Core Rules 1.4 Changes (Vendetta)
Changes between Riftbound Core Rules 1.3 (Unleashed) and 1.4 (Vendetta).


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 1.4 (opens in a new tab)Golden and Silver Rules
050. in Core Rules 1.4 (opens in a new tab)Silver Rule
- 054. in Core Rules 1.4 (opens in a new tab)
“Can’t beats Can”
- 054.2. in Core Rules 1.4 (opens in a new tab)Added
If a card specifies that an action can “only” be performed under certain circumstances, it cannot be performed under any other circumstances.
100. in Core Rules 1.4 (opens in a new tab)Game Concepts
101. in Core Rules 1.4 (opens in a new tab)Deck Construction
- 103. in Core Rules 1.4 (opens in a new tab)Changed
To play Riftbound, a player must have
two Decksa Main Deck, a Rune Deck, a Champion Legend, and a number of Battlefields determined by the Mode of Play. These are collectively referred to as a player’s deck.- 103.1. in Core Rules 1.4 (opens in a new tab)
1 Champion Legend
- 103.1.b. in Core Rules 1.4 (opens in a new tab)Changed
This will dictate the Domain Identity of the
Main Deckdeck.- 103.1.b.1. in Core Rules 1.4 (opens in a new tab)Changed
Cards included in your
Deckdeck must abide by your Domain Identity. - 103.1.b.5. in Core Rules 1.4 (opens in a new tab)Added
Some Game Effects may allow a player to add cards to their deck irrespective of those cards’ Domains. Those cards are considered part of their deck’s Domain Identity, regardless of their Domain.
- 103.2. in Core Rules 1.4 (opens in a new tab)Changed
A Main Deck of at least 40 cards
1: A Chosen Champion Unit, as well as Units, Gear, and Spells- 103.2.b. in Core Rules 1.4 (opens in a new tab)
Your Main Deck can include up to 3 copies of the same named card.
- 103.2.b.1. in Core Rules 1.4 (opens in a new tab)Changed
This includes your Chosen Champion.
Example: A deck could include Volibear, Furious as its Chosen Champion and still include 2 more copies of Volibear, Furious in their Main Deck.
- 103.2.e. in Core Rules 1.3 (opens in a new tab)Removed
During Gameplay, the Main Deck is Secret Information.
- 103.2.e.1. in Core Rules 1.3 (opens in a new tab)Removed
It cannot be looked through or revealed unless instructed by a card effect.
- 103.2.e. in Core Rules 1.4 (opens in a new tab)Added
Subject to card legality of the Format being played.
- 103.3.a. in Core Rules 1.4 (opens in a new tab)
12 Rune Cards
- 103.3.a.1. in Core Rules 1.4 (opens in a new tab)Changed
Cards in
this deckthe Rune Deck must be of the Domain Identity of your Champion Legend.
104. in Core Rules 1.4 (opens in a new tab)Setup
- 107.1.b. in Core Rules 1.4 (opens in a new tab)Changed
Each Base is a Location.
See rule 197 in Core Rules 1.4 (opens source rules in a new tab). Locations for more information.
- 107.1.c. in Core Rules 1.4 (opens in a new tab)
Permanents and Runes controlled by a player reside in that player's Base.
- 107.1.c.1. in Core Rules 1.4 (opens in a new tab)Changed
Permanents attached to Permanents controlled by a player may also be found in that player’s Base, regardless of their controller.
- 107.2. in Core Rules 1.4 (opens in a new tab)
Battlefield Zone
- 107.2.b. in Core Rules 1.4 (opens in a new tab)Changed
Each Battlefield is individually a Location.
See rule 197 in Core Rules 1.4 (opens source rules in a new tab). Locations for more information.
- 107.3. in Core Rules 1.4 (opens in a new tab)
Facedown Zones
- 107.3.f. in Core Rules 1.4 (opens in a new tab)Added
Facedown Zones are Public Zones, though facedown cards located there are Private.
- 107.4.c. in Core Rules 1.4 (opens in a new tab)Changed
The Champion Legend here is a Game Object.
See rule
120 in Core Rules 1.3 (opens source rules in a new tab)119 in Core Rules 1.4 (opens source rules in a new tab). Game Objects for more information. - 107.4.d. in Core Rules 1.4 (opens in a new tab)
The Champion Legend cannot be removed, moved, or displaced from this zone.
- 107.4.d.1. in Core Rules 1.4 (opens in a new tab)Added
Some effects may add a legend card or token to the Legend Zone. These legends are not Champion Legends.
- 107.4.d.2. in Core Rules 1.4 (opens in a new tab)Added
Non-Champion legends may be removed from the Legend Zone. They cannot exist in any zone other than the Legend Zone or Banishment.
- 108. in Core Rules 1.4 (opens in a new tab)Changed
Non-Board Zones
.- 108.4. in Core Rules 1.4 (opens in a new tab)
Main Deck Zones
- 108.4.c. in Core Rules 1.4 (opens in a new tab)Changed
Primarily houses the face-down
deckMain Deck during gameplay. - 108.4.d. in Core Rules 1.4 (opens in a new tab)Changed
The order of cards in the
deckMain Deck is Secret Information during the course of play.See rule 128 in Core Rules 1.4 (opens source rules in a new tab). Privacy for more information.
- 108.5. in Core Rules 1.4 (opens in a new tab)
Rune Deck Zones
- 108.5.d. in Core Rules 1.4 (opens in a new tab)Changed
The order of runes in the
deckRune Deck is Secret Information during the course of play.See rule 128 in Core Rules 1.4 (opens source rules in a new tab). Privacy for more information.
- 108.7.d. in Core Rules 1.4 (opens in a new tab)Added
The cards in a player’s hand are Unordered. Their sequence does not matter and they may be reorganized.
- 110. in Core Rules 1.3 (opens in a new tab)Removed
Whenever a Game Object changes zones to or from a Non-Board Zone, all Temporary Modifications of all kinds cease to be tracked on it in all capacities.
Examples:
Damage is cleared.Buffs are removed.Granted Keywords are no longer granted. - 113. in Core Rules 1.4 (opens in a new tab)
Each player sets aside their Battlefields.
- 113.1. in Core Rules 1.4 (opens in a new tab)Changed
Your Mode of Play will dictate how these are used and placed into the Battlefield Zone.
See rule
476 in Core Rules 1.3 (opens source rules in a new tab)481 in Core Rules 1.4 (opens source rules in a new tab). Modes of Play for more information.
- 114. in Core Rules 1.4 (opens in a new tab)Changed
Each player shuffles their
decksMain and Rune Decks, separately, then places them into their respective Zones. - 115. in Core Rules 1.4 (opens in a new tab)
Determine Turn Order using any fair random method agreed on by all players.
- 115.2. in Core Rules 1.4 (opens in a new tab)Changed
See the selected Mode of Play for any adjustments to each player's first turn.
See rule
476 in Core Rules 1.3 (opens source rules in a new tab)481 in Core Rules 1.4 (opens source rules in a new tab). Modes of Play for more information.
119. in Core Rules 1.4 (opens in a new tab)Game Objects
- 123. in Core Rules 1.4 (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 in any zone
Abilities of any type on the chain
BuffsCounters and other status markers - 124. in Core Rules 1.4 (opens in a new tab)Added
A Game Object that changes zones to or from a Non-Board Zone becomes a new object for the purposes of tracking that object.
- 124.1. in Core Rules 1.4 (opens in a new tab)Added
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.Counters are removed.Granted Keywords are no longer granted.Statuses are cleared. - 124.2. in Core Rules 1.4 (opens in a new tab)Added
A Game Object can have any of the following statuses (non-exhaustive): Attached, Attacking, Buffed, Banished, Controlled, Defending, Empowered, Equipped, Exhausted, Facedown, Readied, Replaced, Revealed, Stunned, and any applied Layer alternations.
125. in Core Rules 1.4 (opens in a new tab)Cards
- 127.1. in Core Rules 1.4 (opens in a new tab)Changed
For gameplay purposes, a card's Owner is the player who brought it into the game, either as their Champion Legend, one of their Battlefields,
oras part of their Main Deck or Rune Deck, or Created during the process of play. The legal owner of a card doesn't matter during gameplay.Example: Bo didn't bring a deck, so Alice loans him a deck. During the game, Bo is considered the owner of those cards, even though legally they belong to Alice.
- 128.2. in Core Rules 1.4 (opens in a new tab)Changed
A card will have a different level of Privacy based on its state or where it resides at a given time.
- 128.2.a. in Core Rules 1.4 (opens in a new tab)Added
Unless specified otherwise by the state of the card, a card’s Privacy is the same as the zone it is located in.
- 128.6. in Core Rules 1.4 (opens in a new tab)Added
A player cannot be compelled to perform an action on cards whose privacy is secret or private if that action specifies a type or quality of card.
Example: A card effect reads, “Play a unit from your hand, ignoring its costs.” Although the effect does not say “may”, the player can choose not to perform the action even if they have a unit in their hand, because the effect specifies a card type.- 128.6.a. in Core Rules 1.4 (opens in a new tab)Added
If an effect would compel a player to perform an action on cards whose privacy is secret or private, and if that effect specifies a type or quality of card, the player in question may choose to ignore that instruction. Ignored instructions are deemed impossible.
- 131.1. in Core Rules 1.4 (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
164 in Core Rules 1.3 (opens source rules in a new tab)165 in Core Rules 1.4 (opens source rules in a new tab). Rune Pools for more information. - 131.4. in Core Rules 1.3 (opens in a new tab)Removed
Effects that need to determine a card’s cost for any purpose always use its printed cost, even if that cost is altered or ignored as the card is played.
Example: Sky Splitter is a spell that costs 8 Energy and says in part “This spell's Energy cost is reduced by the highest Might among units you control.” Lux, Illuminated is a unit that says “When you play a spell that costs 5 or more, give me +3 [M] this turn.” If a player who controls Lux plays Sky Splitter, Lux’s ability will trigger, regardless of how much was actually paid for Sky Splitter.
- 133.6. in Core Rules 1.4 (opens in a new tab)Changed
Non-DeckOther Cards are not part ofany deckeither the Main or Rune Decks and begin the game in a zone determined by their type.- 133.6.b.1. in Core Rules 1.4 (opens in a new tab)Changed
A sub-category encompassing cards with the legend type. They are not played or channeled. They start the game in the Legend Zone and cannot typically leave it during play.
- 133.7. in Core Rules 1.4 (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.
- 133.7.c. in Core Rules 1.3 (opens in a new tab)Removed
Token is a supertype applied to temporary game objects of any card type.
See rule 176 in Core Rules 1.3 (opens source rules in a new tab). Tokens for more information.
- 135.2. in Core Rules 1.4 (opens in a new tab)
This section may contain:
- 135.2.b. in Core Rules 1.4 (opens in a new tab)
Instructions
- 135.2.b.2. in Core Rules 1.4 (opens in a new tab)Changed
They describe
theactions to betaken as the spellperformed by one orability resolvesmore players. - 135.2.b.5. in Core Rules 1.4 (opens in a new tab)Added
A single instruction is made up of a game action and its complement.
- 135.2.b.5.a. in Core Rules 1.4 (opens in a new tab)Added
The complement of a game action is made up of the players or Game Objects that perform that game action, that that game action is performed on, the condition under which it is performed, and the duration for its effect to last. Some game actions omit a complement entirely.
Example: Void Seeker is made up of two instructions. The first is “deal 4 to a unit at a battlefield.” Here “deal 4” is the game action, while “a unit at a battlefield,” is its complement. The second instruction, “draw 1,” has no complement.Example: Teemo, Strategist’s defend trigger reads “When I defend, choose an enemy unit here and reveal the top 5 cards of your Main Deck. Deal 1 to that unit for each card with Hidden revealed this way, then recycle the revealed cards.” There are four instructions here: “choose an enemy unit here,” “reveal the top 5 cards of your Main Deck,” “deal 1 to that unit for each card with Hidden revealed this way,” and “recycle the revealed cards.”
- 135.2.b.6. in Core Rules 1.4 (opens in a new tab)Added
Instructions do not include trigger conditions or the events or actions that a replacement effect defines as being eligible to be replaced.
Example: An ability reads “When you play me, draw 1.” The trigger condition for this ability is not an instruction. “Draw 1,” is the only instruction included in the ability.Example: An ability reads “If a unit would die, banish it instead.” The text “If a unit would die,” is not an instruction of the ability.Example: An ability reads “As I’m revealed from your Main Deck, Add [2].” The text “As I’m revealed from your Main Deck,” is not an instruction of the ability.
- 135.2.e.6. in Core Rules 1.4 (opens in a new tab)
Power of a domain corresponding to a card’s own Domain is not represented by a symbol, but appears in these rules similarly to other symbols. Its shorthand is [C].
- 135.2.e.6.b. in Core Rules 1.4 (opens in a new tab)Changed
A [C] shorthand on a card with no Domain
or with multiple Domainsis processed as [A] instead. - 135.2.e.6.c. in Core Rules 1.4 (opens in a new tab)Added
A [C] shorthand on a card with multiple Domains is processed as any power of that card’s Domains.
Example: Defiant Dance is a Calm and Chaos spell. Its cost is [1][C]. The power component of that cost can be paid with either [G] or [P].Example: Tibbers is a Fury and Chaos Unit. If Tibbers is granted the Accelerate keyword, the power component of the optional additional cost can be paid with either [R] or [P].
- 135.2.e.7. in Core Rules 1.4 (opens in a new tab)
A keyword associated with an ability is indicated by the [>] symbol.
- 135.2.e.7.a. in Core Rules 1.4 (opens in a new tab)Changed
This could be a dependent keyword like [Legion][>] or [Level][>], a triggered ability with a keyworded trigger condition like [Deathknell] or it could be a permissive keyword associated with an ability like [Action][>] or [Reaction][>].
- 135.2.e.7.b. in Core Rules 1.4 (opens in a new tab)Changed
Whatever instruction or ability comes after the [>] is modified by the keyword that comes before the [>].
Either itIt will either be inactive, in the case of a dependent keyword,; the trigger effect, in the case of a keyword triggered ability; or it will receive the permission granted by the keyword in the case of a permissive keyword.
- 136. in Core Rules 1.4 (opens in a new tab)
Effect Text
- 136.2. in Core Rules 1.4 (opens in a new tab)
Effect Text can contain additional Abilities.
- 136.2.d. in Core Rules 1.4 (opens in a new tab)Added
Effect Text may refer to “this” or to the name of the Attached game object that appended the Effect Text. Doing so refers to the Attached game object and not the Top-Most Card, even if the Top-Most Card shares a name with the Attached game object.
Example: Guardian Angel’s effect text reads “If I would die, kill Guardian Angel instead. Heal me, exhaust me, and recall me.”Example: Brutalizer’s effect text reads “If this was attached to me this turn, I have an additional +2 [M].” The “this” in the effect text refers to the attached Brutalizer.
