Core Rules 1.1 Changes (Origins)
Changes between Riftbound Core Rules 1.0 (Pre-Origins) and 1.1 (Origins).

Badges identify Added, Changed, and Removed rules. Removed wording is struck through, while added wording is highlighted. Each change appears with the unchanged rules needed to preserve its context; other unchanged rules are omitted. Rule numbers open the corresponding source document in a new tab.
000. in Core Rules 1.1 (opens in a new tab)Golden and Silver Rules
050. in Core Rules 1.1 (opens in a new tab)Silver Rule
- 053. in Core Rules 1.1 (opens in a new tab)
Cards refer to themselves in the first person.
- 053.1. in Core Rules 1.1 (opens in a new tab)Changed
Units and legends say "I," "me," etc.Units and legends say "I," "me," etc.
- 053.2. in Core Rules 1.1 (opens in a new tab)Changed
Gear and spells say "this."Gear and spells say "this."
- 053.3. in Core Rules 1.1 (opens in a new tab)Changed
Battlefields say "here."Battlefields say "here."
- 054. in Core Rules 1.1 (opens in a new tab)Added
“Can’t beats Can”
- 054.1. in Core Rules 1.1 (opens in a new tab)Added
Cards that forbid actions or effects, as a broad method of determination, supersede cards that allow or permit that same action or effect.
- 055. in Core Rules 1.1 (opens in a new tab)Added
When executing card text, do as much as you can, ignoring impossible instructions.
- 055.1. in Core Rules 1.1 (opens in a new tab)Added
If all of a card’s instructions are impossible, it is still played and resolved, but nothing happens.
100. in Core Rules 1.1 (opens in a new tab)Game Concepts
101. in Core Rules 1.1 (opens in a new tab)Deck Construction
- 103. in Core Rules 1.1 (opens in a new tab)
To play Riftbound, a player must have two Decks, a Champion Legend, and a number of Battlefields determined by the Mode of Play.
- 103.1. in Core Rules 1.1 (opens in a new tab)
1 Champion Legend
- 103.1.b. in Core Rules 1.1 (opens in a new tab)
This will dictate the Domain Identity of the Main Deck.
- 103.1.b.2. in Core Rules 1.1 (opens in a new tab)Added
Your deck’s Domain Identity is dictated by the domains of your Champion Legend. In the default card frame, these domains appear as symbols in the legend’s upper left corner.
- 103.1.b.2. in Core Rules 1.0 (opens in a new tab)Removed
This can be Domain, Type, Tag, or any other attribute.
- 103.2. in Core Rules 1.1 (opens in a new tab)Changed
A Main Deck of at least 40 cards 1 Chosen Champion Unit Units Gear Spells
1 Chosen Champion UnitUnitsGearSpells- 103.2.a. in Core Rules 1.1 (opens in a new tab)
Chosen Champion
- 103.2.a.3. in Core Rules 1.1 (opens in a new tab)Added
A player’s Chosen Champion is both the specific card chosen for this slot during Deck Building and also any Champion Unit with the same name as the specific card selected for this specific slot during the course of play.
Example: A player chose Jinx, Rebel as their Chosen Champion. One copy of Jinx, Rebel starts the game in their Chosen Champion zone. Any additional copies of Jinx, Rebel in their Main Deck, their hand, their trash, or on the board also count as their Chosen Champion for any game rules and effects that care about Chosen Champion status during the game.
- 103.2.e. in Core Rules 1.1 (opens in a new tab)Changed
During Gameplay, the Main Deck is
PrivateSecret Information.
- 103.3.a. in Core Rules 1.1 (opens in a new tab)
12 Rune Cards
- 103.3.a.1. in Core Rules 1.1 (opens in a new tab)Changed
Cards in this deck must be of the Domain Identity of your
ChosenChampion Legend.
- 103.4. in Core Rules 1.1 (opens in a new tab)
Battlefields
- 103.4.b. in Core Rules 1.1 (opens in a new tab)Changed
Subject to Domain Identity if applicable.
- 103.4.c. in Core Rules 1.1 (opens in a new tab)Added
Cannot include more than one of a Battlefield of the same name when there are more than one required for the deck.
104. in Core Rules 1.1 (opens in a new tab)Setup
- 106. in Core Rules 1.1 (opens in a new tab)
The Play Area includes a space for Game Objects referred to as The Board.
- 106.4. in Core Rules 1.1 (opens in a new tab)
The Facedown Zones
- 106.4.d. in Core Rules 1.1 (opens in a new tab)Changed
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
518 in Core Rules 1.0 (opens source rules in a new tab)318 in Core Rules 1.1 (opens source rules in a new tab). Cleanups for more information.See rule
597 in Core Rules 1.0 (opens source rules in a new tab)408 in Core Rules 1.1 (opens source rules in a new tab). Hide for more information.
- 107. in Core Rules 1.1 (opens in a new tab)
The Play Area also includes Non-Board Zones.
- 107.2. in Core Rules 1.1 (opens in a new tab)
The Champion Zone
- 107.2.b. in Core Rules 1.1 (opens in a new tab)
The Chosen Champion here cannot be returned to this zone by normal means.
- 107.2.b.1. in Core Rules 1.1 (opens in a new tab)Added
If a Chosen Champion is instructed to be returned to this zone, it can only do so if there is not a card already in this zone.
- 107.2.c. in Core Rules 1.1 (opens in a new tab)Changed
The Chosen Champion can be played from here as normal, following the rules of Playing a Card.
See rule
554 in Core Rules 1.0 (opens source rules in a new tab)346 in Core Rules 1.1 (opens source rules in a new tab). Playing Cards for more information.
- 107.6.f. in Core Rules 1.1 (opens in a new tab)Added
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.
- 113. in Core Rules 1.1 (opens in a new tab)
Each player sets aside their Battlefields.
- 113.1. in Core Rules 1.1 (opens in a new tab)Changed
Your Mode of Play will dictate how these are used and placed into the Battlefield Zone.
See rule
640 in Core Rules 1.0 (opens source rules in a new tab)454 in Core Rules 1.1 (opens source rules in a new tab). Modes of Play for more information.
- 115. in Core Rules 1.1 (opens in a new tab)
Determine Turn Order using any fair random method agreed on by all players.
- 115.1. in Core Rules 1.1 (opens in a new tab)
Turn Order is established as a repeating set of the players.
- 115.1.b. in Core Rules 1.1 (opens in a new tab)Changed
If not otherwise specified,
thenSeating then determines the sequence, play proceeding clockwise from the First Player.
- 115.2. in Core Rules 1.1 (opens in a new tab)Changed
See the selected Mode of Play for any adjustments to each player's first turn.
See rule
640 in Core Rules 1.0 (opens source rules in a new tab)454 in Core Rules 1.1 (opens source rules in a new tab). Modes of Play for more information.
- 117. in Core Rules 1.1 (opens in a new tab)
In turn order, players perform their Mulligan.
- 117.3. in Core Rules 1.1 (opens in a new tab)Changed
Finally, that player Recycles the cards that were set aside.
See rule
594 in Core Rules 1.0 (opens source rules in a new tab)403 in Core Rules 1.1 (opens source rules in a new tab). Recycle for more information.
124. in Core Rules 1.1 (opens in a new tab)Cards
- 130.4. in Core Rules 1.1 (opens in a new tab)Added
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. in Core Rules 1.1 (opens in a new tab)Added
Some cards have both a short name and a subtitle. For all purposes, including rules and deckbuilding, such a card’s name is “[Short Name], [Subtitle]”.
Example: Kai’Sa, Evolutionary and Kai’Sa, Survivor both have the short name Kai’Sa, but they have different names. You can include 3 of each in your deck under normal deckbuilding rules. If one of them is your Chosen Champion, the other is not.
- 132.3. in Core Rules 1.1 (opens in a new tab)Changed
Spells and other effects can refer to categories, sub-categories, supertypes, card types, tags, and other characteristics inclusively or exclusively.
Example: A "non-unit card" is any card that is not a unit.Example: A "unit" is any game object that is a unit, regardless of any other categories it belongs to. - 132.7. in Core Rules 1.1 (opens in a new tab)Added
Supertypes are Categories that may apply to game objects of multiple types. They are listed before a card’s type.
- 132.7.a. in Core Rules 1.1 (opens in a new tab)Added
Champion is a supertype that applies exclusively to units. It impacts the rules for deckbuilding.
See rule 103.2.a in Core Rules 1.1 (opens source rules in a new tab). Chosen Champion for more information.
- 132.7.b. in Core Rules 1.1 (opens in a new tab)Added
Signature is a supertype that may apply to game objects of any card type. It impacts the rules for deckbuilding.
See rule 103.2.d in Core Rules 1.1 (opens source rules in a new tab). for more information about Signature cards.
- 132.7.c. in Core Rules 1.1 (opens in a new tab)Added
Token is a supertype applied to temporary game objects of any card type.
See rule 170 in Core Rules 1.1 (opens source rules in a new tab). Tokens for more information.
- 132.8. in Core Rules 1.1 (opens in a new tab)Added
Tags are Categories that may apply to game objects of multiple types. They are listed after a card’s type.
- 132.8.a. in Core Rules 1.1 (opens in a new tab)Added
Tags have no innate rules meaning, but may be referenced by game rules and card effects.
- 132.8.b. in Core Rules 1.1 (opens in a new tab)Added
Tags used to link Legends, Champion Units, and Signature cards are known as Champion Tags.
- 133.2. in Core Rules 1.1 (opens in a new tab)Changed
Each Domain has an associated color
, a unique symbol, and auniqueshorthand used to represent that symbol in written text.- 133.2.a. in Core Rules 1.1 (opens in a new tab)Changed
Fury is associated with the color red and represented by a circular symbol with three projecting points. Its shorthand is [R].
- 133.2.b. in Core Rules 1.1 (opens in a new tab)Changed
Calm is associated with the color green and represented by a symbol resembling a leaf. Its shorthand is [G].
- 133.2.c. in Core Rules 1.1 (opens in a new tab)Changed
Mind is associated with the color blue and represented by a symbol resembling a sun and moon. Its shorthand is [B].
- 133.2.d. in Core Rules 1.1 (opens in a new tab)Changed
Body is associated with the color orange and represented by a blocky diamond-shaped symbol. Its shorthand is [O].
- 133.2.e. in Core Rules 1.1 (opens in a new tab)Changed
Chaos is associated with the color purple and represented by a hexagonal symbol with swirls emanating from its center. Its shorthand is [P].
- 133.2.f. in Core Rules 1.1 (opens in a new tab)Changed
Order is associated with the color yellow and represented by an angular winged symbol. Its shorthand is [Y].
- 134.2. in Core Rules 1.1 (opens in a new tab)
This section may contain:
- 134.2.a.1. in Core Rules 1.1 (opens in a new tab)Changed
Abilities are discrete pieces of text that describe what a card may or must do.
See rule
564 in Core Rules 1.0 (opens source rules in a new tab)357 in Core Rules 1.1 (opens source rules in a new tab). Abilities for more information.
- 134.2.c.1. in Core Rules 1.1 (opens in a new tab)Changed
Keywords are short words or phrases that represent longer abilities or instructions.
See rule
712 in Core Rules 1.0 (opens source rules in a new tab)716 in Core Rules 1.1 (opens source rules in a new tab). Keywords for more information.
- 134.2.e. in Core Rules 1.1 (opens in a new tab)Added
Symbols
- 134.2.e.1. in Core Rules 1.1 (opens in a new tab)Added
Rules text sometimes contains symbols that express game concepts. Each symbol also has a shorthand used to represent it in written text.
- 134.2.e.2. in Core Rules 1.1 (opens in a new tab)Added
The cost of Exhausting a Permanent is represented by the “exhaust symbol,” which resembles a card turning sideways. Its shorthand is [E]. (Some previous rules information has given its shorthand as [T].)
- 134.2.e.3. in Core Rules 1.1 (opens in a new tab)Added
Might is represented by the “Might symbol,” which resembles a sword and shield. Its shorthand is [M]. (Some previous rules information has given its shorthand as [S].)
- 134.2.e.4. in Core Rules 1.1 (opens in a new tab)Added
Power of a specific Domain is represented by its domain symbol and the corresponding shorthand.
See rule 133 in Core Rules 1.1 (opens source rules in a new tab). Domain for more information.
- 134.2.e.5. in Core Rules 1.1 (opens in a new tab)Added
Power of any Domain is represented by a swirling rainbow symbol. Its shorthand is [A].
- 134.2.e.5.a. in Core Rules 1.1 (opens in a new tab)Added
When required as a cost, [A] can be paid by Power of any Domain.
- 134.2.e.5.b. in Core Rules 1.1 (opens in a new tab)Added
When Added to a player’s Rune Pool, [A] can be spent to pay a Power cost of any Domain.
- 134.2.e.6. in Core Rules 1.1 (opens in a new tab)Added
Power of a domain corresponding to a card’s own Domain is not represented by a symbol, but appears in these rules similarly to other symbols. Its shorthand is [C].
- 134.2.e.6.a. in Core Rules 1.1 (opens in a new tab)Added
When a [C] shorthand is printed on a card as reminder text, it assumes that card’s usual Domain, but it still means “one Power of this card’s Domain.”
- 134.2.e.6.b. in Core Rules 1.1 (opens in a new tab)Added
A [C] shorthand on a card with no Domain or with multiple Domains is processed as [A] instead.
137. in Core Rules 1.1 (opens in a new tab)Units
- 138.1. in Core Rules 1.1 (opens in a new tab)
A Game Object
- 138.1.a. in Core Rules 1.1 (opens in a new tab)
While on the Board:
- 138.1.a.4. in Core Rules 1.1 (opens in a new tab)Changed
Units can be Killed.
See rule
604 in Core Rules 1.0 (opens source rules in a new tab)415 in Core Rules 1.1 (opens source rules in a new tab). Kill for more information.
- 139. in Core Rules 1.1 (opens in a new tab)Added
Damage is a marked value that is applied to Units.
- 139.1. in Core Rules 1.1 (opens in a new tab)Added
Damage is not a Game Object.
- 139.2. in Core Rules 1.1 (opens in a new tab)Added
Damage is a value tracked per-Unit.
- 139.3. in Core Rules 1.1 (opens in a new tab)Added
Damage tracks how close a Unit is to being Killed.
See rule 415 in Core Rules 1.1 (opens source rules in a new tab). Kill for more information.
- 139.4. in Core Rules 1.1 (opens in a new tab)Added
Damage can be Healed.
See rule 405 in Core Rules 1.1 (opens source rules in a new tab). Heal for more information.
- 140. in Core Rules 1.1 (opens in a new tab)
Units have multiple Intrinsic Properties unique to them:
- 140.3. in Core Rules 1.1 (opens in a new tab)
Units can have damage marked on them.
- 140.3.b. in Core Rules 1.1 (opens in a new tab)Changed
Damage is
removedHealed from Units at two specific times:- 139.3.b.2. in Core Rules 1.0 (opens in a new tab)Removed
At the end of any given Combat, after resolving the winner.
- 140.3.b.2. in Core Rules 1.1 (opens in a new tab)Added
During a Combat Cleanup.
See rule 440.1 in Core Rules 1.1 (opens source rules in a new tab). for more information about Combat Cleanups.
- 140.4. in Core Rules 1.1 (opens in a new tab)
Units enter the Board exhausted.
- 140.4.a. in Core Rules 1.1 (opens in a new tab)Changed
This can be altered by Accelerate or similar game effects.
See rule
717 in Core Rules 1.0 (opens source rules in a new tab)721 in Core Rules 1.1 (opens source rules in a new tab). Accelerate for more information.
- 141. in Core Rules 1.1 (opens in a new tab)
Units have the Inherent Ability to perform a Standard Move.
- 141.4. in Core Rules 1.1 (opens in a new tab)
The Destinations where Units can Move to with their Standard Move are restricted:
- 141.4.c. in Core Rules 1.1 (opens in a new tab)
Ganking is a unique ability that affects a Unit's Standard Move
- 141.4.c.1. in Core Rules 1.1 (opens in a new tab)Changed
Units with Ganking may use their Standard Move to Move from Battlefield to Battlefield.
See rule
722 in Core Rules 1.0 (opens source rules in a new tab)726 in Core Rules 1.1 (opens source rules in a new tab). Ganking for more information.
- 142. in Core Rules 1.1 (opens in a new tab)
Units may have Activated Abilities.
- 142.1. in Core Rules 1.1 (opens in a new tab)Changed
Activated Abilities are Game Effects that are written as Costs followed by a ":", and then succeeded by an effect.
See rule
576 in Core Rules 1.0 (opens source rules in a new tab)369 in Core Rules 1.1 (opens source rules in a new tab). Activated Abilities for more information. - 142.2. in Core Rules 1.1 (opens in a new tab)
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.
- 142.2.a. in Core Rules 1.1 (opens in a new tab)Changed
This follows the same process as playing a card.
See rule
554 in Core Rules 1.0 (opens source rules in a new tab)346 in Core Rules 1.1 (opens source rules in a new tab). Playing Cards for more information.
143. in Core Rules 1.1 (opens in a new tab)Gear
- 143.1. in Core Rules 1.1 (opens in a new tab)
A Game Object
- 143.1.a. in Core Rules 1.1 (opens in a new tab)
While on the Board.
- 143.1.a.4. in Core Rules 1.1 (opens in a new tab)Changed
Gear can be Killed.
See rule
604 in Core Rules 1.0 (opens source rules in a new tab)415 in Core Rules 1.1 (opens source rules in a new tab). Kill for more information.
- 144. in Core Rules 1.1 (opens in a new tab)
Gear have several Intrinsic Properties unique to them.
- 144.3. in Core Rules 1.1 (opens in a new tab)Changed
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
616 in Core Rules 1.0 (opens source rules in a new tab)428 in Core Rules 1.1 (opens source rules in a new tab). Recalls for more information.
