron to that battlefield, because by the time they have finished paying costs, they will no longer control that battlefield.
355.16
A player may not make choices during this step that will deterministically result in illegal choices or actions later in this process unless they have no choice. Example: A player plays a card which reads "as an additional cost to play this, kill the unit you control with the most Might. Give a friendly unit +[M] equal to the killed unit's Might this turn. Predict 2." They cannot choose to target their unit with the highest Might during this step of finalization.

355.17
If a spell or ability requires one or more players to make choices that are not outlined in this section, they are made on resolution.

356.1
Apply base cost modifications in any order.

356.1.a
If an ability or instruction allows you to play a card "for [Cost]", replace the card's Base Costs with [Cost].

353.2.b.1
Some Optional Costs specified by Passive Abilities on the card being played or another card are Non-Mandatory, and must be paid only if the player made the choice to pay them in rule 352. They use the phrase "as an additional cost" and the word "may." Example: A unit has the ability "As you play me, you may discard 1 as an additional cost. If you do, reduce my cost by [2]." While playing the unit, its controller declares their intention to pay the additional cost in rule 352, applies that additional cost in rule 353.2, applies the discount granted by paying that cost in rule 353.4, and discards a card to pay that additional cost in rule 354.2. See rule 360. Passive Abilities for more information.
356.2.b.1
Some Optional Costs specified by Passive Abilities on the card being played or another card are Non-Mandatory, and must be paid only if the player made the choice to pay them in step 2. They use the phrase "as an additional cost" and the word "may." Example: A unit has the ability "As you play me, you may discard 1 as an additional cost. If you do, reduce my cost by [2]." While playing the unit, its controller declares their intention to pay the additional cost in step 2, applies that additional cost in rule 356.2, applies the discount granted by paying that cost in rule 356.4, and discards a card to pay that additional cost in rule 357.2. See rule 363. Passive Abilities for more information.

353.4
Apply discounts in any order.

356.4
Apply discounts.

356.4.c
Discounts that only apply to a component of the cost will be applied when that component is added to the cost of the spell and before any other discounts. Example: Ezreal, Prodigy reads "optional additional costs you pay cost [1] or [A] less." When playing a Frigid Touch and choosing to pay the additional cost in step 2, as soon as the additional cost is added to the cost of the spell, Ezreal, Prodigy's discount is applied to it.

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.

356.4.d
Discounts that apply to the total cost of a spell and not any one component of the cost must be applied after any discount that applies only to a component of the cost.

356.4.d.1
These discounts may be applied in any order as long as they are applied after component discounts.

353.4.d.1
An optional additional cost was "paid" if the player made the decision in rule 352 to pay it. It doesn't matter how much the player actually paid. Example: Clockwork Keeper is a unit that costs 2 Energy and 0 Power and says "As you play me, you may pay [C] as an additional cost. If you do, draw " A player controls a card that says "Units you play cost [A] less." That player plays Clockwork Keeper and chooses to pay the optional additional cost of [C]. They will draw a card, even though the optional additional cost was reduced to 0.
356.4.f.1
An optional additional cost was "paid" if the player made the decision to pay it. It doesn't matter how much the player actually paid. Example: Clockwork Keeper is a unit that costs 2 Energy and 0 Power and says "As you play me, you may pay [C] as an additional cost. If you do, draw 1." A player controls a card that says "Units you play cost [A] less." That player plays Clockwork Keeper and chooses to pay the optional additional cost of [C]. They will draw a card, even though the optional additional cost was reduced to 0.

354.1.a
During this step, the spell's controller can use activated abilities with the Reaction tag that Add resources to add Energy and Power to pay the spell's costs. See rule 161. Rune Pools and rule 416. Add for more information.
357.1.a
During this step, the card's controller can use activated abilities with the Reaction tag that Add resources to add Energy and Power to pay the card's costs. See rule 164. Rune Pools and rule 429. Add for more information.

354.2
In addition, pay any non-standard Cost summed in rule 353.2 in any order.
357.2
In addition, pay any non-standard Cost summed in step 3 in any order.

354.2.a
Costs that are replaced with other events by replacement effects are still considered paid. Example: A player plays Cruel Patron, which says "As an additional cost to play me, kill a friendly unit." They also control Zhonya's Hourglass, which says "If a friendly unit would die, kill this instead. Heal that unit, exhaust it, and recall it." They choose to kill a friendly unit during rule 353.2, but as they pay the cost in rule 354.2, Zhonya's Hourglass replaces that unit's death. The cost is considered paid, and the player can continue playing Cruel Patron.
357.2.a
Costs that are replaced with other events by replacement effects are still considered paid. Example: A player plays Cruel Patron, which says "As an additional cost to play me, kill a friendly unit." They also control Zhonya's Hourglass, which says "If a friendly unit would die, kill this instead. Heal that unit, exhaust it, and recall it." They choose to kill a friendly unit during step 3, but as they pay the cost in step 4, Zhonya's Hourglass replaces that unit's death. The cost is considered paid, and the player can continue playing Cruel Patron.

354.3
A player may not pay costs during this step that will deterministically result in illegal choices or actions later in this process unless they have no choice. Example: A player plays Cruel Patron, which says "As an additional cost to play me, kill a friendly unit." They control multiple units, one of which is alone at a battlefield. During rule 352.2., they chose to play Cruel Patron to that battlefield. While paying costs, they can't choose to kill the unit at that battlefield, because then they will no longer control that battlefield and Cruel Patron cannot legally be played there. If they controlled that battlefield with multiple units, any of those units would be a legal choice, because they would still control the battlefield after killing one.

357.3
A player may not pay costs during this step that will deterministically result in illegal choices or actions later in this process unless they have no choice. Example: A player plays a card which reads "as an additional cost to play this, you may kill a friendly unit. Give a friendly unit +2 [M] this turn. If you paid the cost, give that unit +7 [M] this turn instead" If they chose to pay the cost, they must choose to kill a unit other than the targeted unit unless they have no choice.

358.3
Ensure that the card has the appropriate permissions to be played at this timing. Example: If the state is Showdown Closed and the card was the one that Closed the state, ensure that it has [Action] or [Reaction]. Example: If the state is Closed and the card wasn't the one that Closed the state, ensure that it has [Reaction].

356
6. Finalize this card and proceed with the card's category of Play.
359
6. Finish finalizing this card and proceed with the card's category of Play.

356.3.e.12
If the spell checks information about a target that is no longer legal or a card or permanent whose location, zone, or status has changed such that that information is no longer available, that check returns "null" and all calculations based on it are ignored. Examples: A unit that is no longer on the board is treated as having null Might, null cost, etc. A unit that is no longer on the board has no location, is neither exhausted nor readied, etc. Baited Hook says "[1][C], [E]: Kill a friendly unit. Look at the top 5 cards of your Main Deck. You may banish a unit from among them that has Might up to 1 more than the killed unit and play it, ignoring its cost. Then recycle the rest." While Baited Hook's ability is on the chain, an opponent reacts with a spell that returns the friendly unit to its owner's hand. Because the friendly unit is no longer a legal target, it can't be killed and its Might is treated as null. Baited Hook's controller reveals the top 5 cards of their Main Deck, but can't choose any unit from among them.
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.

359.3.e.12.a
If the spell checks information about a target that is legal, or a card or permanent whose location, zone, or status has not changed such that information is no longer available, that information is accessible.

359.3.e.14
Some instructions may reference Game Objects affected by, or Game Actions performed in, other instructions in a card. The referenced and referencing instructions are called "linked instructions."

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.

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.

359.3.e.15
A spell or ability that leaves the chain during the process of its resolution will cease further execution of its instructions. This immediately causes the spell or ability to finish resolving.

359.3.f
Referents

359.3.f.1
Some information used by abilities is referenced from the source of those abilities, or from one or more targets of a spell or ability. This can usually be recognized by the presence of words like "here," "my," or "its."

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.

359.3.f.3
Some information used by triggered abilities is referenced from the trigger condition of the ability. This information is checked when the trigger condition is fulfilled. Example: Lillia, Fae Fawn reads "when I move from a location, play a 3 [M] Sprite token with Temporary there." If Lillia moves to a battlefield, her triggered ability will be placed on the chain and it will note the location she moved from when it does so. If she moves to a non-board zone in reaction to the triggered ability on the chain, it will not affect where the Sprite token will be played when the triggered ability resolves.

359.3.f.3.a
In the case of a delayed triggered ability, the information is referenced when the triggered ability is created unless specified otherwise.

359.3.f.3.a.1
In the case of a linked ability that references information from a linked triggered ability, that information may be referenced from the trigger condition of the linked triggered ability if specified.