140. in Core Rules 1.4 (opens in a new tab)Units
- 142. in Core Rules 1.4 (opens in a new tab)
Damage is a marked value that is applied to Units.
- 142.3. in Core Rules 1.4 (opens in a new tab)Added
Damage is marked on Units by players.
- 142.3.a. in Core Rules 1.4 (opens in a new tab)Added
The player responsible for the Deal action that caused the Damage to be marked is the player who marked that Damage.
- 142.3.b. in Core Rules 1.4 (opens in a new tab)Added
Game Effects may refer to that player’s Damage. This means the Damage marked by that player.
Example: A unit reads in part “Your damage can’t be prevented.” This refers to the damage marked by that player.
- 142.4. in Core Rules 1.4 (opens in a new tab)
Damage tracks how close a Unit is to being Killed.
See rule 428 in Core Rules 1.4 (opens source rules in a new tab). Kill for more information.
- 142.4.a. in Core Rules 1.4 (opens in a new tab)Added
Lethal Damage is the amount of marked Damage that will cause a unit to die in a cleanup.
- 142.4.b. in Core Rules 1.4 (opens in a new tab)Added
Lethal Damage for a Unit is a non-zero amount greater than or equal to that Unit’s Might.
Example: A unit has 5 [M] and 3 damage marked on it. Frigid Touch is played targeting that unit. When it resolves, the unit’s Might becomes 3, and it will have lethal damage marked on it.Example: A unit has 0 [M]. In order to have lethal damage marked on it, it must have at least 1 damage marked on it. - 142.4.c. in Core Rules 1.4 (opens in a new tab)Added
Some effects may alter this amount. These effects will refer to the amount of damage needed to kill a unit.
Example: Elder Dragon’s passive ability reads “Any amount of your damage is enough to kill enemy units.” This alters the Lethal Damage value for enemy units that have damage marked by you.
- 143. in Core Rules 1.4 (opens in a new tab)
Units have multiple Intrinsic Properties unique to them:
- 143.2. in Core Rules 1.4 (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.
- 143.2.b. in Core Rules 1.4 (opens in a new tab)Changed
If a unit's Might is ever less than 0, it is treated as 0 when referenced by spells and abilities, and when summing Might to be assigned as damage in the Combat Damage Step.
See rule
460 in Core Rules 1.3 (opens source rules in a new tab)465 in Core Rules 1.4 (opens source rules in a new tab). The Combat Damage Step for more information.
- 143.3. in Core Rules 1.4 (opens in a new tab)
Units can have damage marked on them.
- 143.3.b. in Core Rules 1.4 (opens in a new tab)
Damage is Healed from Units at two specific times:
- 143.3.b.1. in Core Rules 1.4 (opens in a new tab)Changed
At the end of each player's turn.
See rule 317.2 in Core Rules 1.4 (opens source rules in a new tab). Ending Phase for more information.
- 143.3.b.2. in Core Rules 1.4 (opens in a new tab)Changed
During a Combat Cleanup.
See rule
461.1 in Core Rules 1.3 (opens source rules in a new tab)466.1 in Core Rules 1.4 (opens source rules in a new tab). for more information about Combat Cleanups.
- 144. in Core Rules 1.4 (opens in a new tab)
Units have the Inherent Ability to perform a Standard Move.
- 144.3. in Core Rules 1.4 (opens in a new tab)Changed
Players may perform multiple Units' standard move simultaneously. This is treated as one game action performed on multiple Units.
- 144.4. in Core Rules 1.4 (opens in a new tab)
The Destinations where Units can Move to with their Standard Move are restricted:
- 144.4.a. in Core Rules 1.4 (opens in a new tab)
Units may move from their Base to a Battlefield.
- 144.4.a.1. in Core Rules 1.4 (opens in a new tab)Changed
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.
See rule 447.2 in Core Rules 1.4 (opens source rules in a new tab). For more information on valid destinations for movement.
- 146. in Core Rules 1.4 (opens in a new tab)
Units have a Location.
- 146.1. in Core Rules 1.4 (opens in a new tab)Changed
A Unit’s Location is the Base or Battlefield it currently occupies.
See rule 197 in Core Rules 1.4 (opens source rules in a new tab). Locations for more information.
147. in Core Rules 1.4 (opens in a new tab)Gear
- 149. in Core Rules 1.4 (opens in a new tab)
Gear have several Intrinsic Properties unique to them.
- 149.3. in Core Rules 1.4 (opens in a new tab)Changed
If an unattached non-Unit Gear is at a Battlefield for any reason during a cleanup, then it is recalled to its controller's Base as a corrective action.
See rule
449 in Core Rules 1.3 (opens source rules in a new tab)454 in Core Rules 1.4 (opens source rules in a new tab). Recalls for more information.See rule 318 in Core Rules 1.4 (opens source rules in a new tab). Cleanups for more information.
- 150. in Core Rules 1.4 (opens in a new tab)Added
Gear can have the Equipment tag.
- 150.1. in Core Rules 1.4 (opens in a new tab)Added
These Gear are referred to as Equipment.
- 150.2. in Core Rules 1.4 (opens in a new tab)Added
Equipment have effect text and a Might bonus.
See rule 136 in Core Rules 1.4 (opens source rules in a new tab). Effect Text for more information on effect text.
See rule 137 in Core Rules 1.4 (opens source rules in a new tab). Might Bonus for more information on Might bonuses.
- 150.3. in Core Rules 1.4 (opens in a new tab)Added
Equipment can have the Equip or Quick-Draw keywords.
See rule 818 in Core Rules 1.4 (opens source rules in a new tab). Equip for more information on the Equip keyword.
See rule 819 in Core Rules 1.4 (opens source rules in a new tab). Quick-Draw for more information on the Quick-Draw keyword.
- 150.4. in Core Rules 1.4 (opens in a new tab)Added
Equipment are still Gear and have the same intrinsic properties and rules that Gear do.
- 150.5. in Core Rules 1.4 (opens in a new tab)Added
Equipment and whether a Gear has the Equipment tag is a characteristic of the Gear may be checked or referenced by other Game Effects.
- 152. in Core Rules 1.4 (opens in a new tab)
Gear have a Location.
- 152.1. in Core Rules 1.4 (opens in a new tab)Changed
A Gear’s Location is the Base or Battlefield it currently occupies.
See rule 197 in Core Rules 1.4 (opens source rules in a new tab). Locations for more information.
- 152.2. in Core Rules 1.4 (opens in a new tab)Changed
Non-Unit Gear cannot normally become located at a Battlefield unless by some special means.
Example: Gear arealwaysplayed to Base. The only exception is aunless an effect specifies otherwise. A gear played from Facedown, which is specified to be played to the Battlefield it was played from, will enter at that Battlefield. Gear can also become located at a Battlefield if they are attached to a unit who becomes located at a Battlefield. A Gear that is a Unit can move to a Battlefield.See rule 811 in Core Rules 1.4 (opens source rules in a new tab). Hidden for more information.
See rule 716 in Core Rules 1.4 (opens source rules in a new tab). Attachment for more information.
160. in Core Rules 1.4 (opens in a new tab)Runes
- 166. in Core Rules 1.4 (opens in a new tab)
The Rune Pool is a conceptual collection of a player's available Energy and Power available to pay Costs.
- 166.2. in Core Rules 1.4 (opens in a new tab)Changed
Players must
firstadd Energy and Power to their Rune Pool in order to be able to spend it to play cards or pay for Abilities with costs.
- 167. in Core Rules 1.4 (opens in a new tab)Changed
Every player's Rune Pool empties at the
endstart of each player'sdraw phaseMain Phase and the end of each player's turn.
169. in Core Rules 1.4 (opens in a new tab)Battlefields
- 170. in Core Rules 1.4 (opens in a new tab)
Battlefields are Game Objects.
- 170.10. in Core Rules 1.4 (opens in a new tab)Added
Battlefields can have Activated Abilities.
See rule 376 in Core Rules 1.4 (opens source rules in a new tab). Activated Abilities for more information.
173. in Core Rules 1.4 (opens in a new tab)Legends
- 176. in Core Rules 1.4 (opens in a new tab)
Legends may have one or more Domains.
- 176.1. in Core Rules 1.4 (opens in a new tab)Changed
The Champion Legend determines the Domain Identity of cards its owner can include.
See rule 101 in Core Rules 1.4 (opens source rules in a new tab). Deck Construction for more information.
177. in Core Rules 1.4 (opens in a new tab)Multiple TypesAdded
- 178. in Core Rules 1.4 (opens in a new tab)Added
Game Objects can have multiple types.
- 178.1. in Core Rules 1.4 (opens in a new tab)Added
A Game Object that is more than one type has the properties of all of their types, except where they are mutually exclusive.
- 178.1.a. in Core Rules 1.4 (opens in a new tab)Added
Regardless of a Game Objects’ other types, there are some properties that are true of Game Objects of certain types. These properties take precedence when properties are mutually exclusive.
- 178.1.a.1. in Core Rules 1.4 (opens in a new tab)Added
If a Game Object is a Unit, regardless of its other types, it has Might, can have damage marked on it, enters exhausted, and can be played to any valid location.
- 178.1.a.1.a. in Core Rules 1.4 (opens in a new tab)Added
It will not be recalled to base in step 5 of a cleanup.
- 178.1.a.2. in Core Rules 1.4 (opens in a new tab)Added
If a Game Object is a Rune, regardless of its other types, it will be recycled to the Rune Deck.
- 178.2. in Core Rules 1.4 (opens in a new tab)Added
A Game Object that is more than one type maintains all of the permissions of all types.
- 178.2.a. in Core Rules 1.4 (opens in a new tab)Added
If a Game Object is a Unit, it has the standard move inherent ability.
- 178.2.a.1. in Core Rules 1.4 (opens in a new tab)Added
It can move and become located at a Battlefield.
- 178.3. in Core Rules 1.4 (opens in a new tab)Added
A Game Object that is more than one type can be affected by Game Effects that modify or interact with any of its types.
Example: A unit that is also a gear can be affected by spells and abilities like the Ruination or Thermo Beam that say “Kill all units,” or “Kill all gear.” A unit that is also a gear can be targeted by spells and abilities like Vengeance or Rocket Barrage that say “Kill a unit,” or “Kill a gear.”
179. in Core Rules 1.4 (opens in a new tab)Tokens
- 184. in Core Rules 1.4 (opens in a new tab)Changed
The effect that creates a token may specify the conditions or circumstances under which it enters the board. These stipulations may alter the usual steps for playing a card if the token is played.
- 185. in Core Rules 1.4 (opens in a new tab)
Tokens are not cards.
- 185.1. in Core Rules 1.4 (opens in a new tab)Added
“Token” is an intrinsic category of Game Objects, in the same way “card” is.
- 185.1.a. in Core Rules 1.4 (opens in a new tab)Added
Token Game Objects cannot lose their token nature by any means.
- 185.1.b. in Core Rules 1.4 (opens in a new tab)Added
Card Game Objects cannot become tokens by any means.
- 185.2. in Core Rules 1.4 (opens in a new tab)
Tokens have some properties in common with cards.
- 185.2.a. in Core Rules 1.4 (opens in a new tab)Changed
Tokens
arecan be 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 349 in Core Rules 1.4 (opens source rules in a new tab). Playing Cards for more information.
- 185.3. in Core Rules 1.4 (opens in a new tab)
Tokens differ from cards in some ways.
- 185.3.a. in Core Rules 1.4 (opens in a new tab)
Tokens do not have costs.
- 185.3.a.2. in Core Rules 1.4 (opens in a new tab)Added
Tokens can have costs appended to them via applied Layer effects.
Example: Deceiver’s conquer effect creates a 0 [M] Reflection unit token and applies a copy effect to that token. The copy effect will append all copyable traits, including the cost of the unit to be copied. This appends a cost to the Reflection token.
- 185.3.b. in Core Rules 1.4 (opens in a new tab)
Tokens do not have domains.
- 185.3.b.1. in Core Rules 1.4 (opens in a new tab)Added
Tokens can have domains appended to them via applied Layer effects.
Example: A card reads in part “As you play this, pick a domain. All units and gear are that domain.” If that card is in play, any unit and gear tokens will have the chosen domain appended to them.
- 187. in Core Rules 1.4 (opens in a new tab)
The spell or ability that Creates a token specifies some of its characteristics. It may have other characteristics, as listed below.
- 187.10. in Core Rules 1.4 (opens in a new tab)Added
A 1 [M] Tentacle token is a domainless unit token with 1 Might and the Bilgewater tag.
- 187.11. in Core Rules 1.4 (opens in a new tab)Added
A 0 [M] Shadow Clone token is a domainless unit token with 0 Might and “When I attack, you may banish a unit from your trash. If you do, give me [Assault 4] this turn.”
See rule 807 in Core Rules 1.4 (opens source rules in a new tab). Assault for more information.
188. in Core Rules 1.4 (opens in a new tab)Control
- 190. in Core Rules 1.4 (opens in a new tab)
Battlefields
- 190.3. in Core Rules 1.4 (opens in a new tab)
Control can be Contested through the course of play.
- 190.3.a. in Core Rules 1.4 (opens in a new tab)
Contested is a temporary status applied to the battlefield when a Unit controlled by a Player who does not currently Control that Battlefield Moves or otherwise becomes present there.
- 190.3.a.1. in Core Rules 1.4 (opens in a new tab)Changed
Units moving to or being played to a battlefield apply Contested status if that battlefield is not already
contestedContested and that Unit’s controller does not already control that battlefield.
- 190.3.b. in Core Rules 1.4 (opens in a new tab)Changed
AOnce a Showdown or Combat begins at a Battlefield, it remains Contested until Control is established or re-established.- 190.3.b.1. in Core Rules 1.4 (opens in a new tab)Added
If a player who applied Contested status to a Battlefield controls no Units there and there is no ongoing Showdown or Combat at that Battlefield, then Contested status is removed in the following Cleanup.
- 190.3.c. in Core Rules 1.4 (opens in a new tab)Changed
The state of a Battlefield being Contested is used to determine when Combat should occur
,and when a Non-Combat Showdown should occur, and when Control will change.
- 190.4. in Core Rules 1.4 (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.
- 190.4.c. in Core Rules 1.4 (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 in the following cleanup
,unless there is a Combat or Showdown ongoing there.
- 190.6. in Core Rules 1.4 (opens in a new tab)
Control of a Battlefield determines Control of its Abilities.