- 145. in Core Rules 1.1 (opens in a new tab)
Gear may have Activated Abilities.
- 145.1. in Core Rules 1.1 (opens in a new tab)Changed
Activated Abilities are Game Effects that are written as Costs followed by a ":", and then succeeded by an effect.
See rule
576 in Core Rules 1.0 (opens source rules in a new tab)369 in Core Rules 1.1 (opens source rules in a new tab). Activated Abilities for more information. - 145.2. in Core Rules 1.1 (opens in a new tab)
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.
- 145.2.a. in Core Rules 1.1 (opens in a new tab)Changed
This follows the same process as playing a card.
See rule
554 in Core Rules 1.0 (opens source rules in a new tab)346 in Core Rules 1.1 (opens source rules in a new tab). Playing Cards for more information.
146. in Core Rules 1.1 (opens in a new tab)Spells
- 151. in Core Rules 1.1 (opens in a new tab)
When a spell is successfully played, a player executes the rules text of the spell. This is called Resolving the spell.
- 151.3. in Core Rules 1.1 (opens in a new tab)Changed
While a spell or ability on the chain is Resolving,
nothing else may intercedeno other spells or abilities can beResolvedfinalized on the chain or resolved, including triggered abilities or game effects that would occur as a result of the execution of the spell.
153. in Core Rules 1.1 (opens in a new tab)Runes
- 154. in Core Rules 1.1 (opens in a new tab)
Rune is a Card Type.
- 154.2. in Core Rules 1.1 (opens in a new tab)
Runes are kept in the Rune Deck.
- 154.2.b. in Core Rules 1.1 (opens in a new tab)Changed
When a Rune is Recycled it is returned to the Rune Deck, not the Main Deck.
See rule
594 in Core Rules 1.0 (opens source rules in a new tab)403 in Core Rules 1.1 (opens source rules in a new tab). Recycle for more information.
- 157. in Core Rules 1.1 (opens in a new tab)
Basic Runes
- 157.2. in Core Rules 1.1 (opens in a new tab)
A Basic Rune always has the following two Abilities:
- 157.2.a. in Core Rules 1.1 (opens in a new tab)Changed
[
T]:E]: [Reaction] — Add [1]. - 157.2.b. in Core Rules 1.1 (opens in a new tab)Changed
Recycle this: [Reaction] — Add [C].
- 161. in Core Rules 1.1 (opens in a new tab)Changed
All Abilities that include the action "Add" are abilities that are adding Energy or Power to the Rune Pool.
See rule
605 in Core Rules 1.0 (opens source rules in a new tab)416 in Core Rules 1.1 (opens source rules in a new tab). Add for more information.
162. in Core Rules 1.1 (opens in a new tab)Battlefields
- 163. in Core Rules 1.1 (opens in a new tab)
Battlefields are Game Objects.
- 163.8. in Core Rules 1.1 (opens in a new tab)Changed
Battlefields can have Passive Abilities.
See rule
567 in Core Rules 1.0 (opens source rules in a new tab)360 in Core Rules 1.1 (opens source rules in a new tab). Passive Abilities for more information. - 163.9. in Core Rules 1.1 (opens in a new tab)Changed
Battlefields can have Triggered Abilities.
See rule
582 in Core Rules 1.0 (opens source rules in a new tab)375 in Core Rules 1.1 (opens source rules in a new tab). Triggered Abilities for more information.
166. in Core Rules 1.1 (opens in a new tab)Legends
- 167. in Core Rules 1.1 (opens in a new tab)
Legends are Game Objects.
- 167.6. in Core Rules 1.1 (opens in a new tab)Changed
Legends can have Passive Abilities.
See rule
567 in Core Rules 1.0 (opens source rules in a new tab)360 in Core Rules 1.1 (opens source rules in a new tab). Passive Abilities for more information. - 167.7. in Core Rules 1.1 (opens in a new tab)Changed
Legends can have Triggered Abilities.
See rule
582 in Core Rules 1.0 (opens source rules in a new tab)375 in Core Rules 1.1 (opens source rules in a new tab). Triggered Abilities for more information. - 167.8. in Core Rules 1.1 (opens in a new tab)Changed
Legends can have Activated Abilities.
See rule
576 in Core Rules 1.0 (opens source rules in a new tab)369 in Core Rules 1.1 (opens source rules in a new tab). Activated Abilities for more information.
170. in Core Rules 1.1 (opens in a new tab)Tokens
- 176. in Core Rules 1.1 (opens in a new tab)
Tokens are not cards.
- 176.1. in Core Rules 1.1 (opens in a new tab)
Tokens have some properties in common with cards.
- 176.1.a. in Core Rules 1.1 (opens in a new tab)Changed
Tokens are played by their owner if their card type is played, following all the applicable steps for playing a card plus any restrictions or modifications from the effect that created the token.
See rule
554 in Core Rules 1.0 (opens source rules in a new tab)346 in Core Rules 1.1 (opens source rules in a new tab). Playing Cards for more information.
- 178. in Core Rules 1.1 (opens in a new tab)
The spell or ability that creates a token specifies some of its characteristics. It may have other characteristics, as listed below.
- 178.1. in Core Rules 1.1 (opens in a new tab)Changed
A 1[
SM] Recruit token is a domainless unit token with 1 Might and the Recruit tag. - 178.2. in Core Rules 1.1 (opens in a new tab)Changed
A 3[
SM] Sprite token with Temporary is a domainless unit token with 3 Might, the Fae tag, and the Temporary keyword.See rule
728 in Core Rules 1.0 (opens source rules in a new tab)732 in Core Rules 1.1 (opens source rules in a new tab). Temporary for more information.
179. in Core Rules 1.1 (opens in a new tab)Control
- 181. in Core Rules 1.1 (opens in a new tab)
Battlefields
- 181.3. in Core Rules 1.1 (opens in a new tab)
Control can be Contested through the course of play.
- 181.3.a. in Core Rules 1.1 (opens in a new tab)
Contested is a temporary status applied to the battlefield when a Unit controlled by a Player who does not currently Control that Battlefield Moves or otherwise becomes present there.
- 181.3.a.1. in Core Rules 1.1 (opens in a new tab)Added
Units moving to or being played to a battlefield apply Contested status if that battlefield is not already contested and that Unit’s controller does not already control that battlefield.
- 181.3.c. in Core Rules 1.1 (opens in a new tab)Added
While a Battlefield remains Contested, Control of a Battlefield cannot change.
- 181.4. in Core Rules 1.1 (opens in a new tab)Changed
Control is established by the presence of Units controlled by a player.Control is established by having Units at a Battlefield at the end of a Showdown or Combat after applying the contested status.
- 181.4.a. in Core Rules 1.1 (opens in a new tab)Changed
If a player controls Units at a Battlefield, outside of Combat, they
havemaintain Control of that Battlefield for as long as they have Units at that Battlefield. - 181.4.c. in Core Rules 1.0 (opens in a new tab)Removed
Control changes immediately if, at the end of Combat, the Units at a Battlefield are controlled by a different player than before the Combat.
- 181.4.c. in Core Rules 1.1 (opens in a new tab)Changed
If a player has no Units at a Battlefield, they
have nolose Control of that Battlefield immediately, unless it is Contested.
- 181.5. in Core Rules 1.1 (opens in a new tab)Changed
Control is a constant state
with no reliance on timing. - 181.6. in Core Rules 1.1 (opens in a new tab)Added
Control of a Battlefield determines Control of its Abilities.
- 181.6.a. in Core Rules 1.1 (opens in a new tab)Added
While a Battlefield is Controlled, its Controller controls its Abilities. That player takes responsibility for adding them to the Chain if applicable, and makes all choices required by them unless otherwise specified.
- 181.6.b. in Core Rules 1.1 (opens in a new tab)Added
While a Battlefield is Uncontrolled, its Abilities are also Uncontrolled. The Turn Player takes responsibility for adding them to the Chain if applicable, makes all choices required by them unless otherwise specified, and is treated as their Controller if any game rule or effect requires one.
Example: The Arena’s Greatest is a battlefield that reads “At the start of each player's first Beginning Phase, that player gains 1 point.” This ability will usually trigger while the battlefield has no controller. If it does, the Turn Player goes through the steps of adding the ability to the chain and receives priority after doing so, exactly as if they controlled the ability. - 181.6.c. in Core Rules 1.1 (opens in a new tab)Added
“You” in a battlefield’s abilities refers to the battlefield’s Controller, as does the implied “you” in instructions like “draw 1.” If the battlefield has no Controller, “you” refers to no one, and all such instructions are ignored.
300. in Core Rules 1.1 (opens in a new tab)Playing the Game
301. in Core Rules 1.1 (opens in a new tab)The Turn
- 303. in Core Rules 1.1 (opens in a new tab)
The phases of a turn are rigid, but the actions taken during those steps can be done in any order, unless otherwise specified.
- 303.1. in Core Rules 1.1 (opens in a new tab)Changed
Game Actions of any nature are performed one at a time
,and are executed completely. - 303.2. in Core Rules 1.1 (opens in a new tab)
Game Actions cannot be performed simultaneously for any reason.
- 303.2.a. in Core Rules 1.1 (opens in a new tab)Changed
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
582 in Core Rules 1.0 (opens source rules in a new tab)375 in Core Rules 1.1 (opens source rules in a new tab). Triggered Abilities for more information.
- 312. in Core Rules 1.1 (opens in a new tab)
At any given time, up to one player has Priority.
- 312.1. in Core Rules 1.1 (opens in a new tab)Changed
Priority is the permission to take Discretionary Actions.
See rule
589.1 in Core Rules 1.0 (opens source rules in a new tab)398.1 in Core Rules 1.1 (opens source rules in a new tab). Discretionary Actions for more information. - 312.2. in Core Rules 1.1 (opens in a new tab)
A player receives Priority at the following times:
- 312.2.d. in Core Rules 1.1 (opens in a new tab)Changed
When the turn is in a Closed State, they are the next
RelevantPlayer in Turn Order, and the player with Priority passes.
- 313. in Core Rules 1.1 (opens in a new tab)
At any given time, up to one player has Focus.
- 313.1. in Core Rules 1.1 (opens in a new tab)Changed
Focus is the permission to take appropriately timed Discretionary Actions when the turn is in a Showdown Open State.
See rule
507 in Core Rules 1.0 (opens source rules in a new tab)307 in Core Rules 1.1 (opens source rules in a new tab). States of the Turn for more information.
- 315. in Core Rules 1.1 (opens in a new tab)
Start of Turn
- 315.1. in Core Rules 1.1 (opens in a new tab)
Awaken Phase
- 315.1.a. in Core Rules 1.1 (opens in a new tab)Changed
The Turn Player readies all Game Objects they control that are able to be readied.
See rule
593 in Core Rules 1.0 (opens source rules in a new tab)402 in Core Rules 1.1 (opens source rules in a new tab). Ready for more information.
- 315.2. in Core Rules 1.1 (opens in a new tab)
Beginning Phase
- 315.2.b. in Core Rules 1.1 (opens in a new tab)
Scoring Step
- 315.2.b.1. in Core Rules 1.1 (opens in a new tab)Changed
Holding occurs at this time.
See rule
629 in Core Rules 1.0 (opens source rules in a new tab)441 in Core Rules 1.1 (opens source rules in a new tab). Scoring for more information.
- 315.3. in Core Rules 1.1 (opens in a new tab)
Channel Phase
- 315.3.b. in Core Rules 1.1 (opens in a new tab)Changed
The Turn Player channels 2 runes from their Rune Deck.
See rule
606 in Core Rules 1.0 (opens source rules in a new tab)417 in Core Rules 1.1 (opens source rules in a new tab). Channel for more information.
- 315.4.b. in Core Rules 1.1 (opens in a new tab)
The Turn Player draws 1.
- 315.4.b.1. in Core Rules 1.1 (opens in a new tab)Changed
If there are no cards remaining in their Main Deck to draw, the Turn Player has been Burned Out.
See rule
607 in Core Rules 1.0 (opens source rules in a new tab)418 in Core Rules 1.1 (opens source rules in a new tab). Burn Out for more information.
- 316. in Core Rules 1.1 (opens in a new tab)
Action Phase
- 316.2. in Core Rules 1.1 (opens in a new tab)
The Action Phase has no defined structure.
- 316.2.a. in Core Rules 1.1 (opens in a new tab)Changed
A player may take any number of Discretionary Actions they are able to perform during this phase.
See rule
589.1 in Core Rules 1.0 (opens source rules in a new tab)398.1 in Core Rules 1.1 (opens source rules in a new tab). Discretionary Actions for more information. - 316.2.b. in Core Rules 1.1 (opens in a new tab)Changed
This is denoted as a Neutral Open State, and only the Turn Player has the ability to play spells or activate abilities.
See rule
507 in Core Rules 1.0 (opens source rules in a new tab)307 in Core Rules 1.1 (opens source rules in a new tab). States of the Turn for more information.
- 316.4.d. in Core Rules 1.1 (opens in a new tab)Changed
A Combat can only occur between two players.
See rule
620 in Core Rules 1.0 (opens source rules in a new tab)433 in Core Rules 1.1 (opens source rules in a new tab). Combat for more information. - 316.4.e. in Core Rules 1.1 (opens in a new tab)Changed
Play proceeds following the steps of combat.
See rule
624 in Core Rules 1.0 (opens source rules in a new tab)437 in Core Rules 1.1 (opens source rules in a new tab). Steps of Combat for more information.
- 316.5.b. in Core Rules 1.1 (opens in a new tab)Added
A Showdown is marked as Staged at a Battlefield when the Contested status is applied to a Battlefield with no current controller.
- 516.5.b. in Core Rules 1.0 (opens in a new tab)Removed
A Showdown occurs when one or more Units move to an empty battlefield.
- 316.5.c. in Core Rules 1.1 (opens in a new tab)Changed
A Showdown is a structured Window of Opportunity where
RelevantPlayers may play cards and activate abilities with Action or Reaction.See rule
545 in Core Rules 1.0 (opens source rules in a new tab)337 in Core Rules 1.1 (opens source rules in a new tab). Showdowns for more information.
- 317. in Core Rules 1.1 (opens in a new tab)
End of Turn Phase
- 317.2. in Core Rules 1.1 (opens in a new tab)Added
End of Turn Cleanup
- 317.2.a. in Core Rules 1.1 (opens in a new tab)Added
Invoke a Special Cleanup.
See rule 318 in Core Rules 1.1 (opens source rules in a new tab). Cleanups for more information.
- 317.2.b. in Core Rules 1.1 (opens in a new tab)Added
Insert “2a. Heal all Units.”
- 317.3. in Core Rules 1.1 (opens in a new tab)
Expiration Step
- 517.2.a. in Core Rules 1.0 (opens in a new tab)Removed
Clear all marked damage from all Units at all Locations.
- 517.3. in Core Rules 1.0 (opens in a new tab)Removed
Cleanup Step
- 517.3.a. in Core Rules 1.0 (opens in a new tab)Removed
Perform a Cleanup.
- 517.4. in Core Rules 1.0 (opens in a new tab)Removed
If Game Effects have applied any damage or generated any additional "this turn" effects, return to the Expiration Step and continue this process.
318. in Core Rules 1.1 (opens in a new tab)Cleanups
- 319. in Core Rules 1.1 (opens in a new tab)Added
A Cleanup occurs at the following times:
- 319.1. in Core Rules 1.1 (opens in a new tab)Added
After the game transitions to or from an Open or Closed state
- 319.2. in Core Rules 1.1 (opens in a new tab)Added
After the game transitions between Phases
- 319.3. in Core Rules 1.1 (opens in a new tab)Added
After a Pending Item becomes a Legal Item on the Chain
- 319.4. in Core Rules 1.1 (opens in a new tab)Added
After a Chain Item is removed from the Chain for any reason
- 319.5. in Core Rules 1.1 (opens in a new tab)Added
After any number of Game Objects enter or leave the Board
- 319.6. in Core Rules 1.1 (opens in a new tab)Added
After the status of any number of Game Objects changes for any reason
- 319.7. in Core Rules 1.1 (opens in a new tab)Added
After a Move is completed
- 320. in Core Rules 1.1 (opens in a new tab)Added
While a Cleanup is occurring, Chain Items cannot be Resolved.
- 320.1. in Core Rules 1.1 (opens in a new tab)Added
New Pending Items can be added, but Legal Items cannot be executed and Priority and Focus are not passed or awarded.
- 321. in Core Rules 1.1 (opens in a new tab)Added
If an event occurs during a Cleanup that qualifies for a Cleanup, another Cleanup will occur immediately after the first completes, repeating until a Cleanup occurs with no new change in the game’s state.
- 322. in Core Rules 1.1 (opens in a new tab)Added
When a Cleanup occurs, the following steps occur in order:
- 322.1. in Core Rules 1.1 (opens in a new tab)Added
1. If a player has as many points as the Victory Score, that player wins.
- 322.2. in Core Rules 1.1 (opens in a new tab)Added
2. All Units that have non-zero Damage marked on them equalling or exceeding their Might are killed and placed in their owners' Trash.
- 322.3. in Core Rules 1.1 (opens in a new tab)Added
3. Assign or Remove the Attacker or Defender designation from Units as needed if there is a Combat in progress
- 322.3.a. in Core Rules 1.1 (opens in a new tab)Added
If there are Units present at the Battlefield the Combat is taking place at, but do not have a designation, they gain the same designation as their Controller now
- 322.3.b. in Core Rules 1.1 (opens in a new tab)Added
If there are Units present at the Battlefield the Combat is taking place at, but have the opposite designation of their controller, they lose that designation, and gain the same designation as their controller now
- 322.3.c. in Core Rules 1.1 (opens in a new tab)Added
If there are Units at locations other than the Battlefield that the Combat is taking place at, but have either Attacker or Defender designations, they lose those designations now
- 322.4. in Core Rules 1.1 (opens in a new tab)Added
4. Battlefields with no Units occupying them and no Contested status become Uncontrolled.
- 322.5. in Core Rules 1.1 (opens in a new tab)Added
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.