359.3.f.4
Some information used by the effect of a triggered ability is referenced from the triggered ability itself, such as "enemy" and "friendly" status. This information is checked on execution of the referencing instruction. Example: Yasuo, Remorseful reads "when I attack, deal damage equal to my Might to an enemy unit here." Yasuo moves to an occupied enemy battlefield and his attack trigger goes on the chain. In reaction to the attack trigger, the defending player plays a hidden Hostile Takeover and gains control of Yasuo. The triggered ability is unaffected by Yasuo changing controllers, and "enemy" is in reference to the triggered ability itself, so it will resolve with no issue. Example: In reaction to the same Yasuo, Remorseful trigger, say the defending player had instead played a spell that reads "[Reaction]. Gain control of a triggered ability. You may make new choices for it." They chose the attack trigger. When Yasuo's attack trigger resolves, if they didn't make new choices for the trigger, the controller of the triggered ability will no longer be an enemy to the targeted unit, so the triggered ability will mistarget and do nothing. If they instead chose Yasuo with the attack trigger, he would be an enemy unit to the triggered ability and so it would deal damage equal to his Might to himself.

361.1
These abilities have a wide variety of formats to recognize. Example: "I get +1[M] while you have 2 or more cards in your hand." Example: "Friendly Yordles at my battlefield have [Shield]."
364.1
These abilities have a wide variety of formats to recognize. Example: "I get +1 [M] while you have 2 or more cards in your hand." Example: "Friendly Yordles at my battlefield have [Shield]."

366.1
A Replacement Effect can be identified by the presence of the term "instead." Example: Zhonya's Hourglass reads "The next time a friendly unit would die, kill this instead. Recall that unit exhausted." This is a replacement effect that alters the execution of any Game Effect that would kill a friendly unit.
369.1
A Replacement Effect can usually be identified by the presence of the terms "would" or "instead." Example: Zhonya's Hourglass reads "The next time a friendly unit would die, kill this instead. Heal that unit, exhaust it, and recall it." This is a replacement effect that alters the execution of any Game Effect that would kill a friendly unit.

369.2
Some Game Actions are themselves Replacement Effects. Example: Burning Out is a replacement effect.​ Example: Preventing Damage is a replacement effect.

370.1
Replacement Effects apply to any event or instruction that qualifies for their application. A Replacement Effect will specify the circumstances by which an event or instruction will qualify to be replaced.

370.1.a
When a Replacement Effect applies, it replaces the qualifying event with one or more Game Actions or events, or the qualifying instruction with another instruction.

370.2
A Replacement Effect can only be applied once to an event, or to any Game Actions or events that replace that event. Example: A player plays a spell that reads "gear you control become 1 [M] gear units this turn." They control two copies of Zhonya's Hourglass when the spell resolves. If one of those copies is killed, both of their Replacement Effects will be applied. Whichever is applied first, that Replacement Effect can't be applied again. When it is applied, it kills its source, which creates an event the other can apply its Replacement Effect to. Once they've both applied their Replacement Effect to the original death event and the event that replaced it, they cannot go any further. At that point, whichever Zhonya's Hourglass applied its Replacement Effect last will die.

370.3
If a Game Object has a Replacement Effect that is active in a specific zone, it is evaluated and subsequently applied if it enters that zone before an event occurs that it could replace. Example: A unit that reads "if a unit you control would die, you may banish me from your trash instead. If you do, heal that unit, exhaust it and recall it." The first unit dies simultaneously with a 1 [M] Recruit token. It does not enter the trash before the Recruit dies, so it will not be able to replace its death.

371
Some Replacement Effects will begin with "once each turn."

371.1
When an event the Replacement Effect could apply to occurs, the player who controls the Replacement Effect may choose to apply it to the event.

371.2
If they do not, it has not been applied this turn.

373
If more than one event occurs simultaneously that Replacement Effects could apply to, each event is treated separately and individually for the purposes of Replacement Effects, and Replacement Effects with the same controller are applied in the order of their controller's choosing. Example: Two units controlled by the same player die in the same cleanup. That player also controls Zhonya's Hourglass. They must decide which event to apply Zhonya's Hourglass to first.

373.1
Although these events are simultaneous, the applied Replacement Effects are ordered. If multiple applied Replacement Effects with different controllers would execute simultaneously, they execute in turn order.

373.2
When applying Replacement Effects to events that occur simultaneously, each Replacement Effect may only be applied in one sequence, to any number of events that are qualified to be replaced. Example: Soraka, Wanderer reads "If another unit you control here would die, if it has less Might than me, instead heal it, exhaust it, and recall it." Soraka dies simultaneously with two 1 [M] Recruit tokens at the same battlefield and two 1 [M] Recruit tokens in base. Soraka has a Guardian Angel attached to her when she dies, which appends "If I would die, kill Guardian Angel instead. Heal me, exhaust me, and recall me" to Soraka's rules text. There are several possible ways to order the Replacement Effects being applied to the various events: If Soraka's Replacement Effect is applied first, it saves the Recruits at the same battlefield as her but not the Recruits in base. If the Replacement Effect appended by Guardian Angel then saves Soraka, she cannot apply her Replacement Effect to the Recruits in base as her Replacement Effect has already been applied to an event simultaneous with it dying. If the Replacement Effect appended by Guardian Angel is applied first, it saves Soraka and recalls her - then when Soraka's Replacement Effect is applied, it can only save the Recruits in base.

373.2.a
A sequence of Replacement Effects is an uninterrupted series of applications to a set of simultaneous events.

373.2.a.1
A Replacement Effect that replaces an event or Game Action that is part of another Replacement Effect will not interrupt the sequence of the replaced Replacement Effect's application.

374
A Replacement Effect's controller is the player that controls the source of the Replacement Effect.

375
If an event that a Replacement Effect applies to would be modified by a Game Effect, or the results of that event would be modified by a Game Action, the Replacement Effect will inherit those modifications. Example: Treasure Hunter reads "When I move, play a Gold gear token exhausted." A Replacement Effect that says "if you would play a token gear, play that token and an additional copy instead" is applied to the event of the Gold gear token being played. The additional copy will also be exhausted, as it inherits the "exhausted" modification. Example: Another Replacement Effect says "if you would play a token, draw 1 instead." The modification cannot apply, so we ignore it. Example: A spell reads "play a ready 3 [M] Mech token. Then do this: Give it Temporary." A Replacement Effect that says "if you would play a unit token, play that token and a 1 [M] Recruit token instead" is applied to the event of the Mech token being made. The Recruit token enters ready and is given Temporary.

377.2
Card text will refer to activating Activated Abilities with the word "use."

377.2.a
If "using" an Activated Ability is part of a trigger condition, that condition is fulfilled when the Activated Ability resolves.

377.2.b
If an Activated Ability has a condition on "using" it, that condition must be true in order to activate the ability in question. Example: Ultrasoft Poro reads "[E]: Play two 1 [M] Bird unit tokens with [Deflect]. Use this ability only while I'm at a battlefield." In order to activate the ability, Ultrasoft Poro must be located at a battlefield.

383.3.a
If a Triggered Ability says "you may" as the first part of its Effect, the controller of its source will choose whether or not to place the Triggered Ability on the chain when its trigger Condition is fulfilled.

383.3.b
If a Triggered Ability contains a cost within instructions, that cost is treated as the base cost of the Triggered Ability.

383.3.b.1
The cost must be paid in order to finalize the Triggered Ability to the Chain.

383.3.b.2
Costs within instructions for Triggered Abilities are not paid on resolution, unlike costs within instructions for Spells.

383.3.e
If a triggered ability has a conditional statement following the Condition, that conditional statement must be true in order for the trigger to be placed on the Chain. Example: Sona, Harmonious reads "At the end of your turn, if I'm at a battlefield, ready up to 4 friendly runes." Her Trigger Ability's Condition will be fulfilled in the Ending Step, but the Triggered Ability will only be placed on the chain if she is located at a battlefield when the Condition is fulfilled.

383.3.f
Some Triggered Abilities will trigger "once each turn."

383.3.f.1
When the Condition is fulfilled, the player who controls the source of the Triggered Ability may choose to place it on the chain.

383.3.f.2
If they do not, it has not Triggered this turn.

383.4.b
Targeting Effects are Triggered Abilities with the Condition that a Game Object becomes targeted.

383.4.b.1
These are commonly structured as "When you choose me …" or "When you choose a [Game Object] …"

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.

383.4.b.3
Although these abilities say "choose" in their Condition, they trigger specifically when an appropriate Game Object is Targeted. See rule 355.6. Targeting for more information on what counts as Targeting.

383.4.b.4
These Triggered Abilities can be referred to as Targeting Effects.

376.4.d.2.a
These triggers can only become fulfilled once per combat, despite a Unit being able to gain and lose the Attacker designation multiple times in the same combat.
383.4.e.2.a
These triggers will only have their condition checked once per combat, despite a Unit being able to gain and lose the Attacker designation multiple times in the same combat.

383.4.e.2.b
If the trigger condition contains other requirements besides attacking and if those requirements are not fulfilled when the unit gains the Attacker designation, it will not trigger in that combat.