- 190.6.a. in Core Rules 1.4 (opens in a new tab)Changed
While a Battlefield is Controlled, its Controller controls its Abilities
. Thatunless that ability indicates another player does. The controlling player takes responsibility for adding them to the Chain if applicable, and makes all choices required by them unless otherwise specified. - 190.6.b. in Core Rules 1.4 (opens in a new tab)Changed
While a Battlefield is Uncontrolled, its Abilities are also Uncontrolled
. Theunless that ability indicates a player controls it. If there is no such indication, the Turn Player takes responsibility for adding them to the Chain if applicable, makes all choices required by them unless otherwise specified, and is treated as their Controller if any game rule or effect requires one.Example: The Arena’s Greatest is a battlefield that reads “At the start of each player's first Beginning Phase, that player gains 1 point.” This ability will usually trigger while the battlefield has no controller. If it does, the Turn Player goes through the steps of adding the ability to the chain and receives priority after doing so, exactly as if they controlled the ability. - 190.6.c. in Core Rules 1.4 (opens in a new tab)Added
If an Ability of a Battlefield indicates that a specific player makes a choice, that player is the Ability’s controller. They take responsibility for adding it to the chain if applicable and make all choices required by the ability. They and only they control the ability, regardless of who controls the Battlefield.
Example: Abandoned Hall is a battlefield that reads “When a player plays a spell, they may give a unit they control here +1 might this turn.” The ability indicates that the player who played the spell makes the choice, so that player takes responsibility for putting the ability on the chain and makes all choices. They control the triggered ability. - 190.6.d. in Core Rules 1.4 (opens in a new tab)Changed
“You” in a battlefield’s abilities refers to the battlefield’s Controller, as does the implied “you” in instructions that don’t specify a player like “draw 1.” If the battlefield has no Controller, “you” refers to no one, and all such instructions are ignored.
- 191. in Core Rules 1.4 (opens in a new tab)
Everything Else
- 191.1. in Core Rules 1.4 (opens in a new tab)Changed
When a player Plays
, Hides, or Creates a Card or other Game Object, they are established as that Game Object's Controller. - 191.4. in Core Rules 1.4 (opens in a new tab)
For Abilities, they are the Ability’s Controller.
- 191.4.a. in Core Rules 1.4 (opens in a new tab)
By default, the Controller of an Ability’s Source is the Controller of that Ability.
- 191.4.a.1. in Core Rules 1.4 (opens in a new tab)Added
If an Ability’s Source is located in a non-Board Zone, the Ability’s Controller is the Owner of the Source.
193. in Core Rules 1.4 (opens in a new tab)WinningAdded
- 194. in Core Rules 1.4 (opens in a new tab)Added
Players win Riftbound games primarily through gaining points.
- 194.1. in Core Rules 1.4 (opens in a new tab)Added
Players can gain points a number of ways:
- 194.1.a. in Core Rules 1.4 (opens in a new tab)Added
Holding a Battlefield.
See rule 467 in Core Rules 1.4 (opens source rules in a new tab). Scoring for more information.
- 194.1.b. in Core Rules 1.4 (opens in a new tab)Added
Conquering a Battlefield.
See rule 467 in Core Rules 1.4 (opens source rules in a new tab). Scoring for more information.
- 194.1.c. in Core Rules 1.4 (opens in a new tab)Added
Spells, Triggered Abilities and Activated Abilities that instruct them to gain one or more points.
- 194.1.d. in Core Rules 1.4 (opens in a new tab)Added
When an opponent Burns Out and picks that player to gain 1 point.
See rule 431 in Core Rules 1.4 (opens source rules in a new tab). Burn Out for more information.
- 194.2. in Core Rules 1.4 (opens in a new tab)Added
A player wins the game if, in a cleanup, they have points greater than or equal to the Victory Score and more points than any other player.
See rule 318 in Core Rules 1.4 (opens source rules in a new tab). Cleanups for more information.
- 194.2.a. in Core Rules 1.4 (opens in a new tab)Added
If more than one player has points greater than or equal to the Victory Score, whichever player has more points wins.
- 194.2.b. in Core Rules 1.4 (opens in a new tab)Added
If those players have the same number of points, play continues until one player has more points in a cleanup.
- 194.3. in Core Rules 1.4 (opens in a new tab)Added
The Victory Score is 8 points by default.
- 194.3.a. in Core Rules 1.4 (opens in a new tab)Added
Some game modes or card effects may alter the Victory Score.
See rule 481 in Core Rules 1.4 (opens source rules in a new tab). Modes of Play for more information.
- 194.4. in Core Rules 1.4 (opens in a new tab)Added
Players cannot have less than 0 points.
- 194.4.a. in Core Rules 1.4 (opens in a new tab)Added
If a player would lose 1 or more points while they have 0 points, nothing occurs.
- 194.4.b. in Core Rules 1.4 (opens in a new tab)Added
Any effects that trigger on a player losing points do not trigger.
- 195. in Core Rules 1.4 (opens in a new tab)Added
A player also wins the game if an effect instructs them to do so, or if they are the only player remaining in the game.
- 195.1. in Core Rules 1.4 (opens in a new tab)Added
If an effect instructs a player to lose the game, that player is immediately removed from the game.
See rule 649 in Core Rules 1.4 (opens source rules in a new tab). Conceding for more information about being removed from the game.
- 196. in Core Rules 1.4 (opens in a new tab)Added
When a player wins the game, the game ends.
197. in Core Rules 1.4 (opens in a new tab)LocationsAdded
- 198. in Core Rules 1.4 (opens in a new tab)Added
Locations are the Game Objects and Zones where permanents and runes may be located.
- 198.1. in Core Rules 1.4 (opens in a new tab)Added
Locations include the Battlefields and the Bases.
- 198.2. in Core Rules 1.4 (opens in a new tab)Added
A permanent’s Location is a characteristic of that permanent that may be referenced by Game Effects.
- 199. in Core Rules 1.4 (opens in a new tab)Added
A Game Object that comprises a Location is also a Game Object at that location.
- 199.1. in Core Rules 1.4 (opens in a new tab)Added
A Battlefield is both a location and also a Game Object at that location.
- 200. in Core Rules 1.4 (opens in a new tab)Added
Locations can be Destinations and Origins for movement.
See rule 445 in Core Rules 1.4 (opens source rules in a new tab). Movement for more information.
201. in Core Rules 1.4 (opens in a new tab)CostsAdded
- 202. in Core Rules 1.4 (opens in a new tab)Added
Some Game Effects will instruct players to pay resources, spend counters or XP, or perform game actions as a Cost in order to perform a linked Effect.
- 203. in Core Rules 1.4 (opens in a new tab)Added
Costs must be paid in order to get their linked Effect.
- 203.1. in Core Rules 1.4 (opens in a new tab)Added
Paying a Cost requires a player to perform the appropriate game action: pay resources, spend counters or XP, kill units, etc.
- 203.2. in Core Rules 1.4 (opens in a new tab)Added
The Cost is still considered paid even if the associated game action is replaced.
- 203.3. in Core Rules 1.4 (opens in a new tab)Added
If the game action associated with a Cost is impossible for any reason such that a player cannot perform it, then they cannot pay the Cost and they will not execute the linked Effect.
- 204. in Core Rules 1.4 (opens in a new tab)Added
Costs paid in this way might be:
- 204.1. in Core Rules 1.4 (opens in a new tab)Added
Base Costs: These costs are the most fundamental costs that must be paid to finalize a spell or ability.
- 204.1.a. in Core Rules 1.4 (opens in a new tab)Added
On cards, the Base Cost is found in the upper left corner of the card.
- 204.1.b. in Core Rules 1.4 (opens in a new tab)Added
On activated abilities, the Base Cost is the resource or instruction written before the “:”.
- 204.2. in Core Rules 1.4 (opens in a new tab)Added
Additional Costs: These Costs are in addition to the base cost of the spell or ability and will include “as an additional cost.”
- 204.2.a. in Core Rules 1.4 (opens in a new tab)Added
Additional Costs must be paid to finalize the spell or ability, in addition to the base cost.
- 204.3. in Core Rules 1.4 (opens in a new tab)Added
Costs within Instructions: These Costs are part of the resolution of a spell or ability, and will take the form “[do X] to [do Y].”
- 204.3.a. in Core Rules 1.4 (opens in a new tab)Added
When Costs within Instructions appear as the first part of the effect in triggered abilities, the cost is taken to be the base cost of the triggered ability. It must be paid to finalize the triggered ability.
Example: Overzealous Fan is a unit that reads “When I defend, you may kill me to move an attacking unit to its base.” In order to finalize the ability to the chain, its controller must kill Overzealous Fan. - 204.3.b. in Core Rules 1.4 (opens in a new tab)Added
When Costs within Instructions appear in spells, activated abilities, or in later parts of triggered abilities, the cost must be paid to get the effect during resolution of the spell or ability.
Example: Bullet Time is a spell that reads “Pay any amount of [A] to deal that much damage to all enemy units at a battlefield.” As the spell resolves, its controller pays any amount of [A] as a cost, and deals that much damage to all units at a battlefield as the effect.Example: Ancient Henge is a gear that reads “[Reaction][>] [E]: Pay any amount of Energy to Add that much [A].” As the ability resolves, its controller pays any amount of Energy as a cost, and Adds that much [A] as the effect.Example: Insightful Investigator is a unit that reads “When you play me, choose an opponent. They reveal their hand. You may pay 2 XP to choose a card from their hand. If you do, they discard that card and draw 1.” As the ability resolves, its controller may pay 2 XP as a cost, and chooses a card from that player’s hand as the effect.
- 204.4. in Core Rules 1.4 (opens in a new tab)Added
Applied Costs: These Costs are applied to one or more Game Actions, and typically take the form of a passive ability with a Cost within Instructions preceded by “must.”
Example: Mageseeker Investigator reads in part “Opponents must pay [A] for each unit beyond the first to move multiple units to my battlefield at the same time.” This is an applied cost.- 204.4.a. in Core Rules 1.4 (opens in a new tab)Added
The associated Game Action is the linked Effect for the Cost.
- 204.4.b. in Core Rules 1.4 (opens in a new tab)Added
Applied Costs are paid as the Game Action is performed. They do not use the chain and cannot be reacted to.
- 204.4.b.1. in Core Rules 1.4 (opens in a new tab)Added
Abilities that Add resources with the Reaction keyword can be activated at any time when costs need to be paid.
See rule 429 in Core Rules 1.4 (opens source rules in a new tab). Add for more information.
- 204.4.c. in Core Rules 1.4 (opens in a new tab)Added
If a player can’t pay or chooses not to pay the Applied Cost, they cannot perform the associated Game Action.
- 205. in Core Rules 1.4 (opens in a new tab)Added
An instruction that requires a player to pay resources or spend counters or XP that does not also have a linked Effect, is not a Cost.
Example: A card effect reads, “When I attack, you may pay [4][C]. If you do, kill a unit here.” Paying [4][C] in this way is not a cost of the ability, base or otherwise, but a game action being performed by a player. The later instruction checks whether the game action was performed, not whether a cost was paid—if paying [4][C] was replaced for any reason, the later linked instruction will not execute. - 206. in Core Rules 1.4 (opens in a new tab)Added
Effects that need to determine a card’s cost for any purpose always use its printed or copied cost, even if that cost is increased, decreased, or ignored as the card is played.
Example: Sky Splitter is a spell that costs [8] and says in part “This spell's Energy cost is reduced by the highest Might among units you control.” Lux, Illuminated is a unit that says “When you play a spell that costs 5 or more, give me +3 [M] this turn.” If a player who controls Lux plays Sky Splitter, Lux’s ability will trigger, regardless of how much was actually paid for Sky Splitter.Example: Defy is a spell which reads “Counter a spell that costs no more than [4] and no more than [A].” Rocket Barrage is a spell that costs [4][C] and has a Repeat cost of [4][C]. Rocket Barrage is a legal target for Defy even if Rocket Barrage’s Repeat cost is paid, because Defy only checks the printed or copied cost of its target.Example: Atakhan is a unit that reads in part “You may kill a friendly unit as an additional cost to play me. If you do, I cost [1] less for each Energy it costs and [Y] less for each Power it costs.” If a player plays Atakhan and chooses to kill a Reflection token that is currently a copy of Noxus Hopeful, Atakhan will cost [4] less.- 206.1. in Core Rules 1.4 (opens in a new tab)Added
Effects that need to determine an ability’s cost for any purpose use its base cost, ignoring any alterations to that base cost unless otherwise specified.
Example: A card reads “When you play an activated ability with Energy cost [7] or more, you may exhaust me to ready up to 2 runes.” A gear has an activated ability that reads “[12], Banish this: Choose an opponent. Banish all units they control. This ability costs [1] less for each point the chosen opponent has.” The ability of the first card will trigger when the activated ability is played, even if the chosen opponent has 6 or more points.Example: An equipment has an ability that reads “Equip [4][A]. This ability costs [1] less for each occupied enemy battlefield.” If its controller plays a unit with Weaponmaster, the Weaponmaster trigger will refer to the cost including the alterations. This is because Weaponmaster specifies that it includes modifications to the cost.
300. in Core Rules 1.4 (opens in a new tab)Playing the Game
301. in Core Rules 1.4 (opens in a new tab)The Turn
- 303. in Core Rules 1.4 (opens in a new tab)
The phases of a turn are rigid, but the actions taken during those steps can be done in any order, unless otherwise specified.
- 303.2. in Core Rules 1.4 (opens in a new tab)
Game Actions cannot be performed simultaneously for any reason.
- 303.2.a. in Core Rules 1.4 (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, starting with the current Turn Player.
See rule 382 in Core Rules 1.4 (opens source rules in a new tab). Triggered Abilities for more information.
- 312. in Core Rules 1.4 (opens in a new tab)
At any given time, up to one player has Priority.
- 312.2. in Core Rules 1.4 (opens in a new tab)
A player receives Priority at the following times:
- 312.2.c. in Core Rules 1.4 (opens in a new tab)Changed
When the turn is in a Closed State
, all pending chain items finish being finalized, and they control the next item on the Chain.
- 315. in Core Rules 1.4 (opens in a new tab)
Start of Turn
- 315.2. in Core Rules 1.4 (opens in a new tab)
Beginning Phase
- 315.2.b. in Core Rules 1.4 (opens in a new tab)
Scoring Step
- 315.2.b.2. in Core Rules 1.4 (opens in a new tab)Changed
1. The Turn Player Holds all Battlefields they Control.
See rule
462 in Core Rules 1.3 (opens source rules in a new tab)467 in Core Rules 1.4 (opens source rules in a new tab). Scoring for more information. - 315.2.b.3. in Core Rules 1.4 (opens in a new tab)Changed
Reminder: In Modes of Play with Teams, Battlefields
heldcontrolled by a Teammate of the Turn Player during thisphasestep are disqualified from being scored this turn by the Turn Player.
- 315.4.c. in Core Rules 1.3 (opens in a new tab)Removed
The following Task becomes Outstanding:
- 315.4.d. in Core Rules 1.3 (opens in a new tab)Removed
1. Each player's Rune Pool empties. Any unspent Energy and Power are lost.
See rule 164 in Core Rules 1.3 (opens source rules in a new tab). Rune Pools for more information.
- 316.2. in Core Rules 1.4 (opens in a new tab)Added
The following Tasks become Outstanding in the specified order:
- 316.3. in Core Rules 1.4 (opens in a new tab)Added
1. Each player's Rune Pool empties. Any unspent Energy and Power are lost.
See rule 165 in Core Rules 1.4 (opens source rules in a new tab). Rune Pools for more information.