- 322.6. in Core Rules 1.1 (opens in a new tab)Added
6. Mark a Showdown as Staged at each Battlefield that Contested was applied to that is Uncontrolled.
- 322.7. in Core Rules 1.1 (opens in a new tab)Added
7. Mark a Combat as Staged at each Battlefield that Contested was applied to that is controlled by a different player than the one who applied the Contested Status.
- 322.7.a. in Core Rules 1.1 (opens in a new tab)Added
The Combat remains Staged at that Battlefield as long as there are Units present from two opposing players there.
- 322.8. in Core Rules 1.1 (opens in a new tab)Added
8. Finalize any Pending Items on the Chain
- 322.9. in Core Rules 1.1 (opens in a new tab)Added
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.
- 322.10. in Core Rules 1.1 (opens in a new tab)Added
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. in Core Rules 1.1 (opens in a new tab)Added
Special Cleanups are Cleanup steps invoked at specific times that have additional steps not present in a normal Cleanup.
- 323.1. in Core Rules 1.1 (opens in a new tab)Added
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. - 323.2. in Core Rules 1.1 (opens in a new tab)Added
If events during a Special Cleanup require another Cleanup, a normal Cleanup is invoked, not another iteration of the Special Cleanup.
- 519. in Core Rules 1.0 (opens in a new tab)Removed
A Cleanup occurs:
After an item on the Chain resolves.
After a Move completes.
After a Showdown completes.
After a Combat completes.
- 520. in Core Rules 1.0 (opens in a new tab)Removed
All Units who have had non-zero Damage marked on them equalling or exceeding their Might are killed and placed in their owners' Trash.
- 521. in Core Rules 1.0 (opens in a new tab)Removed
Remove the "Attacker" or "Defender" status from Units no longer present at a Battlefield where a Combat is currently occurring.
- 522. in Core Rules 1.0 (opens in a new tab)Removed
Recognize and begin execution of all state-based Game Effects currently outstanding.
- 522.1. in Core Rules 1.0 (opens in a new tab)Removed
These can be recognized by the phrases "While" or "As long as."
- 523. in Core Rules 1.0 (opens in a new tab)Removed
Remove all Hidden cards from all Battlefields that do not also have a Unit controlled by the same player present and place them in their owner's Trash.
- 523.1. in Core Rules 1.0 (opens in a new tab)Removed
This can cause the Battlefield to become uncontrolled if this was not done as part of a Conquer step.
- 524. in Core Rules 1.0 (opens in a new tab)Removed
Mark a Combat as Pending at each Battlefield with Units present from two opposing players.
- 524.1. in Core Rules 1.0 (opens in a new tab)Removed
The Combat remains Pending at that Battlefield as long as there are Units present from two opposing players there.
- 525. in Core Rules 1.0 (opens in a new tab)Removed
If the current state is a Neutral Open State and one or more Battlefields are Contested with no Current Controller, the Turn Player chooses one of those Battlefields. A Showdown begins there.
- 526. in Core Rules 1.0 (opens in a new tab)Removed
If the current state is a Neutral Open State and Combat is Pending at one or more Battlefields, the Turn Player chooses one of those Battlefields. Combat begins there.
324. in Core Rules 1.1 (opens in a new tab)Chains and Showdowns
- 528. in Core Rules 1.0 (opens in a new tab)Removed
Relevant Players
- 325. in Core Rules 1.1 (opens in a new tab)Changed
RelevantPlayersare players whocan act during the following Windows of Opportunity that occur during the course of regular play: - 530. in Core Rules 1.0 (opens in a new tab)Removed
Once a player becomes Relevant, they remain Relevant until the Window of Opportunity that caused the definition ends.
- 530.1. in Core Rules 1.0 (opens in a new tab)Removed
The more-encompassing Relevance is used to determine this.
Example: If a player becomes Relevant during a Chain inside of a Showdown, they remain Relevant until the Showdown ends, not the Chain that made them Relevant.
- 531. in Core Rules 1.0 (opens in a new tab)Removed
The following are Relevant Players:
- 531.1. in Core Rules 1.0 (opens in a new tab)Removed
Players involved in the Combat currently occurring.
- 531.1.a. in Core Rules 1.0 (opens in a new tab)Removed
If there is no Combat occurring, then All Players are relevant.
- 531.2. in Core Rules 1.0 (opens in a new tab)Removed
Players who have been Invited.
- 531.2.a. in Core Rules 1.0 (opens in a new tab)Removed
The Active Player may choose another player Not Currently Relevant to the current Chain or Showdown to interact instead of themselves. This is considered a Limited Action.
- 531.2.a.1. in Core Rules 1.0 (opens in a new tab)Removed
The invited player may refuse the invitation. If they do, they do not become a Relevant Player.
- 531.2.a.2. in Core Rules 1.0 (opens in a new tab)Removed
If they accept the invitation, they must be able to, and consequently must, play a card or activate a Game Object's ability at the current timing.
- 531.2.a.3. in Core Rules 1.0 (opens in a new tab)Removed
If they accept the invitation they become, and remain, a Relevant Player for the duration of this Chain or Showdown.
- 531.2.a.4. in Core Rules 1.0 (opens in a new tab)Removed
After the invited player plays a card or activates a legal ability, they become the Active Player.
- 327. in Core Rules 1.1 (opens in a new tab)
The Chain is a Non-Board Zone that temporarily exists whenever a card is played or an ability is activated.
- 327.2. in Core Rules 1.1 (opens in a new tab)Changed
Abilities are queued here as part of the process of resolving.
See rule
564 in Core Rules 1.0 (opens source rules in a new tab)357 in Core Rules 1.1 (opens source rules in a new tab). Abilities for more information.
- 328. in Core Rules 1.1 (opens in a new tab)Added
Cards and abilities added to the chain are added as Pending Chain Items that become Finalized Chain Items.
- 328.1. in Core Rules 1.1 (opens in a new tab)Added
Pending Items are on the Chain.
- 328.2. in Core Rules 1.1 (opens in a new tab)Added
Chain Items are Pending until the “Check Legality” step of playing a card.
See rule 346 in Core Rules 1.1 (opens source rules in a new tab). Playing Cards for more information.
- 328.3. in Core Rules 1.1 (opens in a new tab)Added
When a Pending Chain Item is no longer Pending it is finalized and becomes a Finalized Chain Item.
- 329. in Core Rules 1.1 (opens in a new tab)Changed
The Chain exists as long as a
card or abilityChain Item is on it. - 331. in Core Rules 1.1 (opens in a new tab)Changed
Steps of Resolving
aChain Items - 332. in Core Rules 1.1 (opens in a new tab)Changed
Whenever a card or token is played or an ability is activated or triggered, a Chain is created.
- 333. in Core Rules 1.1 (opens in a new tab)Added
Step 1: Finalize
- 333.1. in Core Rules 1.1 (opens in a new tab)Added
If one or more Items are Pending, their controllers must complete the steps of Playing those Pending Items until they are Finalized Items or leave the Chain.
- 333.1.a. in Core Rules 1.1 (opens in a new tab)Added
This process does not pass Priority.
- 333.1.b. in Core Rules 1.1 (opens in a new tab)Added
Each Item is Finalized in the order it was appended to the Chain.
- 333.1.c. in Core Rules 1.1 (opens in a new tab)Added
Abilities that Add resources, Units, and Gear resolve immediately when Finalized and do not progress to Step 2: Execute.
See rule 346 in Core Rules 1.1 (opens source rules in a new tab). Playing Cards for more information.
- 333.1.c.1. in Core Rules 1.1 (opens in a new tab)Added
If the Chain is empty, play proceeds in an Open State.
- 333.1.c.2. in Core Rules 1.1 (opens in a new tab)Added
If the Chain is not empty and there are one or more Pending Items, repeat Step 1.
- 333.1.c.3. in Core Rules 1.1 (opens in a new tab)Added
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. Proceed to Step 2: Execute.
- 334. in Core Rules 1.1 (opens in a new tab)Added
Step 2: Execute
- 334.1. in Core Rules 1.1 (opens in a new tab)
The Active Player may do any the following:
- 334.1.a. in Core Rules 1.1 (opens in a new tab)Changed
Play a
SpellCard that is legally timed.- 334.1.a.1. in Core Rules 1.1 (opens in a new tab)Changed
SpellsCards, by default, cannot be played during a Closed State.- 540.1.a.1. in Core Rules 1.0 (opens in a new tab)Removed
A Legally Timed Spell would be a Spell with Reaction.
- 334.1.a.2. in Core Rules 1.1 (opens in a new tab)Added
A Legally Timed Card would be a Card with Reaction.
- 334.1.a.4. in Core Rules 1.1 (opens in a new tab)Changed
The
spellcard will be added to the chain as a Pending Item, following the steps of playing a card.- 540.1.b.1. in Core Rules 1.0 (opens in a new tab)Removed
This can be an additional spell to the one that Started the Chain in the case of the first Active Player after creating the Chain.
- 540.1.c. in Core Rules 1.0 (opens in a new tab)Removed
The spell will not be resolved until the end of the Chain.
- 334.1.a.5. in Core Rules 1.1 (opens in a new tab)Added
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.
- 334.1.a.6. in Core Rules 1.1 (opens in a new tab)Added
Whether a Card is legally timed is evaluated during the “Check Legality” step of Playing a Card.
See rule 346 in Core Rules 1.1 (opens source rules in a new tab). Playing Cards for more information.
- 334.1.a.7. in Core Rules 1.1 (opens in a new tab)Added
Playing a card will create one or more Pending Items. Return to Step 1: Finalize.
- 334.1.b. in Core Rules 1.1 (opens in a new tab)Changed
Activate Abilities of Game Objects that are legally timed.
See rule
564 in Core Rules 1.0 (opens source rules in a new tab).386 in Core Rules 1.1 (opens source rules in a new tab). Playing or Activating Abilities for more information.- 334.1.b.1. in Core Rules 1.1 (opens in a new tab)Added
All rules for legally timed cards apply to legally timed abilities.
- 334.1.b.2. in Core Rules 1.1 (opens in a new tab)Added
Activating abilities will create one or more Pending Items. Return to Step 1: Finalize.
- 540.3. in Core Rules 1.0 (opens in a new tab)Removed
Invite a player to act.
- 540.3.a. in Core Rules 1.0 (opens in a new tab)Removed
The invited player will become the Active Player.
- 540.4.a. in Core Rules 1.0 (opens in a new tab)Removed
The Active Player passes to the next Relevant Player in Turn Order.
- 540.4.b. in Core Rules 1.0 (opens in a new tab)Removed
If all Relevant Players have passed once in sequence, nothing else can be added to the Chain and the Chain ends. Continue to rule 542 in Core Rules 1.0 (opens source rules in a new tab).
- 334.1.c. in Core Rules 1.1 (opens in a new tab)Added
Pass Priority
- 334.1.c.1. in Core Rules 1.1 (opens in a new tab)Added
The Active Player passes Priority to the next Player in Turn Order. Proceed to Step 3: Pass.
- 335. in Core Rules 1.1 (opens in a new tab)Added
Step 3: Pass
- 335.1. in Core Rules 1.1 (opens in a new tab)Added
If all players have passed Priority without adding any items to the Chain, proceed to Step 4: Resolve.
- 335.2. in Core Rules 1.1 (opens in a new tab)Added
Otherwise, the Active Player passes Priority to the next Player in Turn Order. Return to Step 3: Execute.
- 336. in Core Rules 1.1 (opens in a new tab)Added
Step 4: Resolve
- 336.1. in Core Rules 1.1 (opens in a new tab)Added
The newest item on the Chain resolves. Execute its game effects in their entirety.
See rule 346 in Core Rules 1.1 (opens source rules in a new tab). Playing Cards for more information on resolving spells.
See rule 386 in Core Rules 1.1 (opens source rules in a new tab). Playing or Activating Abilities for more information on resolving abilities.
- 336.2. in Core Rules 1.1 (opens in a new tab)Added
If the Chain is empty, play proceeds in an Open State.
- 336.3. in Core Rules 1.1 (opens in a new tab)Added
If the Chain is not empty and there are one or more Pending Items, return to Step 1: Finalize.
- 336.4. in Core Rules 1.1 (opens in a new tab)Added
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.
- 538. in Core Rules 1.0 (opens in a new tab)Removed
If the card that initiated the Chain was a permanent, no player receives priority before it resolves. Skip to rule 543 in Core Rules 1.0 (opens source rules in a new tab).
- 539. in Core Rules 1.0 (opens in a new tab)Removed
Define or re-define Relevant Players to this chain.
See rule 528 in Core Rules 1.0 (opens source rules in a new tab). Relevant Players for more information.
- 541. in Core Rules 1.0 (opens in a new tab)Removed
Triggered Abilities are added to the Chain if they are triggered by actions performed while a Chain is in progress.
- 541.1. in Core Rules 1.0 (opens in a new tab)Removed
They are added as the most recent item on the Chain.
- 541.2. in Core Rules 1.0 (opens in a new tab)Removed
They do not affect the order of the Active Player.
- 541.3. in Core Rules 1.0 (opens in a new tab)Removed
If the controller of the Triggered Ability is not currently a Relevant Player, they become a Relevant Player.
- 542. in Core Rules 1.0 (opens in a new tab)Removed
After an action is completed in rule 540 in Core Rules 1.0 (opens source rules in a new tab), repeat rule 539 in Core Rules 1.0 (opens source rules in a new tab). Continue until rule 540.4.b in Core Rules 1.0 (opens source rules in a new tab). is accomplished, then continue to rule 543 in Core Rules 1.0 (opens source rules in a new tab).
- 543. in Core Rules 1.0 (opens in a new tab)Removed
Resolve the Chain.
- 543.1. in Core Rules 1.0 (opens in a new tab)Removed
Identify the last spell or ability added to the Chain and execute its effect.
- 543.1.a. in Core Rules 1.0 (opens in a new tab)Removed
After resolving, it is placed in the zone appropriate to its category.
- 543.1.a.1. in Core Rules 1.0 (opens in a new tab)Removed
Spells are placed in their owner's trash.
- 543.1.a.2. in Core Rules 1.0 (opens in a new tab)Removed
Permanents are placed on the board in the location chosen as part of the process of playing them.
- 543.1.a.3. in Core Rules 1.0 (opens in a new tab)Removed
Abilities cease to exist.
- 543.1.a.4. in Core Rules 1.0 (opens in a new tab)Removed
This is not a Move.
- 543.2. in Core Rules 1.0 (opens in a new tab)Removed
If there are any triggered abilities that trigger when a card is played, these trigger now.
- 543.2.a. in Core Rules 1.0 (opens in a new tab)Removed
If there are other items on the Chain waiting to resolve, add any triggered abilities to the current Chain as the most recent item, as per rule 541 in Core Rules 1.0 (opens source rules in a new tab).
- 543.2.b. in Core Rules 1.0 (opens in a new tab)Removed
If the item that resolved was the only item on the Chain, add any triggered abilities to a new Chain.
- 543.3. in Core Rules 1.0 (opens in a new tab)Removed
Perform a Cleanup.
See rule 518 in Core Rules 1.0 (opens source rules in a new tab). Cleanups for more information.
- 543.4. in Core Rules 1.0 (opens in a new tab)Removed
Return to rule 539 in Core Rules 1.0 (opens source rules in a new tab). The player who controls the most recent item on the Chain becomes the Active Player, and all Relevant Players must pass again to proceed.
- 544. in Core Rules 1.0 (opens in a new tab)Removed
Repeat until the Chain is empty of spells and/or card effects.
- 338. in Core Rules 1.1 (opens in a new tab)Changed
A Showdown is a Window of Opportunity in which
RelevantPlayers have an Open State in which they may play Spells in an alternating fashion.- 546.2. in Core Rules 1.0 (opens in a new tab)Removed
Players made Relevant remain so until the Showdown ends.
- 340. in Core Rules 1.1 (opens in a new tab)
A Showdown begins when Control of a Battlefield is Contested and the turn is in a Neutral Open State.
- 340.1. in Core Rules 1.1 (opens in a new tab)Changed
If Control of a Battlefield is Contested between two players, then a Showdown will be opened as
athe first step of Combat.See rule
620 in Core Rules 1.0 (opens source rules in a new tab)433 in Core Rules 1.1 (opens source rules in a new tab). Combat for more information. - 340.2. in Core Rules 1.1 (opens in a new tab)Changed
If Control of a Battlefield is Contested and the Battlefield in question is uncontrolled when it becomes Contested, a Showdown is opened during the Cleanup at the end of the action that
Movecaused the Battlefield to become Contested.
- 550. in Core Rules 1.0 (opens in a new tab)Removed
As a Showdown begins, the way it began defines initial Relevant Players.
- 550.1. in Core Rules 1.0 (opens in a new tab)Removed
If this Showdown is part of Combat, the Attacking and Defending players are the Relevant Players for this Showdown.
- 550.1.a. in Core Rules 1.0 (opens in a new tab)Removed
More players may become Relevant through the course of play.
- 550.2. in Core Rules 1.0 (opens in a new tab)Removed
If this Showdown is not part of Combat, all players are Relevant Players.
- 342. in Core Rules 1.1 (opens in a new tab)
When a Showdown begins, it may or may not begin with an Initial Chain.
- 342.1. in Core Rules 1.1 (opens in a new tab)Changed
Showdowns that open as a result of Combat may have an Initial Chain of
"When I attack"Triggered Abilitiesand/or "When I defend" Triggered Abilities.- 342.1.a. in Core Rules 1.1 (opens in a new tab)Changed
These Triggered Abilities should be put on the chain first by the player with Focus, then
followingproceeding with players without the Defender designation in Turn Orderthrough Relevant Players. Finally, the player with the Defender designation will add their Triggered Abilities, if any, to the Chain.- 551.1.a.1. in Core Rules 1.0 (opens in a new tab)Removed
Players that control other Triggered Abilities that may have activated as a result of this Chain being constructed will become Relevant and order their Triggered Abilities on the Chain as Turn Order for Focus comes to them.
