Rules Documents

Core Rules 1.3 Changes (Unleashed)

Changes between Riftbound Core Rules 1.2 (Spiritforged) and 1.3 (Unleashed).

Spiritforged logo
1.21.3
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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 1.3 (opens in a new tab)Golden and Silver Rules

050. in Core Rules 1.3 (opens in a new tab)Silver Rule

  1. 053. in Core Rules 1.3 (opens in a new tab)

    Cards refer to themselves in the first person.

    1. 053.4. in Core Rules 1.3 (opens in a new tab)Added

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

  2. 056. in Core Rules 1.3 (opens in a new tab)Added

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

    1. 056.1. in Core Rules 1.3 (opens in a new tab)Added

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

    2. 056.2. in Core Rules 1.3 (opens in a new tab)Added

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

100. in Core Rules 1.3 (opens in a new tab)Game Concepts

101. in Core Rules 1.3 (opens in a new tab)Deck Construction

  1. 103. in Core Rules 1.3 (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.

    1. 103.2. in Core Rules 1.3 (opens in a new tab)Changed

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

104. in Core Rules 1.3 (opens in a new tab)Setup

  1. 106. in Core Rules 1.3 (opens in a new tab)Added

    The Play Area is a collection of logical Zones that are defined by their behaviors and relationships to Players. These Zones are grouped into The Board and Non-Board Zones.

  2. 107. in Core Rules 1.3 (opens in a new tab)Changed

    The Play Area includes a space for Game Objects referred to as The Board.

    The Board

      1. 107.1.a. in Core Rules 1.3 (opens in a new tab)Added

        Each player has their own Base.

      2. 107.1.c. in Core Rules 1.3 (opens in a new tab)Added

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

        1. 107.1.c.1. in Core Rules 1.3 (opens in a new tab)Added

          Permanents attached to Permanents controlled by a player may also be found in that player’s Base.

      3. 107.1.d. in Core Rules 1.3 (opens in a new tab)Added

        Permanents and Runes in Bases are Public Information.

    1. 106.1. in Core Rules 1.2 (opens in a new tab)Removed

      The Board is divided into several Zones.

      1. 106.2.b. in Core Rules 1.2 (opens in a new tab)Removed

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

      2. 106.2.d. in Core Rules 1.2 (opens in a new tab)Removed

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

      3. 106.2.e. in Core Rules 1.2 (opens in a new tab)Removed

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

    2. 107.2. in Core Rules 1.3 (opens in a new tab)Changed

      The Battlefield Zone

      1. 107.2.a. in Core Rules 1.3 (opens in a new tab)Added

        The Battlefield Zone houses multiple Battlefields.

      2. 106.3.a. in Core Rules 1.2 (opens in a new tab)Removed

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

      3. 106.3.b. in Core Rules 1.2 (opens in a new tab)Removed

        The space where Battlefields are located during gameplay.

      4. 107.2.c. in Core Rules 1.3 (opens in a new tab)Added

        Battlefields and permanents at Battlefields are Public Information.

    3. 107.3. in Core Rules 1.3 (opens in a new tab)Changed

      The Facedown Zones

      1. 107.3.b. in Core Rules 1.3 (opens in a new tab)

        Each Facedown Zone has a maximum occupancy of one card.

        1. 107.3.b.1. in Core Rules 1.3 (opens in a new tab)Added

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

        2. 107.3.b.2. in Core Rules 1.3 (opens in a new tab)Added

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

      2. 107.3.d. in Core Rules 1.3 (opens in a new tab)Changed

        If the Hidden card's controllera player loses Control of thea Battlefield, the cardany cards in the Facedown Zone is associated with that Battlefield are removed during the next Cleanup.

        See rule 318 in Core Rules 1.3 (opens source rules in a new tab). Cleanups for more information.

        See rule 408 in Core Rules 1.2 (opens source rules in a new tab)421 in Core Rules 1.3 (opens source rules in a new tab). Hide for more information.

  3. 108. in Core Rules 1.3 (opens in a new tab)Changed

    The Play Area also includes Non-Board Zones.

      1. 108.1.a. in Core Rules 1.3 (opens in a new tab)Added

        Cards and abilities are placed here as part of the process of being played.

        See rule 327 in Core Rules 1.3 (opens source rules in a new tab). Chains for more information.

      2. 108.1.b. in Core Rules 1.3 (opens in a new tab)Added

        Cards and abilities on the Chain are Public Information.

      1. 108.2.a. in Core Rules 1.3 (opens in a new tab)Added

        Each player has their own Trash.

      2. 108.2.c. in Core Rules 1.3 (opens in a new tab)Added

        Cards in each player’s Trash are unordered. Their sequence does not matter, and they may be reorganized.

      3. 108.2.d. in Core Rules 1.3 (opens in a new tab)Added

        Cards in a player's Trash are Public Information.

        See rule 128 in Core Rules 1.3 (opens source rules in a new tab). Privacy for more information.

      1. 107.1.b. in Core Rules 1.2 (opens in a new tab)Removed

        Represents cards that have been used or spent.

      2. 107.1.c. in Core Rules 1.2 (opens in a new tab)Removed

        Each player has a separate trash.

      3. 107.1.d. in Core Rules 1.2 (opens in a new tab)Removed

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

      4. 107.1.e. in Core Rules 1.2 (opens in a new tab)Removed

        The cards in the Trash are unordered. Their sequence does not matter, and they may be reorganized.

      5. 107.1.f. in Core Rules 1.2 (opens in a new tab)Removed

        The cards in any player's Trash are Public Information.

        See rule 127 in Core Rules 1.2 (opens source rules in a new tab). Privacy for more information.

    1. 108.3. in Core Rules 1.3 (opens in a new tab)Changed

      The Champion Zone

      Champion Zones

      1. 108.3.a. in Core Rules 1.3 (opens in a new tab)Added

        Each player has their own Champion Zone.

      2. 108.3.c. in Core Rules 1.3 (opens in a new tab)Changed

        The Chosen Champion here cannot be returned to this zone by normal means.

      3. 108.3.d. in Core Rules 1.3 (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 346 in Core Rules 1.2 (opens source rules in a new tab)349 in Core Rules 1.3 (opens source rules in a new tab). Playing Cards for more information.

      4. 108.3.e. in Core Rules 1.3 (opens in a new tab)Added

        Cards in a player’s Champion Zone are Public Information.

    2. 108.4. in Core Rules 1.3 (opens in a new tab)Changed

      The Main Deck ZoneZones

      1. 108.4.a. in Core Rules 1.3 (opens in a new tab)Added

        Each player has their own Main Deck Zone.

      2. 108.4.d. in Core Rules 1.3 (opens in a new tab)Changed

        The order of cards in the deck is Secret Information during the course of play.

        See rule 127 in Core Rules 1.2 (opens source rules in a new tab)128 in Core Rules 1.3 (opens source rules in a new tab). Privacy for more information.

    3. 108.5. in Core Rules 1.3 (opens in a new tab)Changed

      The Rune Deck ZoneZones

      1. 108.5.a. in Core Rules 1.3 (opens in a new tab)Added

        Each player has their own Rune Deck Zone.

      2. 108.5.d. in Core Rules 1.3 (opens in a new tab)Changed

        The order of runes in the deck is Secret Information during the course of play.

        See rule 127 in Core Rules 1.2 (opens source rules in a new tab)128 in Core Rules 1.3 (opens source rules in a new tab). Privacy for more information.

    4. 108.6. in Core Rules 1.3 (opens in a new tab)Changed

      Banishment

      Banishments

      1. 108.6.a. in Core Rules 1.3 (opens in a new tab)Changed

        Each player has a separate banishmenttheir own Banishment.

      2. 107.5.d. in Core Rules 1.2 (opens in a new tab)Removed

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

      3. 108.6.e. in Core Rules 1.3 (opens in a new tab)Changed

        The cards in any player's Banishment are Public Information.

        See rule 127 in Core Rules 1.2 (opens source rules in a new tab)128 in Core Rules 1.3 (opens source rules in a new tab). Privacy for more information.

      4. 107.5.g. in Core Rules 1.2 (opens in a new tab)Removed

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

      5. 107.5.h. in Core Rules 1.2 (opens in a new tab)Removed

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

      6. 107.5.i. in Core Rules 1.2 (opens in a new tab)Removed

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

      7. 107.5.j. in Core Rules 1.2 (opens in a new tab)Removed

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

      1. 108.7.a. in Core Rules 1.3 (opens in a new tab)Added

        Each player has their own Hand.

      2. 107.6.a. in Core Rules 1.2 (opens in a new tab)Removed

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

      3. 107.6.f. in Core Rules 1.2 (opens in a new tab)Removed

        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.

  4. 110. in Core Rules 1.3 (opens in a new tab)Changed

    Whenever a Game Object changes zones to or from a Non-Board Zone, all Temporary Modifications of all kinds cease to be tracked on it in all capacities.

    Examples:

    Damage is cleared.
    Buffs are removed.
    Temporarily grantedGranted Keywords are no longer granted.
  5. 114. in Core Rules 1.3 (opens in a new tab)

    Each player sets aside their Battlefields.

    1. 114.1. in Core Rules 1.3 (opens in a new tab)Changed

      Your Mode of Play will dictate how these are used and placed into the Battlefield Zone.

      See rule 458 in Core Rules 1.2 (opens source rules in a new tab)476 in Core Rules 1.3 (opens source rules in a new tab). Modes of Play for more information.

  6. 116. in Core Rules 1.3 (opens in a new tab)

    Determine Turn Order using any fair random method agreed on by all players.

    1. 116.1. in Core Rules 1.3 (opens in a new tab)

      Turn Order is established as a repeating set of the players.

      1. 115.1.c. in Core Rules 1.2 (opens in a new tab)Removed

        Turn Order repeats until the game ends.

      2. 116.1.c. in Core Rules 1.3 (opens in a new tab)Added

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

    2. 116.2. in Core Rules 1.3 (opens in a new tab)Changed

      See the selected Mode of Play for any adjustments to each player's first turn.

      See rule 458 in Core Rules 1.2 (opens source rules in a new tab)476 in Core Rules 1.3 (opens source rules in a new tab). Modes of Play for more information.

  7. 118. in Core Rules 1.3 (opens in a new tab)

    In turn order, players perform their Mulligan.

    1. 118.3. in Core Rules 1.3 (opens in a new tab)Changed

      Finally, that player Recycles the cards that were set aside.

      See rule 403 in Core Rules 1.2 (opens source rules in a new tab)416 in Core Rules 1.3 (opens source rules in a new tab). Recycle for more information.

120. in Core Rules 1.3 (opens in a new tab)Game Objects

  1. 124. in Core Rules 1.3 (opens in a new tab)Changed

    Game Objects include, but are not limited to, the following:

    Main Deck cards in any zone

    Runes in any zone

    Legends

    Battlefields

    Tokens

    Tokens in any zone

    Abilities of any type on the chain

    Buffs and other status markers

125. in Core Rules 1.3 (opens in a new tab)Cards

    1. 128.3. in Core Rules 1.3 (opens in a new tab)Changed

      Secret: This level of Privacy indicates that neitherno player may read or look at the face of the card.

    1. 131.1. in Core Rules 1.3 (opens in a new tab)Changed

      Main Deck cards have a Cost, listed in the upper left corner of the front face of the card.

      See rule 161 in Core Rules 1.2 (opens source rules in a new tab)164 in Core Rules 1.3 (opens source rules in a new tab). Rune Pools for more information.

    2. 131.4. in Core Rules 1.3 (opens in a new tab)Changed

      Effects that need to determine a card’s cost for any purpose always use its baseprinted 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.
    1. 133.7. in Core Rules 1.3 (opens in a new tab)

      Supertypes are Categories that may apply to game objects of multiple types. They are listed before a card’s type.

      1. 133.7.c. in Core Rules 1.3 (opens in a new tab)Changed

        Token is a supertype applied to temporary game objects of any card type.

        See rule 173 in Core Rules 1.2 (opens source rules in a new tab)176 in Core Rules 1.3 (opens source rules in a new tab). Tokens for more information.

        1. 135.2.a.1. in Core Rules 1.3 (opens in a new tab)Changed

          Abilities are discrete pieces of text that describe what a card may or must do.

          See rule 357 in Core Rules 1.2 (opens source rules in a new tab)360 in Core Rules 1.3 (opens source rules in a new tab). Abilities for more information.

        1. 135.2.b.3. in Core Rules 1.3 (opens in a new tab)Added

          Instructions will self-describe when they are to be executed. If there is no timing described, they will execute during resolution.

          Example: An instruction says “as you play me, kill a unit as an additional cost.” That instruction will execute as the card is being played. If the card is given Repeat and the Repeat cost is paid, this instruction will not execute because the Repeat execution does not happen until resolution of the spell, after this instruction has executed.
        2. 135.2.b.4. in Core Rules 1.3 (opens in a new tab)Added

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

        1. 135.2.c.1. in Core Rules 1.3 (opens in a new tab)Changed

          Keywords are short words or phrases that represent longer abilities or instructions.

          See rule 726 in Core Rules 1.2 (opens source rules in a new tab)800 in Core Rules 1.3 (opens source rules in a new tab). Keywords for more information.

        1. 135.2.e.4. in Core Rules 1.3 (opens in a new tab)Changed

          Power of a specific Domain is represented by its domain symbol and the corresponding shorthand.

          See rule 133 in Core Rules 1.2 (opens source rules in a new tab)134 in Core Rules 1.3 (opens source rules in a new tab). Domain for more information.

        2. 135.2.e.7. in Core Rules 1.3 (opens in a new tab)Added

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

          1. 135.2.e.7.a. in Core Rules 1.3 (opens in a new tab)Added

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

          2. 135.2.e.7.b. in Core Rules 1.3 (opens in a new tab)Added

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

    1. 135.4. in Core Rules 1.3 (opens in a new tab)Changed

      A card’s printed Rules Text is Inactive while that card is Attached to another card.

      See rule 716 in Core Rules 1.3 (opens source rules in a new tab). Attachment for more information.

      See rule 720 in Core Rules 1.3 (opens source rules in a new tab). Inactive for more information.

      1. 135.4.b. in Core Rules 1.3 (opens in a new tab)Added

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

    1. 136.2. in Core Rules 1.3 (opens in a new tab)

      Effect Text can contain additional Abilities.

      1. 136.2.b. in Core Rules 1.3 (opens in a new tab)Changed

        Effect Text is inactive unless the card with the Effect Text is Attached to another card.

        See rule 716 in Core Rules 1.3 (opens source rules in a new tab). Attachment for more information.

        See rule 720 in Core Rules 1.3 (opens source rules in a new tab). Inactive for more information.

    1. 137.3. in Core Rules 1.3 (opens in a new tab)Changed

      A card’s Might Bonus modulates the Might of the card to which the card that has the Might Bonus is Attached.

      See rule 716 in Core Rules 1.3 (opens source rules in a new tab). Attachment for more information.

140. in Core Rules 1.3 (opens in a new tab)Units

  1. 142. in Core Rules 1.3 (opens in a new tab)

    Damage is a marked value that is applied to Units.

  2. 143. in Core Rules 1.3 (opens in a new tab)

    Units have multiple Intrinsic Properties unique to them:

    1. 143.2. in Core Rules 1.3 (opens in a new tab)

      Might: The combat statistic of a Unit. Used to determine a Unit's contribution to Combat, as well as when it is Killed by damaging effects.

      1. 143.2.b. in Core Rules 1.3 (opens in a new tab)Changed

        If a unit's Might is ever less than 0, it is treated as 0 for all purposeswhen referenced by spells and abilities, and when summing Might to be assigned as damage in the Combat Damage Step.

        See rule 460 in Core Rules 1.3 (opens source rules in a new tab). The Combat Damage Step for more information.

        1. 143.2.b.1. in Core Rules 1.3 (opens in a new tab)Added

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

    2. 143.3. in Core Rules 1.3 (opens in a new tab)

      Units can have damage marked on them.

      1. 143.3.b. in Core Rules 1.3 (opens in a new tab)

        Damage is Healed from Units at two specific times:

    3. 143.4. in Core Rules 1.3 (opens in a new tab)

      Units enter the Board exhausted.

      1. 143.4.a. in Core Rules 1.3 (opens in a new tab)Changed

        This can be altered by Accelerate or similar game effects.

        See rule 731 in Core Rules 1.2 (opens source rules in a new tab)805 in Core Rules 1.3 (opens source rules in a new tab). Accelerate for more information.