- 316.4. in Core Rules 1.4 (opens in a new tab)Added
2. At the start of Main Phase game effects take place.
- 316.7.b. in Core Rules 1.4 (opens in a new tab)Changed
This could be the result of a Standard Move
Standard ActionIntrinsic Ability, a Spell, or other Game Effect. - 316.7.d. in Core Rules 1.4 (opens in a new tab)Changed
A Combat can only occur between two players.
See rule
454 in Core Rules 1.3 (opens source rules in a new tab)459 in Core Rules 1.4 (opens source rules in a new tab). Combat for more information. - 316.7.e. in Core Rules 1.4 (opens in a new tab)Changed
Play proceeds following the steps of combat.
See rule
458 in Core Rules 1.3 (opens source rules in a new tab)463 in Core Rules 1.4 (opens source rules in a new tab). The Steps of Combat for more information.
- 316.8.b. in Core Rules 1.4 (opens in a new tab)Changed
A Showdown is marked as Staged at a Battlefield
whenin the cleanup after the Contested status is applied toathat Battlefieldwith no current controller.- 316.8.b.1. in Core Rules 1.4 (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.
- 316.8.b.1.a. in Core Rules 1.4 (opens in a new tab)Changed
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 in the following cleanup.
- 317. in Core Rules 1.4 (opens in a new tab)
Ending Phase
- 317.2. in Core Rules 1.4 (opens in a new tab)
Expiration Step
- 317.2.b. in Core Rules 1.4 (opens in a new tab)Changed
Insert “
2c3c. Heal all Units.” - 317.2.c. in Core Rules 1.4 (opens in a new tab)Changed
Insert “
2d3d. All ‘this turn’ effects expire simultaneously.” - 317.2.d. in Core Rules 1.4 (opens in a new tab)Changed
Insert “
2e3e. Each player’s Rune Pool empties. Any unspent Energy and Power are lost.”
318. in Core Rules 1.4 (opens in a new tab)Cleanups
- 319. in Core Rules 1.4 (opens in a new tab)
A Cleanup will be made an Outstanding Task at the following times:
- 319.4. in Core Rules 1.4 (opens in a new tab)Changed
After a Pending Item becomes a
LegalFinalized Item on the Chain
- 320. in Core Rules 1.4 (opens in a new tab)Changed
While a Cleanup is occurring, Chain Items cannot be Finalized or Resolved.
- 320.1. in Core Rules 1.4 (opens in a new tab)Changed
New Pending Items can be added, but
LegalFinalized Items cannot be executed and Priority and Focus are not passed or awarded.
- 323. in Core Rules 1.4 (opens in a new tab)
When a Cleanup occurs, the following Tasks become Outstanding in the order described:
- 323.4. in Core Rules 1.4 (opens in a new tab)Changed
3a. All Units that have
non-zeroLethal Damage marked on themequalling or exceeding their Mightand that have Deathknell or other abilitieswillthat trigger on theirDeathknell abilityown death will trigger such abilities now, making note of their current location, attributes, and other information relevant to add the trigger as a Pending ItemSee rule 808 in Core Rules 1.4 (opens source rules in a new tab) Deathknell for more information.
- 323.5. in Core Rules 1.4 (opens in a new tab)Changed
3b. All Units that have
non-zero DamageLethalDamage marked onthem equalling or exceeding their Might arethemare killed and placed in their owners' Trash.See rule 142.4 in Core Rules 1.4 (opens source rules in a new tab). For more information on lethal damage.
- 323.6. in Core Rules 1.4 (opens in a new tab)Changed
4.
IfPlayers lose control of any controlled Battlefields without their Units occupying them if the turn is in an Open State, Battlefields with no Units occupying themand there is no Showdown or Combat ongoingbecome Uncontrolledthere. - 323.7. in Core Rules 1.4 (opens in a new tab)Changed
5. Recall all Unattached non-Unit Gear and non-Unit Runes at Battlefields, and all Permanents and Runes in Bases other than their controller’s. Remove all Hidden cards from all Battlefields that are not controlled by the same player and place them in their owner's Trash.
- 323.8. in Core Rules 1.4 (opens in a new tab)
6. Mark a Showdown as Staged at each Battlefield that Contested was applied to.
- 323.8.a. in Core Rules 1.4 (opens in a new tab)Changed
The Showdown remains Staged at
eachthat Battlefieldthatas long as it is Contested and has units present controlled by the player that applied Contested.
- 323.11. in Core Rules 1.4 (opens in a new tab)Added
8. Remove Contested status from each Battlefield without Units controlled by the player who applied Contested to that Battlefield and without a Showdown or Combat ongoing there.
- 323.11.a. in Core Rules 1.4 (opens in a new tab)Added
If as a result of the removal of Contested status there are Units located at an uncontested Battlefield that their controller does not control, their controller applies Contested status to that Battlefield.
- 323.12. in Core Rules 1.4 (opens in a new tab)Added
9. If the current state is a Neutral Open State and one or more Showdowns are Staged at Battlefields without a Combat staged, the Turn Player chooses one of those Battlefields. A Showdown begins there.
- 323.13. in Core Rules 1.4 (opens in a new tab)Added
10. If the current state is a Neutral Open State and one or more Combats are Staged at Battlefields, the Turn Player chooses one of those Battlefields. Combat begins there.
- 323.11. in Core Rules 1.3 (opens in a new tab)Removed
8. If the current state is a Neutral Open State and one or more Showdowns are Staged, the Turn Player chooses one of those Battlefields. A Showdown begins there.
- 323.12. in Core Rules 1.3 (opens in a new tab)Removed
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.
- 323.13. in Core Rules 1.3 (opens in a new tab)Removed
9. If the current state is a Neutral Open State and Combat is Staged at one or more Battlefields, the Turn Player chooses one of those Battlefields. Combat begins there.
- 323.14. in Core Rules 1.4 (opens in a new tab)Changed
9a10a. 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.
- 324. in Core Rules 1.4 (opens in a new tab)
Special Cleanups are Cleanup steps invoked at specific times that have additional steps not present in a normal Cleanup.
- 324.1. in Core Rules 1.4 (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)466 in Core Rules 1.4 (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 1.4 (opens source rules in a new tab). The Ending Phase for more information.
325. in Core Rules 1.4 (opens in a new tab)Chains and Showdowns
- 328. in Core Rules 1.4 (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.
- 328.1. in Core Rules 1.4 (opens in a new tab)Changed
Cards
, abilities, and tokens are placed here as part of the process of being played.See rule 349 in Core Rules 1.4 (opens source rules in a new tab). The Process of Play for more information.
See rule 360 in Core Rules 1.4 (opens source rules in a new tab). Abilities for more information on Abilities.
- 328.2. in Core Rules 1.3 (opens in a new tab)Removed
Abilities are queued here as part of the process of resolving.
See rule 360 in Core Rules 1.3 (opens source rules in a new tab). Abilities for more information.
- 329. in Core Rules 1.4 (opens in a new tab)Changed
Cards
, tokens, and abilities added to the chain are added as Pending Chain Items that become Finalized Chain Items. - 330. in Core Rules 1.4 (opens in a new tab)
The Chain exists as long as a Chain Item is on it.
- 330.2. in Core Rules 1.4 (opens in a new tab)Changed
If a card or token would begin to be played while a Chain already exists, it is placed on the existing Chain.
- 332. in Core Rules 1.4 (opens in a new tab)Changed
Steps ofHandling Tasks and Resolving Chain Items - 333. in Core Rules 1.3 (opens in a new tab)Removed
Whenever a card or token is played or an ability is activated or triggered, a Chain is created.
- 333.1. in Core Rules 1.3 (opens in a new tab)Removed
The player that created the chain becomes the first player with Priority.
- 333. in Core Rules 1.4 (opens in a new tab)
A Task is one or more steps or processes that one or more Players must perform before continuing with any other actions.
- 333.1. in Core Rules 1.4 (opens in a new tab)Changed
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 1.4 (opens source rules in a new tab). Cleanups for more information on Cleanups
See rule 315 in Core Rules 1.4 (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)459 in Core Rules 1.4 (opens source rules in a new tab). Combat for more information on the steps of CombatSee rule 317 in Core Rules 1.4 (opens source rules in a new tab). Ending Phase for more information.
- 334. in Core Rules 1.4 (opens in a new tab)
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.
- 334.2. in Core Rules 1.4 (opens in a new tab)
When all Outstanding Tasks are completed, all pending Chain Items will subsequently be processed by the FEPR process.
- 334.2.a. in Core Rules 1.4 (opens in a new tab)Changed
During the FEPR process, new Tasks may be incurred.
PauseComplete the current step of the process and then pause and complete the necessary Tasks before continuing.
- 335.3. in Core Rules 1.3 (opens in a new tab)Removed
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.
- 335. in Core Rules 1.4 (opens in a new tab)Added
If there are no Outstanding Tasks, no pending Chain Items, no ongoing Showdown or Combat, and it is the Main Phase, the Turn Player receives priority. If there are no Outstanding Tasks, no pending Chain Items, no ongoing Showdown, and it is any other phase of the turn, proceed to the next substep, step, phase, or turn.
- 335.1. in Core Rules 1.4 (opens in a new tab)Added
If there are no Outstanding Tasks, no pending Chain Items, and there is an ongoing Showdown, the player with Focus receives priority.
- 337. in Core Rules 1.4 (opens in a new tab)
Step 1: Finalize
- 337.1. in Core Rules 1.4 (opens in a new tab)Added
If there is at least one Chain Item Pending, the controller of the oldest Pending Chain Item must complete the steps of Playing that Pending Item until it is a Finalized Item or leaves the Chain.
See rule 349 in Core Rules 1.4 (opens source rules in a new tab). Playing Cards for more information on finalizing chain items.
- 337.1.a. in Core Rules 1.4 (opens in a new tab)Added
Finalizing an item to the chain does not pass Priority.
- 337.1.b. in Core Rules 1.4 (opens in a new tab)Added
Chain Items are Finalized in the order they were appended to the Chain.
- 337.2. in Core Rules 1.4 (opens in a new tab)Added
If, after finalizing the Chain Item, that item is a Unit, Gear, or an ability that Adds resources, it resolves immediately—Move to Step 4: Resolve.
See rule 349 in Core Rules 1.4 (opens source rules in a new tab). Playing Cards for more information.
- 337.3. in Core Rules 1.4 (opens in a new tab)Added
If, after finalizing the Chain Item, there are still Pending Chain Items, return to step 1. Finalize.
- 337.4. in Core Rules 1.4 (opens in a new tab)Added
If, after finalizing the Chain Item, there are no more items on the chain to be Finalized, the controller of the next item on the chain gains Priority. Move to step 2: Execute.
- 337.1. in Core Rules 1.3 (opens in a new tab)Removed
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.
- 337.1.a. in Core Rules 1.3 (opens in a new tab)Removed
This process does not pass Priority.
- 337.1.b. in Core Rules 1.3 (opens in a new tab)Removed
Each Item is Finalized in the order it was appended to the Chain.
- 337.1.c. in Core Rules 1.3 (opens in a new tab)Removed
Units, Gear, and abilities that Add resources resolve immediately when Finalized and do not progress to Step 2: Execute.
See rule 349 in Core Rules 1.3 (opens source rules in a new tab). Playing Cards for more information.
- 337.1.c.1. in Core Rules 1.3 (opens in a new tab)Removed
If the Chain is empty, play proceeds in an Open State.
- 337.1.c.1.a. in Core Rules 1.3 (opens in a new tab)Removed
If this occurs during a Showdown, the next player in turn order gains Focus.
- 337.1.c.2. in Core Rules 1.3 (opens in a new tab)Removed
If the Chain is not empty and there are one or more Pending Items, repeat Step 1.
- 337.1.c.3. in Core Rules 1.3 (opens in a new tab)Removed
If the Chain is not empty and there are no Pending Items, the controller of the newest item on the chain gains Priority and becomes the Active Player. Proceed to Step 2: Execute.
- 338. in Core Rules 1.4 (opens in a new tab)
Step 2: Execute
- 338.1. in Core Rules 1.4 (opens in a new tab)
The player with Priority may do any the following:
- 338.1.a. in Core Rules 1.4 (opens in a new tab)Changed
Play a Card or Activated Ability that is legally timed.
- 338.1.a.1. in Core Rules 1.4 (opens in a new tab)Changed
Cards and Activated Abilities, by default, cannot be played during a Closed State.
- 338.1.a.2. in Core Rules 1.4 (opens in a new tab)Changed
A Legally Timed Card or Activated Ability would be
a Cardone with Reaction ora cardone that will have Reaction when played under appropriate circumstances. - 338.1.a.4. in Core Rules 1.4 (opens in a new tab)Changed
The
cardCard or Activated Ability will be added to the chain as a Pending Item, following the steps of playing a card. - 338.1.a.5. in Core Rules 1.4 (opens in a new tab)Changed
This can be an additional
carditem to the item that Started the Chain in the case of the first player with Priority after creating the Chain. - 338.1.a.6. in Core Rules 1.4 (opens in a new tab)Changed
Whether a Card or Activated Ability is legally timed is evaluated during the “Check Legality” step of Playing a Card.
See rule 349 in Core Rules 1.4 (opens source rules in a new tab). Playing Cards for more information.
See rule 398 in Core Rules 1.4 (opens source rules in a new tab). Playing or Activating Abilities for more information.
- 338.1.a.7. in Core Rules 1.4 (opens in a new tab)Changed
Playing a
cardCard or Activated Ability will create one or more Pending Items. Return to Step 1: Finalize.
- 338.1.b. in Core Rules 1.3 (opens in a new tab)Removed
Activate Abilities of Game Objects that are legally timed.
See rule 398 in Core Rules 1.3 (opens source rules in a new tab). Playing or Activating Abilities for more information.
- 338.1.b.1. in Core Rules 1.3 (opens in a new tab)Removed
All rules for legally timed cards apply to legally timed abilities.
- 338.1.b.2. in Core Rules 1.3 (opens in a new tab)Removed
Activating abilities will create one or more Pending Items. Return to Step 1: Finalize.
- 339. in Core Rules 1.4 (opens in a new tab)
Step 3: Pass
- 339.1. in Core Rules 1.4 (opens in a new tab)Changed
If all players have passed Priority in sequence without adding any items to the Chain, proceed to Step 4: Resolve.
- 339.2. in Core Rules 1.4 (opens in a new tab)Changed
Otherwise, the player with Priority passes Priority to the next Player in Turn Order. Return to Step
32: Execute.
- 340. in Core Rules 1.4 (opens in a new tab)
Step 4: Resolve
- 340.1. in Core Rules 1.4 (opens in a new tab)Changed
The newest
item on theFinalized Chain Item resolves. Execute its game effects in their entirety.See rule 349 in Core Rules 1.4 (opens source rules in a new tab). Playing Cards for more information on resolving spells.