- 343. in Core Rules 1.1 (opens in a new tab)Changed
When the last item on the chain resolves during a Showdown, Focus passes, and the next
RelevantPlayer gains both Focus and Priority.- 343.1. in Core Rules 1.1 (opens in a new tab)Added
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.
- 344. in Core Rules 1.1 (opens in a new tab)
During a Showdown, the player with Focus may do one of the following:
- 344.1. in Core Rules 1.1 (opens in a new tab)
Play a spell that is legally timed.
- 344.1.a. in Core Rules 1.1 (opens in a new tab)
The spell will start a Chain as normal.
- 553.1.a.1. in Core Rules 1.0 (opens in a new tab)Removed
This can cause players to become Relevant, and thus play Spells and activate Abilities during the rest of the Showdown.
- 344.2. in Core Rules 1.1 (opens in a new tab)Changed
Activate Abilities of Game Objects that are legally timed.
See rule
564 in Core Rules 1.0 (opens source rules in a new tab)357 in Core Rules 1.1 (opens source rules in a new tab). Abilities for more information. - 553.3. in Core Rules 1.0 (opens in a new tab)Removed
Invite a player to act.
- 553.3.a. in Core Rules 1.0 (opens in a new tab)Removed
The invited player will gain Focus.
- 344.3.a. in Core Rules 1.1 (opens in a new tab)Changed
If all
RelevantPlayers have passed once in sequence, the Showdown ends.
- 344.4. in Core Rules 1.1 (opens in a new tab)Changed
Otherwise, Focus passes to the next
RelevantPlayer in Turn Order.
- 345. in Core Rules 1.1 (opens in a new tab)Added
If all players pass Focus without playing a spell or activating an ability, then the Showdown Closes.
- 345.1. in Core Rules 1.1 (opens in a new tab)Added
If this Showdown opened as a result of Combat, proceed with the remaining steps of Combat to resolve the phase.
See rule 437 in Core Rules 1.1 (opens source rules in a new tab). The Steps of Combat for more information.
- 345.2. in Core Rules 1.1 (opens in a new tab)Added
If this Showdown opened as a result of Contested being applied to a Battlefield without a controller, do one of the following:
- 345.2.a. in Core Rules 1.1 (opens in a new tab)Added
If only one player’s Units remain at the Battlefield, and if that player does not already Control the Battlefield, that player establishes Control over the Battlefield.
See rule 179 in Core Rules 1.1 (opens source rules in a new tab). Control for more information on Control.
See rule 442.1 in Core Rules 1.1 (opens source rules in a new tab). for more information on Conquering.
- 345.2.a.1. in Core Rules 1.1 (opens in a new tab)Added
This results in a Conquer if that player has not yet scored that Battlefield this turn.
- 345.2.b. in Core Rules 1.1 (opens in a new tab)Added
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 433 in Core Rules 1.1 (opens source rules in a new tab). Combat for more information.
- 345.2.b.1. in Core Rules 1.1 (opens in a new tab)Added
The player who applied Contested to the Battlefield will be the Attacker in the subsequent Combat.
346. in Core Rules 1.1 (opens in a new tab)Playing Cards
- 349. in Core Rules 1.1 (opens in a new tab)Added
Cards have different states during the process of being played.
- 349.1. in Core Rules 1.1 (opens in a new tab)Added
When initially being played cards are Pending, as Pending Chain Items.
- 349.2. in Core Rules 1.1 (opens in a new tab)Added
Near the end of the process cards will cease being Pending and become Finalized Chain Items.
- 351. in Core Rules 1.1 (opens in a new tab)Changed
1. Remove the card from the zone you are playing it from and put it onto the Chain.
- 351.1. in Core Rules 1.1 (opens in a new tab)Changed
This Closes the State.
See rule
507 in Core Rules 1.0 (opens source rules in a new tab)307 in Core Rules 1.1 (opens source rules in a new tab). States of the Turn for more information. - 351.2. in Core Rules 1.1 (opens in a new tab)Added
This item becomes Pending.
- 351.3. in Core Rules 1.1 (opens in a new tab)Added
If another Card Effect or ability is currently resolving, continue resolving it before proceeding with any further steps of this process.
- 352. in Core Rules 1.1 (opens in a new tab)Changed
2. Make necessary choices.
- 352.2. in Core Rules 1.1 (opens in a new tab)Changed
For Units, choose a valid Location
the player Controls on the Boardwhere that Unit will be placed upon being Played. - 352.3. in Core Rules 1.1 (opens in a new tab)Added
For Spells and Abilities that Move one or more Units, choose a valid Location as the Move Destination for each Move that will be performed.
- 352.4. in Core Rules 1.1 (opens in a new tab)
If a card requires you to specifically choose one or more Game Objects, that choice is made now.
- 352.4.b. in Core Rules 1.1 (opens in a new tab)Changed
This does not include making choices for Triggered Abilities of permanents, even if those abilities trigger when the permanent is played.
Example: A unit with a triggered ability that says "When I'm played, kill a unit" does not require you to choose a target as it's played. The target will be chosen when the ability triggers.See rule
582 in Core Rules 1.0 (opens source rules in a new tab)375 in Core Rules 1.1 (opens source rules in a new tab). Triggered Abilities for more information. - 559.3.c. in Core Rules 1.0 (opens in a new tab)Removed
Targeting
- 559.3.c.5. in Core Rules 1.0 (opens in a new tab)Removed
It is possible for none of a spell's instructions to be executed as it resolves, due to all of them requiring targets to act on and all of those targets becoming Invalid or Unavailable. In this case, the spell has no effect but is still considered played.
Example: A player plays a spell that reads "Deal 2 to a unit at a battlefield" with no other instructions, and chooses an enemy unit at a battlefield. They also control a unit with the ability "When you play a spell, give me +1 [S] this turn." Before the spell resolves, the chosen unit is moved to its base. The spell resolves and its only instruction cannot be executed, but the unit's ability still triggers as the spell resolves and gives it +1 [S].
- 352.5. in Core Rules 1.1 (opens in a new tab)Added
Targeting
- 352.7. in Core Rules 1.1 (opens in a new tab)Added
In order to put a spell or ability on the chain, valid choices must be made for all targets.
- 352.8. in Core Rules 1.1 (opens in a new tab)Added
A target is a valid choice if it meets all of the following requirements:
- 352.8.a. in Core Rules 1.1 (opens in a new tab)Added
It is a permanent or rune on the board, a spell or ability on the chain, a player or zone, or specified explicitly or implicitly as being in some other zone. e.g., “Kill a unit” targets a unit on the board. e.g., “Recycle a unit from your trash” targets a unit card in your trash.
- 352.8.a.1. in Core Rules 1.1 (opens in a new tab)Added
“Unit,” “gear,” and “rune” refer to objects on the Board unless specified otherwise.
- 352.8.a.2. in Core Rules 1.1 (opens in a new tab)Added
“Spell” and “ability” refer to objects on the Chain unless specified otherwise.
- 352.8.a.3. in Core Rules 1.1 (opens in a new tab)Added
“Facedown card” refers to a card in a Facedown Zone unless specified otherwise.
- 352.8.a.4. in Core Rules 1.1 (opens in a new tab)Added
“Legend” refers to a legend in the Legend Zone.
- 352.8.a.5. in Core Rules 1.1 (opens in a new tab)Added
“Chosen Champion” and “unit in the Champion Zone” refer to a unit in the Champion Zone unless specified otherwise.
- 352.8.b. in Core Rules 1.1 (opens in a new tab)Added
It meets all targeting restrictions. e.g., A unit is a valid target for a spell that refers to a “unit at a battlefield,” “enemy unit,” “unit you control,” or “unit with Might 4 or greater” only if it meets the appropriate criteria.
- 352.8.c. in Core Rules 1.1 (opens in a new tab)Added
It is not the spell or ability itself. e.g., A spell that says “Counter a spell” cannot target itself. e.g., An ability of a permanent can target that permanent, because abilities and their sources are separate objects.
- 352.9. in Core Rules 1.1 (opens in a new tab)Added
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. in Core Rules 1.1 (opens in a new tab)Added
Passive abilities never have targets.
- 352.9.b. in Core Rules 1.1 (opens in a new tab)Added
Replacement effects never have targets.
- 352.9.c. in Core Rules 1.1 (opens in a new tab)Added
Units and gear never have targets, although their abilities may.
- 352.10. in Core Rules 1.1 (opens in a new tab)Added
A game object, player, or zone mentioned in the text of a spell, activated ability, or triggered ability is a target UNLESS any of the following are true:
- 352.10.a. in Core Rules 1.1 (opens in a new tab)Added
It is in a zone whose information status is not Public. e.g., “Ready a legend” targets a legend, because the Legend Zone is Public. e.g., “Return a unit from your trash to your hand” targets a unit card in your trash, because your trash is Public. e.g., “You may play a unit from your hand, ignoring its costs” does not target a unit card in your hand, because your hand is not a public zone.
- 352.10.a.1. in Core Rules 1.1 (opens in a new tab)Added
Public zones are Battlefield Zones, Bases, Trashes, Legend Zones, Champion Zones, and Facedown Zones.
- 352.10.b. in Core Rules 1.1 (opens in a new tab)Added
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.
- 352.10.c. in Core Rules 1.1 (opens in a new tab)Added
It is included only as part of a cost, trigger condition, or replacement effect. e.g., “As an additional cost to play me, kill a friendly unit” doesn’t target anything. e.g., “When a friendly unit dies, kill a gear” targets a gear, but not a friendly unit. e.g., “When you play me, the next time a friendly unit would die this turn, return it to your hand instead” doesn’t target anything. The replacement effect applies when any friendly unit dies. e.g., “Choose a friendly unit. The next time it would die this turn, return it to your hand instead” targets a friendly unit, because “choose a friendly unit” is not part of the replacement effect.
- 352.10.c.1. in Core Rules 1.1 (opens in a new tab)Added
This includes costs within instructions, identified by phrases like “[do X] to [do Y].” The cost within that instruction is “[do X].” e.g., “When I hold, you may kill another friendly unit here to draw 1” does not target anything. e.g., “When you play me, you may spend a buff to move a friendly unit” targets the friendly unit, but not the buff.
- 352.10.d. in Core Rules 1.1 (opens in a new tab)Added
It is programmatically selected based on its characteristics rather than chosen by the spell or ability’s controller. e.g., “Kill all units at a battlefield” targets a battlefield, but does not target any units. e.g., “Kill all units at battlefields” doesn’t target anything. e.g., “Destroy a unit. Its controller draws 2 cards” targets the unit, but not its controller. e.g., “Ready your legend” doesn’t target anything, because you can only have one legend. e.g., “Ready a friendly legend” targets a legend, because in a 2v2 game there are two friendly legends. e.g., “Recycle all cards in your trash” doesn’t target anything, because it affects all cards and you only have one trash.
- 352.10.d.1. in Core Rules 1.1 (opens in a new tab)Added
This exception applies solely to objects for which no choice is ever possible.
- 352.10.d.2. in Core Rules 1.1 (opens in a new tab)Added
This exception does not apply to objects that are the only valid choice at the moment a spell or ability is placed on the chain, but which would require a choice under other circumstances. e.g., “Kill a unit at a battlefield” always targets a unit, even if that unit is the only unit currently at a battlefield.
- 352.10.e. in Core Rules 1.1 (opens in a new tab)Added
It is part of a set of objects chosen in whole or in part by other players. e.g., “Each player kills a unit they control” does not target. Each player, including the one who played the spell, chooses a unit to kill as the spell or ability resolves.
- 352.10.f. in Core Rules 1.1 (opens in a new tab)Added
It is identified in an instruction that a player “must” complete. e.g., “You must recycle one of your runes” doesn’t target anything. You choose from among your runes as the spell or ability resolves. e.g., “Recycle a rune you control” targets a rune. You choose a rune you control as you put the spell or ability on the chain.
- 352.11. in Core Rules 1.1 (opens in a new tab)Added
Some cards identify a group of Targets with Targeting Requirements that must be met by the group as a whole.
- 352.11.a. in Core Rules 1.1 (opens in a new tab)Added
As they’re finalized on the chain, such cards can choose any group of valid targets that collectively fulfill the targeting restriction.
- 352.11.b. in Core Rules 1.1 (opens in a new tab)Added
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.
- 352.13. in Core Rules 1.1 (opens in a new tab)Added
If a card specifies that a player chooses “any number” or “up to” some number of Game Objects to be affected, they may choose any number of available targets, including zero. If they choose zero, the spell or ability can be played without any targets.
- 352.14.b. in Core Rules 1.1 (opens in a new tab)Changed
The Targets are chosen when the spell
is Playedortheability isadded tofinalized on the chain.
- 353. in Core Rules 1.1 (opens in a new tab)Changed
3. Determine Total Cost.
- 353.1. in Core Rules 1.1 (opens in a new tab)
If an ability or instruction allows you to "ignore" one or more of a card's costs, set the appropriate Base Cost(s) of the card to zero.
- 353.1.c. in Core Rules 1.1 (opens in a new tab)Changed
Further additional costs and/or cost increases applied in subsequent steps may raise the card's Total Cost above zero.
Example: Legion Rearguard is a Fury unit that costs 2 Energy and 0 Power and has Accelerate. A player plays Legion Rearguard and is instructed to ignore its costs, but chooses to pay the Accelerate costof [1][C]. They ignore Legion Rearguard's Base Cost of 2 Energy, but the optional additional cost of 1 Energy and 1 Fury Power is added to its Total Cost and must be paid.
- 353.2. in Core Rules 1.1 (opens in a new tab)
Apply additional costs in any order.
- 353.2.a. in Core Rules 1.1 (opens in a new tab)
Mandatory Additional Costs
- 353.2.a.1. in Core Rules 1.1 (opens in a new tab)Changed
Some Additional Costs specified by Passive Abilities on the card being played or another card are Mandatory, and must be paid to complete playing the card. They use the phrase "as an additional cost" and don't include the word "may."
Example: A unit has the passive ability "As an additional cost to play me, kill a friendly unit." To play that unit, a player must kill a friendly unit.See rule
567 in Core Rules 1.0 (opens source rules in a new tab)360 in Core Rules 1.1 (opens source rules in a new tab). Passive Abilities for more information. - 353.2.a.2. in Core Rules 1.1 (opens in a new tab)Changed
The cost imposed by the Deflect keyword is a Mandatory Additional Cost.
See rule
721 in Core Rules 1.0 (opens source rules in a new tab)725 in Core Rules 1.1 (opens source rules in a new tab). Deflect for more information.
- 353.2.b. in Core Rules 1.1 (opens in a new tab)
Optional Additional Costs
- 353.2.b.1. in Core Rules 1.1 (opens in a new tab)Changed
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
559 in Core Rules 1.0 (opens source rules in a new tab)352 in Core Rules 1.1 (opens source rules in a new tab). 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 rule559 in Core Rules 1.0 (opens source rules in a new tab)352 in Core Rules 1.1 (opens source rules in a new tab), applies that additional cost in rule560.2 in Core Rules 1.0 (opens source rules in a new tab)353.2 in Core Rules 1.1 (opens source rules in a new tab), applies the discount granted by paying that cost in rule560.4 in Core Rules 1.0 (opens source rules in a new tab)353.4 in Core Rules 1.1 (opens source rules in a new tab), and discards a card to pay that additional cost in rule561 in Core Rules 1.0 (opens source rules in a new tab)354.2 in Core Rules 1.1 (opens source rules in a new tab).See rule
567 in Core Rules 1.0 (opens source rules in a new tab)360 in Core Rules 1.1 (opens source rules in a new tab). Passive Abilities for more information.
- 353.4. in Core Rules 1.1 (opens in a new tab)
Apply discounts in any order.
- 353.4.d. in Core Rules 1.1 (opens in a new tab)
Discounts can reduce additional costs, including to 0.
- 353.4.d.1. in Core Rules 1.1 (opens in a new tab)Changed
An optional additional cost was "paid" if the player made the decision in rule
559 in Core Rules 1.0 (opens source rules in a new tab)352 in Core Rules 1.1 (opens source rules in a new tab) 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.
- 354. in Core Rules 1.1 (opens in a new tab)Changed
4. Pay the card's costs.
- 354.1. in Core Rules 1.1 (opens in a new tab)
In total, pay the combined Energy cost (if any) and Power cost (if any).
- 354.1.a. in Core Rules 1.1 (opens in a new tab)Changed
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 158 in Core Rules 1.1 (opens source rules in a new tab). Rune Pools and rule
605 in Core Rules 1.0 (opens source rules in a new tab)416 in Core Rules 1.1 (opens source rules in a new tab). Add for more information.
- 354.2. in Core Rules 1.1 (opens in a new tab)Changed
In addition, pay any non-standard Cost summed in rule
560.2 in Core Rules 1.0 (opens source rules in a new tab)353.2 in Core Rules 1.1 (opens source rules in a new tab) in any order.- 354.2.a. in Core Rules 1.1 (opens in a new tab)Added
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 in Core Rules 1.1 (opens source rules in a new tab), but as they pay the cost in rule 354.2 in Core Rules 1.1 (opens source rules in a new tab), Zhonya’s Hourglass replaces that unit’s death. The cost is considered paid, and the player can continue playing Cruel Patron.
- 354.3. in Core Rules 1.1 (opens in a new tab)Changed
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. Duringstep brule 352.2 in Core Rules 1.1 (opens source rules in a new tab)., 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.