376.4.e.2.a
These triggers can only become fulfilled once per combat, despite a Unit being able to gain and lose the Defender designation multiple times in the same combat.
383.4.f.2.a
These triggers will only have their condition checked once per combat, despite a Unit being able to gain and lose the Defender designation multiple times in the same combat.

383.4.f.2.b
If the trigger condition contains other requirements besides defending and if those requirements are not fulfilled when the unit gains the Defender designation, it will not trigger in that combat.

390.5
Delayed Linked Abilities are Linked Abilities that are generated by another Ability and reference that Ability or Game Objects it affects. Delayed Linked Abilities don't necessarily identify a specific window of time, and instead are defined by the Ability they are linked with.

390.5.a
If that Ability affects a Game Object, the Delayed Linked Ability's window will be as long as that Game Object is in an appropriate zone.

384
Delayed Abilities will resolve or be active just like the ability they augment, but only during the specified time in the effect that created the Delayed Ability. Example: Ravenborn Tome reads "The next spell you play this turn deals 1 Bonus Damage" is a Delayed Passive Ability that passively adds 1 damage to just the next spell played. The next spell is a specific time, and the 1 Bonus Damage is a passive ability. Example: Noxian Guillotine reads "Choose a unit. Kill it the next time it takes damage this turn." When the chosen unit takes damage is the specified time, and killing it is the condition for a Delayed Triggered Ability.
390.5.b
If the Delayed Linked Ability references the source of the abilities, its window will be as long as the source is in an appropriate zone. Refl391. Delayed Abilities will resolve or be active just like the ability they augment, but only during the specified time in the effect that created the Delayed Ability. Example: Ravenborn Tome reads "The next spell you play this turn deals 1 Bonus Damage" is a Delayed Passive Ability that passively adds 1 damage to just the next spell played. The next spell is a specific time, and the 1 Bonus Damage is a passive ability. Example: Noxian Guillotine reads "Choose a unit. Kill it the next time it takes damage this turn." When the chosen unit takes damage is the specified time, and killing it is the condition for a Delayed Triggered Ability.

393
Linked Abilities

394
Linked Abilities are a set of Abilities with one or more of the component Abilities referencing the other Abilities in the set.

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.

396
Linked Abilities can contain component Abilities of any type.

397
A component Linked Ability that references a Game Object affected by another Ability in the set may only interact with Game Objects affected by the Abilities it is Linked with.

390.1
Make all choices required for this ability, such as targets, options, or other relevant decisions. See rule 346. Playing Cards for more information
402.1
Make all choices required for this ability, such as targets, modes, or other relevant decisions. See rule 349. Playing Cards for more information

403.1.b.1
If a Triggered Ability has a cost within instructions (e.g. "[do X] to [do Y]"), the cost is taken as the base cost. See rule 742.1. for more information on costs within instructions.

411
Responsibility

411.1
Game Actions may be the responsibility of up to one player. The player that performs the Game Action is responsible for it.

411.2
In the case where a Game Action is performed by procedures of the game and not by any player, that Game Action is not the responsibility of any player.

411.3
Certain rules assign responsibility to players for Game Actions that they are not normally responsible for.

411.4
If an ability triggers when "you" do something, it triggers when a Game Action that you are responsible for occurs. Example: A gear reads "When you move an enemy unit, you may exhaust this to [Stun] it." It will trigger whenever a move game action that you are responsible for causes an enemy unit to move. If an opponent plays a spell that reads "choose a Battlefield. Each player may move a unit they don't control to that battlefield," and a player that controls the gear chooses to move an enemy unit, their gear will trigger.

411.5
Note that certain Game Actions, specifically Kill, can be attributed to spells and abilities. This attribution is not the same as the responsibility a given player has for the kill game action.

411.5.a
Spells and abilities have attribution for game actions, while players have responsibility.

400.1
Drawing a card takes a single card from the top of the Main Deck and adds it to the player's Hand.
413.1
Drawing a card takes a single card from a zone and adding it to the player's Hand.

413.1.a
Unless specified otherwise, drawing takes cards from the Main Deck.

401.1
Exhausting is an action that marks a non-spell Game Object as "spent."
414.1
Exhausting is an action that marks a non-spell Game Object on the board as "spent."

401.2
"Exhausted" is a state for Game Objects that other game effects and rules can reference.
414.2
"Exhausted" is a state for Game Objects on the board that other game effects and rules can reference.

402.1
Readying is an action that marks a non-spell Game Object as available for action.
415.1
Readying is an action that marks a non-spell Game Object on the board as available for action.

402.2
"Ready" is a state for Game Objects that other game effects and rules can reference.
415.2
"Ready" is a state for Game Objects on the board that other game effects and rules can reference.

402.3.b
The player may also Ready their Game Objects when effects or spells instruct them to do so.
415.3.b
Players may also Ready Game Objects on the board when effects or spells instruct them to do so.

404.1.a
Assigning Damage during Combat Resolution is not Dealing Damage, but will cause Damage to be Dealt when assignment is complete.
417.1.a
Assigning Damage during the Combat Damage Step is not Dealing Damage, but will cause Damage to be Dealt when assignment is complete.

417.1.e
Valid Damage is a positive integer amount, greater than or equal to 1 Damage.

417.1.e.1
Only Valid Damage is Dealt. Example: A unit has "when I take damage, give me +2 [M] this turn." A spell is played that Prevents the next 3 damage the unit would take. If a player plays Hextech Ray targeting the unit, it will take no damage and its triggered ability will not trigger. If that player had played Void Seeker instead, it would be Dealt 1 and trigger its ability. Example: A unit is present at Void Gate. A spell is played that Prevents the next 3 damage the unit would take. If a player plays Hextech Ray targeting the unit, it will take no damage - in order to apply the Bonus Damage from Void Gate, the Deal game action would have to occur, and Hextech Ray did not Deal any damage.

406.1
A player Plays cards by paying costs associated with that card. See rule 346. Playing Cards for more information.

419.1
A player Plays cards by placing them on the chain and queuing them to be finalized. See rule 349. Playing Cards for more information on playing cards. See rule 337. Finalize for more information on finalizing cards.

419.1.a
By default, a player can only Play cards from their hand or their Chosen Champion zone.

406.2.a
As long as a player has the resources to pay the costs associated with the card, they may play cards.
419.2.a
As long as a player has the resources to pay the costs associated with the card and legal choices to make for their cards, they may Play cards.

407.1
Moving is the act of a Game Object moving between two Locations on The Board.
420.1
Moving is the act of a Game Object moving between two Locations on The Board. See rule 440. Movement for more information on movement.

407.2.b
The Standard Move inherent to Units may also cause Movement. See rule 142 for more information on the Standard Move.
420.2.b
The Standard Move inherent to Units may also cause Movement. See rule 144. for more information on the Standard Move.

408.4
If a facedown card would be put into a zone whose Privacy is Private or Secret, or if the game ends, its owner reveals it to all players. See rule 127. Privacy for more information.
421.4
If a facedown card would change zones or if the game ends, its owner reveals it to all players. See rule 128. Privacy for more information.

409.4
When Discarding is part of an effect, then a player must Discard as many cards as possible from their hand. If instructed to discard more cards than they have in their hand, further discard instructions are ignored. Example: Undercover Agent has the ability "[Deathknell] Discard 2, then draw 2. (When I die, get the effect.)" If Undercover Agent's controller has 2 or more cards in hand, they must discard 2. If they have 1 card in hand, they discard 1, and the rest of the discard instruction is ignored. If they have no cards in hand, the entire discard instruction is ignored. Regardless of how many cards they discard, they then draw 2.
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.

410.1.b
A Stunned Unit does not contribute its might to damage in combat.
423.1.b
A Stunned Unit does not contribute its might to damage in the combat damage step. See rule 460. The Combat Damage Step for more information.

412.1
Countering is the act of negating the execution, activation, or otherwise playing of a card by a player.
425.1
Countering is the act of negating the execution, activation, or otherwise playing of a card or ability by a player.

412.1.a
A card that is Countered does nothing and is then placed in the Trash.
425.1.a
A card or ability that is Countered does nothing and is cleared from the chain.

412.1.c
Countering does not refund any costs paid to play a card.
425.1.c
Countering does not refund any costs paid to play a card, activate an ability, or trigger an ability.

412.2.a
Players may only Counter cards when directed to by Game Effects.
425.2.a
Players may only Counter cards and abilities when directed to by Game Effects.