  3. 144. in Core Rules 1.3 (opens in a new tab)

    Units have the Inherent Ability to perform a Standard Move.

    1. 144.1. in Core Rules 1.3 (opens in a new tab)

      This action is limited in when it can be performed.

      1. 144.1.a. in Core Rules 1.3 (opens in a new tab)Changed

        This action can be done any time during a player's ActionMain Phase.

      2. 144.1.c. in Core Rules 1.3 (opens in a new tab)Changed

        This action cannot be performed during a Showdown or Combat.

    2. 144.4. in Core Rules 1.3 (opens in a new tab)

      The Destinations where Units can Move to with their Standard Move are restricted:

      1. 144.4.a. in Core Rules 1.3 (opens in a new tab)

        Units may move from their Base to a Battlefield.

        1. 144.4.a.1. in Core Rules 1.3 (opens in a new tab)Added

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

        2. 143.4.a.1. in Core Rules 1.2 (opens in a new tab)Removed

          Units cannot Move to a Battlefield that already has units from 2 other players present.

      2. 144.4.c. in Core Rules 1.3 (opens in a new tab)

        Ganking is a unique ability that affects a Unit's Standard Move

        1. 144.4.c.1. in Core Rules 1.3 (opens in a new tab)Changed

          Units with Ganking may use their Standard Move to Move from Battlefield to Battlefield.

          See rule 736 in Core Rules 1.2 (opens source rules in a new tab)810 in Core Rules 1.3 (opens source rules in a new tab). Ganking for more information.

  4. 145. in Core Rules 1.3 (opens in a new tab)

    Units may have Activated Abilities.

    1. 145.1. in Core Rules 1.3 (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 369 in Core Rules 1.2 (opens source rules in a new tab)376 in Core Rules 1.3 (opens source rules in a new tab). Activated Abilities for more information.

    2. 145.2. in Core Rules 1.3 (opens in a new tab)Changed

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

      1. 145.2.a. in Core Rules 1.3 (opens in a new tab)Changed

        This follows the same process as playing a card.

        See rule 346 in Core Rules 1.2 (opens source rules in a new tab)349 in Core Rules 1.3 (opens source rules in a new tab). Playing Cards for more information.

  5. 146. in Core Rules 1.3 (opens in a new tab)Added

    Units have a Location.

    1. 146.1. in Core Rules 1.3 (opens in a new tab)Added

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

147. in Core Rules 1.3 (opens in a new tab)Gear

        1. 148.1.a.1. in Core Rules 1.3 (opens in a new tab)Changed

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

  1. 149. in Core Rules 1.3 (opens in a new tab)

    Gear have several Intrinsic Properties unique to them.

    1. 149.1. in Core Rules 1.3 (opens in a new tab)Changed

      Gear entersenter play Ready.

    2. 149.2. in Core Rules 1.3 (opens in a new tab)Changed

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

    3. 149.3. in Core Rules 1.3 (opens in a new tab)Changed

      If a an unattached Gear is at a Battlefield for any reason during a cleanup, then it is immediately recalled to its controller's Base as a corrective action.

      See rule 432 in Core Rules 1.2 (opens source rules in a new tab)449 in Core Rules 1.3 (opens source rules in a new tab). Recalls for more information.

      See rule 318 in Core Rules 1.3 (opens source rules in a new tab). Cleanups for more information.

  2. 150. in Core Rules 1.3 (opens in a new tab)

    Gear may have Activated Abilities.

    1. 150.1. in Core Rules 1.3 (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 369 in Core Rules 1.2 (opens source rules in a new tab)376 in Core Rules 1.3 (opens source rules in a new tab). Activated Abilities for more information.

    2. 150.2. in Core Rules 1.3 (opens in a new tab)Changed

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

      1. 150.2.a. in Core Rules 1.3 (opens in a new tab)Changed

        This follows the same process as playing a card.

        See rule 346 in Core Rules 1.2 (opens source rules in a new tab)349 in Core Rules 1.3 (opens source rules in a new tab). Playing Cards for more information.

  3. 151. in Core Rules 1.3 (opens in a new tab)Added

    Gear have a Location.

    1. 151.1. in Core Rules 1.3 (opens in a new tab)Added

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

    2. 151.2. in Core Rules 1.3 (opens in a new tab)Added

      Gear cannot normally become located at a Battlefield unless by some special means.

      Example: Gear are always played to Base. The only exception is a gear played from Facedown, which is played to the Battlefield it was played from. Gear can also become located at a Battlefield if they are attached to a unit who becomes located at a Battlefield.

      See rule 811 in Core Rules 1.3 (opens source rules in a new tab). Hidden for more information.

      See rule 716 in Core Rules 1.3 (opens source rules in a new tab). Attachment for more information.

152. in Core Rules 1.3 (opens in a new tab)Spells

  1. 154. in Core Rules 1.3 (opens in a new tab)Changed

    A spell can be played during an Open State Outsideoutside of Showdowns on its controller's turn.

  2. 157. in Core Rules 1.3 (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.

    1. 157.2. in Core Rules 1.3 (opens in a new tab)Changed

      If a later part of a spell applies a Replacement Effect that alters earlier parts of the spell, apply those replacement effects as appropriate.

      Example: A spell says "Choose a unit. Kill it the next time it takes damage this turn." and "[Legion] — Kill it now instead. (Get the effect if you've played another card this turn.)" If the Legion condition is satisfied, the unit is killed immediately and the instruction to kill it the next time it takes damage is ignored, even if the unit remains on the board somehow.

      See rule 367 in Core Rules 1.3 (opens source rules in a new tab). Replacement Effects for more information.

    2. 157.3. in Core Rules 1.3 (opens in a new tab)

      While a spell or ability on the chain is Resolving, no other spells or abilities can be finalized on the chain or resolved, including triggered abilities or game effects that would occur as a result of the execution of the spell.

      1. 157.3.a. in Core Rules 1.3 (opens in a new tab)Changed

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

  3. 158. in Core Rules 1.3 (opens in a new tab)

    Certain Keywords on spells are not executable rules text, but instead intrinsic properties of the spell.

        1. 158.2.a.1. in Core Rules 1.3 (opens in a new tab)Changed

          This indicates that, in addition to being able to be played during an Open State, this spell may also be played during Open States during Showdowns.

          See rule 806 in Core Rules 1.3 (opens source rules in a new tab). Action for more information.

        1. 158.2.b.3. in Core Rules 1.3 (opens in a new tab)Changed

          This will result in this spell resolving before spells and abilities that are already on the chain.

          See rule 813 in Core Rules 1.3 (opens source rules in a new tab). Reaction for more information.

159. in Core Rules 1.3 (opens in a new tab)Runes

    1. 160.2. in Core Rules 1.3 (opens in a new tab)

      Runes are kept in the Rune Deck.

      1. 160.2.b. in Core Rules 1.3 (opens in a new tab)Changed

        When a Rune is Recycled it is returned to the Rune Deck, not the Main Deck.

        See rule 403 in Core Rules 1.2 (opens source rules in a new tab)416 in Core Rules 1.3 (opens source rules in a new tab). Recycle for more information.

  1. 167. in Core Rules 1.3 (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 416 in Core Rules 1.2 (opens source rules in a new tab)429 in Core Rules 1.3 (opens source rules in a new tab). Add for more information.

168. in Core Rules 1.3 (opens in a new tab)Battlefields

  1. 169. in Core Rules 1.3 (opens in a new tab)

    Battlefields are Game Objects.

    1. 169.8. in Core Rules 1.3 (opens in a new tab)Changed

      Battlefields can have Passive Abilities.

      See rule 360 in Core Rules 1.2 (opens source rules in a new tab)363 in Core Rules 1.3 (opens source rules in a new tab). Passive Abilities for more information.

    2. 169.9. in Core Rules 1.3 (opens in a new tab)Changed

      Battlefields can have Triggered Abilities.

      See rule 375 in Core Rules 1.2 (opens source rules in a new tab)382 in Core Rules 1.3 (opens source rules in a new tab). Triggered Abilities for more information.

    3. 169.10. in Core Rules 1.3 (opens in a new tab)Added

      Battlefields can be referenced in different states in card text:

      1. 169.10.a. in Core Rules 1.3 (opens in a new tab)Added

        Battlefields can be “occupied.” This means they have a Unit present.

      2. 169.10.b. in Core Rules 1.3 (opens in a new tab)Added

        Battlefields can be “uncontrolled.” This means no player controls them.

      3. 169.10.c. in Core Rules 1.3 (opens in a new tab)Added

        Battlefields can be “open.” This means they are unoccupied and uncontrolled.

172. in Core Rules 1.3 (opens in a new tab)Legends

176. in Core Rules 1.3 (opens in a new tab)Tokens

    1. 182.1. in Core Rules 1.3 (opens in a new tab)

      Tokens have some properties in common with cards.

      1. 182.1.a. in Core Rules 1.3 (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 346 in Core Rules 1.2 (opens source rules in a new tab)349 in Core Rules 1.3 (opens source rules in a new tab). Playing Cards for more information.

      2. 182.1.e. in Core Rules 1.3 (opens in a new tab)Added

        Tokens inherit the recycle destination of their type.

        Example: Token runes will be recycled to the Rune Deck. Token units, gear, and spells will be recycled to the Main Deck. Token battlefields and legends can’t be recycled.
    2. 182.2. in Core Rules 1.3 (opens in a new tab)

      Tokens differ from cards in some ways.

        1. 182.2.a.1. in Core Rules 1.3 (opens in a new tab)Added

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

  1. 183. in Core Rules 1.3 (opens in a new tab)Changed

    Tokens are createdCreated on the board or the Chain and cannot exist elsewhere.

    1. 183.1. in Core Rules 1.3 (opens in a new tab)Changed

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

  2. 184. in Core Rules 1.3 (opens in a new tab)Changed

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

    1. 184.1. in Core Rules 1.3 (opens in a new tab)Added

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

    2. 184.2. in Core Rules 1.3 (opens in a new tab)Added

      A 3 [M] Sprite token with Temporary is a domainless unit token with 3 Might, the Fae tag, and the Temporary keyword.

      See rule 816 in Core Rules 1.3 (opens source rules in a new tab). Temporary for more information.

    3. 184.3. in Core Rules 1.3 (opens in a new tab)Added

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

    4. 184.4. in Core Rules 1.3 (opens in a new tab)Added

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

    5. 184.5. in Core Rules 1.3 (opens in a new tab)Added

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

    6. 184.6. in Core Rules 1.3 (opens in a new tab)Added

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

    7. 184.7. in Core Rules 1.3 (opens in a new tab)Added

      A 1 [M] Bird token is a domainless unit token with 1 Might, the Bird tag, and the Deflect keyword.

      See rule 809 in Core Rules 1.3 (opens source rules in a new tab). Deflect for more information.

    8. 184.8. in Core Rules 1.3 (opens in a new tab)Added

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

    9. 184.9. in Core Rules 1.3 (opens in a new tab)Added

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

    10. 181.1. in Core Rules 1.2 (opens in a new tab)Removed

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

    11. 181.2. in Core Rules 1.2 (opens in a new tab)Removed

      A 3[M] Sprite token with Temporary is a domainless unit token with 3 Might, the Fae tag, and the Temporary keyword.

      See rule 742 in Core Rules 1.2 (opens source rules in a new tab). Temporary for more information.

185. in Core Rules 1.3 (opens in a new tab)Control

    1. 187.3. in Core Rules 1.3 (opens in a new tab)

      Control can be Contested through the course of play.

      1. 184.3.c. in Core Rules 1.2 (opens in a new tab)Removed

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

      2. 187.3.c. in Core Rules 1.3 (opens in a new tab)Changed

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

    2. 187.4. in Core Rules 1.3 (opens in a new tab)

      Control is established by having Units at a Battlefield at the end of a Showdown or Combat after applying the contested status.

      1. 187.4.b. in Core Rules 1.3 (opens in a new tab)Added

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

      2. 184.4.b. in Core Rules 1.2 (opens in a new tab)Removed

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

      3. 187.4.c. in Core Rules 1.3 (opens in a new tab)Changed

        If a player has no Units at a Battlefield and the turn is in an Open state, they lose Control of that Battlefield immediatelyin the following cleanup, unless itthere is Contesteda Combat or Showdown ongoing there.

300. in Core Rules 1.3 (opens in a new tab)Playing the Game

301. in Core Rules 1.3 (opens in a new tab)The Turn

  1. 303. in Core Rules 1.3 (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.

    1. 303.2. in Core Rules 1.3 (opens in a new tab)

      Game Actions cannot be performed simultaneously for any reason.

      1. 303.2.a. in Core Rules 1.3 (opens in a new tab)Changed

        If one or more game actions, game effects, or Triggered Abilities are activated simultaneously, then Turn Order is referenced to organize the sequence of actions.

        See rule 375 in Core Rules 1.2 (opens source rules in a new tab)382 in Core Rules 1.3 (opens source rules in a new tab). Triggered Abilities for more information.

  2. 308. in Core Rules 1.3 (opens in a new tab)

    At any given time, the turn is in either a Neutral State or a Showdown State.

    1. 308.1. in Core Rules 1.3 (opens in a new tab)Changed

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

    2. 308.2. in Core Rules 1.3 (opens in a new tab)Changed

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

  3. 310. in Core Rules 1.3 (opens in a new tab)

    These descriptions can be combined, such that the turn is always in one of these four states:

    1. 310.1. in Core Rules 1.3 (opens in a new tab)Changed

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

    2. 310.2. in Core Rules 1.3 (opens in a new tab)Changed

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

    3. 310.3. in Core Rules 1.2 (opens in a new tab)Removed

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

    4. 310.4. in Core Rules 1.2 (opens in a new tab)Removed

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

    5. 310.3. in Core Rules 1.3 (opens in a new tab)Added

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

    6. 310.4. in Core Rules 1.3 (opens in a new tab)Added

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

  4. 312. in Core Rules 1.3 (opens in a new tab)

    At any given time, up to one player has Priority.

    1. 312.1. in Core Rules 1.3 (opens in a new tab)Changed

      Priority is the singular exclusive right to take Discretionary Actions.

      See rule 398.1 in Core Rules 1.2 (opens source rules in a new tab)410.1 in Core Rules 1.3 (opens source rules in a new tab). Discretionary Actions for more information.

    2. 312.2. in Core Rules 1.3 (opens in a new tab)

      A player receives Priority at the following times:

      1. 312.2.a. in Core Rules 1.3 (opens in a new tab)Changed

        When the turn is in a Neutral Open State during their ActionMain Phase.

      1. 315.1.a. in Core Rules 1.3 (opens in a new tab)Added

        The following Task becomes Outstanding:

      2. 315.1.b. in Core Rules 1.3 (opens in a new tab)Changed

        1. The Turn Player readies all Game Objects they control that are able to be readied.

        See rule 402 in Core Rules 1.2 (opens source rules in a new tab)415 in Core Rules 1.3 (opens source rules in a new tab). Ready for more information.

        1. 315.2.b.1. in Core Rules 1.3 (opens in a new tab)Added

          The following Task becomes Outstanding:

        2. 315.2.b.2. in Core Rules 1.3 (opens in a new tab)Added

          1. The Turn Player Holds all Battlefields they Control.

          See rule 462 in Core Rules 1.3 (opens source rules in a new tab). Scoring for more information.

        3. 315.2.b.1. in Core Rules 1.2 (opens in a new tab)Removed

          Holding occurs at this time.

          See rule 445 in Core Rules 1.2 (opens source rules in a new tab). Scoring for more information.

      1. 315.2.c. in Core Rules 1.2 (opens in a new tab)Removed

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

      1. 315.3.a. in Core Rules 1.3 (opens in a new tab)Added

        The following Task becomes Outstanding:

      2. 315.3.a. in Core Rules 1.2 (opens in a new tab)Removed

        The Turn Player gains their additional runes for the turn.

      3. 315.3.b. in Core Rules 1.3 (opens in a new tab)Changed

        1. The Turn Player channels 2 runes from their Rune Deck.

        See rule 417 in Core Rules 1.2 (opens source rules in a new tab)430 in Core Rules 1.3 (opens source rules in a new tab). Channel for more information.

      4. 315.3.c. in Core Rules 1.2 (opens in a new tab)Removed

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

      1. 315.4.a. in Core Rules 1.3 (opens in a new tab)Added

        The following Task becomes Outstanding:

      2. 315.4.a. in Core Rules 1.2 (opens in a new tab)Removed

        The Turn Player gains their additional card for the turn.