- 355. in Core Rules 1.1 (opens in a new tab)Changed
5. Check legality.
- 356. in Core Rules 1.1 (opens in a new tab)Changed
Proceed6. Finalize this card and proceed with the card's category of Play.- 356.1. in Core Rules 1.1 (opens in a new tab)Added
This card is no longer Pending.
- 356.2. in Core Rules 1.1 (opens in a new tab)
A Permanent leaves the Chain and becomes a Game Object.
- 356.2.a. in Core Rules 1.1 (opens in a new tab)Added
Any passive abilities become active.
- 563.1.a. in Core Rules 1.0 (opens in a new tab)Removed
Any static rules text becomes active.
- 356.3. in Core Rules 1.1 (opens in a new tab)
A Spell lingers on the Chain.
- 356.3.a. in Core Rules 1.1 (opens in a new tab)Added
This card becomes a Finalized Chain Item.
- 356.3.b. in Core Rules 1.1 (opens in a new tab)Added
If there are other Pending Items on the Chain, then the controller of those Pending Items completes Steps 2 through 5 of Playing Cards for those items before continuing.
See rule 326 in Core Rules 1.1 (opens source rules in a new tab). Chains for more information.
- 356.3.c. in Core Rules 1.1 (opens in a new tab)Changed
Other players have an opportunity to play Reactions before the resolution of spells.
See rule
532 in Core Rules 1.0 (opens source rules in a new tab)326 in Core Rules 1.1 (opens source rules in a new tab). Chains for more information. - 356.3.e. in Core Rules 1.1 (opens in a new tab)
Handling illegal and impossible instructions
- 356.3.e.5. in Core Rules 1.1 (opens in a new tab)Changed
If any of the spell's targets are no longer legal, those targets are unaffected by the spell as it resolves.
Example: A player plays Void Seeker, a spell that says "Deal 4 to a unit at a battlefield. Draw 1." The unit's controller uses a Reaction to move the unit to their base. Since the unit is no longer a legal target, it is not dealt any damage. Void Seeker's controller still draws 1. - 356.3.e.10. in Core Rules 1.1 (opens in a new tab)Added
It is possible for none of a spell's instructions to be executed as it resolves, due to all of them requiring targets to act on and all of those targets becoming Invalid or Unavailable. In this case, the spell has no effect but is still considered played.
Example: A player plays a spell that reads "Deal 2 to a unit at a battlefield" with no other instructions, and chooses an enemy unit at a battlefield. They also control a unit with the ability "When you play a spell, give me +1 [M] this turn." Before the spell resolves, the chosen unit is moved to its base. The spell resolves and its only instruction cannot be executed, but the unit's ability still triggers as the spell resolves and gives it +1 [M]. - 356.3.e.12. in Core Rules 1.1 (opens in a new tab)Changed
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 "
zero" or "null"as appropriateand all calculations based on it are ignored.Examples:
Example:A unit that is no longer on the board is treated as having0null Might,0null cost, etc.Example:A unit that is no longer on the board has no location, is neither exhausted nor readied, etc.Example: Last BreathBaited Hook says "Ready[1][C], [E]: Kill a friendly unit.It deals damage equal to itsLook at the top 5 cards of your Main Deck. You may banish a unit from among them that has Might up toan enemy1 more than the killed unitat a battlefield.and play it, ignoring its cost. Then recycle the rest." WhileLast BreathBaited 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 bereadiedkilled and its Might is treated as0. Last Breath readies nothing and deals 0 damage to the chosen enemynull. Baited Hook’s controller reveals the top 5 cards of their Main Deck, but can’t choose any unit from among them.
357. in Core Rules 1.1 (opens in a new tab)Abilities
- 358. in Core Rules 1.1 (opens in a new tab)
An Ability is the structured rules and capabilities of Game Objects or Spells.
- 358.1. in Core Rules 1.1 (opens in a new tab)Changed
An Ability has multiple structures.
Passive Abilities
Replacement Effects
Activated Abilities
Triggered Abilities
Delayed Abilities
- 361. in Core Rules 1.1 (opens in a new tab)
Conditions, rules, constraints, or statements that affect the course of regular play.
- 361.1. in Core Rules 1.1 (opens in a new tab)Changed
These abilities have a wide variety of formats to recognize.
Example: "I get +1[SM] while you have 2 or more cards in your hand."Example: "Friendly Yordles at my battlefield have [Shield]." - 361.3. in Core Rules 1.1 (opens in a new tab)
Passive Abilities can be conditional.
- 361.3.a. in Core Rules 1.1 (opens in a new tab)Changed
Conditional Passive Abilities can be recognized by the occurrence of "if" or "while" as part of the statement of the ability.
Example: "While I'm attacking or defending alone, I have +2 [SM]."Example: "If an opponent controls a battlefield, I enter ready."
- 370. in Core Rules 1.1 (opens in a new tab)Changed
Activated Abilities are repeatable effects with a cost. They follow a process of going onto the chain and resolving, similar to Playing a Card.
See rule
554 in Core Rules 1.0 (opens source rules in a new tab)346 in Core Rules 1.1 (opens source rules in a new tab). Playing Cards for more information.- 370.2. in Core Rules 1.1 (opens in a new tab)
Activated Abilities use the chain.
- 577.3.b. in Core Rules 1.0 (opens in a new tab)Removed
Follow the steps laid out in rules 557 in Core Rules 1.0 (opens source rules in a new tab) through 563, replacing all instances of "play" with "activate" and "card" with "ability."
- 370.2.b. in Core Rules 1.1 (opens in a new tab)
Proceed with executing the Chain.
- 370.2.b.1. in Core Rules 1.1 (opens in a new tab)Added
Follow the steps of “Playing or Activating Abilities” in rule 386 in Core Rules 1.1 (opens source rules in a new tab). This ability will become a Pending Chain Item.
- 376. in Core Rules 1.1 (opens in a new tab)
Triggered Abilities are repeatable effects that happen when a Condition is met.
- 376.1. in Core Rules 1.1 (opens in a new tab)Changed
Triggered Abilities can be recognized by the word "when" or "at" in the Ability.Triggered Abilities can usually be recognized by the word "when" followed by a game action or event; the word "at" followed by a point in time during the turn sequence; or the phrase “the [Nth] time” followed by a game action or event.
Examples:
Example:"When you conquer here, you may spend a buff to draw 1."Example:"At the end of your turn, ready 2 runes."“The first time I move each turn, you may ready something else that's exhausted.”- 376.1.a. in Core Rules 1.1 (opens in a new tab)Added
The phrases that identify triggered abilities do not always appear at the beginning of sentences or abilities.
Example: Sona, Harmonious says “While I'm at a battlefield, ready up to 4 friendly runes at the end of your turn.” Although the ability starts with a conditional, “while,” the phrase “at the end of your turn” identifies this as a triggered ability. It can only trigger while that condition is met. - 376.1.b. in Core Rules 1.1 (opens in a new tab)Added
If an ability triggers “the [Nth] time” something happens and that trigger condition is met multiple times simultaneously, the ability’s controller picks one of those instances to serve as the trigger condition. The ability triggers only once, due to the chosen condition.
Example: Wraith of Echoes reads “The first time another friendly unit dies each turn, draw 1.” That ability hasn’t triggered yet this turn. Two other friendly units die simultaneously (say, due to combat damage). The Wraith’s controller chooses one of those deaths to trigger Wraith’s ability.
- 376.2. in Core Rules 1.1 (opens in a new tab)
Triggered Abilities have a Condition and an Effect.
- 376.2.c. in Core Rules 1.1 (opens in a new tab)Added
The Condition of a Trigger is evaluated after a potentially inciting event has been processed.
- 376.2.c.1. in Core Rules 1.1 (opens in a new tab)Added
If a Game Object with a Triggered Ability that is active in a specific zone, it is evaluated and subsequently triggered if it enters that zone at the same time that its Trigger’s condition is met.
Example: Immortal Phoenix says “When you kill a unit with a spell, you may pay [1][C] to play me from your trash.” This ability triggers if Immortal Phoenix is in your trash immediately after you kill a unit with a spell, even if the unit you killed with a spell was that Immortal Phoenix. - 376.2.c.2. in Core Rules 1.1 (opens in a new tab)Added
A Game Object will not be able to successfully be able to evaluate its Trigger Condition, however, if it leaves the zone that its Trigger is active from at the same time that its Trigger is satisfied.
Example: Viktor, Leader says “When another non-Recruit unit you control dies, play a 1 [M] Recruit unit token into your base.” This ability triggers if Viktor is on the board immediately after another non-Recruit unit you control dies. It does not trigger if Viktor and another non-Recruit unit you control die during the same game action (for instance, if they are both killed in the same Cleanup due to the damage dealt by Unchecked Power).
- 376.4. in Core Rules 1.1 (opens in a new tab)Added
Some Conditions are commonly used and structured in a way that explicitly defines their use and other properties of the Effect that is associated with it.
- 376.4.a. in Core Rules 1.1 (opens in a new tab)Added
Play Effects are Triggered Abilities with the Condition that the Permanent that has the Play Effect being played to the board.
- 376.4.a.1. in Core Rules 1.1 (opens in a new tab)Added
These are commonly structured as “When you play me…” for Units and “When you play this…” for Gear.
- 376.4.a.2. in Core Rules 1.1 (opens in a new tab)Added
These Triggered Abilities are put on the Chain as Pending Items after the Permanent these effects correspond to is finalized and enters the board.
- 376.4.a.3. in Core Rules 1.1 (opens in a new tab)Added
These Triggered Abilities can be referred to as Play Effects.
- 376.4.a.4. in Core Rules 1.1 (opens in a new tab)Added
Abilities that trigger when another object is played are not considered Play Effects.
- 376.4.b. in Core Rules 1.1 (opens in a new tab)Added
Conquer Effects are Triggered Abilities with a Condition of a Unit participating in, and successfully Conquering a Battlefield.
- 376.4.b.1. in Core Rules 1.1 (opens in a new tab)Added
These are commonly structured as “When I conquer…” and “When you conquer…”
- 376.4.b.2. in Core Rules 1.1 (opens in a new tab)Added
This category of Triggered Abilities encompasses only those that are triggered from Units that were present during the Conquer action, or Abilities that reference the player that performed the Conquer action.
- 376.4.b.2.a. in Core Rules 1.1 (opens in a new tab)Added
The Conquer Abilities of Units are put on the Chain as Pending Items after the Unit(s) these effects correspond to are present at a Battlefield when a player gains control of it and gains 1 Victory Point from Conquering.
- 376.4.b.2.b. in Core Rules 1.1 (opens in a new tab)Added
The Conquer Abilities of anything that references the player Conquering is put on the Chain as a Pending Item when the Condition that the player that controls the triggering source has performed a Conquer and gained 1 Victory Point.
- 376.4.b.2.c. in Core Rules 1.1 (opens in a new tab)Added
If the act of gaining one point from Conquering is negated or replaced in any way, the Conquer Effect will still trigger.
- 376.4.b.3. in Core Rules 1.1 (opens in a new tab)Added
These Triggered Abilities can be referred to as Conquer Effects.
- 376.4.c. in Core Rules 1.1 (opens in a new tab)Added
Hold Effects are Triggered Abilities with a Condition of a Unit being present at a Battlefield during the Beginning phase when a player scores Victory Points from Holding.
- 376.4.c.1. in Core Rules 1.1 (opens in a new tab)Added
These are commonly structured as “When I hold…” or “When you hold…”
- 376.4.c.2. in Core Rules 1.1 (opens in a new tab)Added
This category of Triggered Abilities encompasses only those that are triggered from Units that were present during the Hold action, or Abilities that reference the player that performed the Hold action.
- 376.4.c.2.a. in Core Rules 1.1 (opens in a new tab)Added
The Hold Abilities of Units are put on the Chain as Pending Items after the Unit these effects correspond to are present at a Battlefield when a player maintains control of it and Gains 1 Victory Point during their Beginning Phase from Holding.
- 376.4.c.2.b. in Core Rules 1.1 (opens in a new tab)Added
The Hold Abilities of anything that references the player Holding is put on the Chain as a Pending Item when the Condition that the player that controls the triggering source has performed a Hold and gained 1 Victory Point.
- 376.4.c.2.c. in Core Rules 1.1 (opens in a new tab)Added
If the act of gaining one point from Holding is negated or replaced in any way, the Hold Effect will still trigger.
- 376.4.c.3. in Core Rules 1.1 (opens in a new tab)Added
These Triggered Abilities can be referred to as Hold Effects.
- 376.4.d. in Core Rules 1.1 (opens in a new tab)Added
Attack Triggers are Triggered Abilities that trigger when a Unit gains the Attacker designation for the first time during a combat.
- 376.4.d.1. in Core Rules 1.1 (opens in a new tab)Added
These are commonly structured as “When I attack…”
- 376.4.d.2. in Core Rules 1.1 (opens in a new tab)Added
These Triggered Abilities are put on the Chain as Pending Items after the Unit these effects correspond to gains the Attacker designation during Combat.
- 376.4.d.2.a. in Core Rules 1.1 (opens in a new tab)Added
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.
- 376.4.d.3. in Core Rules 1.1 (opens in a new tab)Added
These Triggered Abilities can be referred to as Attack Triggers.
- 376.4.e. in Core Rules 1.1 (opens in a new tab)Added
Defend Triggers are Triggered Abilities that trigger when a Unit gains the Defender designation for the first time during a combat.
- 376.4.e.1. in Core Rules 1.1 (opens in a new tab)Added
These are commonly structured as “When I defend…”
- 376.4.e.2. in Core Rules 1.1 (opens in a new tab)Added
These Triggered Abilities are put on the Chain as Pending Items after the Unit these effects correspond to gains the Defender designation during Combat.
- 376.4.e.2.a. in Core Rules 1.1 (opens in a new tab)Added
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.
- 376.4.e.3. in Core Rules 1.1 (opens in a new tab)Added
These Triggered Abilities can be referred to as Defend Triggers.
- 379. in Core Rules 1.1 (opens in a new tab)Added
Reflexive Triggers
- 380. in Core Rules 1.1 (opens in a new tab)Added
Reflexive Triggers are a type of Triggered Ability that create one or more Chain Items when their condition is met.
- 380.1. in Core Rules 1.1 (opens in a new tab)Added
Reflexive Triggers can be recognized by the phrase “Do this:” or “Do one of the following:”.
- 380.1.a. in Core Rules 1.1 (opens in a new tab)Added
“Do this” can be followed by “N times.” The Reflexive Trigger will thus be added to the chain N times when its condition is met.
- 380.2. in Core Rules 1.1 (opens in a new tab)Added
Reflexive Triggers will be preceded by their conditions, if any. If no condition is present in the ability then the Reflexive Trigger will always be added to the Chain.
- 380.3. in Core Rules 1.1 (opens in a new tab)Added
If present, the Condition of a Reflexive Trigger will follow the same format as a Triggered Ability.
- 381. in Core Rules 1.1 (opens in a new tab)Added
Reflexive Triggers use the Chain.
- 381.1. in Core Rules 1.1 (opens in a new tab)Added
A new ability is created and added to the chain as a Pending Item.
See rule 386 in Core Rules 1.1 (opens source rules in a new tab). Playing or Activating Abilities for more information.
- 381.2. in Core Rules 1.1 (opens in a new tab)Added
If a Reflexive Trigger creates more than one Pending Item it creates them all in order, but does not go beyond the first step of adding them to the Chain.
See rule 386 in Core Rules 1.1 (opens source rules in a new tab). Playing or Activating Abilities for more information.
- 382. in Core Rules 1.1 (opens in a new tab)Added
Delayed Abilities
- 383. in Core Rules 1.1 (opens in a new tab)Added
Delayed Abilities are a type of Ability whose trigger Condition identifies a specific time during a turn or a specific event that can occur during a specific timeframe.
- 383.1. in Core Rules 1.1 (opens in a new tab)Added
Delayed Abilities can be any other type of Ability, and contain all of the properties of that type in addition to the properties of Delayed Abilities.
- 383.2. in Core Rules 1.1 (opens in a new tab)Added
Delayed Triggers are Triggered Abilities that can be recognized by describing a specific time of the turn, or by structuring a Triggered Ability with a specific frame of time as a restriction.
- 383.3. in Core Rules 1.1 (opens in a new tab)Added
Delayed Replacements are Replacement Effects that can be recognized by specifying the effect they are replacing at a specific time, or “the [Nth] time” in the description of the effect as it resolves.
- 383.4. in Core Rules 1.1 (opens in a new tab)Added
Delayed Passive Abilities are Passive Abilities that are applicable only during a specified window of time. The time that the Delayed Passive Ability applies will be recognized in the effect that initiates it.
- 384. in Core Rules 1.1 (opens in a new tab)Added
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. - 385. in Core Rules 1.1 (opens in a new tab)Added
Delayed Abilities are not associated with Units or Gear; they are created by other Abilities or Spells. As such they are executed when their condition and/or specified time occurs regardless of whether the source of the Delayed Ability is still on the board or not.
- 386. in Core Rules 1.1 (opens in a new tab)Added
Playing or Activating Abilities
- 387. in Core Rules 1.1 (opens in a new tab)Added
Playing or activating Abilities follows the same steps of playing cards.
- 388. in Core Rules 1.1 (opens in a new tab)Added
Abilities when added to the Chain become Pending Items until they complete the steps of Playing.
- 388.1. in Core Rules 1.1 (opens in a new tab)Added
When an Ability finishes the steps of playing it becomes a Chain Item just like a Spell.
- 388.2. in Core Rules 1.1 (opens in a new tab)Added
When an Ability with the [Add] action is finalized it resolves immediately instead of becoming a Chain Item, like a Unit or Gear.
- 389. in Core Rules 1.1 (opens in a new tab)Added
1. Activate or trigger the Ability
- 389.1. in Core Rules 1.1 (opens in a new tab)Added
Add a Pending Item to the chain representing the Ability that is either being Activated or Triggered. Notably, although this Chain Item will not have a card representing it, this will create a Closed State.