See rule 398 in Core Rules 1.4 (opens source rules in a new tab). Playing or Activating Abilities for more information on resolving abilities.
- 340.2. in Core Rules 1.4 (opens in a new tab)
If the Chain is empty, play proceeds in an Open State.
- 340.2.a. in Core Rules 1.4 (opens in a new tab)Changed
If this occurs during a Showdown and the chain wasn’t initiated by a triggered ability or an ability that Adds resources, focus passes to the next player in turn order.
- 344. in Core Rules 1.4 (opens in a new tab)Changed
A Showdown begins when Control of a Battlefield is Contested during a Cleanup and the turn is in a Neutral Open State.
- 344.1. in Core Rules 1.4 (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. If a Showdown is already ongoing at that Battlefield, it will become a Combat Showdown and a Combat will initiate there.
See rule
454 in Core Rules 1.3 (opens source rules in a new tab)459 in Core Rules 1.4 (opens source rules in a new tab). Combat for more information. - 344.2. in Core Rules 1.3 (opens in a new tab)Removed
If Control of a Battlefield is Contested and the Battlefield in question is uncontrolled when it becomes Contested, a Showdown is opened during the Cleanup at the end of the action that caused the Battlefield to become Contested.
- 344.2. in Core Rules 1.4 (opens in a new tab)Added
If Control of a Battlefield is Contested, there aren’t units controlled by different players there, and the turn is in a Neutral Open State, a Showdown is opened during the next Cleanup.
See rule 318 in Core Rules 1.4 (opens source rules in a new tab). Cleanups for more information.
- 346. in Core Rules 1.4 (opens in a new tab)
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.
- 346.1. in Core Rules 1.4 (opens in a new tab)Changed
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: theInitialCombat Chain opens as a result of triggered abilities being added to the chain, so when the last item on theInitialCombat Chain resolves and the turn returns to an Open State, Focus will not pass.
- 347. in Core Rules 1.4 (opens in a new tab)
During a Showdown, the player with Focus may do one of the following:
- 347.1. in Core Rules 1.4 (opens in a new tab)Changed
Play a
cardCard or Activated Ability that is legally timed.- 347.1.a. in Core Rules 1.4 (opens in a new tab)Changed
The card or activated ability will start a Chain as normal.
- 347.1.b. in Core Rules 1.4 (opens in a new tab)Added
When that Chain closes, Focus passes to the next Player in Turn Order.
- 347.2. in Core Rules 1.3 (opens in a new tab)Removed
Activate Abilities of Game Objects that are legally timed.
See rule 360 in Core Rules 1.3 (opens source rules in a new tab). Abilities for more information.
- 347.2.a. in Core Rules 1.4 (opens in a new tab)
If all Players have passed once in sequence, the Showdown ends.
- 347.3.a.1. in Core Rules 1.3 (opens in a new tab)Removed
Perform a Cleanup.
- 348. in Core Rules 1.4 (opens in a new tab)
If all players pass Focus without playing a spell or activating an ability, then the Showdown Closes.
- 348.1. in Core Rules 1.4 (opens in a new tab)Changed
If it is a Combat Showdown, proceed with the remaining steps of Combat to resolve the phase.
See rule
458 in Core Rules 1.3 (opens source rules in a new tab)463 in Core Rules 1.4 (opens source rules in a new tab). The Steps of Combat for more information. - 348.2. in Core Rules 1.4 (opens in a new tab)
If it is a Non-Combat Showdown, do the following:
- 348.2.a. in Core Rules 1.4 (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
185 in Core Rules 1.3 (opens source rules in a new tab)188 in Core Rules 1.4 (opens source rules in a new tab). Control for more information on Control.See rule
464.1 in Core Rules 1.3 (opens source rules in a new tab)469.1 in Core Rules 1.4 (opens source rules in a new tab). for more information on Conquering.
349. in Core Rules 1.4 (opens in a new tab)Playing Cards
- 350. in Core Rules 1.4 (opens in a new tab)
Playing a card is the act of a player utilizing their cards.
- 350.2. in Core Rules 1.4 (opens in a new tab)Changed
Tokens are not cards, but can still be Played.
See rule
176 in Core Rules 1.3 (opens source rules in a new tab)179 in Core Rules 1.4 (opens source rules in a new tab). Tokens for more information.
- 354. in Core Rules 1.4 (opens in a new tab)Changed
1. Remove the card from the zone you are playing it from and put it onto the Chain.1. Move the card from its current zone to the Chain.
- 354.4. in Core Rules 1.4 (opens in a new tab)Changed
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)332 in Core Rules 1.4 (opens source rules in a new tab). for more information on Tasks.
- 355. in Core Rules 1.4 (opens in a new tab)
2. Make relevant choices.
- 355.1. in Core Rules 1.4 (opens in a new tab)Changed
If the card
is a spell, orhas an effect that specifies a choice "As I am played," those choices are made now.- 355.1.a. in Core Rules 1.4 (opens in a new tab)Added
This includes the choice of whether or not to pay an Optional Additional Cost.
- 355.2. in Core Rules 1.4 (opens in a new tab)Changed
For Units, choose a valid Location where that Unit will
be placedenter upon being Played. - 355.4. in Core Rules 1.4 (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.
- 355.4.a. in Core Rules 1.4 (opens in a new tab)Changed
A valid Location for a Move Effect is one other than the Units’ current Location where they are allowed to be present.
- 355.5. in Core Rules 1.4 (opens in a new tab)
If a card requires you to specifically choose one or more Game Objects, that choice is made now.
- 355.5.b. in Core Rules 1.4 (opens in a new tab)Changed
This does not include making choices for Triggered Abilities of permanents, or Delayed or Reflexive Triggers generated by the item being finalized, even if those abilities trigger when the
permanentchain item 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.Example: Targon’s Peak reads “When you conquer here, ready up to 2 runes at the end of this turn.” Readying up to 2 runes at the end of the turn is the effect of a delayed trigger; any choices involved are not made when finalizing the conquer effect but when finalizing the resulting delayed trigger at the end of the turn.See rule 382 in Core Rules 1.4 (opens source rules in a new tab). Triggered Abilities for more information.
- 355.9. in Core Rules 1.4 (opens in a new tab)
A target is a valid choice if it meets all of the following requirements:
- 355.9.b. in Core Rules 1.4 (opens in a new tab)Changed
It meets all targeting restrictions. e.g., A unit is a valid target for a spell that refers to a “unit at a battlefield,” “enemy unit,” “unit you control,” or “unit with Might 4 or greater” only if it meets the appropriate criteria. e.g. A unit that reads “I can’t be chosen by enemy spells or abilities.” is not a valid target for any enemy spell or ability, even if it meets other targeting restrictions.
- 355.10. in Core Rules 1.4 (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:
- 355.10.b. in Core Rules 1.4 (opens in a new tab)Changed
It is included only as part of a targeting restriction for another choice or only as a restriction or permission for a game action. 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., “Play a unit from your hand to a battlefield” doesn’t target a battlefield.
- 355.10.d. in Core Rules 1.4 (opens in a new tab)Changed
It is programmatically selected based on its characteristics rather than chosen by the spell or ability’s controller. e.g., “Kill all units at a battlefield” targets a battlefield, but does not target any units. e.g., “Kill all units at battlefields” doesn’t target anything. e.g., “
DestroyKill a unit. Its controller draws 2cards” targets the unit, but not its controller. e.g., “Ready your legend” doesn’t target anything, because you can only have one legend. e.g., “Ready a friendly legend” targets a legend, because in a 2v2 game there are two friendly legends. e.g., “Recycle all cards in your trash” doesn’t target anything, because it affects all cards and you only have one trash.
- 355.14.d. in Core Rules 1.4 (opens in a new tab)Changed
Each Target is valid, and contributes to
Chosen triggersTargeting Effects individually. - 355.14.h. in Core Rules 1.4 (opens in a new tab)
If, at resolution of the spell or effect, there are more Targets than available damage to divide, then the player who controls the effect dealing damage determines which Targets cease being Targets.
- 355.14.h.1. in Core Rules 1.4 (opens in a new tab)Added
That player cannot choose to have fewer Targets than they have damage to split when choosing which Targets cease being Targets.
Example: A player plays Alpha Strike, which reads in part “Choose a friendly unit. It deals damage equal to its Might split among enemy units at battlefields.” They target their 5 [M] unit and five 1 [M] enemy Recruits at battlefields. In reaction, their opponent plays Feral Strength targeting one of their recruits, and Frigid Touch targeting the 5 [M] unit. When Alpha Strike resolves, they have 3 damage to split, and must choose which targets cease being targets. They can’t choose for 4 of the units to cease being targets so that they can deal 3 to the 3 [M] recruit. They can only choose at most 2 of the targets to cease being targets.
- 355.15. in Core Rules 1.4 (opens in a new tab)Changed
These choices cannot be changed after this step unless instructed to by a spell or ability.
See rule 750 in Core Rules 1.4 (opens source rules in a new tab). Making New Choices for more information.
- 355.16. in Core Rules 1.4 (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 a card which reads “asAs 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.
- 356. in Core Rules 1.4 (opens in a new tab)
3. Determine Total Cost.
- 356.1. in Core Rules 1.4 (opens in a new tab)
Apply base cost modifications in any order.
- 356.1.c. in Core Rules 1.4 (opens in a new tab)Added
Effects that refer to the Base Cost of the card refer to the Printed or Copied Base Cost of said card, and not the modified Base Cost that is used when determining the total cost of the card.
- 356.5. in Core Rules 1.4 (opens in a new tab)Added
Apply modifications to the total cost in any order.
- 356.5.a. in Core Rules 1.4 (opens in a new tab)Added
If an effect allows a player to play a card ignoring “any and all costs,” set the total cost to [0], including any non-standard costs.
- 357. in Core Rules 1.4 (opens in a new tab)
4. Pay the card's costs.
- 357.1. in Core Rules 1.4 (opens in a new tab)
In total, pay the combined Energy cost (if any) and Power cost (if any).
- 357.1.a. in Core Rules 1.4 (opens in a new tab)Changed
During this step, the card's controller can use activated abilities with the Reaction tag that Add resources to add Energy and Power to pay the card's costs.
See rule
164 in Core Rules 1.3 (opens source rules in a new tab)165 in Core Rules 1.4 (opens source rules in a new tab). Rune Pools and rule 429 in Core Rules 1.4 (opens source rules in a new tab). Add for more information.
- 357.2. in Core Rules 1.4 (opens in a new tab)Changed
In addition, pay any non-standard Cost summed in step 3 in any order.
Example: A card reads in part “As an additional cost to play me, kill a friendly unit and discard a unit.” When paying the costs for that card, its controller can pay those two costs in any order; they can kill a friendly unit first and then discard a unit, or they can discard a unit and then kill a friendly unit.
- 358. in Core Rules 1.4 (opens in a new tab)
5. Check legality.
- 358.2. in Core Rules 1.4 (opens in a new tab)Added
Check that all costs were paid.
- 358.3. in Core Rules 1.4 (opens in a new tab)Changed
EnsureCheck that the outcome of the effect of this card being played would not create an illegal state.Example: Check that a spell's execution does not create a state where a Battlefield has Units controlled by 3 different players.- 358.3.a. in Core Rules 1.4 (opens in a new tab)Added
If a Game Effect prevents the performance of a game action, that effect doesn’t prevent cards and abilities that instruct a player to perform that game action from being played or finalized. On resolution, that game action will be skipped as it is an impossible instruction.
Example: A player plays Here to Help when their opponent controls a Mageseeker Warden at a battlefield. Here to Help is legal to play under these circumstances. On resolution, no unit will be played.
- 358.4. in Core Rules 1.4 (opens in a new tab)Changed
EnsureCheck 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]. - 358.5. in Core Rules 1.4 (opens in a new tab)Changed
If any of the
card, if continued to be played, would create an illegal state, or if a choice or action at this state is illegalabove checks fail, the actions taken in this process are undone and the action is cancelled.
- 359. in Core Rules 1.4 (opens in a new tab)
6. Finish finalizing this card and proceed with the card's category of Play.
- 359.2. in Core Rules 1.4 (opens in a new tab)
A Permanent leaves the Chain and becomes a Game Object.
- 359.2.d. in Core Rules 1.4 (opens in a new tab)Changed
If it is a Non-Unit Gear, it enters the Board Ready at the player's Base.
- 359.3. in Core Rules 1.4 (opens in a new tab)
A Spell lingers on the Chain.
- 359.3.e. in Core Rules 1.4 (opens in a new tab)
Handling illegal and impossible instructions
- 359.3.e.4. in Core Rules 1.4 (opens in a new tab)Changed
If a target changes Zones to or from a Non-Board Zone and then returns to its original zone, it is no longer a legal target, because it's not treated as the same object.
Examples:
An enemy unit at a battlefield is no longer a legal target if it is no longer an enemy, no longer a unit, or no longer at a battlefield.A unit with 3 or less Might is no longer a legal target if it is no longer a unit or if its Might is greater than 3.Something that's exhausted is no longer a legal target if it is no longer exhausted. (It can't stop being "something.")A spell that's played from hidden can normally only target its own battlefield or something at that battlefield. A target for such a spell may cease to be a legal target if it moves from the battlefield where that spell was played, even if the spell has no location targeting requirement otherwise. - 359.3.e.5. in Core Rules 1.4 (opens in a new tab)Changed
If any of the spell's targets are no longer legal, those
targetsgame objects, players, or zones are unaffected by the spell as it resolves. Any instructions related to an illegal target can’t be followed.Example: A player plays Void Seeker, a spell that says "Deal 4 to a unit at a battlefield. Draw 1." The unit's controller uses a Reaction to move the unit to their base. Since the unit is no longer a legal target, it is not dealt any damage. Void Seeker's controller still draws 1.Example: A player plays Bellow’s Breath targeting a unit in combat that reads in part “I can’t be chosen by enemy spells and abilities unless I’m in combat.” In reaction, that unit’s controller plays Flash, moving the unit to their base. The unit is no longer in combat, so it is no longer a legal target for Bellow’s Breath. The unit will be unaffected by Bellow’s Breath as it resolves.Example: A player plays Hidden Blade from the facedown zone at a battlefield, targeting an enemy unit. In reaction to Hidden Blade, their opponent plays Tideturner from facedown at another battlefield, choosing to swap locations with the unit Hidden Blade targeted. When Hidden Blade resolves, the chosen unit is no longer at the appropriate battlefield, so any instructions related to that unit are ignored. - 359.3.e.6. in Core Rules 1.4 (opens in a new tab)Added
Instructions that can't be followed, either because of illegal targets or other circumstances, are ignored.
Example: A player plays Ride the Wind choosing to move their unit at Vilemaw’s Lair to base. Base is a legal move destination for Ride the Wind, but on resolution of Ride the Wind’s effect, the move instruction will be ignored because Vilemaw’s restriction makes the instruction impossible. - 359.3.e.6. in Core Rules 1.3 (opens in a new tab)Removed
Instructions that can't be followed, either because of illegal targets or other circumstances, are ignored.