      3. 315.4.b. in Core Rules 1.3 (opens in a new tab)Changed

        1. The Turn Player draws 1.

        1. 315.4.b.1. in Core Rules 1.3 (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 418 in Core Rules 1.2 (opens source rules in a new tab)431 in Core Rules 1.3 (opens source rules in a new tab). Burn Out for more information.

      4. 315.4.c. in Core Rules 1.3 (opens in a new tab)Added

        The following Task becomes Outstanding:

      5. 315.4.c. in Core Rules 1.2 (opens in a new tab)Removed

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

      6. 315.4.d. in Core Rules 1.3 (opens in a new tab)Changed

        As the Draw Phase ends, each player's Rune Pool empties.

        1. Each player's Rune Pool empties. Any unspent Energy and Power are lost.

        See rule 161 in Core Rules 1.2 (opens source rules in a new tab)164 in Core Rules 1.3 (opens source rules in a new tab). Rune Pools for more information.

  5. 316. in Core Rules 1.3 (opens in a new tab)Changed

    Action Phase

    Main Phase

    1. 316.1. in Core Rules 1.3 (opens in a new tab)Changed

      When all steps of the Start of Turn have been completed, the ActionMain Phase begins.

    2. 316.2. in Core Rules 1.3 (opens in a new tab)Changed

      The ActionMain Phase has no defined structure.

      1. 316.2.a. in Core Rules 1.3 (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 398.1 in Core Rules 1.2 (opens source rules in a new tab)410.1 in Core Rules 1.3 (opens source rules in a new tab). Discretionary Actions for more information.

      2. 316.2.b. in Core Rules 1.3 (opens in a new tab)

        This is denoted as a Neutral Open State, and only the Turn Player has the ability to play spells or activate abilities.

        See rule 307 in Core Rules 1.3 (opens source rules in a new tab). States of the Turn for more information.

        1. 316.2.b.1. in Core Rules 1.3 (opens in a new tab)Changed

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

      3. 316.2.c. in Core Rules 1.2 (opens in a new tab)Removed

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

      1. 316.4.a. in Core Rules 1.3 (opens in a new tab)Changed

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

      2. 316.4.e. in Core Rules 1.3 (opens in a new tab)Changed

        Play proceeds following the steps of combat.

        See rule 441 in Core Rules 1.2 (opens source rules in a new tab). 458 in Core Rules 1.3 (opens source rules in a new tab). The Steps of Combat for more information.

      1. 316.5.b. in Core Rules 1.3 (opens in a new tab)

        A Showdown is marked as Staged at a Battlefield when the Contested status is applied to a Battlefield with no current controller.

        1. 316.5.b.1. in Core Rules 1.3 (opens in a new tab)

          Showdowns that occur as a result of a player moving to an empty Battlefield are a stand-alone Phase and do not create a Combat.

          1. 316.5.b.1.a. in Core Rules 1.3 (opens in a new tab)Added

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

      2. 316.5.c. in Core Rules 1.3 (opens in a new tab)Changed

        A Showdown is a structured Window of Opportunity where Players may play cards and activate abilities with Action or Reaction.

        See rule 337 in Core Rules 1.2 (opens source rules in a new tab)341 in Core Rules 1.3 (opens source rules in a new tab). Showdowns for more information.

    3. 316.6. in Core Rules 1.3 (opens in a new tab)

      When a player has no more Discretionary Actions they wish to execute, they must indicate they are ending their turn.

      1. 316.6.a. in Core Rules 1.3 (opens in a new tab)Changed

        This ends the ActionMain Phase.

      2. 316.6.b. in Core Rules 1.3 (opens in a new tab)Changed

        Play proceeds to the End of TurnEnding Phase.

  6. 317. in Core Rules 1.3 (opens in a new tab)Changed

    End of Turn Phase

    Ending Phase

    1. 317.2. in Core Rules 1.2 (opens in a new tab)Removed

      End of Turn Cleanup

      1. 317.2.a. in Core Rules 1.2 (opens in a new tab)Removed

        Invoke an End of Turn Special Cleanup.

        See rule 318 in Core Rules 1.2 (opens source rules in a new tab). Cleanups for more information.

      2. 317.2.b. in Core Rules 1.2 (opens in a new tab)Removed

        Insert “2c. Heal all Units.”

      1. 317.2.a. in Core Rules 1.3 (opens in a new tab)Added

        Invoke an Ending Special Cleanup.

        See rule 318 in Core Rules 1.3 (opens source rules in a new tab). Cleanups for more information.

      2. 317.2.b. in Core Rules 1.3 (opens in a new tab)Added

        Insert “2c. Heal all Units.”

      3. 317.2.c. in Core Rules 1.3 (opens in a new tab)Changed

        Insert “2d. All "‘this turn"’ effects expire simultaneously.”

      4. 317.2.d. in Core Rules 1.3 (opens in a new tab)Changed

        As the Expiration Step ends, all players'Insert “2e. Each player’s Rune Pools emptyPool empties. Any unspent Energy and Power are lost.”

      5. 317.2.e. in Core Rules 1.3 (opens in a new tab)Added

        The following Task becomes Outstanding:

      6. 317.2.f. in Core Rules 1.3 (opens in a new tab)Added

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

    2. 317.3. in Core Rules 1.3 (opens in a new tab)Changed

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

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

318. in Core Rules 1.3 (opens in a new tab)Cleanups

  1. 319. in Core Rules 1.3 (opens in a new tab)Changed

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

    1. 319.2. in Core Rules 1.3 (opens in a new tab)Changed

      After the game transitions between Phases, unless specified otherwise

    2. 319.3. in Core Rules 1.3 (opens in a new tab)Added

      After a Pending Item is added to the Chain

  2. 321. in Core Rules 1.3 (opens in a new tab)Added

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

    1. 321.1. in Core Rules 1.3 (opens in a new tab)Added

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

  3. 322. in Core Rules 1.3 (opens in a new tab)

    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.

    1. 322.1. in Core Rules 1.3 (opens in a new tab)Added

      These new Cleanups are themselves Outstanding Tasks.

  4. 323. in Core Rules 1.3 (opens in a new tab)Changed

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

    1. 323.1. in Core Rules 1.3 (opens in a new tab)Changed

      1. If a player has as many points as greater than or equal to the Victory Score, and more points than any opponent, that player wins.

    2. 323.2. in Core Rules 1.3 (opens in a new tab)Changed

      32. Assign or Remove the Attacker or Defender designation from Units as needed if there is a Combat in progress

    3. 323.3. in Core Rules 1.3 (opens in a new tab)Changed

      23. Handle outstanding board state

    4. 323.4. in Core Rules 1.3 (opens in a new tab)Changed

      2a3a. All Units that have non-zero Damage marked on them equalling or exceeding their Might that have Deathknell abilities will trigger their Deathknell ability now, making note of their current location, attributes, and other information relevant to add the trigger as a Pending Item

      See rule 734 in Core Rules 1.2 (opens source rules in a new tab)808 in Core Rules 1.3 (opens source rules in a new tab) Deathknell for more information.

    5. 323.5. in Core Rules 1.3 (opens in a new tab)Changed

      2b3b. All Units that have non-zero Damage marked on them equalling or exceeding their Might are killed and placed in their owners' Trash.

    6. 323.6. in Core Rules 1.3 (opens in a new tab)Changed

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

    7. 323.7. in Core Rules 1.3 (opens in a new tab)Changed

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

    8. 323.8. in Core Rules 1.3 (opens in a new tab)Changed

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

      1. 323.8.a. in Core Rules 1.3 (opens in a new tab)Changed

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

    9. 322.9. in Core Rules 1.2 (opens in a new tab)Removed

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

    10. 322.12. in Core Rules 1.2 (opens in a new tab)Removed

      8. Finalize any Pending Items on the Chain

    11. 323.11. in Core Rules 1.3 (opens in a new tab)Changed

      98. 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.

    12. 323.12. in Core Rules 1.3 (opens in a new tab)Added

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

    13. 323.13. in Core Rules 1.3 (opens in a new tab)Changed

      109. 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.

    14. 323.14. in Core Rules 1.3 (opens in a new tab)Added

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

  5. 324. in Core Rules 1.3 (opens in a new tab)

    Special Cleanups are Cleanup steps invoked at specific times that have additional steps not present in a normal Cleanup.

    1. 324.1. in Core Rules 1.3 (opens in a new tab)Changed

      When a Special Cleanup is invoked, the unique steps added will be inserted and defined by the sub-section that invokes it.

      Example: When a Combat Cleanup is invoked, the Combat section defines what steps are added to the Cleanup.

      See rule 461 in Core Rules 1.3 (opens source rules in a new tab). The Resolution Step for more information.

      Example: When an End of Turn Cleanup is invoked, the End of Turn Phase subsection defines what steps are added to the Cleanup.

      See rule 317 in Core Rules 1.3 (opens source rules in a new tab). The Ending Phase for more information.

325. in Core Rules 1.3 (opens in a new tab)Chains and Showdowns

  1. 328. in Core Rules 1.3 (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.

    1. 328.2. in Core Rules 1.3 (opens in a new tab)Changed

      Abilities are queued here as part of the process of resolving.

      See rule 357 in Core Rules 1.2 (opens source rules in a new tab)360 in Core Rules 1.3 (opens source rules in a new tab). Abilities for more information.

  2. 329. in Core Rules 1.3 (opens in a new tab)

    Cards and abilities added to the chain are added as Pending Chain Items that become Finalized Chain Items.

    1. 329.2. in Core Rules 1.3 (opens in a new tab)Changed

      Chain Items are Pending until the “Check Legality” step of playing a card.

      See rule 346 in Core Rules 1.2 (opens source rules in a new tab)349 in Core Rules 1.3 (opens source rules in a new tab). Playing Cards for more information.

  3. 333. in Core Rules 1.3 (opens in a new tab)

    Whenever a card or token is played or an ability is activated or triggered, a Chain is created.

    1. 333.1. in Core Rules 1.3 (opens in a new tab)Changed

      The player that created the chain becomes the first Active Playerplayer with Priority.

    2. 332.2. in Core Rules 1.2 (opens in a new tab)Removed

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

    3. 332.3. in Core Rules 1.2 (opens in a new tab)Removed

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

  4. 334. in Core Rules 1.3 (opens in a new tab)Added

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

    1. 334.1. in Core Rules 1.3 (opens in a new tab)Added

      Tasks include, but are not limited to: Cleanups, the actions performed during the Start of Turn Process, throughout Combat in its various steps, and the actions performed during the End of Turn Process.

      See rule 318 in Core Rules 1.3 (opens source rules in a new tab). Cleanups for more information on Cleanups

      See rule 315 in Core Rules 1.3 (opens source rules in a new tab). Start of Turn for more information on the Start of Turn process

      See rule 454 in Core Rules 1.3 (opens source rules in a new tab). Combat for more information on the steps of Combat

      See rule 317 in Core Rules 1.3 (opens source rules in a new tab). Ending Phase for more information.

  5. 335. in Core Rules 1.3 (opens in a new tab)Added

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

    1. 335.1. in Core Rules 1.3 (opens in a new tab)Added

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

    2. 335.2. in Core Rules 1.3 (opens in a new tab)Added

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

      1. 335.2.a. in Core Rules 1.3 (opens in a new tab)Added

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

    3. 335.3. in Core Rules 1.3 (opens in a new tab)Added

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

  6. 336. in Core Rules 1.3 (opens in a new tab)Added

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

    1. 336.1. in Core Rules 1.3 (opens in a new tab)Added

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

    1. 337.1. in Core Rules 1.3 (opens in a new tab)

      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.

      1. 337.1.c. in Core Rules 1.3 (opens in a new tab)Changed

        Abilities Units, Gear, and 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 1.2 (opens source rules in a new tab)349 in Core Rules 1.3 (opens source rules in a new tab). Playing Cards for more information.

        1. 337.1.c.1. in Core Rules 1.3 (opens in a new tab)

          If the Chain is empty, play proceeds in an Open State.

          1. 337.1.c.1.a. in Core Rules 1.3 (opens in a new tab)Added

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

    1. 338.1. in Core Rules 1.3 (opens in a new tab)Changed

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

      1. 338.1.a. in Core Rules 1.3 (opens in a new tab)

        Play a Card that is legally timed.

        1. 338.1.a.2. in Core Rules 1.3 (opens in a new tab)Changed

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

        2. 338.1.a.5. in Core Rules 1.3 (opens in a new tab)Changed

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

        3. 338.1.a.6. in Core Rules 1.3 (opens in a new tab)Changed

          Whether a Card is legally timed is evaluated during the “Check Legality” step of Playing a Card.

          See rule 346 in Core Rules 1.2 (opens source rules in a new tab)349 in Core Rules 1.3 (opens source rules in a new tab). Playing Cards for more information.

      2. 338.1.b. in Core Rules 1.3 (opens in a new tab)Changed

        Activate Abilities of Game Objects that are legally timed.

        See rule 386 in Core Rules 1.2 (opens source rules in a new tab)398 in Core Rules 1.3 (opens source rules in a new tab). Playing or Activating Abilities for more information.

        1. 338.1.c.1. in Core Rules 1.3 (opens in a new tab)Changed

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

    1. 339.2. in Core Rules 1.3 (opens in a new tab)Changed

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

    1. 340.1. in Core Rules 1.3 (opens in a new tab)Changed

      The newest item on the Chain resolves. Execute its game effects in their entirety.

      See rule 346 in Core Rules 1.2 (opens source rules in a new tab)349 in Core Rules 1.3 (opens source rules in a new tab). Playing Cards for more information on resolving spells.

      See rule 386 in Core Rules 1.2 (opens source rules in a new tab)398 in Core Rules 1.3 (opens source rules in a new tab). Playing or Activating Abilities for more information on resolving abilities.

    2. 340.2. in Core Rules 1.3 (opens in a new tab)

      If the Chain is empty, play proceeds in an Open State.

      1. 340.2.a. in Core Rules 1.3 (opens in a new tab)Added

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

    3. 340.4. in Core Rules 1.3 (opens in a new tab)Changed

      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.

  7. 343. in Core Rules 1.3 (opens in a new tab)Changed

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

    1. 343.1. in Core Rules 1.3 (opens in a new tab)Changed

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

    2. 343.2. in Core Rules 1.3 (opens in a new tab)Changed

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

  8. 344. in Core Rules 1.3 (opens in a new tab)

    A Showdown begins when Control of a Battlefield is Contested and the turn is in a Neutral Open State.

    1. 344.1. in Core Rules 1.3 (opens in a new tab)Changed

      If Control of a Battlefield is Contested between two players, then a Showdown will be opened as the first step of Combat.

      See rule 437 in Core Rules 1.2 (opens source rules in a new tab)454 in Core Rules 1.3 (opens source rules in a new tab). Combat for more information.

  9. 342. in Core Rules 1.2 (opens in a new tab)Removed

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

    1. 342.1. in Core Rules 1.2 (opens in a new tab)Removed

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

      1. 342.1.a. in Core Rules 1.2 (opens in a new tab)Removed

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

      2. 342.1.b. in Core Rules 1.2 (opens in a new tab)Removed

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

  10. 346. in Core Rules 1.3 (opens in a new tab)Changed

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

    1. 346.1. in Core Rules 1.3 (opens in a new tab)Added

      Focus will not pass in this way if the chain opened as a result of a triggered ability being added to the chain, nor if it opened as a result of an Add ability being added to the chain.

      Example: the Initial Chain opens as a result of triggered abilities being added to the chain, so when the last item on the Initial Chain resolves and the turn returns to an Open State, Focus will not pass.
    2. 343.1. in Core Rules 1.2 (opens in a new tab)Removed

      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.

  11. 347. in Core Rules 1.3 (opens in a new tab)

    During a Showdown, the player with Focus may do one of the following:

    1. 347.1. in Core Rules 1.3 (opens in a new tab)Changed

      Play a spellcard that is legally timed.

      1. 347.1.a. in Core Rules 1.3 (opens in a new tab)Changed

        The spellcard will start a Chain as normal.

    2. 347.2. in Core Rules 1.3 (opens in a new tab)Changed

      Activate Abilities of Game Objects that are legally timed.

      See rule 357 in Core Rules 1.2 (opens source rules in a new tab)360 in Core Rules 1.3 (opens source rules in a new tab). Abilities for more information.

  12. 348. in Core Rules 1.3 (opens in a new tab)

    If all players pass Focus without playing a spell or activating an ability, then the Showdown Closes.

    1. 348.1. in Core Rules 1.3 (opens in a new tab)Changed

      If this Showdown opened asit is a result of Combat Showdown, proceed with the remaining steps of Combat to resolve the phase.