See rule 346 in Core Rules 1.1 (opens source rules in a new tab). Playing Cards for more information.
- 389.2. in Core Rules 1.1 (opens in a new tab)Added
If there is currently a game effect being resolved, continue resolving the game effect instead of continuing the following steps.
- 390. in Core Rules 1.1 (opens in a new tab)Added
2. Make relevant choices
- 390.1. in Core Rules 1.1 (opens in a new tab)Added
Make all choices required for this ability, such as targets, options, or other relevant decisions.
See rule 346 in Core Rules 1.1 (opens source rules in a new tab). Playing Cards for more information
- 390.2. in Core Rules 1.1 (opens in a new tab)Added
If legal options are not available for an Activated Ability, it is not legal to activate it.
- 390.3. in Core Rules 1.1 (opens in a new tab)Added
If there are not enough options to make legal choices for a Triggered Ability that has been put on the chain, remove it from the Chain now. It ceases to be a Pending Item but never becomes a Chain Item.
- 390.3.a. in Core Rules 1.1 (opens in a new tab)Added
This is not an Ability being countered.
- 390.3.b. in Core Rules 1.1 (opens in a new tab)Added
If there are legal options to choose, the ability’s controller must choose them. They may not decline this stage of playing a Trigger.
- 391. in Core Rules 1.1 (opens in a new tab)Added
3. Determine Total Cost
- 391.1. in Core Rules 1.1 (opens in a new tab)Added
Determine the base cost of the Ability.
- 391.1.a. in Core Rules 1.1 (opens in a new tab)Added
Activated Abilities will have a cost listed before the “:” in their text.
- 391.1.b. in Core Rules 1.1 (opens in a new tab)Added
Triggered Abilities will typically not have a base cost associated with them when placed on the chain due to their conditions.
- 391.2. in Core Rules 1.1 (opens in a new tab)Added
Apply cost increases and decreases as a result of choices made in the prior step.
See rule 346 in Core Rules 1.1 (opens source rules in a new tab). Playing Cards for more information.
- 391.3. in Core Rules 1.1 (opens in a new tab)Added
Apply any other cost increases or decreases as necessary.
See rule 346 in Core Rules 1.1 (opens source rules in a new tab). Playing Cards for more information.
- 392. in Core Rules 1.1 (opens in a new tab)Added
4. Pay Costs
- 392.1. in Core Rules 1.1 (opens in a new tab)Added
Pay costs as determined in the prior step.
See rule 346 in Core Rules 1.1 (opens source rules in a new tab). Playing Cards for more information.
- 392.2. in Core Rules 1.1 (opens in a new tab)Added
At this stage, players may decline to pay for Triggered Abilities that have incurred a cost. If they do, the ability will cease being a Pending Item and be removed from the Chain. It never becomes a Chain Item.
- 392.2.a. in Core Rules 1.1 (opens in a new tab)Added
This is not an Ability being countered.
- 393. in Core Rules 1.1 (opens in a new tab)Added
5. Check Legality
- 393.1. in Core Rules 1.1 (opens in a new tab)Added
Ensure that the Ability’s targets are still legal.
- 393.2. in Core Rules 1.1 (opens in a new tab)Added
Ensure that the Ability’s effect would not create an illegal state. If it would, resolve in the same way you would resolve a Card that creates an illegal state.
See rule 346 in Core Rules 1.1 (opens source rules in a new tab). Playing Cards for more information.
- 394. in Core Rules 1.1 (opens in a new tab)Added
6. Proceed with Play
- 394.1. in Core Rules 1.1 (opens in a new tab)Added
This Ability is no longer Pending.
- 394.2. in Core Rules 1.1 (opens in a new tab)Added
This Ability becomes a Chain Item.
- 394.3. in Core Rules 1.1 (opens in a new tab)Added
If there are other Pending Items on the Chain, their controllers perform the remaining steps of playing now.
- 394.4. in Core Rules 1.1 (opens in a new tab)Added
Other players have an opportunity to play Reactions before the resolution of spells.
See rule 326 in Core Rules 1.1 (opens source rules in a new tab). Chains for more information.
- 394.5. in Core Rules 1.1 (opens in a new tab)Added
Otherwise, execute the Ability just like a Spell, then clear the Chain Item from the Chain.
395. in Core Rules 1.1 (opens in a new tab)Game Actions
- 398. in Core Rules 1.1 (opens in a new tab)
There are two types of Game Actions:
- 398.1. in Core Rules 1.1 (opens in a new tab)
Discretionary Actions
- 398.1.a. in Core Rules 1.1 (opens in a new tab)Changed
A Discretionary Action is a Game Action that may be performed at any time during a player's turn during a Neutral Open State.
See rule
507 in Core Rules 1.0 (opens source rules in a new tab)307 in Core Rules 1.1 (opens source rules in a new tab). States of the Turn for more information.
- 400.4. in Core Rules 1.1 (opens in a new tab)
If a player attempts to draw more cards than are available in their Main Deck, they do the following:
- 400.4.b. in Core Rules 1.1 (opens in a new tab)Changed
Perform a Burn Out.
See rule
607 in Core Rules 1.0 (opens source rules in a new tab)418 in Core Rules 1.1 (opens source rules in a new tab). Burn Out for more information.
- 402.1. in Core Rules 1.1 (opens in a new tab)
Readying is an action that marks a non-spell Game Object as available for action.
- 402.1.b. in Core Rules 1.1 (opens in a new tab)Added
A Unit that is already Ready cannot be Readied again.
- 402.1.c. in Core Rules 1.1 (opens in a new tab)Added
If a Unit is instructed to be Readied while it is already Ready, nothing additional happens.
- 403.1. in Core Rules 1.1 (opens in a new tab)
Recycling cards is the action in which a player takes one or more cards from a specific zone and then puts it on the bottom of the corresponding deck.
- 403.1.c. in Core Rules 1.1 (opens in a new tab)Added
Each player Recycles cards to their own Main Deck and Rune Deck, regardless of which player is instructed to perform the Recycle action.
- 403.3. in Core Rules 1.1 (opens in a new tab)Changed
When Recycling is listed as a Cost, the action must be able to be completed for the cost to be paid.
Example: Vi, Destructive has the ability "Recycle 1 from your trash: Give me +1 [SM] this turn." Each time a player activates the ability, they must recycle 1 card from their trash to pay its cost. If they have no cards in their trash, they can't activate the ability, because they can't pay its cost. - 403.5. in Core Rules 1.1 (opens in a new tab)Changed
If 2 or more cards are Recycled to the Main Deck simultaneously, they are placed on the bottom of that deck in a random order.
Example: Garbage Grabber has the ability "Recycle 3 from your trash, [1], [TE]: Draw " To pay the cost of activating this ability, its controller chooses 3 cards from their trash and places them on the bottom of their Main Deck in a random order.
- 404.1. in Core Rules 1.1 (opens in a new tab)Added
Spells, Units, Abilities, and other game effects may Deal Damage to units.
- 404.1.a. in Core Rules 1.1 (opens in a new tab)Added
Assigning Damage during Combat Resolution is not Dealing Damage, but will cause Damage to be Dealt when assignment is complete.
- 404.1.b. in Core Rules 1.1 (opens in a new tab)Added
To Deal Damage to Units, mark the specified amount of Damage on the Unit.
- 404.1.c. in Core Rules 1.1 (opens in a new tab)Added
Damage is marked on each unit separately.
- 404.1.d. in Core Rules 1.1 (opens in a new tab)Added
Damage can be Dealt to more than one Unit at the same time.
- 404.2. in Core Rules 1.1 (opens in a new tab)Added
Only Damage can be Dealt.
- 404.3. in Core Rules 1.1 (opens in a new tab)Added
Dealing Damage is a Limited Action.
- 404.3.a. in Core Rules 1.1 (opens in a new tab)Added
Assigning Damage causes Damage to be dealt outside of being directed to Deal Damage.
See rule 433 in Core Rules 1.1 (opens source rules in a new tab). Combat for more information.
- 404.4. in Core Rules 1.1 (opens in a new tab)Added
Dealing can have the intrinsic property of Bonus Damage.
- 404.5. in Core Rules 1.1 (opens in a new tab)Added
Bonus Damage is a property granted to the action of Dealing and alters the amount of Damage distributed by this action.
See rule 712 in Core Rules 1.1 (opens source rules in a new tab). Bonus Damage for more information.
- 404.6. in Core Rules 1.1 (opens in a new tab)Added
Deal actions can originate from one or more sources.
- 404.6.a. in Core Rules 1.1 (opens in a new tab)Added
If a game effect does not specify a source, the game effect describing the Deal action is the source.
Example: Void Seeker is a spell that reads “Deal 4 to a unit at a battlefield. Draw 1.” The damage that Void Seeker instructs you to deal is dealt by Void Seeker. - 404.6.b. in Core Rules 1.1 (opens in a new tab)Added
If a game effect does specify a source, then that source is what is considered the origin of the Damage for this Deal action.
- 404.6.b.1. in Core Rules 1.1 (opens in a new tab)Added
Units and Spells can be the source of Damage for Deal actions.
- 404.6.b.2. in Core Rules 1.1 (opens in a new tab)Added
Abilities can be the source of Damage for Deal actions.
- 404.6.b.2.a. in Core Rules 1.1 (opens in a new tab)Added
When an Ability is the source of Damage for a Deal action, it is in addition to the Spell or Unit that created that Ability.
Example: Iron Ballista is a gear that says “[E]: Deal 2 to a unit at a battlefield.” This damage is dealt both by a gear and by an ability.
- 404.6.b.3. in Core Rules 1.1 (opens in a new tab)Added
When a spell or ability specifies a Unit as the source of the Damage for the Deal action, it is not in addition to the spell or ability that specified it.
Example: Challenge is a spell that reads “Choose a friendly unit and an enemy unit. They deal damage equal to their Mights to each other.” The damage that Challenge causes to be dealt is dealt by the chosen units, not by Challenge.
- 404.6.c. in Core Rules 1.1 (opens in a new tab)Added
Damage Dealt as a result of being assigned during Combat has the Units as its source.
- 404.6.c.1. in Core Rules 1.1 (opens in a new tab)Added
The Damage assigned, and subsequently Dealt, to attackers has the defenders as the source and vice versa.
- 404.7. in Core Rules 1.1 (opens in a new tab)Added
Deal actions can distribute Damage as part of combat actions or non-combat actions.
- 405.1. in Core Rules 1.1 (opens in a new tab)Added
Damage being cleared from Units is Healing.
- 405.1.a. in Core Rules 1.1 (opens in a new tab)Added
If Damage is cleared for any reason it is considered Healing.
- 405.2. in Core Rules 1.1 (opens in a new tab)Added
More than one Unit can be Healed at the same time.
- 405.3. in Core Rules 1.1 (opens in a new tab)Added
Healing is a Limited Action.
- 405.3.a. in Core Rules 1.1 (opens in a new tab)Added
Players may only Heal units when game effects instruct them to, or at specific points in the turn.
- 406.1. in Core Rules 1.1 (opens in a new tab)Changed
A player Plays cards by paying costs associated with that card.
See rule
554 in Core Rules 1.0 (opens source rules in a new tab)346 in Core Rules 1.1 (opens source rules in a new tab). Playing Cards for more information. - 406.4. in Core Rules 1.1 (opens in a new tab)
Some Abilities trigger when cards are played or otherwise check whether cards have been played.
- 406.4.b. in Core Rules 1.1 (opens in a new tab)Changed
If a game effect prevents the resolution of the card—for example, because the card was countered—the card wasn't played and no abilities that trigger on playing cards trigger.
See rule
601 in Core Rules 1.0 (opens source rules in a new tab)412 in Core Rules 1.1 (opens source rules in a new tab). Counter for more information.
- 408.2. in Core Rules 1.1 (opens in a new tab)
Hiding is a Discretionary Action.
- 408.2.a. in Core Rules 1.1 (opens in a new tab)Changed
The Hidden keyword allows a player to pay a cost to Hide a card any time they have a Hidden card in their hand or Champion Zone and meet the prerequisites.
See rule
723 in Core Rules 1.0 (opens source rules in a new tab)727 in Core Rules 1.1 (opens source rules in a new tab). Hidden for more information.
- 409.1. in Core Rules 1.1 (opens in a new tab)
Discarding a card is moving it from a player's hand directly into their trash without activating or executing its normal rules text.
- 409.1.b. in Core Rules 1.1 (opens in a new tab)Changed
“When I am discarded” abilities or other Triggered Abilities that trigger on discarding are executed after discarding has occurred.
- 410.1. in Core Rules 1.1 (opens in a new tab)
Stunning is the act of selecting one or more Units on the Board and rendering them Stunned.
- 410.1.a. in Core Rules 1.1 (opens in a new tab)
Stunned is a binary state. A Unit is Stunned or it isn't.
- 410.1.a.1. in Core Rules 1.1 (opens in a new tab)Changed
A Stunned Unit can not be Stunned again.
Example: Eclipse Herald has the ability "When you stun an enemy unit, ready me and give me +1 [SM] this turn." Its controller plays a spell that reads "Stun a unit." They may choose a unit that's already stunned, but if they do, Eclipse Herald will not trigger.
- 413.3. in Core Rules 1.1 (opens in a new tab)Changed
This action is formatted as "Buff [one or more units]."Example: "Buff a unit."Example: "Buff a friendly unit."Example: "Buff two friendly units at the same battlefield."This action is formatted as "Buff [one or more units]." e.g., "Buff a unit." e.g., "Buff a friendly unit." e.g., "Buff two friendly units at the same battlefield."
- 414.5. in Core Rules 1.1 (opens in a new tab)Changed
This action is formatted as "Banish [one or more permanents or cards]."Example: "Banish a card from your hand."Example: "Banish 2 cards from your trash."Example: "Look at the top 2 cards of your Main Deck. Draw one of them and banish the other."This action is formatted as "Banish [one or more permanents or cards]." e.g., "Banish a card from your hand." e.g., "Banish 2 cards from your trash." e.g., "Look at the top 2 cards of your Main Deck. Draw one of them and banish the other."
- 415.4. in Core Rules 1.1 (opens in a new tab)Added
Killing can also be the result of resolving a Cleanup.
- 415.5. in Core Rules 1.1 (opens in a new tab)Added
Killing can be attributed to one or more Game Objects.
- 415.5.a. in Core Rules 1.1 (opens in a new tab)Added
The Killed Unit or Gear is said to be Killed by that Game Object.
- 415.5.b. in Core Rules 1.1 (opens in a new tab)Added
A spell or ability that contains a Kill instruction is responsible for Killing the Unit or Gear.
- 415.5.c. in Core Rules 1.1 (opens in a new tab)Added
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.
- 415.5.d. in Core Rules 1.1 (opens in a new tab)Added
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.
- 415.6. in Core Rules 1.1 (opens in a new tab)Changed
This action is formatted as "Kill [one or more permanents]." e.g., "Kill an enemy unit." e.g., "Kill this, [2]: Draw 1." e.g., "Kill all gear."
Example: "Kill an enemy unit."Example: "Kill this, [2]: Draw "Example: "Kill all gear."
- 416.2. in Core Rules 1.1 (opens in a new tab)Changed
Spells
, triggered abilities, and activated abilities that Add resourcesresolvefinalize immediately.They can't be reacted to.- 416.2.a. in Core Rules 1.1 (opens in a new tab)Added
Priority and Focus will not pass from Add abilities being finalized, and will resolve before any other outstanding items on the chain are finalized.
- 416.5. in Core Rules 1.1 (opens in a new tab)Changed
This action is formatted as "Add [one or more resources]."Example: "Add [2]." means "Add 2 Energy."Example: "[T]: Add [Y]." means "Add 1 Power of the Order domain."Example: "Add [1][G]." means "Add 1 Energy and 1 Power of the Calm domain."This action is formatted as "Add [one or more resources]." e.g., "Add [2]." means "Add 2 Energy." e.g., "[E]: Add [Y]." means "Add 1 Power of the Order domain." e.g., "Add [1][G]." means "Add 1 Energy and 1 Power of the Calm domain."
- 417.4. in Core Rules 1.1 (opens in a new tab)Changed
This action is formatted as "Channel X rune(s)," optionally followed by conditions or stipulations.Example: "Channel 1 rune."Example: "When you play me, channel 1 rune exhausted."Example: "Channel 2 runes exhausted. If you couldn't channel 2 runes this way, draw 1."This action is formatted as "Channel X rune(s)," optionally followed by conditions or stipulations. e.g., "Channel 1 rune." e.g., "When you play me, channel 1 rune exhausted." e.g., "Channel 2 runes exhausted. If you couldn't channel 2 runes this way, draw 1."
- 418.1. in Core Rules 1.1 (opens in a new tab)Changed
Burning Out is an action a player must perform if they attempt to
domove one or more cards from their Main Deck to any other zone in excess of thefollowing whilenumber of cards remaining in their Main Deckis empty:- 418.1.a. in Core Rules 1.1 (opens in a new tab)Added
If a player must Draw cards in excess to the number of cards in their deck, they will Draw as many as possible, perform this action, then Draw the remaining amount instructed.
- 418.1.b. in Core Rules 1.1 (opens in a new tab)Added
If a player must put one or more cards from their Main Deck in any other zone, such as the Trash, in excess of the number of cards in their deck they will do so as much as possible, perform this action, and then complete the remaining number required by the instruction.
- 418.1.c. in Core Rules 1.1 (opens in a new tab)Added
If an instruction directs a player to look at or reveal cards in excess to the number of cards in a player’s Main Deck, that player looks at or Reveals as many as possible, but does not Burn Out, then proceeds with the rest of the instruction.