- 359.3.e.7. in Core Rules 1.4 (opens in a new tab)Changed
If all of an instruction's Targets become Invalid or Unavailable by the time the spell
is finished being playedbegins resolving, that instruction will not execute. - 359.3.e.8. in Core Rules 1.4 (opens in a new tab)Changed
If an instruction has more than one Target and fewer than all of the Targets become Invalid or Unavailable by the time the spell
is finished being playedbegins resolving, the instruction will execute, with only the Targets available and valid being operated on.Example: Singularity reads “deal 6 to each of up to two units.” The instruction will execute even if one of those units is made unavailable before the spell begins. - 359.3.e.9. in Core Rules 1.4 (opens in a new tab)
The process for a card's choice becoming Invalid or Unavailable is referred to as mistargeting.
Example: A spell has the instruction "Deal 2 to a unit at a battlefield." Before that instruction can execute, the chosen unit is moved to its base. The instruction will not be executed, because it specifies that the unit it chooses must be at a Battlefield, and by the time it attempted to execute, the unit was no longer valid as a choice.- 359.3.e.9.a. in Core Rules 1.4 (opens in a new tab)Added
If another spell or ability attempts to reference the number of game objects, players, or zones that a Finalized Chain Item targets, it will include any mistargeted choices, but not any targets that have changed to a non-board zone.
Example: When a player moves their Volibear, Furious to an occupied enemy battlefield and combat initiates, Volibear’s attack trigger goes on the chain targeting three of the units at that battlefield. In reaction, the defending player plays Flash moving two of the three units back. That player cannot then target the attack trigger with Repulse, which reads “Choose a friendly unit at a battlefield. Counter an enemy spell or ability that chooses it and no other friendly unit.” If the defending player instead played Heedless Resurrection twice, killing the two units, Repulse can legally target the attack trigger, because two of the targets have changed to a non-board zone.
- 359.3.e.11. in Core Rules 1.4 (opens in a new tab)Changed
Instructions that can be partially followed are followed as much as possible and ignored otherwise.
Example: A player plays a spell that says "Discard 2, then draw 2." If their hand is empty, the instruction to discard 2 will be ignored. They'll still draw 2. If they had 1 card in hand, they would discard it and draw 2. - 359.3.e.12. in Core Rules 1.4 (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 looks at the top 5 cards of their Main Deck, but can’t choose any unit from among them.Strike Down reads “Choose an equipped friendly unit. It deals damage equal to its Might to an enemy unit. Then detach an Equipment from it.” While Strike Down is on the chain targeting a unit with only one Equipment attached to it, that unit has its Equipment detached via Angle Shot. When Strike Down goes to resolve, the targeted unit is no longer legal, so the unit’s Might will return as “null” and the instructions related to it are ignored.- 359.3.e.12.a. in Core Rules 1.4 (opens in a new tab)Changed
If the spell checks information about a target that is legal
,or a card or permanent whose location, zone, or status has not changed such that information is no longer available, that information is accessible.
- 359.3.e.14. in Core Rules 1.4 (opens in a new tab)Changed
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.”
Example: Hidden Blade reads “Kill a unit at a battlefield. Its controller draws 2.” The “its” in the second instruction references the unit in the first, so the two instructions of the spell are linked.- 359.3.e.14.a. in Core Rules 1.4 (opens in a new tab)Changed
In order for a later linked instruction to execute, its earlier linked instruction must have executed. If the earlier linked instruction is ignored for any reason, the later linked instruction will also be ignored.
Example: Hidden Blade reads “Kill a unit at a battlefield. Its controller draws 2.” If the chosen unit changes zones or moves to base in reaction to Hidden Blade, the spell will mistarget and the first instruction will be ignored. If the first instruction is ignored, the second instruction will not execute and the unit’s controller will not draw 2. - 359.3.e.14.b. in Core Rules 1.3 (opens in a new tab)Removed
If the Game Action performed in an earlier linked instruction is replaced, this will not affect the later linked instruction.
- 359.3.e.14.b. in Core Rules 1.4 (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, unless the later linked instruction directly references the Game Action being performed.
Example: Hidden Blade reads “Kill a unit at a battlefield. Its controller draws 2.” This effect is split into two instructions: killing the unit and the targeted unit’s controller drawing 2. The later linked instruction doesn’t reference an action directly, so it will execute even if the kill action of the earlier linked action is replaced by some other event.Example: Deathgrip reads “Kill a friendly unit. If you do, give +[M] equal to its Might to another friendly unit this turn.” If the friendly unit in question is not killed by Deathgrip because its death is replaced with another event, the later linked instruction will not execute because “if you do” directly references the game action. - 359.3.e.14.c. in Core Rules 1.4 (opens in a new tab)Added
Referencing a game action in this way only refers to the game action being performed and the object or player it was performed on, not the circumstances of its performance.
Example: A spell reads “Deal 3 to an enemy unit at a battlefield. If you do, heal units you control at the same location as that unit.” If some but not all of that damage is prevented, the later linked instruction will still execute.Example: A spell reads “Banish an enemy unit at a battlefield, then play it to any battlefield. Then if you do, do this: stun all enemy units there.” A player plays it targeting a unit that has a passive replacement effect that reads “I enter in base.” The replacement effect causes the unit to enter in base, but this does not prevent the reflexive trigger of the spell from being placed on the chain. All that matters is that the unit was played.
- 359.3.e.16. in Core Rules 1.4 (opens in a new tab)Added
If a Delayed Ability’s duration has ended before it was generated, the Delayed Ability is not generated and any instructions related to it are ignored.
Example: Targon’s Peak is a battlefield that reads in part “When you conquer here, ready up to 2 runes at the end of this turn.” If Targon’s Peak is conquered during the Ending Phase after the beginning of the ending step, such as via an effect like thrill of the Hunt, the delayed trigger will not be generated.Example: Akshan, Mischievous reads in part “When you play me, if you paid the additional cost, move an enemy gear to your base. You control it until I leave the board. If it's an Equipment, attach it to me.” If Akshan leaves the board in reaction to his play effect, the delayed passive ability “You control it until I leave the board,” will not be generated. You will not gain control of the targeted gear even for a moment.
- 359.3.f.2. in Core Rules 1.4 (opens in a new tab)
Information referenced in an instruction in this way will be checked on execution of the instruction.
Examples:
A player moves Yasuo, Remorseful to an occupied enemy battlefield and initiates combat there. In reaction to the Yasuo, Remorseful attack trigger, their opponent plays Fight or Flight from hidden targeting Yasuo, moving him back to base. When the attack trigger resolves, “here” is no longer the battlefield where combat is ongoing and the attack trigger mistargets.In reaction to a Yasuo, Remorseful attack trigger, an opponent plays Stupefy targeting Yasuo. When Yasuo’s attack trigger resolves, it will deal damage equal to his current Might of 5.- 359.3.f.2.a. in Core Rules 1.4 (opens in a new tab)Added
When a referent checks information on execution of the instruction related to a target, and that target isn’t legal, that referent will return “null” and all instructions related to it will be ignored.
- 359.3.f.3. in Core Rules 1.4 (opens in a new tab)
Some information used by triggered abilities is referenced from the trigger condition of the ability. This information is checked when the trigger condition is fulfilled.
Example: Lillia, Fae Fawn reads “when I move from a location, play a 3 [M] Sprite token with Temporary there.” If Lillia moves to a battlefield, her triggered ability will be placed on the chain and it will note the location she moved from when it does so. If she moves to a non-board zone in reaction to the triggered ability on the chain, it will not affect where the Sprite token will be played when the triggered ability resolves.- 359.3.f.3.a. in Core Rules 1.4 (opens in a new tab)
In the case of a delayed triggered ability, the information is referenced when the triggered ability is created unless specified otherwise.
- 359.3.f.3.a.1. in Core Rules 1.3 (opens in a new tab)Removed
In the case of a linked ability that references information from a linked triggered ability, that information may be referenced from the trigger condition of the linked triggered ability if specified.
- 359.3.f.3.b. in Core Rules 1.4 (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.
Example: Iascylla reads “When I hold, at the start of your next Main Phase, you may move an enemy unit to this battlefield.” The “this battlefield” in her delayed triggered ability refers to the battlefield she held, and so will be referenced from the trigger condition, when the triggered ability is generated.
360. in Core Rules 1.4 (opens in a new tab)Abilities
- 366. in Core Rules 1.4 (opens in a new tab)
Presence on Card outside of the Board
- 366.1. in Core Rules 1.4 (opens in a new tab)Changed
Passive Abilities of cards in zones that are outside of the Board will self-describe their context.
Example: The passive ability "Play me only during an opponent's turn." applies in any zone from which that card can be played.Example: Undying Legion has a passive ability that reads “[Legion][>] You may play me from your trash for [3][C].” That passive ability only applies when Undying Legion is in the trash.
- 369. in Core Rules 1.4 (opens in a new tab)
Replacement Effects intercede during the execution of a Game Effect and alter its execution.
- 369.1. in Core Rules 1.4 (opens in a new tab)Changed
A Replacement Effect can usually be identified by the presence of the terms “as,” “would,” or "instead."
Example: Zhonya's Hourglass reads "The next time a friendly unit would die, kill this instead. Heal that unit, exhaust it, and recall it." This is a replacement effect that alters the execution of any Game Effect that would kill a friendly unit.Example: Undertitan is a unit that reads in part “As I’m revealed from your deck, [Add] [2].” This is a replacement effect that alters the execution of any Game Effect that reveals Undertitan from your deck. - 369.3. in Core Rules 1.4 (opens in a new tab)Added
Replacement Effects that apply to a unit as it enters the Board can be identified by describing how the unit enters, or by describing a game action that occurs “as” a unit enters.
Example: Master Yi, Honed reads “I enter ready.” This applies a replacement effect to the way that units normally enter. The event of him entering exhausted is replaced by one where he enters ready.Example: Baron Nashor reads “As you play me, add the Baron Pit battlefield token to the board if it's not there already. If you do, I enter there.” The last sentence of his ability is a replacement effect that replaces the event of him entering at his original play location with him entering at the Baron Pit if it was created.
- 370. in Core Rules 1.4 (opens in a new tab)
A Replacement Effect can alter the typical flow of play, including other cards' executions.
- 370.1. in Core Rules 1.4 (opens in a new tab)
Replacement Effects apply to any event or instruction that qualifies for their application. A Replacement Effect will specify the circumstances by which an event or instruction will qualify to be replaced.
- 370.1.a. in Core Rules 1.4 (opens in a new tab)Added
An event is the singular moment that results from a Game Action being performed or from a Game Object changing state.
Example: The moment that results from a unit being killed is an event that can be referenced by game effects, or even skipped entirely.Example: The moment that results from a unit becoming Mighty is an event that can be referenced by game effects, or even skipped entirely.- 370.1.a.1. in Core Rules 1.4 (opens in a new tab)Added
Modifying or replacing an event is the same as modifying or replacing that Game Action or change in state that generated that event.
Example: Zhonya’s Hourglass reads in part “If a friendly unit would die, kill this instead. Heal that unit, exhaust it, and recall it.” A unit’s death being replaced by Zhonya’s Hourglass is the same as the kill action that caused that death not occurring.Example: A card reads in part “The next time an enemy unit would become Mighty this turn, banish it instead. Its controller plays a 3 [M] Mech unit token to its location.” A unit becoming Mighty being replaced by this effect means the unit never became Mighty—no effects that trigger on units becoming Mighty will trigger. - 370.1.a.2. in Core Rules 1.4 (opens in a new tab)Added
An event can occur simultaneously with other events only when those events are all the result of the same Game Action or change in state occurring.
Example: A spell reads in part “Kill up to two units at battlefields.” When that spell resolves, the units targeted are killed simultaneously because their deaths result from the same game action.Example: A spell reads in part “Kill a friendly unit. If you do, kill an enemy unit with no more Might than it.” When that spell resolves, the units are not killed simultaneously. There are two kill game actions being performed in the instructions of the spell. The friendly unit is killed first, followed by the enemy unit.
- 370.1.b. in Core Rules 1.4 (opens in a new tab)
When a Replacement Effect applies, it replaces the qualifying event with one or more Game Actions or events, or the qualifying instruction with another instruction.
- 370.1.b.1. in Core Rules 1.4 (opens in a new tab)Added
In the case of Replacement Effects that describe a game action to occur “as” an event occurs, the described event is replaced by that same event plus the game action being performed.
Example: Undertitan is a unit that reads in part “As I’m revealed from your deck, [Add] [2].” The event of Undertitan being revealed from your deck is replaced by Undertitan being revealed from your deck and adding [2] Energy to your Rune Pool.
- 370.1.c. in Core Rules 1.4 (opens in a new tab)Added
Replacement Effects are applied before any qualifying event has actually occurred.
- 370.4. in Core Rules 1.4 (opens in a new tab)Added
A Game Object can apply its Replacement Effects to any qualifying events that occur simultaneously with it leaving the zone that its Replacement Effect is active in.
Example: Soraka, Wanderer has a Replacement Effect that 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’s replacement can be applied to any qualifying event that occurs simultaneously with her leaving the board, including to units that die simultaneously with her.
- 371. in Core Rules 1.4 (opens in a new tab)Changed
Some Replacement Effects will begin with “once each turn,” or “N times each turn.”
- 371.1. in Core Rules 1.4 (opens in a new tab)Added
These Replacement Effects may only be applied to the specified number of events each turn. Once they have been applied to that many events, they cannot be applied to a later event in the same turn.
- 371.2. in Core Rules 1.4 (opens in a new tab)Added
If the Replacement Effect says a player “may” apply the Replacement Effect, the player has the choice of whether or not to apply it.
- 371.2.b. in Core Rules 1.4 (opens in a new tab)Added
If they do not, it has not been applied this turn.
Example: Zilean, Time mage reads “Once each turn, if you would play a token unit while I'm at a battlefield, you may play that token and an additional copy of it instead.” When his controller plays a token, they can choose not to apply the replacement effect to that event. If they do, they can choose to apply it to a later event of a token being played.
- 371.2. in Core Rules 1.3 (opens in a new tab)Removed
If they do not, it has not been applied this turn.
- 372. in Core Rules 1.4 (opens in a new tab)Changed
If more than one Replacement Effect applies to the same event being executed, then the
ownercontroller of the object being acted on determines the order the Replacement Effects will apply. - 373. in Core Rules 1.4 (opens in a new tab)
If more than one event occurs simultaneously that Replacement Effects could apply to, each event is treated separately and individually for the purposes of Replacement Effects, and Replacement Effects with the same controller are applied in the order of their controller’s choosing.
Example: Two units controlled by the same player die in the same cleanup. That player also controls Zhonya’s Hourglass. They must decide which event to apply Zhonya’s Hourglass to first.- 373.1. in Core Rules 1.4 (opens in a new tab)
Although these events are simultaneous, the applied Replacement Effects are ordered. If multiple applied Replacement Effects with different controllers would execute simultaneously, they execute in turn order.