      See rule 441 in Core Rules 1.2 (opens source rules in a new tab)458 in Core Rules 1.3 (opens source rules in a new tab). The Steps of Combat for more information.

    2. 345.2. in Core Rules 1.2 (opens in a new tab)Removed

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

      1. 345.2.b. in Core Rules 1.2 (opens in a new tab)Removed

        If two players’ Units remain at the Battlefield, Control cannot be established and the Battlefield remains Contested. This results in a Staged Combat.

        See rule 437 in Core Rules 1.2 (opens source rules in a new tab). Combat for more information.

        1. 345.2.b.1. in Core Rules 1.2 (opens in a new tab)Removed

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

    3. 348.2. in Core Rules 1.3 (opens in a new tab)Added

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

      1. 348.2.a. in Core Rules 1.3 (opens in a new tab)Changed

        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 1.2 (opens source rules in a new tab)185 in Core Rules 1.3 (opens source rules in a new tab). Control for more information on Control.

        See rule 446.1 in Core Rules 1.2 (opens source rules in a new tab)464.1 in Core Rules 1.3 (opens source rules in a new tab). for more information on Conquering.

349. in Core Rules 1.3 (opens in a new tab)Playing Cards

  1. 350. in Core Rules 1.3 (opens in a new tab)

    Playing a card is the act of a player utilizing their cards.

  2. 354. in Core Rules 1.3 (opens in a new tab)

    1. Remove the card from the zone you are playing it from and put it onto the Chain.

    1. 354.2. in Core Rules 1.3 (opens in a new tab)Changed

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

    2. 354.4. in Core Rules 1.3 (opens in a new tab)Added

      If there are Tasks outstanding or currently being handled, finish those Tasks before continuing this process.

      See rule 334 in Core Rules 1.3 (opens source rules in a new tab). for more information on Tasks.

  3. 355. in Core Rules 1.3 (opens in a new tab)Changed

    2. Make necessaryrelevant choices.

    1. 355.2. in Core Rules 1.3 (opens in a new tab)

      For Units, choose a valid Location where that Unit will be placed upon being Played.

      1. 355.2.b. in Core Rules 1.3 (opens in a new tab)Changed

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

    2. 355.3. in Core Rules 1.3 (opens in a new tab)Added

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

    3. 355.4. in Core Rules 1.3 (opens in a new tab)

      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.

      1. 355.4.a. in Core Rules 1.3 (opens in a new tab)Added

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

    4. 355.5. in Core Rules 1.3 (opens in a new tab)

      If a card requires you to specifically choose one or more Game Objects, that choice is made now.

      1. 355.5.b. in Core Rules 1.3 (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 375 in Core Rules 1.2 (opens source rules in a new tab)382 in Core Rules 1.3 (opens source rules in a new tab). Triggered Abilities for more information.

    5. 355.7. in Core Rules 1.3 (opens in a new tab)Changed

      When a card Chooses one or more specific Game Objects to affect, it is Targeted unless indicated otherwise by the rules in this section.

    6. 355.10. in Core Rules 1.3 (opens in a new tab)

      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:

      1. 355.10.b. in Core Rules 1.3 (opens in a new tab)Changed

        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.

    7. 355.11. in Core Rules 1.3 (opens in a new tab)

      Some cards identify a group of Targets with Targeting Requirements that must be met by the group as a whole.

      1. 355.11.b. in Core Rules 1.3 (opens in a new tab)Changed

        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. They can’t , however, choose to affect any units that were initially chosen as targets that left the chosen battlefield before Fox-Fire resolved as long as those units are no longerall located at the chosensame battlefield.
    8. 355.12. in Core Rules 1.3 (opens in a new tab)Changed

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

      1. 355.14.g. in Core Rules 1.3 (opens in a new tab)Changed

        Valid damage is a positive integer amount, greater than or equal to 1 damage.

        See rule 417 in Core Rules 1.3 (opens source rules in a new tab). Deal for more information.

    9. 355.16. in Core Rules 1.3 (opens in a new tab)Changed

      A player may not make choices during this step that will deterministically result in illegal choices or actions later in this process unless they have no choice.

      Example: A player plays Cruel Patron, which says "As an additional cost to play me, kill a friendly unit." They control exactly one unit, which is at a battlefield. They can't choose to play Cruel Patron to that battlefield, because by the time they have finished paying costs, they will no longer control that battlefield.
      Example: A player plays a card which reads “as an additional cost to play this, kill the unit you control with the most Might. Give a friendly unit +[M] equal to the killed unit’s Might this turn. Predict 2.” They cannot choose to target their unit with the highest Might during this step of finalization.
    10. 355.17. in Core Rules 1.3 (opens in a new tab)Changed

      If a spell or ability requires one or more players to choose objects, players, or zonesmake choices that are not targets, those choices outlined in this section, they are made on resolution.

      1. 352.9.a. in Core Rules 1.2 (opens in a new tab)Removed

        Passive abilities never have targets.

      2. 352.9.b. in Core Rules 1.2 (opens in a new tab)Removed

        Replacement effects never have targets.

      3. 352.9.c. in Core Rules 1.2 (opens in a new tab)Removed

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

    1. 356.1. in Core Rules 1.3 (opens in a new tab)Added

      Apply base cost modifications in any order.

      1. 356.1.a. in Core Rules 1.3 (opens in a new tab)Added

        If an ability or instruction allows you to play a card “for [Cost]”, replace the card’s Base Costs with [Cost].

    2. 356.2. in Core Rules 1.3 (opens in a new tab)

      Apply additional costs in any order.

        1. 356.2.a.1. in Core Rules 1.3 (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 360 in Core Rules 1.2 (opens source rules in a new tab)363 in Core Rules 1.3 (opens source rules in a new tab). Passive Abilities for more information.

        2. 356.2.a.2. in Core Rules 1.3 (opens in a new tab)Changed

          The cost imposed by the Deflect keyword is a Mandatory Additional Cost.

          See rule 735 in Core Rules 1.2 (opens source rules in a new tab)809 in Core Rules 1.3 (opens source rules in a new tab). Deflect for more information.

        1. 356.2.b.1. in Core Rules 1.3 (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 352 in Core Rules 1.2 (opens source rules in a new tab)step 2. They use the phrase "as an additional cost" and the word "may."

          Example: A unit has the ability "As you play me, you may discard 1 as an additional cost. If you do, reduce my cost by [2]." While playing the unit, its controller declares their intention to pay the additional cost in rule 352 in Core Rules 1.2 (opens source rules in a new tab)step 2, applies that additional cost in rule 353.2 in Core Rules 1.2 (opens source rules in a new tab)356.2 in Core Rules 1.3 (opens source rules in a new tab), applies the discount granted by paying that cost in rule 353.4 in Core Rules 1.2 (opens source rules in a new tab)356.4 in Core Rules 1.3 (opens source rules in a new tab), and discards a card to pay that additional cost in rule 354.2 in Core Rules 1.2 (opens source rules in a new tab)357.2 in Core Rules 1.3 (opens source rules in a new tab).

          See rule 360 in Core Rules 1.2 (opens source rules in a new tab)363 in Core Rules 1.3 (opens source rules in a new tab). Passive Abilities for more information.

    3. 356.4. in Core Rules 1.3 (opens in a new tab)Changed

      Apply discounts in any order.

      1. 356.4.c. in Core Rules 1.3 (opens in a new tab)Added

        Discounts that only apply to a component of the cost will be applied when that component is added to the cost of the spell and before any other discounts.

        Example: Ezreal, Prodigy reads “optional additional costs you pay cost [1] or [A] less.” When playing a Frigid Touch and choosing to pay the additional cost in step 2, as soon as the additional cost is added to the cost of the spell, Ezreal, Prodigy’s discount is applied to it.
        1. 356.4.c.1. in Core Rules 1.3 (opens in a new tab)Added

          Discounts that apply to a given component of a spell’s cost may be applied in any order to that component.

      2. 356.4.d. in Core Rules 1.3 (opens in a new tab)Added

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

        1. 356.4.d.1. in Core Rules 1.3 (opens in a new tab)Added

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

      3. 356.4.f. in Core Rules 1.3 (opens in a new tab)

        Discounts can reduce additional costs, including to 0.

        1. 356.4.f.1. in Core Rules 1.3 (opens in a new tab)Changed

          An optional additional cost was "paid" if the player made the decision in rule 352 in Core Rules 1.2 (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 1." A player controls a card that says "Units you play cost [A] less." That player plays Clockwork Keeper and chooses to pay the optional additional cost of [C]. They will draw a card, even though the optional additional cost was reduced to 0.
    1. 357.1. in Core Rules 1.3 (opens in a new tab)

      In total, pay the combined Energy cost (if any) and Power cost (if any).

      1. 357.1.a. in Core Rules 1.3 (opens in a new tab)Changed

        During this step, the spellcard's controller can use activated abilities with the Reaction tag that Add resources to add Energy and Power to pay the spellcard's costs.

        See rule 161 in Core Rules 1.2 (opens source rules in a new tab)164 in Core Rules 1.3 (opens source rules in a new tab). Rune Pools and rule 416 in Core Rules 1.2 (opens source rules in a new tab)429 in Core Rules 1.3 (opens source rules in a new tab). Add for more information.

    2. 357.2. in Core Rules 1.3 (opens in a new tab)Changed

      In addition, pay any non-standard Cost summed in rule 353.2 in Core Rules 1.2 (opens source rules in a new tab)step 3 in any order.

      1. 357.2.a. in Core Rules 1.3 (opens in a new tab)Changed

        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 1.2 (opens source rules in a new tab)step 3, but as they pay the cost in rule 354.2 in Core Rules 1.2 (opens source rules in a new tab)step 4, Zhonya’s Hourglass replaces that unit’s death. The cost is considered paid, and the player can continue playing Cruel Patron.
    3. 357.3. in Core Rules 1.3 (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. During rule 352.2 in Core Rules 1.2 (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.
      Example: A player plays a card which reads “as an additional cost to play this, you may kill a friendly unit. Give a friendly unit +2 [M] this turn. If you paid the cost, give that unit +7 [M] this turn instead” If they chose to pay the cost, they must choose to kill a unit other than the targeted unit unless they have no choice.
    1. 358.3. in Core Rules 1.3 (opens in a new tab)Added

      Ensure that the card has the appropriate permissions to be played at this timing.

      Example: If the state is Showdown Closed and the card was the one that Closed the state, ensure that it has [Action] or [Reaction].
      Example: If the state is Closed and the card wasn’t the one that Closed the state, ensure that it has [Reaction].
  4. 359. in Core Rules 1.3 (opens in a new tab)Changed

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

      1. 359.3.b. in Core Rules 1.3 (opens in a new tab)Changed

        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 1.2 (opens source rules in a new tab)327 in Core Rules 1.3 (opens source rules in a new tab). Chains for more information.

      2. 359.3.c. in Core Rules 1.3 (opens in a new tab)Changed

        Other players have an opportunity to play Reactions before the resolution of spells.

        See rule 326 in Core Rules 1.2 (opens source rules in a new tab)327 in Core Rules 1.3 (opens source rules in a new tab). Chains for more information.

      3. 359.3.e. in Core Rules 1.3 (opens in a new tab)

        Handling illegal and impossible instructions

        1. 359.3.e.12. in Core Rules 1.3 (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 "null" and all calculations based on it are ignored.

          Examples:

          A unit that is no longer on the board is treated as having null Might, null cost, etc.
          A unit that is no longer on the board has no location, is neither exhausted nor readied, etc.
          Baited Hook says "[1][C], [E]: Kill a friendly unit. Look at the top 5 cards of your Main Deck. You may banish a unit from among them that has Might up to 1 more than the killed unit and play it, ignoring its cost. Then recycle the rest." While Baited Hook’s ability is on the chain, an opponent reacts with a spell that returns the friendly unit to its owner's hand. Because the friendly unit is no longer a legal target, it can't be killed and its Might is treated as null. Baited Hook’s controller reveals looks at the top 5 cards of their Main Deck, but can’t choose any unit from among them.
          1. 359.3.e.12.a. in Core Rules 1.3 (opens in a new tab)Added

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

        2. 359.3.e.14. in Core Rules 1.3 (opens in a new tab)Added

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

          1. 359.3.e.14.a. in Core Rules 1.3 (opens in a new tab)Added

            In order for a later linked instruction to execute, its earlier linked instruction must have executed. If the earlier linked instruction is ignored for any reason, the later linked instruction will also be ignored.

          2. 359.3.e.14.b. in Core Rules 1.3 (opens in a new tab)Added

            If the Game Action performed in an earlier linked instruction is replaced, this will not affect the later linked instruction.

        3. 359.3.e.15. in Core Rules 1.3 (opens in a new tab)Added

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

        1. 359.3.f.1. in Core Rules 1.3 (opens in a new tab)Added

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

        2. 359.3.f.2. in Core Rules 1.3 (opens in a new tab)Added

          Information referenced in an instruction in this way will be checked on execution of the instruction.

          Examples:

          A player moves Yasuo, Remorseful to an occupied enemy battlefield and initiates combat there. In reaction to the Yasuo, Remorseful attack trigger, their opponent plays Fight or Flight from hidden targeting Yasuo, moving him back to base. When the attack trigger resolves, “here” is no longer the battlefield where combat is ongoing and the attack trigger mistargets.
          In reaction to a Yasuo, Remorseful attack trigger, an opponent plays Stupefy targeting Yasuo. When Yasuo’s attack trigger resolves, it will deal damage equal to his current Might of 5.
        3. 359.3.f.3. in Core Rules 1.3 (opens in a new tab)Added

          Some information used by triggered abilities is referenced from the trigger condition of the ability. This information is checked when the trigger condition is fulfilled.

          Example: Lillia, Fae Fawn reads “when I move from a location, play a 3 [M] Sprite token with Temporary there.” If Lillia moves to a battlefield, her triggered ability will be placed on the chain and it will note the location she moved from when it does so. If she moves to a non-board zone in reaction to the triggered ability on the chain, it will not affect where the Sprite token will be played when the triggered ability resolves.
          1. 359.3.f.3.a. in Core Rules 1.3 (opens in a new tab)Added

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

            1. 359.3.f.3.a.1. in Core Rules 1.3 (opens in a new tab)Added

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

        4. 359.3.f.4. in Core Rules 1.3 (opens in a new tab)Added

          Some information used by the effect of a triggered ability is referenced from the triggered ability itself, such as “enemy” and “friendly” status. This information is checked on execution of the referencing instruction.

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

360. in Core Rules 1.3 (opens in a new tab)Abilities

  1. 364. in Core Rules 1.3 (opens in a new tab)

    Conditions, rules, constraints, or statements that affect the course of regular play.

    1. 364.1. in Core Rules 1.3 (opens in a new tab)Changed

      These abilities have a wide variety of formats to recognize.

      Example: "I get +1 [M] while you have 2 or more cards in your hand."
      Example: "Friendly Yordles at my battlefield have [Shield]."
  2. 369. in Core Rules 1.3 (opens in a new tab)

    Replacement Effects intercede during the execution of a Game Effect and alter its execution.

    1. 369.1. in Core Rules 1.3 (opens in a new tab)Changed

      A Replacement Effect can usually be identified by the presence of the term terms “would” or "instead."

      Example: Zhonya's Hourglass reads "The next time a friendly unit would die, kill this instead. RecallHeal that unit exhausted, exhaust it, and recall it." This is a replacement effect that alters the execution of any Game Effect that would kill a friendly unit.
    2. 369.2. in Core Rules 1.3 (opens in a new tab)Added

      Some Game Actions are themselves Replacement Effects.

      Example: Burning Out is a replacement effect.
      Example: Preventing Damage is a replacement effect.
  3. 370. in Core Rules 1.3 (opens in a new tab)

    A Replacement Effect can alter the typical flow of play, including other cards' executions.

    1. 370.1. in Core Rules 1.3 (opens in a new tab)Added

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

      1. 370.1.a. in Core Rules 1.3 (opens in a new tab)Added

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

    2. 370.2. in Core Rules 1.3 (opens in a new tab)Added

      A Replacement Effect can only be applied once to an event, or to any Game Actions or events that replace that event.