- 418.1.c.1. in Core Rules 1.1 (opens in a new tab)Added
If there are insufficient cards among the looked at or revealed cards to perform subsequent actions to the revealed or looked at cards, any further instructions are ignored. This does not cause a Burn Out, even if those instructions would cause those cards to change zones. Reminder: Cards are considered in the zone of origin while being looked at or revealed, in this case the Main Deck.
- 607.1.a. in Core Rules 1.0 (opens in a new tab)Removed
Draw 1 or more cards.
- 607.1.b. in Core Rules 1.0 (opens in a new tab)Removed
Look at or reveal cards from their Main Deck.
- 607.1.c. in Core Rules 1.0 (opens in a new tab)Removed
Put 1 or more cards from their Main Deck into their trash.
- 418.2. in Core Rules 1.1 (opens in a new tab)
To Burn Out, a player does the following in sequence:
- 418.2.a. in Core Rules 1.1 (opens in a new tab)Added
Performs as much of the prescribed action as possible.
- 418.2.b. in Core Rules 1.1 (opens in a new tab)Added
Recycles their trash into their Main Deck. Reminder: When multiple cards are Recycled to the Main Deck at the same time, those cards must be randomized
- 607.2.a. in Core Rules 1.0 (opens in a new tab)Removed
Shuffles their trash into their Main Deck.
- 418.2.d. in Core Rules 1.1 (opens in a new tab)Changed
PerformsCompletes the remainder of the action that caused them to burn out.Example: A player attempts to draw 1 during their Draw Phase while their Main Deck is empty. That player insteadshufflesrecycles their trash into their Main Deck, randomizing it as normal, then chooses an opponent to gain 1 point, and then draws 1.
- 418.5. in Core Rules 1.1 (opens in a new tab)Changed
Burning Out is a Replacement Effect.
See rule
571 in Core Rules 1.0 (opens source rules in a new tab)364 in Core Rules 1.1 (opens source rules in a new tab). Replacement Effects for more information.
419. in Core Rules 1.1 (opens in a new tab)Movement
- 420. in Core Rules 1.1 (opens in a new tab)
Moving is a Limited Action.
- 420.1. in Core Rules 1.1 (opens in a new tab)Changed
A Permanent changing its position from any space on the Board to another space on the Board is a Move, unless it is caused by a corrective Recall.
See rule
596 in Core Rules 1.0 (opens source rules in a new tab)407 in Core Rules 1.1 (opens source rules in a new tab). Move for more information.
- 421. in Core Rules 1.1 (opens in a new tab)
Moving is defined by the Origin and Destination of the Permanent that is changing locations.
- 421.2. in Core Rules 1.1 (opens in a new tab)
The Destination is where the Permanent is going to.
- 421.2.a. in Core Rules 1.1 (opens in a new tab)Changed
In Modes of Play with more than two players, Battlefields with
PendingStaged 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. - 421.2.b. in Core Rules 1.1 (opens in a new tab)Changed
If an action would require a Move that would cause a Unit to become present in a
BattlefieldLocation where it cannot move for any reason, such as a Battlefield with two players that are not the controller of the Unit performing this Move action are in a Combat or such a Combat isPendingStaged, it instead Recalls.See rule
616 in Core Rules 1.0 (opens source rules in a new tab)428 in Core Rules 1.1 (opens source rules in a new tab). Recalls for more information.
- 424. in Core Rules 1.1 (opens in a new tab)Added
The Destination becomes Contested if it is a Battlefield not controlled by the controller of the Unit or Units that moved.
- 426. in Core Rules 1.1 (opens in a new tab)
Units may cause Combat when they Move.
- 426.1. in Core Rules 1.1 (opens in a new tab)Changed
A Combat is triggered when a Move causes a Battlefield to become Contested and Units controlled by opposing players.
See rule
620 in Core Rules 1.0 (opens source rules in a new tab)433 in Core Rules 1.1 (opens source rules in a new tab). Combat for more information.
- 429. in Core Rules 1.1 (opens in a new tab)Changed
A Recall is when a Permanent
changes locationsis relocated from anywhere to its Base without it being a Move. - 432. in Core Rules 1.1 (opens in a new tab)Added
Recalls do not affect the state of the Permanent being recalled.
- 432.1. in Core Rules 1.1 (opens in a new tab)Added
Unless otherwise stated by the source of the Recall, Damage, Exhausted Status, Buffed Status, and applied Layer alterations will all remain unaffected by a Recall.
433. in Core Rules 1.1 (opens in a new tab)Combat
- 435. in Core Rules 1.1 (opens in a new tab)Changed
Combat is considered
PendingStaged if there are units controlled by two opposing players at a Battlefield but the Steps of Combat have not been initiated.- 435.2. in Core Rules 1.1 (opens in a new tab)Changed
If
PendingStaged Combats stop beingPendingStaged before the Steps of Combat are initiated, they are not resolved or executed.
- 436. in Core Rules 1.1 (opens in a new tab)
Combat can only occur between Units controlled by exactly two players.
- 436.1. in Core Rules 1.1 (opens in a new tab)Changed
In Modes of Play with more than two players, Battlefields with
PendingStaged 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.See rule
610.2.a in Core Rules 1.0 (opens source rules in a new tab)421.2.a in Core Rules 1.1 (opens source rules in a new tab). for more information on Invalid Destinations. - 436.2. in Core Rules 1.1 (opens in a new tab)Changed
In Modes of Play with more than two players, Battlefields with
PendingStaged Combats or Combats in Progress are Invalid to be chosen as a location to play one or more Units by a player not involved in that Combat by any means- 436.2.a. in Core Rules 1.1 (opens in a new tab)Changed
If an effect would require a Unit be played to a Battlefield with a
PendingStaged Combat or a Combat in Progress, where the controller of the played unit is not a participant, instead the Unit is played to its controller's Base. - 436.2.b. in Core Rules 1.1 (opens in a new tab)Changed
Any subsequent reference to "here" in the corresponding effect is reassigned to the Controller's Base, where the Unit was played. Any further effects that may be invalidated are invalidated as if the effect was mistargeted.
See rule
559.3.c in Core Rules 1.0 (opens source rules in a new tab)352.5 in Core Rules 1.1 (opens source rules in a new tab). Targeting for more information on Mistargeting.
437. in Core Rules 1.1 (opens in a new tab)The Steps of Combat
- 438. in Core Rules 1.1 (opens in a new tab)Changed
Step 1: The Showdown Step
- 438.1. in Core Rules 1.1 (opens in a new tab)
A Showdown opens at this time.
- 438.1.a. in Core Rules 1.1 (opens in a new tab)
Establish who is Attacker and who is Defender.
- 438.1.a.1. in Core Rules 1.1 (opens in a new tab)Changed
The Attacker is the player
whowhose unit(s) applied the Contested status to the Battlefield. They gain the Attacker designation now.- 438.1.a.1.a. in Core Rules 1.1 (opens in a new tab)Added
This player gains Focus as this Showdown begins.
- 438.1.a.2. in Core Rules 1.1 (opens in a new tab)Added
The Defender is the player who did not apply the Contested status to the Battlefield. They gain the Defender designation now.
- 438.1.a.3. in Core Rules 1.1 (opens in a new tab)Added
Units at the Contested Battlefield controlled by the Attacker gain the Attacker designation now.
- 438.1.a.3.a. in Core Rules 1.1 (opens in a new tab)Added
If a Unit controlled by the Attacker becomes present at this Battlefield after this moment, it will gain the Attacker designation during the Cleanup phase following the action that caused it to become present
- 438.1.a.4. in Core Rules 1.1 (opens in a new tab)Added
Units at the Contested Battlefield controlled by the Defender gain the Defender designation now.
- 438.1.a.4.a. in Core Rules 1.1 (opens in a new tab)Added
If a Unit controlled by the Defender becomes present at this Battlefield after this moment it will gain the Defender designation during the Cleanup phase following the action that caused it to become present
- 438.1.b. in Core Rules 1.1 (opens in a new tab)Added
Finalize items on the Initial Chain if establishing Attacker and Defender has caused Triggered Abilities to become Pending.
- 438.1.b.1. in Core Rules 1.1 (opens in a new tab)Added
The Attacking player, who has Focus, places Triggered Abilities on the Chain first, followed by all non-Defender players in Turn Order, followed by the Defending Player.
- 625.1.b. in Core Rules 1.0 (opens in a new tab)Removed
The Defender is the player who did not apply the Contested status to the Battlefield.Modulate Unit Might now based on static combat abilities.
- 625.1.b.1. in Core Rules 1.0 (opens in a new tab)Removed
Attacking Units with Assault have their Might modulated by the value of Assault at this time.
- 625.1.b.2. in Core Rules 1.0 (opens in a new tab)Removed
Defending Units with Shield have their Might modulated by the value of Shield at this time.
- 625.1.c. in Core Rules 1.0 (opens in a new tab)Removed
The Initial Chain is created, if relevant, and then populated.
- 625.1.c.1. in Core Rules 1.0 (opens in a new tab)Removed
If "When I attack" Triggered Abilities have triggered, then they are put on the Initial Chain.
- 625.1.c.2. in Core Rules 1.0 (opens in a new tab)Removed
If "When I defend" Triggered Abilities have triggered, then they are put on the Initial Chain.
- 625.1.e. in Core Rules 1.0 (opens in a new tab)Removed
The Attacking Player becomes the Active Player
- 438.1.e. in Core Rules 1.1 (opens in a new tab)Added
Focus does not pass upon closure of the Initial Chain, if any.
- 439. in Core Rules 1.1 (opens in a new tab)Changed
Step 2: The Combat Damage Step
- 439.1. in Core Rules 1.1 (opens in a new tab)
When the Showdown closes, Attackers and Defenders resolve Combat Damage at the Battlefield that was attacked, using their current Might.
- 439.1.a. in Core Rules 1.1 (opens in a new tab)
The Combat Damage Step only occurs if both Attacking and Defending units remain at the location.
- 439.1.a.1. in Core Rules 1.1 (opens in a new tab)Added
If neither Attacking Units nor Defending Units remain at this stage, the Combat Damage Step is skipped.
- 626.1.a.1. in Core Rules 1.0 (opens in a new tab)Removed
If neither Attacking Units nor Defending Units remain at this stage, no Combat occurred. Continue to step 4.
- 439.1.d. in Core Rules 1.1 (opens in a new tab)Changed
Starting with the Attacker, each player
distributesassigns an amount of damage equal to their summed Might among the other's Units.- 439.1.d.1. in Core Rules 1.1 (opens in a new tab)Added
Assigning Damage is not Dealing Damage.
- 439.1.d.1.a. in Core Rules 1.1 (opens in a new tab)Added
When all Damage is assigned, it will be Dealt simultaneously. These actions are not synonymous.
- 439.1.d.2. in Core Rules 1.1 (opens in a new tab)Added
Abilities or effects may influence the order in which damage is assigned. Reminder: Lethal Damage is non-zero damage equaling or exceeding the Might of a Unit.
- 626.1.d.1. in Core Rules 1.0 (opens in a new tab)Removed
Units with Tank must be assigned Lethal Damage before any other units.
- 626.1.d.1.a. in Core Rules 1.0 (opens in a new tab)Removed
Reminder: Lethal Damage is nonzero damage equaling or exceeding the Might of a Unit.
- 439.1.d.4. in Core Rules 1.1 (opens in a new tab)Added
Units cannot have more damage assigned to them than the minimum required to constitute lethal damage unless no further units remain to have damage assigned to them.
- 439.1.d.7. in Core Rules 1.1 (opens in a new tab)Added
If a Unit has one or more Abilities or effects applying to it that demand it be assigned damage in a specific way that is exclusionary, then the assigning player chooses only one of those abilities to apply when assigning damage.
Example: Caitlyn, Patrolling ("I must be assigned combat damage last.") has been given the Tank ability ("I must be assigned combat damage first."). A player is assigning damage to this Caitlyn with Tank and two units with no abilities. That player can’t fulfill both of Caitlyn’s damage requirements, so they may choose to assign damage to Caitlyn first, fulfilling the Tank requirement, or last, fulfilling Caitlyn’s printed requirement. They can’t choose to apply damage to Caitlyn in between the other two units, because that wouldn’t fulfill either requirement. - 439.1.d.8. in Core Rules 1.1 (opens in a new tab)Added
If there is more than one unit in which this situation applies to, each unit is dealt with individually. The assigning player chooses which ability or effect applies, and then resolves the assignment. If this creates a situation where now more than one unit must be assigned with the same priority, those units may be assigned damage in any order as normal within that priority.
Example: Two copies of Caitlyn, Patrolling ("I must be assigned combat damage last.") have been given the Tank ability ("I must be assigned combat damage first."). A player assigning damage to these two Caitlyns and one unit with no abilities could choose to fulfill both Caitlyns’ Tank requirements by assigning them both damage before the other unit. - 439.1.d.9. in Core Rules 1.1 (opens in a new tab)Added
If a unit cannot be dealt damage, then no amount of damage can be considered lethal. Such a unit is exempt from any considerations of mandatory assignment.
Example: Kayn, Unleashed says “If I have moved twice this turn, I don't take damage.” While Kayn can’t take damage, it is ignored for the purposes of assigning lethal damage in combat.
- 439.1.e. in Core Rules 1.1 (opens in a new tab)Added
Deal Damage to each unit equal to the amount assigned to it.
- 440. in Core Rules 1.1 (opens in a new tab)Changed
Step 3: The Resolution Step
- 440.1. in Core Rules 1.1 (opens in a new tab)Added
1. Perform a Combat Cleanup.
- 440.1.a. in Core Rules 1.1 (opens in a new tab)Added
Invoke a Special Cleanup.
- 440.1.a.1. in Core Rules 1.1 (opens in a new tab)Added
Insert “2a. Clear all marked damage from all Units.”
- 440.1.a.2. in Core Rules 1.1 (opens in a new tab)Added
Insert “2b. Recall Attackers present at the Battlefield if Defenders are still present.”
See rule 428 in Core Rules 1.1 (opens source rules in a new tab). Recalls for more information.
- 440.1.a.3. in Core Rules 1.1 (opens in a new tab)Added
Insert “2c. Remove Attacker and Defender Designation from all Units and Players.”
- 440.1.b. in Core Rules 1.1 (opens in a new tab)
Clear the Contested status from this Battlefield.
- 440.1.b.1. in Core Rules 1.1 (opens in a new tab)Added
Clear the Contested status regardless of the outcome of the Combat.
- 440.2. in Core Rules 1.1 (opens in a new tab)Added
If any Units remain at the Battlefield, and if their controller does not already Control the Battlefield, that player Establishes Control over the Battlefield..
- 440.2.a. in Core Rules 1.1 (opens in a new tab)Added
This results in a Conquer if that player has not yet scored that Battlefield this turn.
See rule 179 in Core Rules 1.1 (opens source rules in a new tab). Control for more information on Control.
See rule 442.1 in Core Rules 1.1 (opens source rules in a new tab). for more information on Conquering.
- 440.2.b. in Core Rules 1.1 (opens in a new tab)Added
This does not have to be the player that applied Contested to the Battlefield.
- 627.1. in Core Rules 1.0 (opens in a new tab)Removed
Remove Units with Lethal Damage marked on them.
- 627.1.a. in Core Rules 1.0 (opens in a new tab)Removed
Reminder: Lethal Damage is nonzero damage equaling or exceeding the Might of a Unit.
- 627.2. in Core Rules 1.0 (opens in a new tab)Removed
If both Attacking and Defending Units remain at the Battlefield, then Attacking Units are recalled.
See rule 616 in Core Rules 1.0 (opens source rules in a new tab). Recalls for more information.
- 627.3. in Core Rules 1.0 (opens in a new tab)Removed
The Battlefield is Conquered if No Defending Units Remain but Attacking Units do remain.
- 627.3.a. in Core Rules 1.0 (opens in a new tab)Removed
This results in an exchange of Control of this battlefield, which subsequently will cause a Conquer.
See rule 179 in Core Rules 1.0 (opens source rules in a new tab). Control for more information on Control.
See rule 630.1 in Core Rules 1.0 (opens source rules in a new tab) for more information on Conquering.
- 627.5. in Core Rules 1.0 (opens in a new tab)Removed
Clear all marked damage from all Units at all Locations.
- 628. in Core Rules 1.0 (opens in a new tab)Removed
Perform a Cleanup.
441. in Core Rules 1.1 (opens in a new tab)Scoring
- 442. in Core Rules 1.1 (opens in a new tab)
A player Scores in one of two ways:
- 442.1. in Core Rules 1.1 (opens in a new tab)
Conquer: A player gains Control of a Battlefield they did not yet Score this turn.
- 442.1.b. in Core Rules 1.1 (opens in a new tab)Added
A player will gain control of a Battlefield after establishing Control by applying Contested first.
- 442.2. in Core Rules 1.1 (opens in a new tab)Changed
Hold: A player
hasmaintains Control of a Battlefield during their Beginning Phase.
- 444. in Core Rules 1.1 (opens in a new tab)
When a player Scores, two things occur:
- 444.1. in Core Rules 1.1 (opens in a new tab)
The player earns up to one Point, depending on their current score.
- 444.1.b. in Core Rules 1.1 (opens in a new tab)
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:
- 444.1.b.2. in Core Rules 1.1 (opens in a new tab)Changed
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.
446. in Core Rules 1.1 (opens in a new tab)Layers
- 448. in Core Rules 1.1 (opens in a new tab)
Layers are an organizational structure.
- 636.1. in Core Rules 1.0 (opens in a new tab)Removed
Layers do not have intrinsic rules or influence over the game.
- 449. in Core Rules 1.1 (opens in a new tab)Added
The layers are applied repeatedly until all effects operating on objects have been applied once and no changes have been processed.
- 449.1. in Core Rules 1.1 (opens in a new tab)Added
Layers are applied in sequence. Each effect in them is applied as soon as able, and only a single time across all sequences.