- 373.1.a. in Core Rules 1.4 (opens in a new tab)Added
When executing Replacement Effects, the Game Actions that comprise their instructions are performed before any simultaneous unmodified events.
Example: Two units die simultaneously. One of those units has their death replaced by being healed, exhausted, and recalled. The healing, exhausting, and recalling of that unit will be performed before the other dies.
- 375. in Core Rules 1.4 (opens in a new tab)Changed
If an event that a Replacement Effect applies to would be modified by
athe Game Effect that generated that event, or the results of that event would be modified by a Game Action from a linked ability that references the replaced event, 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 from Treasure Hunter’s ability cannot apply, so we ignore it.Example: A spell reads “play a ready 3 [M] Mech token. Then do this: Give it Temporary.” A Replacement Effect that says “if you would play a unit token, play that token and a 1 [M] Recruit token instead” is applied to the event of the Mech token being made. The Recruit token enters ready and is given Temporary. - 377. in Core Rules 1.4 (opens in a new tab)
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 349 in Core Rules 1.4 (opens source rules in a new tab). Playing Cards for more information.
- 377.2. in Core Rules 1.4 (opens in a new tab)Changed
Card text will refer to activating Activated Abilities with the word “use” or “play.”
- 377.2.a. in Core Rules 1.4 (opens in a new tab)Changed
If “using” or “playing” an Activated Ability is part of a trigger condition, that condition is fulfilled when the Activated Ability resolves.
- 377.2.b. in Core Rules 1.4 (opens in a new tab)Changed
If an Activated Ability has a condition on “using” or “playing” it, that condition must be true in order to activate the ability in question.
Example: Ultrasoft Poro reads “[E]: Play two 1 [M] Bird unit tokens with [Deflect]. Use this ability only while I'm at a battlefield.” In order to activate the ability, Ultrasoft Poro must be located at a battlefield.
- 383. in Core Rules 1.4 (opens in a new tab)
Triggered Abilities are repeatable effects that happen when a Condition is met.
- 383.2. in Core Rules 1.4 (opens in a new tab)
Triggered Abilities have a Condition and an Effect.
- 383.2.a. in Core Rules 1.4 (opens in a new tab)Changed
The Condition follows the When.The Condition is the clause with When, At, or the Nth Time.
- 383.2.a.1. in Core Rules 1.4 (opens in a new tab)Added
Any additional conditional statement immediately after the Condition must be true in order for the Condition to be fulfilled. Such a conditional statement is part of the Trigger Condition and not the Effect.
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. If she is removed in reaction to the triggered ability, it will still resolve.Example: Loose Cannon reads “At the start of your Beginning Phase, draw 1 if you have one or fewer cards in your hand.” The “if you have one or fewer cards in your hand” conditional statement is not immediately after the trigger condition, so it is part of the effect and not the condition.
- 383.2.b. in Core Rules 1.4 (opens in a new tab)Changed
The Effect is the
InstructionInstructions thatfollows the comma afterare not part of the Condition. - 383.2.c. in Core Rules 1.4 (opens in a new tab)
The Condition of a Trigger is evaluated after a potentially inciting event has been processed.
- 383.2.c.1. in Core Rules 1.4 (opens in a new tab)Changed
If a Game Object
withhas a Triggered Ability that is active in a specific zone, it is evaluated and subsequently triggered if it enters that zone at the same time that its Trigger’s condition is met.Example: Immortal Phoenix says “When you kill a unit with a spell, you may pay [1][C] to play me from your trash.” This ability triggers if Immortal Phoenix is in your trash immediately after you kill a unit with a spell, even if the unit you killed with a spell was that Immortal Phoenix. - 383.2.c.2. in Core Rules 1.4 (opens in a new tab)Changed
A Game Object will not be able to successfully
be able toevaluate its Trigger Condition, however, if it leaves the zone that its Trigger is active from at the same time that its Trigger is satisfied.Example: Viktor, Leader says “When another non-Recruit unit you control dies, play a 1 [M] Recruit unit token into your base.” This ability triggers if Viktor is on the board immediately after another non-Recruit unit you control dies. It does not trigger if Viktor and another non-Recruit unit you control die during the same game action (for instance, if they are both killed in the same Cleanup due to the damage dealt by Unchecked Power).
- 383.3. in Core Rules 1.4 (opens in a new tab)
When a Condition is met, a Triggered Ability behaves like an Activated Ability and is placed on the Chain.
- 383.3.a. in Core Rules 1.4 (opens in a new tab)Changed
If a Triggered Ability says “you may”
or “they may” as the first part of its Effect, the controller of its source will choose whether or not toplaceperform the Triggered Abilityon the chain when its trigger Condition is fulfilledduring finalization.Example: Tideturner reads “When you play me, you may choose a unit you control at another location. Move me to its location and it to my original location.” This “you may” appears as the first part of its effect, so the choice represents whether or not to perform the triggered ability.- 383.3.a.1. in Core Rules 1.4 (opens in a new tab)Added
The decision of “may” when it appears in this way is solely whether or not to perform said triggered ability.
- 383.3.a.2. in Core Rules 1.4 (opens in a new tab)Added
If the controller of the Triggered Ability chooses not to perform that Triggered Ability during finalization, it is removed from the chain and considered to have not triggered.
- 383.3.a.3. in Core Rules 1.4 (opens in a new tab)Added
If “you may” or “they may” appears in any later part of the Effect of a triggered ability, it is decided on resolution.
Example: Ornn, Blacksmith reads “When you play me or when I hold, look at the top 4 cards of your Main Deck. You may reveal a gear from among them and draw it. Then recycle the rest.” This “you may” does not appear as the first part of its effect, so the choice is made on resolution. The ability is always finalized to the chain.
- 383.3.b. in Core Rules 1.4 (opens in a new tab)Changed
If a Triggered Ability contains a cost within instructions at the beginning of the effect or immediately following the “you may” or “they may” that appears as the first part of the effect, that cost is treated as the base cost of the Triggered Ability.
Example: Ekko, Recurrent reads “[Deathknell][>] Recycle me to ready your runes.” In this case, “recycle me to ready your runes” is a cost within instructions that appears at the beginning of the effect of the ability, and thus “recycle me” is taken as the base cost of the triggered ability.Example: Insightful Investigator reads “When you play me, choose an opponent. They reveal their hand. You may pay 2 XP to choose a card from their hand. If you do, they discard that card and draw 1.” The “pay 2 XP” is a cost within instructions, but because it does not appear in the first part of the effect, it is not taken as the base cost of the triggered ability. Paying 2 XP is performed on resolution.- 383.3.b.2. in Core Rules 1.3 (opens in a new tab)Removed
Costs within instructions for Triggered Abilities are not paid on resolution, unlike costs within instructions for Spells.
- 383.3.e. in Core Rules 1.3 (opens in a new tab)Removed
If a triggered ability has a conditional statement following the Condition, that conditional statement must be true in order for the trigger to be placed on the Chain.
Example: Sona, Harmonious reads “At the end of your turn, if I'm at a battlefield, ready up to 4 friendly runes.” Her Trigger Ability’s Condition will be fulfilled in the Ending Step, but the Triggered Ability will only be placed on the chain if she is located at a battlefield when the Condition is fulfilled. - 383.3.e. in Core Rules 1.4 (opens in a new tab)Changed
Some Triggered Abilities will trigger “once each turn,” or “N times each turn.”
- 383.3.e.1. in Core Rules 1.4 (opens in a new tab)Added
Such a Triggered Ability will only be performed the specified number of times each turn. If its trigger condition would be fulfilled and it has already been performed that many times, it does not trigger.
- 383.3.e.2. in Core Rules 1.4 (opens in a new tab)Added
If the Triggered Ability says “you may” or “they may” as the first part of its effect, its controller has the choice of whether or not it is performed.
- 383.3.e.2.a. in Core Rules 1.4 (opens in a new tab)Added
During finalization of the Triggered Ability, the player who controls the Triggered Ability may choose to perform it.
- 383.3.e.2.b. in Core Rules 1.4 (opens in a new tab)Added
If they do not, it is removed from the chain.
Example: A player controls a unit that reads in part “Once each turn, when an enemy unit dies, you may banish it.” When an enemy Recruit token dies, the triggered ability goes on the chain. If they choose not to perform the ability on finalization, it is removed from the chain. When a Stalwart Poro dies later in the turn, they can choose to trigger it then.
- 383.3.f.1. in Core Rules 1.3 (opens in a new tab)Removed
When the Condition is fulfilled, the player who controls the source of the Triggered Ability may choose to place it on the chain.
- 383.3.f.2. in Core Rules 1.3 (opens in a new tab)Removed
If they do not, it has not Triggered this turn.
- 383.4. in Core Rules 1.4 (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.
- 383.4.a. in Core Rules 1.4 (opens in a new tab)Changed
Play Effects are Triggered Abilities
with thewhose Conditionthatincludes the Permanent that has the Play Effect being played to the board. - 383.4.b. in Core Rules 1.4 (opens in a new tab)Changed
Targeting Effects are Triggered Abilities
with thewhose Conditionthatincludes a Game Objectbecomesbecoming targeted. - 383.4.c. in Core Rules 1.4 (opens in a new tab)Changed
Conquer Effects are Triggered Abilities
with awhose Conditionofincludes a Unit participating in, and successfully Conquering a Battlefield. - 383.4.d. in Core Rules 1.4 (opens in a new tab)Changed
Hold Effects are Triggered Abilities
with awhose Conditionofincludes a Unit being present at a Battlefield during the Beginning phase when a player scores Victory Points from Holding. - 383.4.e. in Core Rules 1.4 (opens in a new tab)Changed
Attack Triggers are Triggered Abilities that trigger when a Unit or Player gains the Attacker designation for the first time during a combat.
- 383.4.e.1. in Core Rules 1.4 (opens in a new tab)Changed
These are commonly structured as “When I attack…” or “When you attack…”
- 383.4.f. in Core Rules 1.4 (opens in a new tab)Changed
Defend Triggers are Triggered Abilities that trigger when a Unit or Player gains the Defender designation for the first time during a combat.
- 383.4.f.1. in Core Rules 1.4 (opens in a new tab)Changed
These are commonly structured as “When I defend…” or “When you defend…”
- 383.4.g. in Core Rules 1.4 (opens in a new tab)Added
Some effects may instruct a player to “activate” one of these named triggered abilities.
- 383.4.g.1. in Core Rules 1.4 (opens in a new tab)Added
To do so, that player checks the condition of all of the specified effects, as if they had fulfilled the named part of the condition.
Example: Reckoner’s Arena reads “When you hold here, activate the conquer effects of units here.” For each unit at the battlefield, you will check the trigger condition of their conquer effects to see if the condition has been fulfilled, treating the conquer portion of the condition as having been fulfilled. If all of the conditions are fulfilled for a conquer effect, it is placed on the chain as if it had just triggered. If any of the non-conquer parts of the condition are not fulfilled, it will not be placed on the chain.Example: A spell reads “Activate the play effects of your gear.” For each gear you control, you will treat it as if you had just played the gear and check the other conditions of that gear. If all of the conditions are fulfilled for a play effect, it is placed on the chain as if it had just triggered.
- 387. in Core Rules 1.4 (opens in a new tab)
Reflexive Triggers are a type of Triggered Ability that create one or more Chain Items when their condition is met.
- 387.1. in Core Rules 1.4 (opens in a new tab)
Reflexive Triggers can be recognized by the phrase “Do this:” or “Do one of the following:”.
- 387.1.b. in Core Rules 1.4 (opens in a new tab)Added
“Do one of the following” can instead be “Do X of the following” or “Do the following”. The effect will specify which of the related Reflexive Triggers will go on the chain when the condition is met.
- 390. in Core Rules 1.4 (opens in a new tab)Changed
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.Delayed Abilities are a type of Ability that specifies a window of applicability during which they are active.
- 390.3. in Core Rules 1.4 (opens in a new tab)
Delayed Replacements are Replacement Effects that can be recognized by specifying the effect they are replacing at a specific time, or “the [Nth] time” in the description of the effect as it resolves.
- 390.3.a. in Core Rules 1.4 (opens in a new tab)Added
Some Delayed Replacements take the form “then recycle it,” or “then banish it,” in reference to chain items being played by linked abilities or instructions. These are short for “if it would leave the chain after becoming a finalized chain item, and leaving the chain wasn’t instructed by its own execution, perform the specified game action instead.”
- 390.5. in Core Rules 1.4 (opens in a new tab)Changed
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 identifyinstead of aspecificwindow of time, and instead are defined by the Ability they are linked with.- 390.5.c. in Core Rules 1.4 (opens in a new tab)Added
The appropriate zones for these Delayed Linked Abilities will be determined implicitly by the Linked Ability that generated them.
- 390.5.c.1. in Core Rules 1.4 (opens in a new tab)Added
If the Linked Ability causes the affected Game Objects to change zone to a non-board zone, the appropriate zone for the Delayed Linked Ability will be the zone the Game Object is moved to.
- 390.5.c.2. in Core Rules 1.4 (opens in a new tab)Added
Otherwise, the appropriate zone is whatever zone the Linked Ability triggered or was played from, or whatever zone the affected Game Object is located in when it is affected.
- 391. in Core Rules 1.4 (opens in a new tab)Changed
Delayed Abilities will resolve or be active just like the ability they augment, but only during the specified time in the effect that created the Delayed Ability.
Example: Ravenborn Tome reads “The next spell you play this turn deals 1 Bonus Damage”.” This is a Delayed Passive Ability that passively adds 1damageBonus Damage to just the next spell played. The next spell is a specific time, and the 1 Bonus Damage is a passive ability.Example: Noxian Guillotine reads “Choose a unit. Kill it the next time it takes damage this turn.” When the chosen unit takes damage is the specified time, and killing it is the condition for a Delayed Triggered Ability. - 394. in Core Rules 1.4 (opens in a new tab)
Linked Abilities are a set of Abilities with one or more of the component Abilities referencing the other Abilities in the set.
- 394.1. in Core Rules 1.4 (opens in a new tab)Added
Component Abilities can reference other Abilities in the set by means of referencing those Abilities directly or by referencing Game Objects affected by or mentioned in another Ability in the set.
- 395. in Core Rules 1.4 (opens in a new tab)Changed
In order for a set of Abilities to be Linked, they must be present in the printed Effect or Rules Text of the same Game Object, or be granted by the same source to another Game Object.
Example: The Zero Drive is an Equipment gear whose rules text reads in part “[3][B], Banish this: Play all units banished with this, ignoring their costs.” The Zero Drive’s effect text reads “[Deathnkell][>] Banish me.” The granted deathknell ability is linked with the Zero Drive’s activated ability. - 397. in Core Rules 1.4 (opens in a new tab)Changed
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.
Example: The Zero Drive is an Equipment gear whose rules text reads in part “[3][B], Banish this: Play all units banished with this, ignoring their costs.” Any units banished by effects other than component Linked Abilities in the same set as the activated ability cannot be played when resolving the activated ability. - 400. in Core Rules 1.4 (opens in a new tab)
Abilities when added to the Chain become Pending Items until they complete the steps of Playing.