414.3.a
Separate instances of an object or effect banishing cards do not reference other banished cards by objects of the same name or effects originating from cards of the same name. Example: A spell reads "Banish the top card of your Main Deck. When you conquer this turn, draw it." This card effect allows you to draw the banished card from banishment if a condition is met. If more than one of these effects is played, each one triggers separately. Each card will be drawn separately. If the turn player passes the turn without playing the card, the card remains in banishment indefinitely. If the same player plays another copy of the same spell, banishes another card, and satisfies its condition, they could play the new banished card, but not the original banished card.
427.3.a
Separate instances of an object or effect banishing cards do not reference other banished cards by objects of the same name or effects originating from cards of the same name. Example: A spell reads "Banish the top card of your Main Deck. When you conquer this turn, draw it." This card effect allows you to draw the banished card from banishment if a condition is met. If more than one of these effects is played, each one triggers separately. Each card will be drawn separately. If the turn player passes the turn without playing the card, the card remains in banishment indefinitely. If the same player plays another copy of the same spell, banishes another card, and satisfies its condition, they could play the new banished card, but not the original banished card. See rule 393. Linked Abilities for more information.

415.5.c
When one or more Units is killed due to a Cleanup, the spell or ability that resolved immediately prior to that Cleanup that applied damage to the Unit or Units is responsible for that Kill action.
428.5.c
When one or more Units is killed due to a Cleanup, that kill action is attributed to the spell or ability that resolved immediately prior to that Cleanup that dealt damage to the Unit or Units. The player responsible for the deal action is responsible for the kill action.

415.5.d
Abilities originating from Game Objects that are responsible for Kill Actions are responsible in addition to the Game Object that created them. Example: Falling Star is a spell that says "Do this twice: Deal 3 to a unit." Immortal Phoenix is a unit that says "When you kill a unit with a spell, you may pay [1][C] to play me from your trash." A player plays Falling Star while Immortal Phoenix is in their trash. The "do this" phrasing on Falling Star means that it has a reflexive triggered ability, which places two triggered abilities on the chain. As each of those triggered abilities resolve, it deals damage to the unit chosen for that ability. If one of these abilities deals lethal damage to a unit, both Falling Star and its ability are considered sources of the damage, and so both Falling Star and its ability are responsible for killing the unit. This means that Falling Star's controller killed a unit with a spell, so Immortal Phoenix's ability will trigger.
428.5.d
Abilities originating from Game Objects that are attributed Kill Actions are attributed in addition to the Game Object that created them. Example: There is a spell that says "Do this twice: Deal 3 to a unit." Immortal Phoenix is a unit that says "When you kill a unit with a spell, you may pay [1][C] to play me from your trash." A player plays the spell while Immortal Phoenix is in their trash. The "do this" phrasing means that it has a reflexive triggered ability, which places two triggered abilities on the chain. As each of those triggered abilities resolve, it deals damage to the unit chosen for that ability. If one of these abilities deals lethal damage to a unit, both the spell and its ability are considered sources of the damage, and so both the spell and its ability receive attribution for killing the unit. This means that the spell's controller killed a unit with a spell, so Immortal Phoenix's ability will trigger.

428.5.e
In order to Kill something "with" a spell or ability, the Kill action must be attributed to the spell or ability, the player must control that spell or ability, and the player must be responsible for the Kill action.

416.2.a
Priority and Focus will not pass from Add abilities being finalized, and will resolve before any other outstanding items on the chain are finalized.
429.2.a
Priority and Focus will not pass from Add abilities being finalized or resolving, and will resolve before any other outstanding items on the chain are finalized.

416.3
Activated abilities that Add resources and have the Reaction tag can be activated during the playing or resolution of other spells and abilities, any time that those spells or abilities require that resources be paid. Example: A player can add Energy and Power through any means before initiating the process of playing a spell. After initiating that process, in the Pay Costs step, they may activate Add Reactions to add Energy or Power to pay costs.
429.3
Activated abilities that Add resources and have the Reaction tag can be activated during the playing or resolution of other spells and abilities, any time that those spells or abilities require resources be paid. Example: A player can add Energy and Power through any means before initiating the process of playing a spell. After initiating that process, in the Pay Costs step, they may activate Add Reactions to add Energy or Power to pay costs.

429.3.a
When an Add ability is activated in this way, it immediately finalizes and resolves, even during the resolution of spells and abilities.

431.3.b
Points gained after the first Burn Out being processed in sequence cannot be replaced or prevented by any means. Points gained after the first Burn Out being processed in sequence that cause a player to reach or surpass the Victory Score for their game mode will cause that player to win the game if they also have more points than any opponent. The player wins immediately, without needing to wait for a cleanup to occur.

421.1
Attaching is the act of linking two cards on the board together to combine their effects in some way. This causes one or more cards to become Attached and at least one card to become a Top-Most Card. See rule 716 Attachment for more information.
434.1
Attaching is the act of linking two cards on the board together to combine their effects in some way. This causes one or more cards to become Attached and at least one card to become a Top-Most Card. See rule 716. Attachment for more information.

421.1.e
Attaching one or more cards will cause those cards' Rules Text to become Inactive for as long as they remain Attached. See rule 716 Attachment for more information.
434.1.e
Attaching one or more cards will cause those cards' Rules Text to become Inactive for as long as they remain Attached. See rule 716. Attachment for more information.

421.1.f
Attaching a card will cause it to Detach from any card to which it is currently Attached.
434.1.f
Attaching a card to a new Top-Most Card will cause it to Detach from the card to which it is currently Attached.

434.1.g
Attaching a card to its current Top-Most Card will not have any effect.

434.1.h
If a Game Effect instructs a player to Attach a card to its current Top-Most Card, nothing additional happens.

436
Predict

436.1
Predicting a card is the act of looking at a single card from the top of the Main Deck and choosing whether or not to Recycle it.

436.1.a
When more than one card is Predicted, the Predicting player looks at that many cards and Recycles any number of them.

436.1.b
The Player who performs the game action may rearrange any cards not Recycled in this way.

436.2
Predicting is a Limited Action.

436.2.a
Players may only Predict cards when instructed to do so by game effects.

436.3
This action, when instructed, is formatted as "Predict X."

436.3.a
If omitted, X is presumed to be 1.

436.4
If a player attempts to Predict more cards than are available in their Main Deck, they will Predict as many as possible instead.

436.4.a
The Player will not perform a Burn Out as a result of Predicting with too few cards in their deck.

437
Prevent

437.1
Preventing damage is the act of reducing the Damage a set of game objects would take.

437.1.a
Prevent is an action that interacts with Damage.

437.1.b
Prevent appears in statements that define an amount of damage and the source of the damage it will affect, as well as the timespan it will be relevant for.

437.1.b.1
Prevent actions are usually formatted as "Prevent the next X [source] damage that would be dealt to a [unit] this turn."

437.1.b.1.a
The X is referred to as the Prevent Value.

437.1.b.1.b
X can be "All," which specifies an infinite amount of damage.

437.1.b.2
Prevent will always apply to the next damage that would be dealt to a unit affected by the Prevent action.

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.

437.2.a
The damage being dealt as a result of Preventing can never be less than 0, but can be 0. This is equivalent to not dealing damage.

437.3
When damage is dealt this way, reduce the Prevent Value being tracked on the Unit affected by the Prevent action by the prevented amount.

437.3.a
If the Prevent Value is 0 or less, then Prevent is no longer being tracked on the Unit in question, and the effect expires.

437.3.b
The reduced value is the newly tracked Prevent Value.

437.3.c
If the Prevent Value is "All" then it remains "All."

437.4
Damage dealt to a Unit that has that all of that damage Prevented is not considered to have been dealt to it at all.

437.5
Damage can still be assigned to Units in combat that are affected by Prevent. The damage dealt as a result of that assignment will be affected by the Prevent action.

437.5.a
Damage can be assigned to a Unit up to a value that would be Lethal considering the Prevent Value of all Prevent Actions on a Unit. Example: A unit with 2 [M] is being assigned damage in the combat damage step. The unit has "prevent the first 3 damage I would take each combat." The unit would need to be assigned 5 damage in order to have lethal damage assigned to it.

437.5.b
No amount of damage is ever considered lethal if the Prevent Value is "All."

437.6
Prevent is a Limited Action.

437.6.a
Players may only Prevent Damage when directed to by Game Effects.

437.7
Prevent is a Delayed Replacement Effect. See rule 367. Replacement Effects for more information. See rule 389. Delayed Abilities for more information.

438
Replace

438.1
Replacing is the act of Creating a token in the place of another card or token without playing it while inheriting all effects or statuses of the game object it replaced.

438.2
Replacing is a Limited Action.

438.2.a
The player may Replace cards and tokens when instructed to do so by other game effects.

438.3
This action, when instructed, is formatted as "Replace [X] with [Y]."

438.3.a
The [X] is the target to be Replaced.

438.3.b
The [Y] is the object that will Replace the target.

438.3.b.1
This will always specify a Token to create.

438.4
Replacing is not a subset of Banishing.

438.5
The card or token that is Replaced is placed in Banishment.

438.5.a
While it resides in Banishment, it is considered to have been Replaced and not Banished.