      Example: A player plays a spell that reads “gear you control become 1 [M] gear units this turn.” They control two copies of Zhonya’s Hourglass when the spell resolves. If one of those copies is killed, both of their Replacement Effects will be applied. Whichever is applied first, that Replacement Effect can’t be applied again. When it is applied, it kills its source, which creates an event the other can apply its Replacement Effect to. Once they’ve both applied their Replacement Effect to the original death event and the event that replaced it, they cannot go any further. At that point, whichever Zhonya’s Hourglass applied its Replacement Effect last will die.
    3. 370.3. in Core Rules 1.3 (opens in a new tab)Added

      If a Game Object has a Replacement Effect that is active in a specific zone, it is evaluated and subsequently applied if it enters that zone before an event occurs that it could replace.

      Example: A unit that reads “if a unit you control would die, you may banish me from your trash instead. If you do, heal that unit, exhaust it and recall it.” The first unit dies simultaneously with a 1 [M] Recruit token. It does not enter the trash before the Recruit dies, so it will not be able to replace its death.
  4. 371. in Core Rules 1.3 (opens in a new tab)Added

    Some Replacement Effects will begin with “once each turn.”

    1. 371.1. in Core Rules 1.3 (opens in a new tab)Added

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

    2. 371.2. in Core Rules 1.3 (opens in a new tab)Added

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

  5. 373. in Core Rules 1.3 (opens in a new tab)Added

    If more than one event occurs simultaneously that Replacement Effects could apply to, each event is treated separately and individually for the purposes of Replacement Effects, and Replacement Effects with the same controller are applied in the order of their controller’s choosing.

    Example: Two units controlled by the same player die in the same cleanup. That player also controls Zhonya’s Hourglass. They must decide which event to apply Zhonya’s Hourglass to first.
    1. 373.1. in Core Rules 1.3 (opens in a new tab)Added

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

    2. 373.2. in Core Rules 1.3 (opens in a new tab)Added

      When applying Replacement Effects to events that occur simultaneously, each Replacement Effect may only be applied in one sequence, to any number of events that are qualified to be replaced.

      Example: Soraka, Wanderer reads “If another unit you control here would die, if it has less Might than me, instead heal it, exhaust it, and recall it.” Soraka dies simultaneously with two 1 [M] Recruit tokens at the same battlefield and two 1 [M] Recruit tokens in base. Soraka has a Guardian Angel attached to her when she dies, which appends “If I would die, kill Guardian Angel instead. Heal me, exhaust me, and recall me” to Soraka’s rules text. There are several possible ways to order the Replacement Effects being applied to the various events: If Soraka’s Replacement Effect is applied first, it saves the Recruits at the same battlefield as her but not the Recruits in base. If the Replacement Effect appended by Guardian Angel then saves Soraka, she cannot apply her Replacement Effect to the Recruits in base as her Replacement Effect has already been applied to an event simultaneous with it dying. If the Replacement Effect appended by Guardian Angel is applied first, it saves Soraka and recalls her - then when Soraka’s Replacement Effect is applied, it can only save the Recruits in base.
      1. 373.2.a. in Core Rules 1.3 (opens in a new tab)Added

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

        1. 373.2.a.1. in Core Rules 1.3 (opens in a new tab)Added

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

  6. 374. in Core Rules 1.3 (opens in a new tab)Added

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

  7. 375. in Core Rules 1.3 (opens in a new tab)Added

    If an event that a Replacement Effect applies to would be modified by a Game Effect, or the results of that event would be modified by a Game Action, the Replacement Effect will inherit those modifications.

    Example: Treasure Hunter reads “When I move, play a Gold gear token exhausted.” A Replacement Effect that says “if you would play a token gear, play that token and an additional copy instead” is applied to the event of the Gold gear token being played. The additional copy will also be exhausted, as it inherits the “exhausted” modification.
    Example: Another Replacement Effect says “if you would play a token, draw 1 instead.” The modification cannot apply, so we ignore it.
    Example: A spell reads “play a ready 3 [M] Mech token. Then do this: Give it Temporary.” A Replacement Effect that says “if you would play a unit token, play that token and a 1 [M] Recruit token instead” is applied to the event of the Mech token being made. The Recruit token enters ready and is given Temporary.
  8. 377. in Core Rules 1.3 (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 346 in Core Rules 1.2 (opens source rules in a new tab)349 in Core Rules 1.3 (opens source rules in a new tab). Playing Cards for more information.

    1. 377.2. in Core Rules 1.3 (opens in a new tab)Added

      Card text will refer to activating Activated Abilities with the word “use.”

      1. 377.2.a. in Core Rules 1.3 (opens in a new tab)Added

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

      2. 377.2.b. in Core Rules 1.3 (opens in a new tab)Added

        If an Activated Ability has a condition on “using” it, that condition must be true in order to activate the ability in question.

        Example: Ultrasoft Poro reads “[E]: Play two 1 [M] Bird unit tokens with [Deflect]. Use this ability only while I'm at a battlefield.” In order to activate the ability, Ultrasoft Poro must be located at a battlefield.
    2. 377.3. in Core Rules 1.3 (opens in a new tab)

      Activated Abilities use the chain.

      1. 377.3.b. in Core Rules 1.3 (opens in a new tab)

        Proceed with executing the Chain.

        1. 377.3.b.1. in Core Rules 1.3 (opens in a new tab)Changed

          Follow the steps of “Playing or Activating Abilities” in rule 386 in Core Rules 1.2 (opens source rules in a new tab)398 in Core Rules 1.3 (opens source rules in a new tab). This ability will become a Pending Chain Item.

  9. 383. in Core Rules 1.3 (opens in a new tab)

    Triggered Abilities are repeatable effects that happen when a Condition is met.

    1. 383.3. in Core Rules 1.3 (opens in a new tab)

      When a Condition is met, a Triggered Ability behaves like an Activated Ability and is placed on the Chain.

      1. 383.3.a. in Core Rules 1.3 (opens in a new tab)Added

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

      2. 383.3.b. in Core Rules 1.3 (opens in a new tab)Added

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

        1. 383.3.b.1. in Core Rules 1.3 (opens in a new tab)Added

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

        2. 383.3.b.2. in Core Rules 1.3 (opens in a new tab)Added

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

      3. 383.3.e. in Core Rules 1.3 (opens in a new tab)Added

        If a triggered ability has a conditional statement following the Condition, that conditional statement must be true in order for the trigger to be placed on the Chain.

        Example: Sona, Harmonious reads “At the end of your turn, if I'm at a battlefield, ready up to 4 friendly runes.” Her Trigger Ability’s Condition will be fulfilled in the Ending Step, but the Triggered Ability will only be placed on the chain if she is located at a battlefield when the Condition is fulfilled.
      4. 383.3.f. in Core Rules 1.3 (opens in a new tab)Added

        Some Triggered Abilities will trigger “once each turn.”

        1. 383.3.f.1. in Core Rules 1.3 (opens in a new tab)Added

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

        2. 383.3.f.2. in Core Rules 1.3 (opens in a new tab)Added

          If they do not, it has not Triggered this turn.

    2. 383.4. in Core Rules 1.3 (opens in a new tab)

      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.

      1. 383.4.b. in Core Rules 1.3 (opens in a new tab)Added

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

        1. 383.4.b.1. in Core Rules 1.3 (opens in a new tab)Added

          These are commonly structured as “When you choose me …” or “When you choose a [Game Object] …”

        2. 383.4.b.2. in Core Rules 1.3 (opens in a new tab)Added

          These Triggered Abilities are put on the Chain as Pending Items after a spell or ability that targets an appropriate Game Object is Finalized.

        3. 383.4.b.3. in Core Rules 1.3 (opens in a new tab)Added

          Although these abilities say “choose” in their Condition, they trigger specifically when an appropriate Game Object is Targeted.

          See rule 355.6 in Core Rules 1.3 (opens source rules in a new tab). Targeting for more information on what counts as Targeting.

        4. 383.4.b.4. in Core Rules 1.3 (opens in a new tab)Added

          These Triggered Abilities can be referred to as Targeting Effects.

      2. 383.4.e. in Core Rules 1.3 (opens in a new tab)

        Attack Triggers are Triggered Abilities that trigger when a Unit gains the Attacker designation for the first time during a combat.

        1. 383.4.e.2. in Core Rules 1.3 (opens in a new tab)

          These Triggered Abilities are put on the Chain as Pending Items after the Unit these effects correspond to gains the Attacker designation during Combat.

          1. 383.4.e.2.a. in Core Rules 1.3 (opens in a new tab)Changed

            These triggers canwill only become fulfilled have their condition checked once per combat, despite a Unit being able to gain and lose the Attacker designation multiple times in the same combat.

          2. 383.4.e.2.b. in Core Rules 1.3 (opens in a new tab)Added

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

      3. 383.4.f. in Core Rules 1.3 (opens in a new tab)

        Defend Triggers are Triggered Abilities that trigger when a Unit gains the Defender designation for the first time during a combat.

        1. 383.4.f.2. in Core Rules 1.3 (opens in a new tab)

          These Triggered Abilities are put on the Chain as Pending Items after the Unit these effects correspond to gains the Defender designation during Combat.

          1. 383.4.f.2.a. in Core Rules 1.3 (opens in a new tab)Changed

            These triggers canwill only become fulfilled have their condition checked once per combat, despite a Unit being able to gain and lose the Defender designation multiple times in the same combat.

          2. 383.4.f.2.b. in Core Rules 1.3 (opens in a new tab)Added

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

  10. 388. in Core Rules 1.3 (opens in a new tab)

    Reflexive Triggers use the Chain.

    1. 388.1. in Core Rules 1.3 (opens in a new tab)Changed

      A new ability is created and added to the chain as a Pending Item.

      See rule 386 in Core Rules 1.2 (opens source rules in a new tab)398 in Core Rules 1.3 (opens source rules in a new tab). Playing or Activating Abilities for more information.

    2. 388.2. in Core Rules 1.3 (opens in a new tab)Changed

      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 1.2 (opens source rules in a new tab)398 in Core Rules 1.3 (opens source rules in a new tab). Playing or Activating Abilities for more information.

  11. 390. in Core Rules 1.3 (opens in a new tab)

    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.

    1. 390.5. in Core Rules 1.3 (opens in a new tab)Added

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

      1. 390.5.a. in Core Rules 1.3 (opens in a new tab)Added

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

      2. 390.5.b. in Core Rules 1.3 (opens in a new tab)Added

        If the Delayed Linked Ability references the source of the abilities, its window will be as long as the source is in an appropriate zone.

  12. 394. in Core Rules 1.3 (opens in a new tab)Added

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

  13. 395. in Core Rules 1.3 (opens in a new tab)Added

    In order for a set of Abilities to be Linked, they must be present in the printed Effect or Rules Text of the same Game Object, or be granted by the same source to another Game Object.

  14. 396. in Core Rules 1.3 (opens in a new tab)Added

    Linked Abilities can contain component Abilities of any type.

  15. 397. in Core Rules 1.3 (opens in a new tab)Added

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

  16. 401. in Core Rules 1.3 (opens in a new tab)

    1. Activate or trigger the Ability

    1. 401.1. in Core Rules 1.3 (opens in a new tab)Changed

      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 1.2 (opens source rules in a new tab)349 in Core Rules 1.3 (opens source rules in a new tab). Playing Cards for more information.

    1. 402.1. in Core Rules 1.3 (opens in a new tab)Changed

      Make all choices required for this ability, such as targets, optionsmodes, or other relevant decisions.

      See rule 346 in Core Rules 1.2 (opens source rules in a new tab)349 in Core Rules 1.3 (opens source rules in a new tab). Playing Cards for more information

    1. 403.1. in Core Rules 1.3 (opens in a new tab)

      Determine the base cost of the Ability.

      1. 403.1.b. in Core Rules 1.3 (opens in a new tab)

        Triggered Abilities will typically not have a base cost associated with them when placed on the chain due to their conditions.

        1. 403.1.b.1. in Core Rules 1.3 (opens in a new tab)Added

          If a Triggered Ability has a cost within instructions (e.g. “[do X] to [do Y]”), the cost is taken as the base cost.

          See rule 742.1 in Core Rules 1.3 (opens source rules in a new tab). for more information on costs within instructions.

    2. 403.2. in Core Rules 1.3 (opens in a new tab)Changed

      Apply cost increases and decreases as a result of choices made in the prior step.

      See rule 346 in Core Rules 1.2 (opens source rules in a new tab)349 in Core Rules 1.3 (opens source rules in a new tab). Playing Cards for more information.

    3. 403.3. in Core Rules 1.3 (opens in a new tab)Changed

      Apply any other cost increases or decreases as necessary.

      See rule 346 in Core Rules 1.2 (opens source rules in a new tab)349 in Core Rules 1.3 (opens source rules in a new tab). Playing Cards for more information.

    1. 405.2. in Core Rules 1.3 (opens in a new tab)Changed

      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 1.2 (opens source rules in a new tab)349 in Core Rules 1.3 (opens source rules in a new tab). Playing Cards for more information.

    1. 406.4. in Core Rules 1.3 (opens in a new tab)Changed

      Other players have an opportunity to play Reactions before the resolution of spells.

      See rule 326 in Core Rules 1.2 (opens source rules in a new tab)327 in Core Rules 1.3 (opens source rules in a new tab). Chains for more information.

407. in Core Rules 1.3 (opens in a new tab)Game Actions

    1. 411.1. in Core Rules 1.3 (opens in a new tab)Added

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

    2. 411.2. in Core Rules 1.3 (opens in a new tab)Added

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

    3. 411.3. in Core Rules 1.3 (opens in a new tab)Added

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

    4. 411.4. in Core Rules 1.3 (opens in a new tab)Added

      If an ability triggers when “you” do something, it triggers when a Game Action that you are responsible for occurs.

      Example: A gear reads “When you move an enemy unit, you may exhaust this to [Stun] it.” It will trigger whenever a move game action that you are responsible for causes an enemy unit to move. If an opponent plays a spell that reads “choose a Battlefield. Each player may move a unit they don’t control to that battlefield,” and a player that controls the gear chooses to move an enemy unit, their gear will trigger.
    5. 411.5. in Core Rules 1.3 (opens in a new tab)Added

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

      1. 411.5.a. in Core Rules 1.3 (opens in a new tab)Added

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

    1. 413.1. in Core Rules 1.3 (opens in a new tab)Changed

      Drawing a card takes a single card from the top of the Main Decka zone and addsadding it to the player's Hand.

      1. 413.1.a. in Core Rules 1.3 (opens in a new tab)Added

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

    2. 413.4. in Core Rules 1.3 (opens in a new tab)

      If a player attempts to draw more cards than are available in their Main Deck, they do the following:

    1. 414.1. in Core Rules 1.3 (opens in a new tab)Changed

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

    2. 414.2. in Core Rules 1.3 (opens in a new tab)Changed

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

    1. 415.1. in Core Rules 1.3 (opens in a new tab)Changed

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

    2. 415.2. in Core Rules 1.3 (opens in a new tab)Changed

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

      1. 415.3.b. in Core Rules 1.3 (opens in a new tab)Changed

        The playerPlayers may also Ready their Game Objects on the board when effects or spells instruct them to do so.

    1. 417.1. in Core Rules 1.3 (opens in a new tab)

      Spells, Units, Abilities, and other game effects may Deal Damage to units.

      1. 417.1.a. in Core Rules 1.3 (opens in a new tab)Changed

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

      2. 417.1.e. in Core Rules 1.3 (opens in a new tab)Added

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

        1. 417.1.e.1. in Core Rules 1.3 (opens in a new tab)Added

          Only Valid Damage is Dealt.

          Example: A unit has “when I take damage, give me +2 [M] this turn.” A spell is played that Prevents the next 3 damage the unit would take. If a player plays Hextech Ray targeting the unit, it will take no damage and its triggered ability will not trigger. If that player had played Void Seeker instead, it would be Dealt 1 and trigger its ability.
          Example: A unit is present at Void Gate. A spell is played that Prevents the next 3 damage the unit would take. If a player plays Hextech Ray targeting the unit, it will take no damage - in order to apply the Bonus Damage from Void Gate, the Deal game action would have to occur, and Hextech Ray did not Deal any damage.
    2. 417.3. in Core Rules 1.3 (opens in a new tab)

      Dealing Damage is a Limited Action.

      1. 417.3.a. in Core Rules 1.3 (opens in a new tab)Changed

        Assigning Damage causes Damage to be dealt outside of being directed to Deal Damage.

        See rule 437 in Core Rules 1.2 (opens source rules in a new tab)454 in Core Rules 1.3 (opens source rules in a new tab). Combat for more information.

    1. 419.1. in Core Rules 1.3 (opens in a new tab)Added

      A player Plays cards by placing them on the chain and queuing them to be finalized.