- 449.2. in Core Rules 1.1 (opens in a new tab)Added
When a sequence of applications completes, recur the process, and evaluate each layer again applying any effects that may now be applicable.
- 449.3. in Core Rules 1.1 (opens in a new tab)Added
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..
- 450. in Core Rules 1.1 (opens in a new tab)Changed
The layers are:Layers are applied in the following order:
- 450.1. in Core Rules 1.1 (opens in a new tab)Changed
1. Trait-Altering Effects
- 450.2. in Core Rules 1.1 (opens in a new tab)Changed
2. Ability-Altering Effects
- 450.2.a. in Core Rules 1.1 (opens in a new tab)Changed
This layer deals with effects that grant, remove, or replace the abilities or rules text of Game Objects.
Keywords
Passive AbilitiesPassive Abilitie
Appending rules text
Removing rules text
Duplicating Rules Text from one Game Object to another
- 450.3. in Core Rules 1.1 (opens in a new tab)Changed
Arithmetic3. Arithmetic
- 637.3.b. in Core Rules 1.0 (opens in a new tab)Removed
All applications are applied arithmetically.
- 450.3.b. in Core Rules 1.1 (opens in a new tab)Added
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. - 450.3.c. in Core Rules 1.1 (opens in a new tab)Added
This layer applies arithmetic in the following way.
- 450.3.c.1. in Core Rules 1.1 (opens in a new tab)Added
1. Increases
- 450.3.d.1. in Core Rules 1.1 (opens in a new tab)Added
Positive values, or increases, to Might are applied first.
- 450.3.e.1. in Core Rules 1.1 (opens in a new tab)Added
If there is a restriction or limitation to this increase, the limitation is “snapshotted” for the duration of the effect.
- 450.3.e.2. in Core Rules 1.1 (opens in a new tab)Added
2. Decreases
- 450.3.f.0.a. in Core Rules 1.1 (opens in a new tab)Added
Negative values, or decreases, to Might are applied last.
- 450.3.g.1. in Core Rules 1.1 (opens in a new tab)Added
If there is a restriction or limitation to this decrease, the limitation is snapshotted for the duration of the effect.
- 451. in Core Rules 1.1 (opens in a new tab)Changed
If more than one effect applies to the same Game Object in the
sameSame Layer, or to each other in the same layer, then both effects will apply but their orderwillmay be determined by Dependency.- 451.1. in Core Rules 1.1 (opens in a new tab)
A Dependency is established if:
- 451.1.b. in Core Rules 1.1 (opens in a new tab)Changed
Applying one of the effects alters the number of objects the other effect can influence
; or - 451.1.c. in Core Rules 1.1 (opens in a new tab)Changed
Applying one of the effects alters the outcome when applying the other non- deterministically
- 452. in Core Rules 1.1 (opens in a new tab)Added
To determine which effect Depends on another, determine which of the prior criteria applies, and then also which effect’s evaluation is altered by the sequence of applications. That effect is said to Depend on the other.
- 452.1. in Core Rules 1.1 (opens in a new tab)Added
To resolve a dependency, the effects within the same layer that created the dependency must be applied such that: 1. Identify which effect Depends on the other within the Layer. 2. Apply the effect that is depended on first. 3. Immediately apply the effect that Depends on the first effect next.
- 453. in Core Rules 1.1 (opens in a new tab)Changed
If more than one effect applies in the same layer but no dependency is established, then Timestamp order is applied to the effects.
- 453.1. in Core Rules 1.1 (opens in a new tab)Changed
The first effect to have been played is applied first, and the newest effect is applied last within the same Layer.
454. in Core Rules 1.1 (opens in a new tab)Modes of Play
- 461.5. in Core Rules 1.1 (opens in a new tab)Changed
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
twoplayers before play and will be used for this game.
- 462. in Core Rules 1.1 (opens in a new tab)
2v2 (Magma Chamber)
- 462.5.a. in Core Rules 1.1 (opens in a new tab)Changed
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
two Playersplayers before play and will be used for this game. - 462.5.b. in Core Rules 1.1 (opens in a new tab)Changed
Turn order alternates teams.
.
- 462.6. in Core Rules 1.1 (opens in a new tab)
Format: Best of 1. The first team to reach the Victory Score in Points wins the Match.
- 462.6.a. in Core Rules 1.1 (opens in a new tab)Added
Teammates win or lose together.
- 462.6.a.1. in Core Rules 1.1 (opens in a new tab)Added
If one player Concedes, then the entire team loses.
- 462.6.a.2. in Core Rules 1.1 (opens in a new tab)Added
If one player Loses, then the entire team loses.
- 462.6.a.3. in Core Rules 1.1 (opens in a new tab)Added
If one player Wins, then the entire team wins.
- 462.7. in Core Rules 1.1 (opens in a new tab)Changed
First Turn Process: The player going first does not draw a card during their first
ChannelDraw Phase of the game. The player going last channels an extra Rune from their Rune Deck during their first Channel Phase of the game. - 462.8. in Core Rules 1.1 (opens in a new tab)
Unique Rules
- 648.8.e. in Core Rules 1.0 (opens in a new tab)Removed
Teammates are Relevant Players by default.
- 462.8.e. in Core Rules 1.1 (opens in a new tab)
Hands are still Private Information.
- 462.8.e.1. in Core Rules 1.1 (opens in a new tab)
Players are not restricted in what they say to their Teammate, however.
- 462.8.e.1.b. in Core Rules 1.1 (opens in a new tab)Changed
Revealing Cards is still a game action and cannot be done unless instructed.
See rule
600 in Core Rules 1.0 (opens source rules in a new tab)411 in Core Rules 1.1 (opens source rules in a new tab). Reveal for more information.
- 462.8.g. in Core Rules 1.1 (opens in a new tab)Added
Teammates may not utilize the same Champion Legend.
- 462.8.h. in Core Rules 1.1 (opens in a new tab)Added
Teammates may not utilize the same Battlefields.
649. in Core Rules 1.1 (opens in a new tab)Conceding
- 651. in Core Rules 1.1 (opens in a new tab)
When a player concedes, they are removed from the game in progress.
- 651.3. in Core Rules 1.1 (opens in a new tab)Changed
Removal of a player involves them no longer being
a Relevant Player in any Showdown, beingable to make choices,or otherwise influence the game. - 651.4. in Core Rules 1.1 (opens in a new tab)Added
If the player has Teammates due to the Mode of Play, that player’s Teammates also lose and are removed from the game.
- 652. in Core Rules 1.1 (opens in a new tab)
If the game continues, follow these steps for Removal of a Player.
- 652.2. in Core Rules 1.1 (opens in a new tab)
Remove the Battlefield they contributed to the game if it is in use.
- 652.2.c. in Core Rules 1.1 (opens in a new tab)Changed
If the removed battlefield was applying any continuous effects, those continuous effects immediately cease, which may cause changes in the characteristics of units or hidden cards there.
Example: A battlefield reads "Units here have +1 [SM]." If that battlefield's owner concedes and the battlefield is removed from the game as a result, units there immediately cease to get +1 [SM].
- 652.5. in Core Rules 1.1 (opens in a new tab)
Proceed with the game.
- 652.5.b.1. in Core Rules 1.1 (opens in a new tab)Changed
If the removed player had Focus in a Showdown, the next
RelevantPlayer in order receives Focus. - 652.5.b.2. in Core Rules 1.0 (opens in a new tab)Removed
If no other players remain Relevant, the Showdown ends, and steps are completed as able
- 652.5.b.2. in Core Rules 1.1 (opens in a new tab)Changed
If the player being removed creates a state where all
RelevantPlayers have Passed their Focus, the Showdown ends and play proceeds as necessary, E.G. Combat is resolved or a Cleanup is completed.
- 652.5.c.1. in Core Rules 1.1 (opens in a new tab)Changed
If the removed player had Priority during a Chain, the next
RelevantPlayer in order receives Priority. - 652.5.c.2. in Core Rules 1.1 (opens in a new tab)Changed
If the player being removed creates a state where all
RelevantPlayers have passed Priority, then the most recent spell or ability on the Chain will resolve with Priority being re-established as appropriate for the state after the resolution of that spell or ability.
700. in Core Rules 1.1 (opens in a new tab)Additional Rules
706. in Core Rules 1.1 (opens in a new tab)Mighty
- 709. in Core Rules 1.1 (opens in a new tab)Changed
A Unit "becomes Mighty" at the moment its Might changes from being less than 5 to being 5 or greater.
Example: A Unit with Might 4 that gets +1 [SM] becomes Mighty.Example: A Unit with Might 5 that gets +1 [SM] does not become Mighty, because it was already Mighty. - 710. in Core Rules 1.1 (opens in a new tab)Changed
Units on the board are evaluated according to their current Might.
Example: A unit with a base Might of 3 is targeted by a spell that reads "A unit gets +3 [SM] this turn." As that spell resolves, its Might changes from 3 to 6, and it becomes Mighty. When that effect expires at the end of the turn, it will no longer be Mighty.
712. in Core Rules 1.1 (opens in a new tab)Bonus DamageAdded
- 713. in Core Rules 1.1 (opens in a new tab)Added
Bonus Damage is an intrinsic property that can be granted to Deal actions that influence the amount of Damage that the action is distributing.
- 714. in Core Rules 1.1 (opens in a new tab)Added
If more than one instance of Bonus Damage is applied or granted to a Deal action, all instances are summed and applied once.
- 714.1. in Core Rules 1.1 (opens in a new tab)Added
Bonus Damage can only be a positive value, and can only increase the amount of Damage being distributed.
- 714.2. in Core Rules 1.1 (opens in a new tab)Added
If, for any reason, Bonus Damage would be a negative number, then no Bonus Damage is applied to the action.
- 715. in Core Rules 1.1 (opens in a new tab)Added
Bonus Damage applies to the total damage Dealt by one instance of the action.
- 715.1. in Core Rules 1.1 (opens in a new tab)Added
If the Deal action has a single target, the amount of Damage to that target will be increased by the Bonus Damage granted to it.
- 715.2. in Core Rules 1.1 (opens in a new tab)Added
If the Deal action has multiple targets, the amount of Damage dealt to each target is increased by Bonus Damage individually and separately.
Example: Singularity is a spell that says “Deal 6 to each of up to two units.” A player plays Singularity while they also control Annie, Fiery, a unit that says “Your spells and abilities deal 1 Bonus Damage.” Singularity deals 1 Bonus Damage to both of its targets, dealing 7 to each. - 715.3. in Core Rules 1.1 (opens in a new tab)Added
If the Deal action Splits damage, then the Bonus Damage applies to the amount of Damage that will be Split. This can alter the number of targets eligible to be chosen.
Example: Volibear, Furious is a unit that says in part “When I attack, deal 5 damage split among any number of enemy units here.” A player attacks with Volibear, Furious while they also control Annie, Fiery, a unit that says “Your spells and abilities deal 1 Bonus Damage.” Volibear, Furious now deals 6 damage split among any number of enemy units at its location, and can choose to split that damage among up to 6 units rather than the usual 5.
716. in Core Rules 1.1 (opens in a new tab)Keywords
- 721.1. in Core Rules 1.1 (opens in a new tab)
Accelerate is a Unit ability.
- 721.1.a. in Core Rules 1.1 (opens in a new tab)Changed
Accelerate is functionally short for "As you play me, you may pay [1
[C]] and 1 Power as an additional cost. If you do, I enter ready."- 721.1.a.1. in Core Rules 1.1 (opens in a new tab)Added
If the unit has a single domain, the Power portion of the Accelerate cost can be paid only with a Power that matches the domain of the unit.
- 721.1.a.2. in Core Rules 1.1 (opens in a new tab)Added
If the unit has no domain or more than one domain, the Power portion of the Accelerate cost can be paid with [A] (a Power of any domain).
- 717.1.b. in Core Rules 1.0 (opens in a new tab)Removed
The [C] aspect of this ability always matches the domain of the unit.
- 722.4. in Core Rules 1.1 (opens in a new tab)Changed
Action is a
referencablereferenceable characteristic.
- 723.1. in Core Rules 1.1 (opens in a new tab)
Assault is a Passive Ability keyword.
- 723.1.c. in Core Rules 1.1 (opens in a new tab)Changed
It is functionally short for "While I am an attacker, I have +X [
SM]." - 723.1.d. in Core Rules 1.1 (opens in a new tab)Changed
Being an attacker means the Unit has gained the Attacker designation during Combat.
See rule
620 in Core Rules 1.0 (opens source rules in a new tab)433 in Core Rules 1.1 (opens source rules in a new tab). Combat for more information.
- 725.1. in Core Rules 1.1 (opens in a new tab)
Deflect is a Passive Ability keyword.
- 725.1.d. in Core Rules 1.1 (opens in a new tab)Changed
It is an effect that imposes a Mandatory Additional Cost on Spells and Abilities that choose the permanent that has this ability.
See rule
554 in Core Rules 1.0 (opens source rules in a new tab)346 in Core Rules 1.1 (opens source rules in a new tab). Playing Cards for more information.
- 726.1. in Core Rules 1.1 (opens in a new tab)
Ganking is a Passive Ability keyword.
- 726.1.c. in Core Rules 1.1 (opens in a new tab)Changed
It is a
staticpassive ability that adds permissions to the Unit's Standard Move.
- 727.1. in Core Rules 1.1 (opens in a new tab)
Hidden is a keyword that acts as a prerequisite to perform the Hide Discretionary Action.
- 727.1.b. in Core Rules 1.1 (opens in a new tab)Changed
It is functionally short for "
Rather than playWhile this card is in your hand or in the Champion Zone on your turn during an Open State, you may pay [CA] 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 nextplayer'sturn, this gains [Reaction] and you may play this, ignoring its base cost.All choices must only be picked from among valid targets at the battlefield associated with this Facedown Zone."- 723.1.b.1. in Core Rules 1.0 (opens in a new tab)Removed
The [C] Cost always matches the Domain Identity of the deck being played. It does not have to match the card being Hidden.
- 723.1.d. in Core Rules 1.0 (opens in a new tab)Removed
Targets chosen for the instructions on Hidden cards when played must be from the Battlefield associated with the Facedown Zone this card was Hidden in before being played.
- 723.1.d.1. in Core Rules 1.0 (opens in a new tab)Removed
A card cannot be played from Hidden if there are no valid targets, just like a card cannot be played from hand without valid targets.
- 727.1.d. in Core Rules 1.1 (opens in a new tab)Added
Some choices made while playing a card from Hidden are restricted to the battlefield where it was hidden. A card cannot be played from Hidden if it is a spell with no valid targets under these restrictions.
See rule 352.5 in Core Rules 1.1 (opens source rules in a new tab). Targeting for more information.
- 727.1.d.1. in Core Rules 1.1 (opens in a new tab)Added
A hidden unit must be played to that battlefield.
- 727.1.d.2. in Core Rules 1.1 (opens in a new tab)Added
If a hidden spell or a play effect of a hidden permanent chooses any targets, those targets must be chosen from among options at that battlefield, unless the ability explicitly restricts targeting in a way that makes this impossible.
Example: Blastcone Fae is a unit with Hidden and “When you play me, give a unit -2 [M] this turn, to a minimum of 1 [M].” Because this is a play effect, its target must be chosen from among units at the same battlefield if Blastcone Fae was played from Hidden.Example: Tideturner is a unit with Hidden and “When you play me, you may choose a unit you control at another location. Move me to its location and it to my original location.” Because its play ability has a targeting restriction that can never be fulfilled by a unit at its battlefield, its target may be chosen freely from among the available options. - 727.1.d.3. in Core Rules 1.1 (opens in a new tab)Added
If a hidden spell or a play effect of a hidden permanent causes you to play a unit, you must choose to play that unit at that battlefield.
- 727.2. in Core Rules 1.1 (opens in a new tab)Added
Abilities and instructions of hidden cards other than the choices listed above function as normal.
Example: Stand United is a spell that has Hidden and says “Buff a friendly unit. Buffs give an additional +1 might to friendly units this turn.” If it’s played from Hidden, the first part of its ability must choose a friendly unit at the same battlefield, but the second part of its ability affects all friendly units with buffs, no matter where they are. - 727.3. in Core Rules 1.1 (opens in a new tab)Changed
AInstead of being hidden, a card with Hidden maystillbe played for its cost as normal, at its normal timing with no restrictions on targeting. - 727.6. in Core Rules 1.1 (opens in a new tab)Added
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.
- 727.6.a. in Core Rules 1.1 (opens in a new tab)Added
The property is granted to the card in its facedown state, and is not publicly known.
- 728.1. in Core Rules 1.1 (opens in a new tab)
Legion is a Conditional Keyword.
- 728.1.c. in Core Rules 1.1 (opens in a new tab)Changed
Starting from the Keyword to the end of the clause, the entire statement is the Legion Ability.
It is functionally short for "If you have played another Main Deck card before this one already this turn, apply [Text]."- 728.1.c.1. in Core Rules 1.1 (opens in a new tab)Added
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].”
- 728.1.c.2. in Core Rules 1.1 (opens in a new tab)Added
On other abilities and instructions, it is functionally short for “If you have played a Main Deck card this turn, apply [Text].”
- 728.1.c.4. in Core Rules 1.1 (opens in a new tab)Changed
Legion's conditional can apply to
staticpassive abilities, activated abilities, spell instructions, or even abilities active in zones outside of the board.
- 730.1. in Core Rules 1.1 (opens in a new tab)Changed
Shield is a
StaticPassive Ability keyword.- 730.1.c. in Core Rules 1.1 (opens in a new tab)Changed
It is functionally short for "While I am a defender, I have +X [
SM]." - 730.1.d. in Core Rules 1.1 (opens in a new tab)Changed
Being a defender means the Unit has gained the Defender designation during Combat.
See rule
620 in Core Rules 1.0 (opens source rules in a new tab)433 in Core Rules 1.1 (opens source rules in a new tab). Combat for more information.
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