438.6
If a token is Replaced it will stop existing once it begins its occupancy in Banishment.

438.6.a
This does not invalidate the token created, or the act of Replacement.

438.7
Tokens that have been Created through a Replace action can be instructed to be "Swapped back."

438.7.a
"Swapping Back" is an extension of the Replace action.

438.7.b
To Swap Back, the token stops existing and the original card is returned to the space that the token just occupied, inheriting all current effects and statuses.

438.7.c
If there is nothing in Banishment to swap back to, usually because a token was replaced, then this object can never swap back.

439
Create

439.1
Creating is the act of producing a Game Object that previously did not exist in the game.

439.2
Effects that Create one or more Game Objects will direct where those Game Objects must go - the Game Objects are Created directly to the zones in question.

439.2.a
Prior to being Created, these Game Objects did not exist outside of the zone they were Created to. After being Created, they may change zones as appropriate for Game Objects of their type.

439.2.b
If a zone is not specified by the effect, the Game Object will be created to the appropriate zone for its type. Permanents will be Created to any location on the Board that they can be played to.

439.2.b.1
Spells will be Created to the Chain.

439.2.b.2
Runes will be Created to base.

439.2.b.3
Legends will be Created to the Legend Zone.

439.2.b.4
Battlefields will be Created to the Battlefield Zone.

439.3
An effect that Creates a Game Object will specify the nature of the Game Object created.

439.3.a
If the Game Object is a token, it will follow the normal rules for tokens. See rule 176. Tokens for more information.

439.4
Unless specified otherwise by the Game Effect that Creates a Game Object, any such Game Object is owned by the player who Created it. Control is established as usual for Game Objects of the appropriate type.

439.4.a
A Created permanent, rune, legend, or spell is controlled by its owner as it is created.

439.4.b
A Created battlefield is uncontrolled as it is created.

439.5
This action, when instructed, is usually formatted as "Create [X] to [Y]" or "Add [X] to [Y]."

439.6
Creating is a Limited Action.

439.6.a
Players may only Create Game Objects when directed to by Game Effects.

425.2.a
In Modes of Play with more than two players, Battlefields with Staged Combats or Combats in Progress are Invalid Destinations for Moves of all kinds (Standard Moves or otherwise) by Units controlled by Players who don't already have permanents at that Battlefield.
442.2.a
In Modes of Play with more than two players, Battlefields with Staged Combats or Combats in Progress are Invalid Destinations for Moves of all kinds (Standard Moves or otherwise) by Units controlled by Players not involved in those Combats or who don't already have permanents at that Battlefield.

442.2.b
In Modes of Play with teammates, Battlefields Controlled by a player's teammates are Invalid Destinations for Moves of all kinds (Standard Moves or otherwise) by Units that player controls.

430.1
A Combat is triggered when a Move causes a Battlefield to become Contested and Units controlled by opposing players. See rule 437. Combat for more information.
447.1
A Combat is opened when a Move causes a Battlefield to become Contested and Units controlled by opposing players, or when a Move causes Units controlled by opposing players to become present in the same Battlefield where a Showdown is ongoing. See rule 454. Combat for more information.

438
A Combat occurs when a Cleanup occurs, there are no items on the Chain, and a Battlefield has Units controlled by two opposing players.

455
A Combat occurs when a Cleanup occurs, there are no items on the Chain, there is a staged Combat at a Battlefield, and no Showdown or Combat is ongoing at any other Battlefield. See rule 318. Cleanups for more information.

455.1
If there is an ongoing Showdown at the Battlefield where the Combat is staged, that Showdown will become a Combat Showdown and a Combat will be initiated there.

456.3
If a Combat and Showdown are staged at the same Battlefield and the turn player initiates the Showdown, it will open as a Combat Showdown.

440.1
In Modes of Play with more than two players, Battlefields with Staged Combats or Combats in Progress are Invalid Destinations for Moves of all kinds (Standard Moves or otherwise) by Units controlled by Players who don't already have Units at that Battlefield. See rule 425.2.a. for more information on Invalid Destinations.
457.1
In Modes of Play with more than two players, Battlefields with Staged Combats or Combats in Progress are Invalid Destinations for Moves of all kinds (Standard Moves or otherwise) by Units controlled by Players not involved in those Combats or who don't already have Units at that Battlefield. See rule 442.2.a. for more information on Invalid Destinations.

442
Step 1: The Showdown Step
459
Step 1: The Combat Showdown Step

442.1
A Showdown opens at this time.

459.1
Combat will open in one of two ways: when a Combat and Showdown are staged at the same Battlefield and the turn player initiates the Showdown; or when the turn is in a Showdown Open State and a Combat is staged at the Battlefield where the current Showdown is ongoing. See rule 318. Cleanups for more information.

459.2
When Combat opens, it either opens with a Combat Showdown, or the current Showdown becomes a Combat Showdown.

459.2.a
The following Tasks become Outstanding, in the order described:

442.1.a
Establish who is Attacker and who is Defender.
459.2.b
1. Establish who is Attacker and who is Defender.

442.1.a.1.a
This player gains Focus as this Showdown begins.
459.2.b.1.a
This player gains Focus as the showdown begins.

459.2.c
2. The Attacker gains Focus.

442.1.b
Finalize items on the Initial Chain if establishing Attacker and Defender has caused Triggered Abilities to become Pending.
459.2.d
3. Add items to the Combat Chain if establishing Attacker and Defender has caused Triggered Abilities to become Pending.

442.1.c
The State Closes if an Initial Chain was created.
459.2.e
The State Closes if a Combat Chain was created.

442.1.c.1
Otherwise the Showdown continues, with the State Open as normal.
459.2.e.1
Otherwise the Combat Showdown continues, with the State Open as normal.

442.1.e
Focus does not pass upon closure of the Initial Chain, if any.
459.2.g
Focus does not pass upon closure of the Combat Chain, if any.

460.1
If both Attacking and Defending units remain at this battlefield, the following Tasks become Outstanding, in the specified order:

443.1
When the Showdown closes, Attackers and Defenders resolve Combat Damage at the Battlefield that was attacked, using their current Might.
460.2
1. When the Showdown closes, Attackers and Defenders resolve Combat Damage at the Battlefield that was attacked, using their current Might.

443.1.a
The Combat Damage Step only occurs if both Attacking and Defending units remain at the location.

443.1.a.1
If neither Attacking Units nor Defending Units remain at this stage, the Combat Damage Step is skipped.

460.3
2. Skip the FEPR process and proceed to the Resolution Step.

444.1.a.1
Insert "2c. Heal all Units."
461.1.a.1
Insert "3c. Heal all Units."

444.1.a.2
Insert "2d. Recall Attackers present at the Battlefield if Defenders are still present." See rule 432. Recalls for more information.
461.1.a.2
Insert "3d. Recall Attackers present at the Battlefield if Defenders are still present." See rule 449. Recalls for more information.

444.1.a.3
Insert "2e. Remove Attacker and Defender Designation from all Units and Players."

461.2
The following Task becomes Outstanding:

461.3
1. Determine Combat Result

461.3.a
A Player has won a combat if they received either the attacker or defender designation and are the only Player that has units remaining at this battlefield during this step.

461.3.b
A Player has lost a combat if they received either the attacker or defender designation and are the only Player that does not have any units remaining at this battlefield during this step.

461.3.c
Units at this battlefield inherit the same combat result as their controllers

461.3.d
There is "No Result" if either both Players have units present during this step, or neither player has units present during this step.

461.3.d.1
If "No Result" was reached, and both players have units remaining, stage a Combat at this battlefield.

461.4
The following Task becomes Outstanding:

444.2
2. If no Showdown or Combat is staged at this location, the player with Units remaining here Establishes Control.
461.5
1. If no Showdown or Combat is staged at this location, the player with Units remaining here Establishes Control.

444.2.b
This results in a Conquer if that player has not yet scored that Battlefield this turn. See rule 182. Control for more information on Control. See rule 446.1. for more information on Conquering.

444.2.c
This does not have to be the player that applied Contested to the Battlefield.

461.5.c
Remove all Hidden cards from this Battlefield that do not share a controller with the Battlefield.

461.5.d
Establishing Control results in a Conquer if that player has not yet scored this Battlefield this turn. See rule 185. Control for more information on Control. See rule 464.1. for more information on Conquering.

461.5.e
This does not have to be the player that applied Contested to the Battlefield.

461.6
The following Task becomes Outstanding:

461.7
1. Combat ends.

461.7.a
Remove Attacker and Defender Designation from all Units and Players.

461.7.b
All "this combat" effects expire simultaneously.

463
Scoring is the act of a Player gaining a point through the process of seizing or maintaining control over Battlefields.

463.1
Every instance of Scoring is also an instance of Gaining points

448.1
The player earns up to one Point, depending on their current score.
466.1
The player Gains up to one Point, depending on their current score.