      See rule 349 in Core Rules 1.3 (opens source rules in a new tab). Playing Cards for more information on playing cards.

      See rule 337 in Core Rules 1.3 (opens source rules in a new tab). Finalize for more information on finalizing cards.

      1. 419.1.a. in Core Rules 1.3 (opens in a new tab)Added

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

    2. 406.1. in Core Rules 1.2 (opens in a new tab)Removed

      A player Plays cards by paying costs associated with that card.

      See rule 346 in Core Rules 1.2 (opens source rules in a new tab). Playing Cards for more information.

    3. 419.2. in Core Rules 1.3 (opens in a new tab)

      This is a Discretionary Action.

      1. 419.2.a. in Core Rules 1.3 (opens in a new tab)Changed

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

    4. 419.4. in Core Rules 1.3 (opens in a new tab)

      Some Abilities trigger when cards are played or otherwise check whether cards have been played.

      1. 419.4.b. in Core Rules 1.3 (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 412 in Core Rules 1.2 (opens source rules in a new tab)425 in Core Rules 1.3 (opens source rules in a new tab). Counter for more information.

    1. 420.1. in Core Rules 1.3 (opens in a new tab)Changed

      Moving is the act of a Game Object moving between two Locations on The Board.

      See rule 440 in Core Rules 1.3 (opens source rules in a new tab). Movement for more information on movement.

      1. 420.2.b. in Core Rules 1.3 (opens in a new tab)Changed

        The Standard Move inherent to Units may also cause Movement.

        See rule 142 in Core Rules 1.2 (opens source rules in a new tab)144 in Core Rules 1.3 (opens source rules in a new tab). for more information on the Standard Move.

    1. 421.2. in Core Rules 1.3 (opens in a new tab)

      Hiding is a Discretionary Action.

      1. 421.2.a. in Core Rules 1.3 (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 737 in Core Rules 1.2 (opens source rules in a new tab)811 in Core Rules 1.3 (opens source rules in a new tab). Hidden for more information.

    2. 421.4. in Core Rules 1.3 (opens in a new tab)Changed

      If a facedown card would be put into a zone whose Privacy is Private or Secret,change zones or if the game ends, its owner reveals it to all players.

      See rule 127 in Core Rules 1.2 (opens source rules in a new tab)128 in Core Rules 1.3 (opens source rules in a new tab). Privacy for more information.

    1. 422.4. in Core Rules 1.3 (opens in a new tab)Changed

      When Discarding is part of an effect, then a player must Discard as many cards as possible from their hand. If instructed to discard more cards than they have in their hand, further discard instructions are ignored.

      Example: Undercover Agent has the ability "[Deathknell] —[>] Discard 2, then draw 2. (When I die, get the effect.)" If Undercover Agent's controller has 2 or more cards in hand, they must discard 2. If they have 1 card in hand, they discard 1, and the rest of the discard instruction is ignored. If they have no cards in hand, the entire discard instruction is ignored. Regardless of how many cards they discard, they then draw 2.
    1. 423.1. in Core Rules 1.3 (opens in a new tab)

      Stunning is the act of selecting one or more Units on the Board and rendering them Stunned.

      1. 423.1.b. in Core Rules 1.3 (opens in a new tab)Changed

        A Stunned Unit does not contribute its might to damage in the combat damage step.

        See rule 460 in Core Rules 1.3 (opens source rules in a new tab). The Combat Damage Step for more information.

    1. 425.1. in Core Rules 1.3 (opens in a new tab)Changed

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

      1. 425.1.a. in Core Rules 1.3 (opens in a new tab)Changed

        A card or ability that is Countered does nothing and is then placed incleared from the Trashchain.

      2. 425.1.c. in Core Rules 1.3 (opens in a new tab)Changed

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

    2. 425.2. in Core Rules 1.3 (opens in a new tab)

      Countering is a Limited Action.

      1. 425.2.a. in Core Rules 1.3 (opens in a new tab)Changed

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

    1. 427.3. in Core Rules 1.3 (opens in a new tab)

      Cards and effects can refer to cards that were banished by the same object.

      1. 427.3.a. in Core Rules 1.3 (opens in a new tab)Changed

        Separate instances of an object or effect banishing cards do not reference other banished cards by objects of the same name or effects originating from cards of the same name.

        Example: A spell reads "Banish the top card of your Main Deck. When you conquer this turn, draw it." This card effect allows you to draw the banished card from banishment if a condition is met. If more than one of these effects is played, each one triggers separately. Each card will be drawn separately. If the turn player passes the turn without playing the card, the card remains in banishment indefinitely. If the same player plays another copy of the same spell, banishes another card, and satisfies its condition, they could play the new banished card, but not the original banished card.

        See rule 393 in Core Rules 1.3 (opens source rules in a new tab). Linked Abilities for more information.

    1. 428.5. in Core Rules 1.3 (opens in a new tab)

      Killing can be attributed to one or more Game Objects.

      1. 428.5.c. in Core Rules 1.3 (opens in a new tab)Changed

        When one or more Units is killed due to a Cleanup, that kill action is attributed to the spell or ability that resolved immediately prior to that Cleanup that applieddealt damage to the Unit or Units . The player responsible for the deal action is responsible for that Killthe kill action.

      2. 428.5.d. in Core Rules 1.3 (opens in a new tab)Changed

        Abilities originating from Game Objects that are responsible forattributed Kill Actions are responsibleattributed in addition to the Game Object that created them.

        Example: Falling StarThere 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 Starthe spell 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 Starthe spell and its ability are considered sources of the damage, and so both Falling Starthe spell and its ability are responsiblereceive attribution for killing the unit. This means that Falling Starthe spell’s controller killed a unit with a spell, so Immortal Phoenix’s ability will trigger.
      3. 428.5.e. in Core Rules 1.3 (opens in a new tab)Added

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

    1. 429.2. in Core Rules 1.3 (opens in a new tab)

      Spells, triggered abilities, and activated abilities that Add resources finalize immediately.

      1. 429.2.a. in Core Rules 1.3 (opens in a new tab)Changed

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

    2. 429.3. in Core Rules 1.3 (opens in a new tab)Changed

      Activated abilities that Add resources and have the Reaction tag can be activated during the playing or resolution of other spells and abilities, any time that those spells or abilities require that resources be paid.

      Example: A player can add Energy and Power through any means before initiating the process of playing a spell. After initiating that process, in the Pay Costs step, they may activate Add Reactions to add Energy or Power to pay costs.
      1. 429.3.a. in Core Rules 1.3 (opens in a new tab)Added

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

    1. 431.3. in Core Rules 1.3 (opens in a new tab)

      A player's Main Deck may remain empty as they Burn Out, usually because their trash is also empty. When they attempt to perform the original action again, it will cause another Burn Out.

      1. 431.3.b. in Core Rules 1.3 (opens in a new tab)Added

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

    1. 434.1. in Core Rules 1.3 (opens in a new tab)Changed

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

      See rule 716 in Core Rules 1.3 (opens source rules in a new tab). Attachment for more information.

      1. 434.1.e. in Core Rules 1.3 (opens in a new tab)Changed

        Attaching one or more cards will cause those cards’ Rules Text to become Inactive for as long as they remain Attached.

        See rule 716 in Core Rules 1.3 (opens source rules in a new tab). Attachment for more information.

      2. 434.1.f. in Core Rules 1.3 (opens in a new tab)Changed

        Attaching a card to a new Top-Most Card will cause it to Detach from anythe card to which it is currently Attached.

      3. 434.1.g. in Core Rules 1.3 (opens in a new tab)Added

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

      4. 434.1.h. in Core Rules 1.3 (opens in a new tab)Added

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

    1. 436.1. in Core Rules 1.3 (opens in a new tab)Added

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

      1. 436.1.a. in Core Rules 1.3 (opens in a new tab)Added

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

      2. 436.1.b. in Core Rules 1.3 (opens in a new tab)Added

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

    2. 436.2. in Core Rules 1.3 (opens in a new tab)Added

      Predicting is a Limited Action.

      1. 436.2.a. in Core Rules 1.3 (opens in a new tab)Added

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

    3. 436.3. in Core Rules 1.3 (opens in a new tab)Added

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

      1. 436.3.a. in Core Rules 1.3 (opens in a new tab)Added

        If omitted, X is presumed to be 1.

    4. 436.4. in Core Rules 1.3 (opens in a new tab)Added

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

      1. 436.4.a. in Core Rules 1.3 (opens in a new tab)Added

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

    1. 437.1. in Core Rules 1.3 (opens in a new tab)Added

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

      1. 437.1.a. in Core Rules 1.3 (opens in a new tab)Added

        Prevent is an action that interacts with Damage.

      2. 437.1.b. in Core Rules 1.3 (opens in a new tab)Added

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

        1. 437.1.b.1. in Core Rules 1.3 (opens in a new tab)Added

          Prevent actions are usually formatted as “Prevent the next X [source] damage that would be dealt to a [unit] this turn.”

          1. 437.1.b.1.a. in Core Rules 1.3 (opens in a new tab)Added

            The X is referred to as the Prevent Value.

          2. 437.1.b.1.b. in Core Rules 1.3 (opens in a new tab)Added

            X can be “All,” which specifies an infinite amount of damage.

        2. 437.1.b.2. in Core Rules 1.3 (opens in a new tab)Added

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

    2. 437.2. in Core Rules 1.3 (opens in a new tab)Added

      When damage is Prevented, it is replaced with an event where it deals that much damage reduced by the Prevent Value tracked on the Unit specifically.

      1. 437.2.a. in Core Rules 1.3 (opens in a new tab)Added

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

    3. 437.3. in Core Rules 1.3 (opens in a new tab)Added

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

      1. 437.3.a. in Core Rules 1.3 (opens in a new tab)Added

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

      2. 437.3.b. in Core Rules 1.3 (opens in a new tab)Added

        The reduced value is the newly tracked Prevent Value.

      3. 437.3.c. in Core Rules 1.3 (opens in a new tab)Added

        If the Prevent Value is “All” then it remains “All.”

    4. 437.4. in Core Rules 1.3 (opens in a new tab)Added

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

    5. 437.5. in Core Rules 1.3 (opens in a new tab)Added

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

      1. 437.5.a. in Core Rules 1.3 (opens in a new tab)Added

        Damage can be assigned to a Unit up to a value that would be Lethal considering the Prevent Value of all Prevent Actions on a Unit.

        Example: A unit with 2 [M] is being assigned damage in the combat damage step. The unit has “prevent the first 3 damage I would take each combat.” The unit would need to be assigned 5 damage in order to have lethal damage assigned to it.
      2. 437.5.b. in Core Rules 1.3 (opens in a new tab)Added

        No amount of damage is ever considered lethal if the Prevent Value is “All.”

    6. 437.6. in Core Rules 1.3 (opens in a new tab)Added

      Prevent is a Limited Action.

      1. 437.6.a. in Core Rules 1.3 (opens in a new tab)Added

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

    7. 437.7. in Core Rules 1.3 (opens in a new tab)Added

      Prevent is a Delayed Replacement Effect.

      See rule 367 in Core Rules 1.3 (opens source rules in a new tab). Replacement Effects for more information.

      See rule 389 in Core Rules 1.3 (opens source rules in a new tab). Delayed Abilities for more information.

    1. 438.1. in Core Rules 1.3 (opens in a new tab)Added

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

    2. 438.2. in Core Rules 1.3 (opens in a new tab)Added

      Replacing is a Limited Action.

      1. 438.2.a. in Core Rules 1.3 (opens in a new tab)Added

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

    3. 438.3. in Core Rules 1.3 (opens in a new tab)Added

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

      1. 438.3.a. in Core Rules 1.3 (opens in a new tab)Added

        The [X] is the target to be Replaced.

      2. 438.3.b. in Core Rules 1.3 (opens in a new tab)Added

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

        1. 438.3.b.1. in Core Rules 1.3 (opens in a new tab)Added

          This will always specify a Token to create.

    4. 438.4. in Core Rules 1.3 (opens in a new tab)Added

      Replacing is not a subset of Banishing.

    5. 438.5. in Core Rules 1.3 (opens in a new tab)Added

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

      1. 438.5.a. in Core Rules 1.3 (opens in a new tab)Added

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

    6. 438.6. in Core Rules 1.3 (opens in a new tab)Added

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

      1. 438.6.a. in Core Rules 1.3 (opens in a new tab)Added

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

    7. 438.7. in Core Rules 1.3 (opens in a new tab)Added

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

      1. 438.7.a. in Core Rules 1.3 (opens in a new tab)Added

        “Swapping Back” is an extension of the Replace action.

      2. 438.7.b. in Core Rules 1.3 (opens in a new tab)Added

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

      3. 438.7.c. in Core Rules 1.3 (opens in a new tab)Added

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

    1. 439.1. in Core Rules 1.3 (opens in a new tab)Added

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

    2. 439.2. in Core Rules 1.3 (opens in a new tab)Added

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

      1. 439.2.a. in Core Rules 1.3 (opens in a new tab)Added

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

      2. 439.2.b. in Core Rules 1.3 (opens in a new tab)Added

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

        1. 439.2.b.1. in Core Rules 1.3 (opens in a new tab)Added

          Spells will be Created to the Chain.

        2. 439.2.b.2. in Core Rules 1.3 (opens in a new tab)Added

          Runes will be Created to base.

        3. 439.2.b.3. in Core Rules 1.3 (opens in a new tab)Added

          Legends will be Created to the Legend Zone.

        4. 439.2.b.4. in Core Rules 1.3 (opens in a new tab)Added

          Battlefields will be Created to the Battlefield Zone.

    3. 439.3. in Core Rules 1.3 (opens in a new tab)Added

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

      1. 439.3.a. in Core Rules 1.3 (opens in a new tab)Added

        If the Game Object is a token, it will follow the normal rules for tokens.

        See rule 176 in Core Rules 1.3 (opens source rules in a new tab). Tokens for more information.

    4. 439.4. in Core Rules 1.3 (opens in a new tab)Added

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

      1. 439.4.a. in Core Rules 1.3 (opens in a new tab)Added

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

      2. 439.4.b. in Core Rules 1.3 (opens in a new tab)Added

        A Created battlefield is uncontrolled as it is created.

    5. 439.5. in Core Rules 1.3 (opens in a new tab)Added

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

    6. 439.6. in Core Rules 1.3 (opens in a new tab)Added

      Creating is a Limited Action.

      1. 439.6.a. in Core Rules 1.3 (opens in a new tab)Added

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

440. in Core Rules 1.3 (opens in a new tab)Movement

    1. 441.1. in Core Rules 1.3 (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 407 in Core Rules 1.2 (opens source rules in a new tab)420 in Core Rules 1.3 (opens source rules in a new tab). Move for more information.

  1. 442. in Core Rules 1.3 (opens in a new tab)

    Moving is defined by the Origin and Destination of the Permanent that is changing locations.

    1. 442.2. in Core Rules 1.3 (opens in a new tab)

      The Destination is where the Permanent is going to.

      1. 442.2.a. in Core Rules 1.3 (opens in a new tab)Changed

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

      2. 442.2.b. in Core Rules 1.3 (opens in a new tab)Added

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

      3. 442.2.c. in Core Rules 1.3 (opens in a new tab)Changed

        If an action would require a Move that would cause a Unit to become present in a Location 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 is Staged, it instead Recalls.

        See rule 432 in Core Rules 1.2 (opens source rules in a new tab)449 in Core Rules 1.3 (opens source rules in a new tab). Recalls for more information.

  2. 443. in Core Rules 1.3 (opens in a new tab)Changed

    Players may choose to move their Units with the Standard Move.

    See rule 142 in Core Rules 1.2 (opens source rules in a new tab)144 in Core Rules 1.3 (opens source rules in a new tab). for more information on the Standard Move.

  3. 447. in Core Rules 1.3 (opens in a new tab)

    Units may cause Combat when they Move.

    1. 447.1. in Core Rules 1.3 (opens in a new tab)Added

      A Combat is opened when a Move causes a Battlefield to become Contested and Units controlled by opposing players, or when a Move causes Units controlled by opposing players to become present in the same Battlefield where a Showdown is ongoing.

      See rule 454 in Core Rules 1.3 (opens source rules in a new tab). Combat for more information.

    2. 430.1. in Core Rules 1.2 (opens in a new tab)Removed

      A Combat is triggered when a Move causes a Battlefield to become Contested and Units controlled by opposing players.

      See rule 437 in Core Rules 1.2 (opens source rules in a new tab). Combat for more information.