448.1.a
The Final Point has additional restrictions.
466.1.a
The Winning Point has additional restrictions.

448.1.a.1
Notably, points earned from sources that are not Conquer or Hold are not beholden to these restrictions.
466.1.a.1
Notably, points Gained from sources that are not Conquer or Hold are not beholden to these restrictions.

448.1.b
When a player tries to earn a Point through a Score, and their current Point Total is 1 point from the Victory Score of the Mode of Play, the following occurs:
466.1.b
When a player tries to Gain a Point through a Score, and their current Point Total is 1 point from the Victory Score of the Mode of Play or higher, the following occurs:

448.1.b.1
If the player has Scored through Hold, that player scores the Final Point.
466.1.b.1
If the player has Scored through Hold, that player Gains the Winning Point.

448.1.b.2
If the player has Scored through a Conquer and has Scored every Battlefield through either method this turn, that player scores the Final Point. If the player has Scored through a Conquer and has not Scored every Battlefield this turn, that player draws a card.
466.1.b.2
If the player has Scored through a Conquer and has Scored every Battlefield through either method this turn, that player Gains the Winning Point. If the player has Scored through a Conquer and has not Scored every Battlefield this turn, that player draws a card.

449
When a player accrues Points equal to the Victory Score for their Mode of Play, they Win the Game immediately.
467
When a cleanup occurs and a player has accrued Points greater than or equal to the Victory Score for their Mode of Play, and if they have more points than any opponent, they Win the Game.

453.3
The removal or disqualification of an effect is separate from the application of the effect, but still can only be applied once. Example: Fiora, Victorious has printed Might 4 and says "While I'm Mighty, I have Deflect, Ganking, and Shield." If a player places a buff on Fiora, her Might is increased in the Arithmetic layer, after the layer for Ability-Altering Effects. The Ability-Altering Effect layer is then re-checked and the abilities Deflect, Ganking, and Shield applied. Since each effect has been applied once and there are no other effects to apply, Fiora's characteristics are finalized as 5 Might with Deflect, Ganking, and Shield. While a buffed Fiora, Victorious is in combat as a defender, an additional +1 Might will be applied in the Arithmetic layer, giving her 6 Might and the 3 keywords. Example: A buffed Fiora, Victorious is in combat as a defender when her buff is removed. Reevaluating the layers in sequence, she no longer gains Deflect, Ganking, and Shield during the Ability-Altering Effect layer, so when the Arithmetic layer is evaluated, neither the buff (which is gone) nor Shield (which she no longer has) apply. She goes directly from 6 Might with three keywords to 4 Might with no keywords..
471.3
The removal or disqualification of an effect is separate from the application of the effect, but still can only be applied once. Example: Fiora, Victorious has printed Might 4 and says "While I'm Mighty, I have Deflect, Ganking, and Shield." If a player places a buff on Fiora, her Might is increased in the Arithmetic layer, after the layer for Ability-Altering Effects. The Ability-Altering Effect layer is then re-checked and the abilities Deflect, Ganking, and Shield applied. Since each effect has been applied once and there are no other effects to apply, Fiora's characteristics are finalized as 5 Might with Deflect, Ganking, and Shield. While a buffed Fiora, Victorious is in combat as a defender, an additional +1 Might will be applied in the Arithmetic layer, giving her 6 Might and the 3 keywords. Example: A buffed Fiora, Victorious is in combat as a defender when her buff is removed. Reevaluating the layers in sequence, she no longer gains Deflect, Ganking, and Shield during the Ability-Altering Effect layer, so when the Arithmetic layer is evaluated, neither the buff (which is gone) nor Shield (which she no longer has) apply. She goes directly from 6 Might with three keywords to 4 Might with no keywords.

454.1.b
One Game Object becoming a copy of another.

472.1.b
Copy effects are applied in this layer.

454.1.b.1
All Traits, including the Rules Text, replace or are added to those of the original Game Object as specified by the Game Effect directing the Copy. This is applied in this layer.
472.1.b.1
When one Game Object becomes a copy of another, all Traits, including the Rules Text, replace or are added to those of the original Game Object as specified by the Game Effect directing the Copy. This is applied in this layer.

472.1.b.2
Some Game Effects may specify copying certain traits of a card - only the traits specified by the Game Effect will be copied.

472.1.b.3
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.

454.3.b
When an arithmetic effect has a limitation that applies, it is limited at the time of its application, and is "remembered" at that limited level for the duration of its effect. This process is called "snapshotting." Example: If an effect gives a unit "-4 [M] to a min of 1 until end of turn" choosing a unit with 2 [M], then the effect will generate -1 [M] until end of turn.
472.3.b
When an arithmetic effect has a limitation that applies, it is limited at the time of its application, and is "remembered" at that limited level for the duration of its effect. This process is called "snapshotting." Example: If an effect gives a unit "-4 [M] to a min of 1 this turn" choosing a unit with 2 [M], then the effect will generate -1 [M] this turn.

455.1.c
Applying one of the effects alters the outcome when applying the other non- deterministically
473.1.c
Applying one of the effects alters the outcome when applying the other.

462.5
Setup: Each player randomly selects one (1) of their three (3) Battlefields. The other two are removed and will not be used for this game. The selected Battlefields are placed in the Battlefield Zone.
480.5
Setup: Each player randomly selects one (1) of their three (3) Battlefields. The other two are removed and will not be used for this game. The selected Battlefields are placed simultaneously in the Battlefield Zone.

463.5
Setup: Each player selects one (1) of their three (3) Battlefields. The other two are set aside and will not be used for this round of play. The selected Battlefields are placed in the Battlefield Zone. After this game, the Battlefields that were used are to be removed and not selected again for this Match. One of the remaining Battlefields that were set aside must be chosen instead.
481.5
Setup: Each player selects one (1) of their three (3) Battlefields. The other two are set aside and will not be used for this round of play. The selected Battlefields are placed simultaneously in the Battlefield Zone. After this game, the Battlefields that were used are to be removed and not selected again for this Match. One of the remaining Battlefields that were set aside must be chosen instead.

463.6
Format: Best of 3. The first player to reach the Victory Score in Points wins the game. The winner of that game earns One Set Point. Players then reset the game state, remove the Battlefields in play from the game, choose new Battlefields from those set aside, and play again. The first player to earn Two Set Points wins.
481.6
Format: Best of 3. The first player to reach the Victory Score in Points wins the game. The winner of that game earns One Game Win. Players then reset the game state, remove the Battlefields in play from the game, choose new Battlefields from those set aside, and play again. The first player to earn Two Game Wins wins the match.

464.5
Setup: Each player randomly selects one (1) of their three (3) Battlefields. The other two are discarded and will not be used for this game. The selected Battlefields are placed between the three Players before play and will be used for this game.
482.5
Setup: Each player randomly selects one (1) of their three (3) Battlefields. The other two are discarded and will not be used for this game. The selected Battlefields are placed simultaneously between the three Players before play and will be used for this game.

465.5
Setup: Each player who is not going first randomly selects one (1) of their three (3) Battlefields. The other two are removed and will not be used for this game. The selected Battlefields are placed between the players before play and will be used for this game.
483.5
Setup: Each player who is not going first randomly selects one (1) of their three (3) Battlefields. The other two are removed and will not be used for this game. The selected Battlefields are placed simultaneously between the players before play and will be used for this game.

466.4.a
Each player provides one (1) Battlefield, included in their deck during deck building.
484.4.a
Each player provides three (3) Battlefields, included in their deck during deck building.

466.4.b
The player who is taking the first turn removes their Battlefields. They will not be used.

466.5.a
Each player who is not going first randomly selects one (1) of their three (3) Battlefields. The other two are removed and will not be used for this game. The selected Battlefields are placed between the players before play and will be used for this game.
484.5.a
Each player who is not going first randomly selects one (1) of their three (3) Battlefields. The other two are removed and will not be used for this game. The selected Battlefields are placed simultaneously between the players before play and will be used for this game.

484.5.b
The player who is taking the first turn removes their Battlefields. They will not be used.

466.8.a
Players may play spells during their Teammate's Turn.
484.8.a
Players may play spells or activate abilities during their Teammate's Turn. In order to do so, their Teammate will invite them to play a spell or activate an ability using their own Priority.

466.8.e
Hands are still Private Information.
484.8.e
Hands are Private Information. Players may show their Private Information to one or more players at any time during play, including their teammate.

466.8.e.1
Players are not restricted in what they say to their Teammate, however.

466.8.e.1.a
Feel free to openly communicate, honestly or cryptically.

652.1
Banish all permanents and runes they currently control and all permanents and runes they own.
652.1
Banish all permanents, runes, and facedown cards they currently control and all permanents, runes, and facedown cards they own.

652.2.a
If it was in use, replace it with a token battlefield with no abilities.
652.2.a
If it was in use, Replace it with a token battlefield with no abilities.

652.2.b
Any units or hidden cards there do not move and are otherwise unaffected by this process.
652.2.b
Any units or hidden cards there do not move and are otherwise unaffected by this process. See rule 438. Replace for more information.

715.4
If no damage was Dealt, because it was replaced or reduced by any means, then Bonus Damage will not apply.

717
Attaching is a limited action that causes cards to become linked to each other to combine their effects in some way. This causes one card to become Attached and the other to become A Top-Most Card. See rule 421 Attach for more information.
717
Attaching is a limited action that causes cards to become linked to each other to combine their effects in some way. This causes one card to become Attached and the other to become A Top-Most Card. See rule 434. Attach for more information.

718.2
While in this state, the card's Rules Text is Inactive. See rule 720 Inactive for more information.
718.2
While in this state, the card's printed Rules Text is Inactive. See rule 720. Inactive for more information.

726
Dependent Keywords

727
Keywords can be Dependent Keywords

727.1
A Dependent Keyword is comprised of both a Condition that it is short for, and an ability of some format immediately after the Keyword itself. EXAMPLE: Noxus Hopeful has "[Legion][>] I cost [2] less." [Legion] is short for the condition "if you have played another card this turn, this card gains [Text]," while "I cost [2] less" is the dependent ability.

727.1.a
A Dependent Keyword will always be functionally short for a Condition.

727.1.a.1
This Condition may also have a determined Duration, Time, or Limitation as part of its definition. EXAMPLE: Legion specifies the duration of its condition: "if you have played another card this turn." This turn is the duration.​ ​ EXAMPLE: A dependent keyword that is short for "Until you have spent [3] this turn" would include a limitation on its condition. EXAMPLE: A dependent keyword that is short for "After you've become an attacker this turn" would include a time after which the condition is active.

727.1.b
The Dependent Ability associated with the Dependent Keyword is Inactive on the card with the Dependent Keyword until the Condition is met, when it becomes Active

727.1.b.1
The Dependent Ability is present on the card for the sake of reference or evaluation until the Condition is met See rule 720. Inactive for more information

727.1.b.2
The Dependent Ability is Active exactly as written while the Condition is true Example: Gustwalker has "[Level3][>] I have +1 [M] and Ganking." As long as its controller has 3 XP, Gustwalker's Ganking is active.

727.1.c
The Dependent Abilities of Dependent Keywords can be of any type

727.1.c.1
Triggered Abilities of Dependent Keywords must be Active for their trigger to be evaluated.

727.1.c.1.a
If a Triggered Ability becomes active at the same time as its trigger condition would be fulfilled, it triggers.

727.1.c.2
Passive Abilities begin applying at the same time the Dependent Keyword becomes true.

727.1.c.3
Activated Abilities that become Active from Dependent Keywords can be activated at their associated timing after that ability has been granted

727.1.c.3.a
If the condition for the Dependent Keyword causes the Activated Ability to become Inactive after it has been added to the chain as a Pending Item, that chain item will not be affected and will proceed with being played as normal.

728
XP

729
XP is a resource that is accrued, spent, or otherwise modified by Players through the course of play.

729.1
The amount of XP that a player has should be marked clearly.

729.1.a
XP is a value that can be tracked by counters, dice, cards, or any method that clearly displays the specific value of XP that is currently on a Player.

729.2
The amount of XP a Player has is Public Information.

730
XP can be Gained and Spent.

730.1
To Gain XP, increase the value of XP marked on the Player gaining it.

730.2
To Spend XP, reduce the value of XP marked on the Player spending it.

731
XP is not a Game Object.

731.1
XP cannot be targeted, readied, or exhausted.

732
XP is not shared between Allies in Game Modes with Teammates.

733
There is no limit to an amount of XP a player can accrue.

734
Additional Turns

735
Certain Game Effects will instruct a player to "take a turn after this." These effects create a temporary Additional Turn owned by that player that is inserted into the turn queue after the current turn.

736
Turn order is established when the game begins as a repeating set of players. This populates a looping queue of turns that each player will take, starting with the first turn taken by the First Player, and repeating indefinitely.

737
When an Additional Turn is inserted into this queue, it does not change the Turn Order of the game. The owner of the Additional Turn just has the next queued turn. After that turn is completed, it will be removed and the queue will proceed with its previously queued turns.

738
If multiple Additional Turns are queued, they are added to the queue in the order the Game Effects that generated them occurred. Example: The First Player plays, through some means, two Time Warps during their turn. The Time Warps create two Additional Turns for their controller and insert them into the turn queue after the current turn. If the turn queue is represented as [> A > B > C > D >], then these Additional Turns will appear as [> A > A* > A* > B > C > D >]. After the last Additional Turn is played, the queue returns to its previously queued turns. The "*" denotes that a turn is an Additional Turn. Example: The First Player plays Promising Future during their turn, during the resolution of which the Second and Fourth Player choose, banish, and play one Time Warp each. The Fourth Player's Time Warp resolves first, inserting an Additional Turn for them in the queue as such: [> A > D* > B > C > D >]. The Second Player's Time Warp resolves afterwards, inserting that turn: [> A > B* > D* > B > C > D >]. When the First Player passes the turn, the Second Player will take their turn, followed by the Fourth Player, after which the queue returns to its previously queued turns.

739
Special Terms

740
Some card text refers to Game Objects in particular ways:

740.1
Two Game Objects are friendly if they share a controller, or if one's controller is teammates with the other's.

740.2
Two Game Objects are enemies if one's controller is an opponent of the other's.

741
Some card text refers to Units in particular ways:

741.1
A unit is alone when there are no other friendly units at the same location.

741.2
A unit is one on one when it and the enemy unit at the same location are both alone.

741.3
A unit is in combat if it is occupying a battlefield where combat is ongoing and has a combat designation.

742
Some terms in this document are used in particular ways:

742.1
Costs within instructions are instructions that take a particular form ("[do X] to [do Y]"). [Do X] is the cost associated with the instruction, and [do Y] is the effect.

742.1.a
For spells, costs within instructions are paid on resolution of the spell. In order to get the effect, the cost must be paid.

742.1.b
For triggered abilities, costs within instructions are paid on finalization of the triggered ability. In order to place the triggered ability on the chain, the cost must be paid.

732.1.a
It can be present on Spells, Units, Rune Abilities, Legend Abilities or Permanent Abilities.
806.1.a
It can be present on Cards, Rune Abilities, Legend Abilities or Permanent Abilities.

732.1.c.1
On Spells and Units: "This can be played during showdowns on any player's turn."
806.1.c.1
On Cards: "This can be played during showdowns on any player's turn."

806.1.d
Action is formatted as "[Action]" on spells, or "[Action][>]" on abilities.

806.4
Some passive abilities may grant a card or ability Action under certain conditions. The card or ability does not have the Action keyword unless and until those circumstances are true.

806.4.a
Those conditions might only be fulfilled while the card or ability is on the chain. In such a case, it can still be played or activated at the appropriate timing as long as doing so could fulfill the conditions.

806.4.b
If the chain item does not fulfill the conditions by the time step 5: check legality has been reached, the actions taken while playing or activating the chain item are undone and it is returned to the zone it was played from if it is a card.

734.1.b
It is formatted as "Deathknell [Effect]".
808.1.b
It is formatted as "[Deathknell][>] [Effect]".

735.1.c
It is functionally short for "Spells and abilities an opponent controls that choose me cost an amount of Power equal to [Deflect Value] more to play as an additional cost."
809.1.c
It is functionally short for "Spells and abilities an opponent controls that choose me cost an amount of Power equal to [Deflect Value] more to play as an additional cost for each time they choose me."

736.1.b
It is functionally short for "I may move to a battlefield from another battlefield."
810.1.b
It is functionally short for "I may move to a battlefield from another battlefield with a standard move."

737.1.b
It is functionally short for "While this card is in your hand or in the Champion Zone on your turn during an Open State, you may pay [A] to hide this facedown at a battlefield you control that doesn't already have a facedown card hidden there for as long as you control that battlefield. Beginning on the next turn, this gains [Reaction] and you may play this, ignoring its base cost."
811.1.b
It is functionally short for "While this card is in your hand or in your Champion Zone on your turn during an Open State, you may pay [A] to hide this facedown at a battlefield you control that doesn't already have a facedown card hidden there for as long as you control that battlefield. Beginning on the next turn, this gains [Reaction] and you may play this, ignoring its base cost."

737.1.d.1
A hidden unit must be played to that battlefield.
811.1.d.1
A hidden permanent must be played to that battlefield.

811.1.d.1.a
This includes hidden gear, and overrides the normal restriction that gear have in only being allowed to be played to base.

737.6
A card that is Hidden gains Reaction while facedown, and may be played any time a card with Reaction may be played as a result.
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.