454. in Core Rules 1.3 (opens in a new tab)Combat

  1. 455. in Core Rules 1.3 (opens in a new tab)Changed

    A Combat occurs when a Cleanup occurs, there are no items on the Chain, and there is a staged Combat at a Battlefield has Units controlled by two opposing players, and no Showdown or Combat is ongoing at any other Battlefield.

    See rule 318 in Core Rules 1.3 (opens source rules in a new tab). Cleanups for more information.

    1. 455.1. in Core Rules 1.3 (opens in a new tab)Added

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

  2. 456. in Core Rules 1.3 (opens in a new tab)

    Combat is considered Staged if there are units controlled by two opposing players at a Battlefield but the Steps of Combat have not been initiated.

    1. 456.3. in Core Rules 1.3 (opens in a new tab)Added

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

  3. 457. in Core Rules 1.3 (opens in a new tab)

    Combat can only occur between Units controlled by exactly two players.

    1. 457.1. in Core Rules 1.3 (opens in a new tab)Changed

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

      See rule 425.2.a in Core Rules 1.2 (opens source rules in a new tab)442.2.a in Core Rules 1.3 (opens source rules in a new tab). for more information on Invalid Destinations.

    2. 457.2. in Core Rules 1.3 (opens in a new tab)

      In Modes of Play with more than two players, Battlefields with Staged Combats or Combats in Progress are Invalid to be chosen as a location to play one or more Units by a player not involved in that Combat by any means,

      1. 457.2.b. in Core Rules 1.3 (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 352.5 in Core Rules 1.2 (opens source rules in a new tab)355.6 in Core Rules 1.3 (opens source rules in a new tab). Targeting for more information on Mistargeting.

458. in Core Rules 1.3 (opens in a new tab)The Steps of Combat

  1. 459. in Core Rules 1.3 (opens in a new tab)Changed

    Step 1: The Combat Showdown Step

    1. 459.1. in Core Rules 1.3 (opens in a new tab)Added

      Combat will open in one of two ways: when a Combat and Showdown are staged at the same Battlefield and the turn player initiates the Showdown; or when the turn is in a Showdown Open State and a Combat is staged at the Battlefield where the current Showdown is ongoing.

      See rule 318 in Core Rules 1.3 (opens source rules in a new tab). Cleanups for more information.

    2. 459.2. in Core Rules 1.3 (opens in a new tab)Changed

      A Showdown opens at this time.

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

      1. 459.2.a. in Core Rules 1.3 (opens in a new tab)Added

        The following Tasks become Outstanding, in the order described:

      2. 459.2.b. in Core Rules 1.3 (opens in a new tab)Changed

        1. Establish who is Attacker and who is Defender.

        1. 459.2.b.1. in Core Rules 1.3 (opens in a new tab)

          The Attacker is the player whose unit(s) applied the Contested status to the Battlefield. They gain the Attacker designation now.

          1. 459.2.b.1.a. in Core Rules 1.3 (opens in a new tab)Changed

            This player gains Focus as this Showdownthe showdown begins.

      3. 459.2.c. in Core Rules 1.3 (opens in a new tab)Added

        2. The Attacker gains Focus.

      4. 459.2.d. in Core Rules 1.3 (opens in a new tab)Changed

        Finalize 3. Add items onto the InitialCombat Chain if establishing Attacker and Defender has caused Triggered Abilities to become Pending.

      5. 459.2.e. in Core Rules 1.3 (opens in a new tab)Changed

        The State Closes if an Initiala Combat Chain was created.

        1. 459.2.e.1. in Core Rules 1.3 (opens in a new tab)Changed

          Otherwise the Combat Showdown continues, with the State Open as normal.

      6. 459.2.g. in Core Rules 1.3 (opens in a new tab)Changed

        Focus does not pass upon closure of the InitialCombat Chain, if any.

  2. 460. in Core Rules 1.3 (opens in a new tab)

    Step 2: The Combat Damage Step

    1. 460.1. in Core Rules 1.3 (opens in a new tab)Added

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

    2. 460.2. in Core Rules 1.3 (opens in a new tab)Changed

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

      1. 443.1.a. in Core Rules 1.2 (opens in a new tab)Removed

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

        1. 443.1.a.1. in Core Rules 1.2 (opens in a new tab)Removed

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

    3. 460.3. in Core Rules 1.3 (opens in a new tab)Added

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

      1. 461.1.a. in Core Rules 1.3 (opens in a new tab)

        Invoke a Combat Special Cleanup.

        1. 461.1.a.1. in Core Rules 1.3 (opens in a new tab)Changed

          Insert “2c3c. Heal all Units.”

        2. 461.1.a.2. in Core Rules 1.3 (opens in a new tab)Changed

          Insert “2d3d. Recall Attackers present at the Battlefield if Defenders are still present.”

          See rule 432 in Core Rules 1.2 (opens source rules in a new tab)449 in Core Rules 1.3 (opens source rules in a new tab). Recalls for more information.

        3. 444.1.a.3. in Core Rules 1.2 (opens in a new tab)Removed

          Insert “2e. Remove Attacker and Defender Designation from all Units and Players.”

    1. 461.2. in Core Rules 1.3 (opens in a new tab)Added

      The following Task becomes Outstanding:

    2. 461.3. in Core Rules 1.3 (opens in a new tab)Added

      1. Determine Combat Result

      1. 461.3.a. in Core Rules 1.3 (opens in a new tab)Added

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

      2. 461.3.b. in Core Rules 1.3 (opens in a new tab)Added

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

      3. 461.3.c. in Core Rules 1.3 (opens in a new tab)Added

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

      4. 461.3.d. in Core Rules 1.3 (opens in a new tab)Added

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

        1. 461.3.d.1. in Core Rules 1.3 (opens in a new tab)Added

          If “No Result” was reached, and both players have units remaining, stage a Combat at this battlefield.

    3. 461.4. in Core Rules 1.3 (opens in a new tab)Added

      The following Task becomes Outstanding:

    4. 461.5. in Core Rules 1.3 (opens in a new tab)Changed

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

      1. 461.5.c. in Core Rules 1.3 (opens in a new tab)Added

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

      2. 461.5.d. in Core Rules 1.3 (opens in a new tab)Changed

        This Establishing Control results in a Conquer if that player has not yet scored thatthis Battlefield this turn.

        See rule 182 in Core Rules 1.2 (opens source rules in a new tab)185 in Core Rules 1.3 (opens source rules in a new tab). Control for more information on Control.

        See rule 446.1 in Core Rules 1.2 (opens source rules in a new tab)464.1 in Core Rules 1.3 (opens source rules in a new tab). for more information on Conquering.

    5. 461.6. in Core Rules 1.3 (opens in a new tab)Added

      The following Task becomes Outstanding:

      1. 461.7.a. in Core Rules 1.3 (opens in a new tab)Added

        Remove Attacker and Defender Designation from all Units and Players.

      2. 461.7.b. in Core Rules 1.3 (opens in a new tab)Added

        All “this combat” effects expire simultaneously.

462. in Core Rules 1.3 (opens in a new tab)Scoring

  1. 463. in Core Rules 1.3 (opens in a new tab)Added

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

    1. 463.1. in Core Rules 1.3 (opens in a new tab)Added

      Every instance of Scoring is also an instance of Gaining points

  2. 466. in Core Rules 1.3 (opens in a new tab)

    When a player Scores, two things occur:

    1. 466.1. in Core Rules 1.3 (opens in a new tab)Changed

      The player earnsGains up to one Point, depending on their current score.

      1. 466.1.a. in Core Rules 1.3 (opens in a new tab)Changed

        The FinalWinning Point has additional restrictions.

        1. 466.1.a.1. in Core Rules 1.3 (opens in a new tab)Changed

          Notably, points earnedGained from sources that are not Conquer or Hold are not beholden to these restrictions.

      2. 466.1.b. in Core Rules 1.3 (opens in a new tab)Changed

        When a player tries to earnGain a Point through a Score, and their current Point Total is 1 point from the Victory Score of the Mode of Play or higher, the following occurs:

        1. 466.1.b.1. in Core Rules 1.3 (opens in a new tab)Changed

          If the player has Scored through Hold, that player scoresGains the FinalWinning Point.

        2. 466.1.b.2. in Core Rules 1.3 (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 scoresGains the FinalWinning Point. If the player has Scored through a Conquer and has not Scored every Battlefield this turn, that player draws a card.

  3. 467. in Core Rules 1.3 (opens in a new tab)Changed

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

468. in Core Rules 1.3 (opens in a new tab)Layers

  1. 471. in Core Rules 1.3 (opens in a new tab)

    The layers are applied repeatedly until all effects operating on objects have been applied once and no changes have been processed.

    1. 471.3. in Core Rules 1.3 (opens in a new tab)Changed

      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..
  2. 472. in Core Rules 1.3 (opens in a new tab)

    Layers are applied in the following order:

      1. 472.1.b. in Core Rules 1.3 (opens in a new tab)Added

        Copy effects are applied in this layer.

        1. 472.1.b.1. in Core Rules 1.3 (opens in a new tab)Added

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

        2. 472.1.b.2. in Core Rules 1.3 (opens in a new tab)Added

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

        3. 472.1.b.3. in Core Rules 1.3 (opens in a new tab)Added

          Copy effects will copy the copyable traits of a Game Object: by default, those are the printed traits of the Game Object. When a Game Object becomes a copy of something, its copyable traits are updated to the new traits it has received.

          Example: A player triggers Leblanc, Deceiver’s hold effect and plays a Reflection token, making it a copy of Honest Broker. That player then plays Mirror Image, targeting the Reflection token. When the Mirror Image Reflection token is played, it copies all of the copyable traits of the original Reflection token - which are currently those of Honest Broker which it is a copy of. That player will have three units named Honest Broker in play, two of which are token Copies with Temporary.
      2. 454.1.b. in Core Rules 1.2 (opens in a new tab)Removed

        One Game Object becoming a copy of another.

        1. 454.1.b.1. in Core Rules 1.2 (opens in a new tab)Removed

          All Traits, including the Rules Text, replace or are added to those of the original Game Object as specified by the Game Effect directing the Copy. This is applied in this layer.

      1. 472.3.b. in Core Rules 1.3 (opens in a new tab)Changed

        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 ofthis turn” choosing a unit with 2 [M], then the effect will generate -1 [M] until end ofthis turn.
  3. 473. in Core Rules 1.3 (opens in a new tab)

    If more than one effect applies to the same Game Object in the Same Layer, or to each other in the same layer, then both effects will apply but their order may be determined by Dependency.

    1. 473.1. in Core Rules 1.3 (opens in a new tab)

      A Dependency is established if:

      1. 473.1.c. in Core Rules 1.3 (opens in a new tab)Changed

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

476. in Core Rules 1.3 (opens in a new tab)Modes of Play

    1. 480.5. in Core Rules 1.3 (opens in a new tab)Changed

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

    1. 481.5. in Core Rules 1.3 (opens in a new tab)Changed

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

    2. 481.6. in Core Rules 1.3 (opens in a new tab)Changed

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

    1. 482.5. in Core Rules 1.3 (opens in a new tab)Changed

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

    1. 483.5. in Core Rules 1.3 (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 simultaneously between the players before play and will be used for this game.

      1. 484.4.a. in Core Rules 1.3 (opens in a new tab)Changed

        Each player provides one (1) Battlefieldthree (3) Battlefields, included in their deck during deck building.

      1. 484.5.a. in Core Rules 1.3 (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 simultaneously between the players before play and will be used for this game.

      1. 484.8.a. in Core Rules 1.3 (opens in a new tab)Added

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

      2. 466.8.a. in Core Rules 1.2 (opens in a new tab)Removed

        Players may play spells during their Teammate's Turn.

      3. 484.8.e. in Core Rules 1.3 (opens in a new tab)Added

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

        1. 484.8.e.1. in Core Rules 1.3 (opens in a new tab)Added

          Revealing Cards is still a game action and cannot be done unless instructed.

          See rule 424 in Core Rules 1.3 (opens source rules in a new tab). Reveal for more information.

      4. 466.8.e. in Core Rules 1.2 (opens in a new tab)Removed

        Hands are still Private Information.

        1. 466.8.e.1. in Core Rules 1.2 (opens in a new tab)Removed

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

          1. 466.8.e.1.a. in Core Rules 1.2 (opens in a new tab)Removed

            Feel free to openly communicate, honestly or cryptically.

          2. 466.8.e.1.b. in Core Rules 1.2 (opens in a new tab)Removed

            Revealing Cards is still a game action and cannot be done unless instructed.

            See rule 411 in Core Rules 1.2 (opens source rules in a new tab). Reveal for more information.

649. in Core Rules 1.3 (opens in a new tab)Conceding

  1. 652. in Core Rules 1.3 (opens in a new tab)

    If the game continues, follow these steps for Removal of a Player.

    1. 652.1. in Core Rules 1.3 (opens in a new tab)Changed

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

    2. 652.2. in Core Rules 1.3 (opens in a new tab)

      Remove the Battlefield they contributed to the game if it is in use.

      1. 652.2.a. in Core Rules 1.3 (opens in a new tab)Changed

        If it was in use, replaceReplace it with a token battlefield with no abilities.

      2. 652.2.b. in Core Rules 1.3 (opens in a new tab)Changed

        Any units or hidden cards there do not move and are otherwise unaffected by this process.

        See rule 438 in Core Rules 1.3 (opens source rules in a new tab). Replace for more information.

700. in Core Rules 1.3 (opens in a new tab)Additional Rules

712. in Core Rules 1.3 (opens in a new tab)Bonus Damage

  1. 715. in Core Rules 1.3 (opens in a new tab)

    Bonus Damage applies to the total damage Dealt by one instance of the action.

    1. 715.4. in Core Rules 1.3 (opens in a new tab)Added

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

716. in Core Rules 1.3 (opens in a new tab)Attachment

  1. 717. in Core Rules 1.3 (opens in a new tab)Changed

    Attaching is a limited action that causes cards to become linked to each other to combine their effects in some way. This causes one card to become Attached and the other to become A Top-Most Card.

    See rule 421 in Core Rules 1.2 (opens source rules in a new tab)434 in Core Rules 1.3 (opens source rules in a new tab). Attach for more information.

  2. 718. in Core Rules 1.3 (opens in a new tab)

    Attached is the state of a card being linked to another card in this way.

    1. 718.2. in Core Rules 1.3 (opens in a new tab)Changed

      While in this state, the card’s printed Rules Text is Inactive.

      See rule 720 in Core Rules 1.3 (opens source rules in a new tab). Inactive for more information.

726. in Core Rules 1.3 (opens in a new tab)Dependent KeywordsAdded

  1. 727. in Core Rules 1.3 (opens in a new tab)Added

    Keywords can be Dependent Keywords

    1. 727.1. in Core Rules 1.3 (opens in a new tab)Added

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

      1. 727.1.a. in Core Rules 1.3 (opens in a new tab)Added

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

        1. 727.1.a.1. in Core Rules 1.3 (opens in a new tab)Added

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

      2. 727.1.b. in Core Rules 1.3 (opens in a new tab)Added

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

        1. 727.1.b.1. in Core Rules 1.3 (opens in a new tab)Added

          The Dependent Ability is present on the card for the sake of reference or evaluation until the Condition is met

          See rule 720 in Core Rules 1.3 (opens source rules in a new tab). Inactive for more information

        2. 727.1.b.2. in Core Rules 1.3 (opens in a new tab)Added

          The Dependent Ability is Active exactly as written while the Condition is true

          Example: Gustwalker has “[Level3][>] I have +1 [M] and Ganking.” As long as its controller has 3 XP, Gustwalker’s Ganking is active.
      3. 727.1.c. in Core Rules 1.3 (opens in a new tab)Added

        The Dependent Abilities of Dependent Keywords can be of any type

        1. 727.1.c.1. in Core Rules 1.3 (opens in a new tab)Added

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

          1. 727.1.c.1.a. in Core Rules 1.3 (opens in a new tab)Added

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

        2. 727.1.c.2. in Core Rules 1.3 (opens in a new tab)Added

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

        3. 727.1.c.3. in Core Rules 1.3 (opens in a new tab)Added

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

          1. 727.1.c.3.a. in Core Rules 1.3 (opens in a new tab)Added

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

728. in Core Rules 1.3 (opens in a new tab)XPAdded

  1. 729. in Core Rules 1.3 (opens in a new tab)Added

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

    1. 729.1. in Core Rules 1.3 (opens in a new tab)Added

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

      1. 729.1.a. in Core Rules 1.3 (opens in a new tab)Added

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

    2. 729.2. in Core Rules 1.3 (opens in a new tab)Added

      The amount of XP a Player has is Public Information.