738.1
Legion is a Conditional Keyword.
812.1
Legion is a Dependent Keyword.

738.1.a
It can be present on Spells, Units, Rune Abilities, Legend Abilities and Permanent Abilities.

738.1.b
It is formatted as "Legion [Text]".
812.1.a
It is formatted as "[Legion][>] [Text]".

738.1.c.1
On spells and on play effects of permanents, it is functionally short for "If you have played another Main Deck card before this one already this turn, apply [Text]."
812.1.b.1
Legion is functionally short for "If you have played another card this turn, this card gains [Text]."

738.1.c.2
On other abilities and instructions, it is functionally short for "If you have played a Main Deck card this turn, apply [Text]."

738.1.c.3
This is called the Legion condition.

738.1.c.4
Legion's conditional can apply to passive abilities, activated abilities, spell instructions, or even abilities active in zones outside of the board.

812.1.b.2
The [Text] is the Dependent Ability.

812.1.c
As long as a card different than the one with the Legion ability has been Finalized on the same turn then the Dependent Ability is Active on the card with Legion.

738.2
All instances of Legion on cards a player controls are satisfied by that player playing a single card. Example: One card has three different Legion Abilities. The Legion Text of all three abilities apply as long as one card has been played by the card's controller earlier in the same turn.
812.2
All instances of Legion on cards a player controls are satisfied by that player playing a single card. Example: One card has three different Legion Abilities. The Legion Text of all three abilities will be active as long as one card has been played by the card's controller earlier in the same turn.

739.1.a
It can be present on Spells, Units, Rune Abilities, Legend Abilities and Permanent Abilities.
813.1.a
It can be present on Cards, Rune Abilities, Legend Abilities and Permanent Abilities.

739.1.c.1
On Spells: "This can be played during Closed States on any player's turn."
813.1.c.1
On Cards: "This can be played during Closed States on any player's turn."

739.1.c.2
On Units: "This can be played during Closed States on any player's turn."

813.1.d
Reaction is formatted as "[Reaction]" on cards, or "[Reaction][>]" on abilities.

813.4
Some passive abilities may grant a card or ability Reaction under certain conditions. The card or ability does not have the Reaction keyword unless and until those circumstances are true.

813.4.a
Those conditions might only be fulfilled while the card or ability is on the chain. In such a case, it can still be played or activated at the appropriate timing as long as doing so could fulfill the conditions.

813.4.b
If the chain item does not fulfill the conditions by the time step 5: check legality has been reached, the actions taken while playing or activating the chain item are undone and it is returned to the zone it was played from if it is a card.

741.1.b
It is functionally short for "I must be assigned lethal damage before any other unit with the same controller as me that does not have [Tank] during combat resolution."
815.1.b
It is functionally short for "I must be assigned lethal damage before any other unit with the same controller as me that does not have [Tank] during the Combat Damage step."

742.1.c
The Trigger Condition is the controller of the permanent's Beginning Phase occurring.
816.1.c
The Trigger Condition is the controller of the permanent's Beginning Phase starting.

816.2.a
Regardless of how many instances there are, the ability will only trigger once.

744.1.c.1
If paying costs or making choices for this ability causes triggered abilities to trigger, they will be placed on the chain above this ability in a Pending state. See rule 369 Activated Abilities for more information.
818.1.c.1
If paying costs or making choices for this ability causes triggered abilities to trigger, they will be placed on the chain above this ability in a Pending state. See rule 376. Activated Abilities for more information.

744.6
Whether or not a Gear has Equip may be referenced even if the Rules Text of the Gear is Inactive. See rule 716 Attachment for more information.
818.5.a
Whether or not a Gear has Equip may be referenced even if the Rules Text of the Gear is Inactive. See rule 716. Attachment for more information.

745.1.d
Quick-Draw is functionally short for "[Reaction]" and "When you play this, attach it to a Unit you control." See rule 716 Attachment for more information.
819.1.d
Quick-Draw is functionally short for "[Reaction]" and "When you play this, attach it to a Unit you control." See rule 716. Attachment for more information.

745.3
Quick-Draw has no function while on the board.

746.1.b
Repeat is an optional cost that player may pay to execute the effect of their spells a second time.
820.1.b
Repeat is an optional cost that a player may pay to execute the effect of their spells a second time.

746.2
When a spell's effect is performed an additional time with Repeat, choices must be made at the usual time during the Make Relevant Choices step of Playing a Card. See rule 346 Playing Cards for more information.
820.2
When a spell's effect is performed an additional time with Repeat, choices must be made at the usual time during the Make Relevant Choices step of Playing a Card. See rule 349. Playing Cards for more information.

747.1.c
Weaponmaster is functionally short for: "When you play me, choose a Card you control with the Equipment tag. Necessary portions of its Rules Text are no longer Inactive if they are currently Inactive. Pay the cost of its Equip ability, reduced by [A], to attach it to this unit." See rule 716 Attachment for more information.
821.1.c
Weaponmaster is functionally short for: "When you play me, you may choose a Card you control with the Equipment tag. Necessary portions of its Rules Text are no longer Inactive if they are currently Inactive. Pay the cost of its Equip ability, reduced by [A], to attach it to this unit." See rule 716. Attachment for more information.

822
Ambush

822.1
Ambush is a Passive Ability keyword.

822.1.a
It is present on Units.

822.1.b
It is functionally short for "I may be played to a battlefield where you control Units" and "I have [Reaction] as long as I'm being played to a battlefield where you control Units."

822.1.c
It is a passive ability that adds options to locations that are valid for a Unit to be played to during the Make Relevant Choices step of Playing a Card See rule 349. Playing Cards for more information

822.2
Multiple instances of Ambush are redundant.

822.3
If there are no units at the location chosen before Finalization completes for any reason, then it is no longer a valid location by Ambush's reasoning and cannot be played there

822.3.a
Other effects and permissions may still enable this Unit to be able to be played to the selected location, but Ambush's permission will not be valid

822.4
Ambush, and whether or not a unit has Ambush, is a characteristic of the Unit and may be checked or referenced by other Game Effects.

823
Hunt

823.1
Hunt is a Triggered Ability keyword.

823.1.a
Hunt is present on Units.

823.1.b
Hunt is both a Conquer and a Hold effect.

823.1.c
Hunt is formatted as "Hunt X"

823.1.c.1
Hunt is functionally short for: "When I Conquer or Hold, my controller gains X XP." See rule 728. XP for more information

823.1.c.2
If X is omitted, it is presumed to be 1.

823.1.c.3
X is referred to as the Hunt Value.

823.2
If a Unit has Hunt, or has been granted Hunt, and is granted Hunt by an additional source, the Hunt Value of all granted Hunt keywords is summed.

823.3
Hunt, and whether or not a unit has Hunt, is a characteristic of the Unit and may be checked or referenced by other Game Effects.

824
Level

824.1
Level is a Dependent Keyword.

824.1.a
It is formatted as "[Level [N]][>] [Text]".

824.1.b
Starting from the Keyword to the end of the clause, the entire statement is the Level Ability.

824.1.b.1
It is functionally short for "While you have [N] or more XP, this card gains "[Text]"."

824.1.b.2
The [Text] here is the Dependent Ability

824.1.c
As long as the controlling player has [N] XP, then the Dependent Ability will be be Active on the card with Level

824.1.c.1
If the controller of the card with Level changes, then the Dependent Ability will be rendered Active or Inactive based on the new controller's XP.

824.1.d
The Dependent Ability will be Inactive as soon as the controlling player has less than [N] XP.

824.2
Level, and whether or not a card has Level is a characteristic of the card and may be checked or referenced by other Game Effects.

825
Unique

825.1
Unique is a Deck Constraint Permission.

825.2
Unique is not functionally short for any rules text, and instead provides a restriction to players during Deck Construction.

825.2.a
A Deck can contain only one card of a given name if the card has Unique

825.2.b
If a card is a Signature card and is also Unique, then that Deck can contain any combination of three Signature cards, but still only one of each named Unique card.

825.3
Cards with Unique have no additional effects during gameplay.

825.4
Unique, and whether or not a Card has Unique, is a characteristic of the Unit and may be checked or referenced by other Game Effects.

826
Backline

826.1
Backline is a Passive Ability keyword.

826.2
It is present on Units.

826.3
It is functionally short for "I must be assigned lethal damage after any other unit with the same controller as me that does not have [Backline] during the Combat Damage step."

826.4
It alters how players can elect to assign combat damage during combat.

826.4.a
Players must still assign lethal damage to a unit before moving to the next when assigning their damage.

826.4.b
If more than one unit with Backline is present with the same controller in Combat, damage may be assigned to any of them. Units with Backline are invalid assignments until all units without Backline have lethal damage assigned to them.

826.5
Multiple Instances of Backline are redundant.

826.6
Backline, and whether or not a unit has Backline, is a characteristic of the Unit and may be checked or referenced by other Game Effects.

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