  2. 730. in Core Rules 1.3 (opens in a new tab)Added

    XP can be Gained and Spent.

    1. 730.1. in Core Rules 1.3 (opens in a new tab)Added

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

    2. 730.2. in Core Rules 1.3 (opens in a new tab)Added

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

  3. 731. in Core Rules 1.3 (opens in a new tab)Added

    XP is not a Game Object.

    1. 731.1. in Core Rules 1.3 (opens in a new tab)Added

      XP cannot be targeted, readied, or exhausted.

  4. 732. in Core Rules 1.3 (opens in a new tab)Added

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

  5. 733. in Core Rules 1.3 (opens in a new tab)Added

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

734. in Core Rules 1.3 (opens in a new tab)Additional TurnsAdded

  1. 735. in Core Rules 1.3 (opens in a new tab)Added

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

  2. 736. in Core Rules 1.3 (opens in a new tab)Added

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

  3. 737. in Core Rules 1.3 (opens in a new tab)Added

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

  4. 738. in Core Rules 1.3 (opens in a new tab)Added

    If multiple Additional Turns are queued, they are added to the queue in the order the Game Effects that generated them occurred.

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

739. in Core Rules 1.3 (opens in a new tab)Special TermsAdded

  1. 740. in Core Rules 1.3 (opens in a new tab)Added

    Some card text refers to Game Objects in particular ways:

    1. 740.1. in Core Rules 1.3 (opens in a new tab)Added

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

    2. 740.2. in Core Rules 1.3 (opens in a new tab)Added

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

  2. 741. in Core Rules 1.3 (opens in a new tab)Added

    Some card text refers to Units in particular ways:

    1. 741.1. in Core Rules 1.3 (opens in a new tab)Added

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

    2. 741.2. in Core Rules 1.3 (opens in a new tab)Added

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

    3. 741.3. in Core Rules 1.3 (opens in a new tab)Added

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

  3. 742. in Core Rules 1.3 (opens in a new tab)Added

    Some terms in this document are used in particular ways:

    1. 742.1. in Core Rules 1.3 (opens in a new tab)Added

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

      1. 742.1.a. in Core Rules 1.3 (opens in a new tab)Added

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

      2. 742.1.b. in Core Rules 1.3 (opens in a new tab)Added

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

800. in Core Rules 1.3 (opens in a new tab)Keywords

    1. 806.1. in Core Rules 1.3 (opens in a new tab)

      Action is a Permissive keyword.

      1. 806.1.a. in Core Rules 1.3 (opens in a new tab)Changed

        It can be present on Spells, UnitsCards, Rune Abilities, Legend Abilities or Permanent Abilities.

      2. 806.1.c. in Core Rules 1.3 (opens in a new tab)

        Action is functionally short for the following:

        1. 806.1.c.1. in Core Rules 1.3 (opens in a new tab)Changed

          On Spells and UnitsCards: "This can be played during showdowns on any player's turn."

      3. 806.1.d. in Core Rules 1.3 (opens in a new tab)Added

        Action is formatted as “[Action]” on spells, or “[Action][>]” on abilities.

    2. 806.4. in Core Rules 1.3 (opens in a new tab)Added

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

      1. 806.4.a. in Core Rules 1.3 (opens in a new tab)Added

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

      2. 806.4.b. in Core Rules 1.3 (opens in a new tab)Added

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

    1. 807.1. in Core Rules 1.3 (opens in a new tab)

      Assault is a Passive Ability keyword.

      1. 807.1.d. in Core Rules 1.3 (opens in a new tab)Changed

        Being an attacker means the Unit has gained the Attacker designation during Combat.

        See rule 437 in Core Rules 1.2 (opens source rules in a new tab)454 in Core Rules 1.3 (opens source rules in a new tab). Combat for more information.

    1. 808.1. in Core Rules 1.3 (opens in a new tab)

      Deathknell is a Triggered Ability keyword.

      1. 808.1.b. in Core Rules 1.3 (opens in a new tab)Changed

        It is formatted as "[Deathknell —][>] [Effect]".

    1. 809.1. in Core Rules 1.3 (opens in a new tab)

      Deflect is a Passive Ability keyword.

      1. 809.1.c. in Core Rules 1.3 (opens in a new tab)Changed

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

      2. 809.1.d. in Core Rules 1.3 (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 346 in Core Rules 1.2 (opens source rules in a new tab)349 in Core Rules 1.3 (opens source rules in a new tab). Playing Cards for more information.

    1. 810.1. in Core Rules 1.3 (opens in a new tab)

      Ganking is a Passive Ability keyword.

      1. 810.1.b. in Core Rules 1.3 (opens in a new tab)Changed

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

    1. 811.1. in Core Rules 1.3 (opens in a new tab)

      Hidden is a keyword that acts as a prerequisite to perform the Hide Discretionary Action.

      1. 811.1.b. in Core Rules 1.3 (opens in a new tab)Changed

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

      2. 811.1.d. in Core Rules 1.3 (opens in a new tab)Changed

        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 1.2 (opens source rules in a new tab)355.6 in Core Rules 1.3 (opens source rules in a new tab). Targeting for more information.

        1. 811.1.d.1. in Core Rules 1.3 (opens in a new tab)Changed

          A hidden unitpermanent must be played to that battlefield.

          1. 811.1.d.1.a. in Core Rules 1.3 (opens in a new tab)Added

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

    2. 811.6. in Core Rules 1.3 (opens in a new tab)Changed

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

    1. 812.1. in Core Rules 1.3 (opens in a new tab)Changed

      Legion is a ConditionalDependent Keyword.

      1. 738.1.a. in Core Rules 1.2 (opens in a new tab)Removed

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

      2. 812.1.a. in Core Rules 1.3 (opens in a new tab)Changed

        It is formatted as "[Legion —][>] [Text]".

      3. 812.1.b. in Core Rules 1.3 (opens in a new tab)

        Starting from the Keyword to the end of the clause, the entire statement is the Legion Ability.

        1. 812.1.b.1. in Core Rules 1.3 (opens in a new tab)Added

          Legion is functionally short for “If you have played another card this turn, this card gains [Text].”

        2. 812.1.b.2. in Core Rules 1.3 (opens in a new tab)Added

          The [Text] is the Dependent Ability.

        3. 738.1.c.1. in Core Rules 1.2 (opens in a new tab)Removed

          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].”

        4. 738.1.c.2. in Core Rules 1.2 (opens in a new tab)Removed

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

        5. 738.1.c.3. in Core Rules 1.2 (opens in a new tab)Removed

          This is called the Legion condition.

        6. 738.1.c.4. in Core Rules 1.2 (opens in a new tab)Removed

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

      4. 812.1.c. in Core Rules 1.3 (opens in a new tab)Added

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

    2. 812.2. in Core Rules 1.3 (opens in a new tab)Changed

      All instances of Legion on cards a player controls are satisfied by that player playing a single card.

      Example: One card has three different Legion Abilities. The Legion Text of all three abilities apply will be active as long as one card has been played by the card's controller earlier in the same turn.
    1. 813.1. in Core Rules 1.3 (opens in a new tab)

      Reaction is a Permissive keyword.

      1. 813.1.a. in Core Rules 1.3 (opens in a new tab)Changed

        It can be present on Spells, UnitsCards, Rune Abilities, Legend Abilities and Permanent Abilities.

      2. 813.1.c. in Core Rules 1.3 (opens in a new tab)

        Reaction, additionally, is functionally short for the following:

        1. 813.1.c.1. in Core Rules 1.3 (opens in a new tab)Added

          On Cards: "This can be played during Closed States on any player's turn."

        2. 739.1.c.1. in Core Rules 1.2 (opens in a new tab)Removed

          On Spells: "This can be played during Closed States on any player's turn."

        3. 739.1.c.2. in Core Rules 1.2 (opens in a new tab)Removed

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

      3. 813.1.d. in Core Rules 1.3 (opens in a new tab)Added

        Reaction is formatted as “[Reaction]” on cards, or “[Reaction][>]” on abilities.

    2. 813.4. in Core Rules 1.3 (opens in a new tab)Added

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

      1. 813.4.a. in Core Rules 1.3 (opens in a new tab)Added

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

      2. 813.4.b. in Core Rules 1.3 (opens in a new tab)Added

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

    1. 814.1. in Core Rules 1.3 (opens in a new tab)

      Shield is a Passive Ability keyword.

      1. 814.1.d. in Core Rules 1.3 (opens in a new tab)Changed

        Being a defender means the Unit has gained the Defender designation during Combat.

        See rule 437 in Core Rules 1.2 (opens source rules in a new tab)454 in Core Rules 1.3 (opens source rules in a new tab). Combat for more information.

    1. 815.1. in Core Rules 1.3 (opens in a new tab)

      Tank is a Passive Ability keyword.

      1. 815.1.b. in Core Rules 1.3 (opens in a new tab)Changed

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

    1. 816.1. in Core Rules 1.3 (opens in a new tab)

      Temporary is a Triggered Ability keyword.

      1. 816.1.c. in Core Rules 1.3 (opens in a new tab)Changed

        The Trigger Condition is the controller of the permanent's Beginning Phase occurringstarting.

    2. 816.2. in Core Rules 1.3 (opens in a new tab)

      Multiple instances of Temporary are redundant.

      1. 816.2.a. in Core Rules 1.3 (opens in a new tab)Added

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

    1. 818.1. in Core Rules 1.3 (opens in a new tab)

      Equip is an Activated Ability keyword.

      1. 818.1.c. in Core Rules 1.3 (opens in a new tab)

        Equip is formatted as “Equip [Cost]”

        1. 818.1.c.1. in Core Rules 1.3 (opens in a new tab)Changed

          If paying costs or making choices for this ability causes triggered abilities to trigger, they will be placed on the chain above this ability in a Pending state.

          See rule 369 in Core Rules 1.2 (opens source rules in a new tab)376 in Core Rules 1.3 (opens source rules in a new tab). Activated Abilities for more information.

    2. 818.5. in Core Rules 1.3 (opens in a new tab)

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

      1. 818.5.a. in Core Rules 1.3 (opens in a new tab)Added

        Whether or not a Gear has Equip may be referenced even if the Rules Text of the Gear is Inactive.

        See rule 716 in Core Rules 1.3 (opens source rules in a new tab). Attachment for more information.

    3. 744.5. in Core Rules 1.2 (opens in a new tab)Removed

      Whether or not a Gear has Equip may be referenced even if the Rules Text of the Gear is Inactive.

      See rule 716 in Core Rules 1.2 (opens source rules in a new tab) Attachment for more information.

    1. 819.1. in Core Rules 1.3 (opens in a new tab)

      Quick-Draw is a Triggered Ability keyword. It is also a Permissive keyword.

      1. 819.1.d. in Core Rules 1.3 (opens in a new tab)Changed

        Quick-Draw is functionally short for “[Reaction]” and “When you play this, attach it to a Unit you control.”

        See rule 716 in Core Rules 1.3 (opens source rules in a new tab). Attachment for more information.

    2. 745.3. in Core Rules 1.2 (opens in a new tab)Removed

      Quick-Draw has no function while on the board.

    1. 820.1. in Core Rules 1.3 (opens in a new tab)

      Repeat is an Optional Additional Cost keyword.

      1. 820.1.b. in Core Rules 1.3 (opens in a new tab)Changed

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

    2. 820.2. in Core Rules 1.3 (opens in a new tab)Changed

      When a spell’s effect is performed an additional time with Repeat, choices must be made at the usual time during the Make Relevant Choices step of Playing a Card.

      See rule 346 in Core Rules 1.2 (opens source rules in a new tab)349 in Core Rules 1.3 (opens source rules in a new tab). Playing Cards for more information.

    1. 821.1. in Core Rules 1.3 (opens in a new tab)

      Weaponmaster is a Triggered Ability keyword.

      1. 821.1.c. in Core Rules 1.3 (opens in a new tab)Changed

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

        See rule 716 in Core Rules 1.3 (opens source rules in a new tab). Attachment for more information.

    1. 822.1. in Core Rules 1.3 (opens in a new tab)Added

      Ambush is a Passive Ability keyword.

      1. 822.1.a. in Core Rules 1.3 (opens in a new tab)Added

        It is present on Units.

      2. 822.1.b. in Core Rules 1.3 (opens in a new tab)Added

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

      3. 822.1.c. in Core Rules 1.3 (opens in a new tab)Added

        It is a passive ability that adds options to locations that are valid for a Unit to be played to during the Make Relevant Choices step of Playing a Card

        See rule 349 in Core Rules 1.3 (opens source rules in a new tab). Playing Cards for more information

    2. 822.2. in Core Rules 1.3 (opens in a new tab)Added

      Multiple instances of Ambush are redundant.

    3. 822.3. in Core Rules 1.3 (opens in a new tab)Added

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

      1. 822.3.a. in Core Rules 1.3 (opens in a new tab)Added

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

    4. 822.4. in Core Rules 1.3 (opens in a new tab)Added

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

    1. 823.1. in Core Rules 1.3 (opens in a new tab)Added

      Hunt is a Triggered Ability keyword.

      1. 823.1.a. in Core Rules 1.3 (opens in a new tab)Added

        Hunt is present on Units.

      2. 823.1.b. in Core Rules 1.3 (opens in a new tab)Added

        Hunt is both a Conquer and a Hold effect.

      3. 823.1.c. in Core Rules 1.3 (opens in a new tab)Added

        Hunt is formatted as “Hunt X”

        1. 823.1.c.1. in Core Rules 1.3 (opens in a new tab)Added

          Hunt is functionally short for: “When I Conquer or Hold, my controller gains X XP.”

          See rule 728 in Core Rules 1.3 (opens source rules in a new tab). XP for more information

        2. 823.1.c.2. in Core Rules 1.3 (opens in a new tab)Added

          If X is omitted, it is presumed to be 1.

        3. 823.1.c.3. in Core Rules 1.3 (opens in a new tab)Added

          X is referred to as the Hunt Value.

    2. 823.2. in Core Rules 1.3 (opens in a new tab)Added

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

    3. 823.3. in Core Rules 1.3 (opens in a new tab)Added

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

    1. 824.1. in Core Rules 1.3 (opens in a new tab)Added

      Level is a Dependent Keyword.

      1. 824.1.a. in Core Rules 1.3 (opens in a new tab)Added

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

      2. 824.1.b. in Core Rules 1.3 (opens in a new tab)Added

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

        1. 824.1.b.1. in Core Rules 1.3 (opens in a new tab)Added

          It is functionally short for “While you have [N] or more XP, this card gains “[Text]”.”

        2. 824.1.b.2. in Core Rules 1.3 (opens in a new tab)Added

          The [Text] here is the Dependent Ability

      3. 824.1.c. in Core Rules 1.3 (opens in a new tab)Added

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

        1. 824.1.c.1. in Core Rules 1.3 (opens in a new tab)Added

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

      4. 824.1.d. in Core Rules 1.3 (opens in a new tab)Added

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

    2. 824.2. in Core Rules 1.3 (opens in a new tab)Added

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

    1. 825.1. in Core Rules 1.3 (opens in a new tab)Added

      Unique is a Deck Constraint Permission.

    2. 825.2. in Core Rules 1.3 (opens in a new tab)Added

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

      1. 825.2.a. in Core Rules 1.3 (opens in a new tab)Added

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

      2. 825.2.b. in Core Rules 1.3 (opens in a new tab)Added

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

    3. 825.3. in Core Rules 1.3 (opens in a new tab)Added

      Cards with Unique have no additional effects during gameplay.

    4. 825.4. in Core Rules 1.3 (opens in a new tab)Added

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

    1. 826.1. in Core Rules 1.3 (opens in a new tab)Added

      Backline is a Passive Ability keyword.

    2. 826.2. in Core Rules 1.3 (opens in a new tab)Added

      It is present on Units.

    3. 826.3. in Core Rules 1.3 (opens in a new tab)Added

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

    4. 826.4. in Core Rules 1.3 (opens in a new tab)Added

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

      1. 826.4.a. in Core Rules 1.3 (opens in a new tab)Added

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

      2. 826.4.b. in Core Rules 1.3 (opens in a new tab)Added

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

    5. 826.5. in Core Rules 1.3 (opens in a new tab)Added

      Multiple Instances of Backline are redundant.

    6. 826.6. in Core Rules 1.3 (opens in a new tab)Added

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

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