- 400.1. in Core Rules 1.4 (opens in a new tab)Changed
When an Ability finishes the steps of playing it becomes a Finalized Chain Item just like a Spell.
- 400.2. in Core Rules 1.4 (opens in a new tab)Changed
When an Ability with the [Add] action is finalized it resolves immediately
instead of becoming a Chain Item, like a Unit or Gear.
- 402. in Core Rules 1.4 (opens in a new tab)
2. Make relevant choices
- 402.1. in Core Rules 1.4 (opens in a new tab)Added
If the first part of a Triggered Ability’s effect is “you may,” or “they may,” its controller decides whether or not to perform the Triggered Ability now.
- 402.1.a. in Core Rules 1.4 (opens in a new tab)Added
If they choose not to perform the Triggered Ability now, it is removed from the chain.
- 402.4. in Core Rules 1.4 (opens in a new tab)Changed
If there are not enough options to make legal choices for a Triggered Ability that has been put on the chain, remove it from the Chain now. It ceases to be a Pending Item but never becomes a Finalized Chain Item.
- 403. in Core Rules 1.4 (opens in a new tab)
3. Determine Total Cost
- 403.1. in Core Rules 1.4 (opens in a new tab)
Determine the base cost of the Ability.
- 403.1.b. in Core Rules 1.4 (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.
- 403.1.b.1. in Core Rules 1.4 (opens in a new tab)Changed
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)740.2.a in Core Rules 1.4 (opens source rules in a new tab). for more information on costs within instructions.
- 404. in Core Rules 1.4 (opens in a new tab)
4. Pay Costs
- 404.2. in Core Rules 1.4 (opens in a new tab)Changed
At this stage, players may decline to pay for Triggered Abilities that have incurred a cost. If they do, the ability will cease being a Pending Item and be removed from the Chain. It never becomes a Finalized Chain Item.
- 406. in Core Rules 1.4 (opens in a new tab)
6. Proceed with Play
- 406.2. in Core Rules 1.4 (opens in a new tab)Changed
This Ability becomes a Finalized Chain Item.
- 406.3. in Core Rules 1.4 (opens in a new tab)Changed
If there are other Pending Chain Items on the Chain, their controllers perform the remaining steps of playing now.
- 406.4. in Core Rules 1.4 (opens in a new tab)Changed
Other players have an opportunity to play Reactions before the resolution of spells and abilities.
See rule 327 in Core Rules 1.4 (opens source rules in a new tab). Chains for more information.
407. in Core Rules 1.4 (opens in a new tab)Game Actions
- 410. in Core Rules 1.4 (opens in a new tab)
There are two types of Game Actions:
- 410.2. in Core Rules 1.4 (opens in a new tab)
Limited Actions
- 410.2.b. in Core Rules 1.4 (opens in a new tab)Changed
These actions can only be taken when a player is instructed to do so as the execution of an effect or during their specified occasion during the turn.
Example: A player may Draw during the DrawStep of the BeginningPhaseofon their turn or when instructed to do so by a spell or ability. They can't choose to Draw at any other time.
- 411. in Core Rules 1.4 (opens in a new tab)
Responsibility
- 411.1. in Core Rules 1.4 (opens in a new tab)Changed
Game Actions may be the responsibility of up to one player. The player that performs the Game Action is responsible for it.
Example: Cull the Weak is a spell that reads “Each player kills one of their units.” When the spell resolves, each player chooses a unit they control and kills that unit. They are responsible for the death of their own unit. - 411.6. in Core Rules 1.4 (opens in a new tab)Added
Some Game Effects may check if a player has performed a Game Action “with” a Game Object. In order to do so, the Game Action must be attributed to the spell or ability of that Game Object if necessary, the player must control that spell or the ability of that Game Object, and the player must be responsible for the Game Action.
- 411.6.a. in Core Rules 1.4 (opens in a new tab)Added
Abilities granted via the effect text of a Game Object to another Game Object count for both Game Objects for this purpose.
- 413.1. in Core Rules 1.4 (opens in a new tab)Changed
Drawing a card takes a single card from a zone and
addingadds it to the player's Hand.- 413.1.a. in Core Rules 1.4 (opens in a new tab)Changed
Unless specified otherwise, drawing takes cards from the top of the Main Deck.
- 413.2. in Core Rules 1.4 (opens in a new tab)
This is a Limited Action.
- 413.2.a. in Core Rules 1.4 (opens in a new tab)Changed
Each player draws 1 during the Draw
Step ofPhase on theirBeginning Phaseturn.
- 414.1. in Core Rules 1.4 (opens in a new tab)
Exhausting is an action that marks a non-spell Game Object on the board as "spent."
- 414.1.b. in Core Rules 1.4 (opens in a new tab)Changed
A
UnitGame Object that is already Exhausted cannot be Exhausted again. - 414.1.c. in Core Rules 1.4 (opens in a new tab)Changed
If a
UnitGame Object is instructed to be Exhausted while it is already Exhausted, nothing additional happens.
- 415.3. in Core Rules 1.4 (opens in a new tab)
This is a Limited Action.
- 415.3.a. in Core Rules 1.4 (opens in a new tab)Changed
A player Readies all non-spell Game Objects they Control during the
Ready Step of the BeginningAwakening Phase on their turn.
- 416.6. in Core Rules 1.4 (opens in a new tab)Changed
This action, when instructed, is sometimes formatted as "Recycle X from [Zone]." That means to take X cards of the instructed player's choice from the relevant zone and recycle them. Such an instruction does not target the recycled cards.
Example: Dr. Mundo, Expert has the ability "At the start of your Beginning Phase, recycle 3 from your trash." As that ability resolves, its controller recycles 3 cards from their trash. If there are fewer than 3 cards in that player's trash, they recycle as many as they can.
- 417.1. in Core Rules 1.4 (opens in a new tab)
Spells, Units, Abilities, and other game effects may Deal Damage to units.
- 417.1.e. in Core Rules 1.4 (opens in a new tab)
Valid Damage is a positive integer amount, greater than or equal to 1 Damage.
- 417.1.e.1. in Core Rules 1.4 (opens in a new tab)Changed
Only Valid Damage is Dealt.
Example: A unithasreads “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.
- 417.3. in Core Rules 1.4 (opens in a new tab)
Dealing Damage is a Limited Action.
- 417.3.a. in Core Rules 1.4 (opens in a new tab)Changed
Assigning Damage causes Damage to be dealt outside of being directed to Deal Damage.
See rule
454 in Core Rules 1.3 (opens source rules in a new tab)459 in Core Rules 1.4 (opens source rules in a new tab). Combat for more information.
- 417.6. in Core Rules 1.4 (opens in a new tab)
Deal actions can originate from one or more sources.
- 417.6.b. in Core Rules 1.4 (opens in a new tab)
If a game effect does specify a source, then that source is what is considered the origin of the Damage for this Deal action.
- 417.6.b.3. in Core Rules 1.4 (opens in a new tab)Changed
When a spell or ability specifies a Unit as the source of the Damage for the Deal action, it is not in addition to the spell or ability that
specifiedinstructed it.Example: Challenge is a spell that reads “Choose a friendly unit and an enemy unit. They deal damage equal to their Mights to each other.” The damage that Challenge causes to be dealt is dealt by the chosen units, not by Challenge. - 417.6.b.4. in Core Rules 1.4 (opens in a new tab)Added
The controller of the source of a Deal action is responsible for that Deal action unless the player performing the Deal action is otherwise specified.
Example: If a player plays Challenge targeting a friendly unit and an enemy unit, the controller of the enemy unit is responsible for the damage dealt by their unit. Any effects that trigger “when you deal damage” that that player controls will trigger.
- 419.3. in Core Rules 1.4 (opens in a new tab)
Game effects may result in cards being played as part of their resolution.
- 419.3.c. in Core Rules 1.4 (opens in a new tab)Changed
If there are no eligible cards to Play when instructed to Play in this manner
like this, then nothing happens and resolution continues.
- 419.4. in Core Rules 1.4 (opens in a new tab)
Some Abilities trigger when cards are played or otherwise check whether cards have been played.
- 419.4.a. in Core Rules 1.4 (opens in a new tab)Changed
TheseAny such triggered abilities trigger when the act of playing the card has been completed by the resolution of the card.- 419.4.a.1. in Core Rules 1.4 (opens in a new tab)Added
If a game effect prevents the resolution of the card—for example, because the card was countered—abilities that trigger on playing cards will not trigger.
See rule 425 in Core Rules 1.4 (opens source rules in a new tab). Counter for more information.
- 419.4.b. in Core Rules 1.3 (opens in a new tab)Removed
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 425 in Core Rules 1.3 (opens source rules in a new tab). Counter for more information.
- 419.4.b. in Core Rules 1.4 (opens in a new tab)Added
Non-triggered abilities that check cards being played do so by means of referencing whether said cards have been Finalized.
Example: A player plays a spell, which is countered by Defy. Any Legion abilities of game objects controlled by that same player will be active.Example: A player plays a spell, which is countered by Defy. If that player plays Battering Ram and has played no other cards that turn, it will cost [4] Energy.
- 420.1. in Core Rules 1.4 (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)445 in Core Rules 1.4 (opens source rules in a new tab). Movement for more information on movement. - 420.3. in Core Rules 1.4 (opens in a new tab)
The Standard Move inherent to Units is a Discretionary Action.
- 420.3.b. in Core Rules 1.4 (opens in a new tab)Changed
The Effect is Moving those
UnitUnits.
- 423.1. in Core Rules 1.4 (opens in a new tab)
Stunning is the act of selecting one or more Units on the Board and rendering them Stunned.
- 423.1.a. in Core Rules 1.4 (opens in a new tab)
Stunned is a binary state. A Unit is Stunned or it isn't.
- 423.1.a.2. in Core Rules 1.4 (opens in a new tab)Changed
Stunned Units lose the Stunned status
at the beginningduring step 3d of thenext Ending Stepend of turn cleanup.
- 423.1.b. in Core Rules 1.4 (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)465 in Core Rules 1.4 (opens source rules in a new tab). The Combat Damage Step for more information.
- 424.1. in Core Rules 1.4 (opens in a new tab)
Revealing is the act of presenting a card to all players from a zone that one or more players do not have access to the information of.
- 424.1.a. in Core Rules 1.4 (opens in a new tab)
Revealed is a temporary state and is not a zone.
- 424.1.a.3. in Core Rules 1.4 (opens in a new tab)Added
The state of being Revealed lasts for the duration specified by the game effect that applied the state; if there is no duration specified and the state was caused by a Reveal action as instructed by a spell or ability, it lasts until the resolution of that spell or ability finishes.
- 424.3. in Core Rules 1.4 (opens in a new tab)Changed
This action is formatted as "Reveal cards from [zone]." or “Reveal [Zone].”
Example: "Reveal 2 cards from the top of your Main Deck" would be executed by taking the two cards from the top of your Main Deck, and then presenting them to all players to clearly read and understand at the table. Then, when all players have had a chance to understand the revealed information, return them to the top of thedeckMain Deck in the same order.- 424.3.a. in Core Rules 1.4 (opens in a new tab)Added
When the zone is instructed to be Revealed without indicating a number of cards, that refers to “All cards currently in the specified zone.”
Example: A card reads “Choose an opponent and reveal your hand. That player picks a card in your hand. You may play the rest this turn, ignoring their costs.” When instructed to reveal their hand, that player reveals the cards currently in their hand.- 424.3.a.1. in Core Rules 1.4 (opens in a new tab)Added
The Revealed state is applied to those cards. Any further cards added to that zone after the instruction has been executed do not become Revealed.
- 424.4. in Core Rules 1.4 (opens in a new tab)
Game Effects can manipulate or modify the cards Revealed while they are Revealed
- 424.4.a. in Core Rules 1.4 (opens in a new tab)Changed
While cards are Revealed, those cards can be further manipulated, or accessed. They can even have their destination modified for when the Reveal ends.
Example: "Reveal 2 cards from the top of your Main Deck. Put one into your hand and Recycle the other" would be executed by taking the top two cards from your Main Deck, presenting them to the table, and once every player present has had a chance to understand them you would make the selection of one of them to add to your hand. The one you did not select would then be Recycled to the bottom of the Main Deck.
- 425.1. in Core Rules 1.4 (opens in a new tab)
Countering is the act of negating the execution, activation, or otherwise playing of a card or ability by a player.
- 425.1.a. in Core Rules 1.4 (opens in a new tab)
A card or ability that is Countered does nothing and is cleared from the chain.
- 425.1.a.1. in Core Rules 1.4 (opens in a new tab)Added
Cards that are cleared from the chain in this way are placed in the trash.
- 425.1.b. in Core Rules 1.4 (opens in a new tab)Changed
A card that is Countered is not considered to have been played for abilities that trigger on cards being played.
- 426.1. in Core Rules 1.4 (opens in a new tab)
Buffing is the action of placing a Buff counter on a Unit.
See rule 701 in Core Rules 1.4 (opens source rules in a new tab). Buffs for more information.
- 426.1.b. in Core Rules 1.4 (opens in a new tab)
To Buff a unit, place a Buff Counter on it if it does not have one already
- 426.1.b.2. in Core Rules 1.4 (opens in a new tab)Added
Some effects may grant a Game Object permission to be Buffed multiple times. Such an effect ignores this restriction.
- 426.1.c. in Core Rules 1.4 (opens in a new tab)Changed
Units with Buff Counters can still be chosen for actions that Buff units, but will not be Buffed as part of the execution.
Example: A spell reads "Buff a unit. Then, if it was buffed this way, draw a card." It will place a buff counter on a unit that has no buff counter, and then its controller will draw a card. However, if the player chooses a unit with a buff counter on it already, then the card will not be drawn.Example: A unit reads “When you buff me, ready me.” If that unit is chosen for a game effect that would buff it and it is already buffed, its ability will not trigger.
- 427.1. in Core Rules 1.4 (opens in a new tab)Changed
Banishing is the action of placing a card from any other zone
tointo Banishment. See107.5108.6. Banishment for more information.
- 428.1. in Core Rules 1.4 (opens in a new tab)
Killing is the action of a Permanent going to the trash from the board.
- 428.1.a. in Core Rules 1.4 (opens in a new tab)
This can be Active or Passive.
- 428.1.a.1. in Core Rules 1.4 (opens in a new tab)
Active Kill is when the action is taken when instructed by a game effect or as a cost for a card or ability.
- 428.1.a.1.b. in Core Rules 1.4 (opens in a new tab)Changed
When a unit with a Deathknell or other ability that triggers on its own death is to be put in the Trash due to a Kill Instruction, it first has
its Deathknellany such ability added to the chain as a Pending Item. Note the unit’s location, attributes, and other relevant information to processits Deathknellthose abilities when finalized before completing this Kill Instruction.Example: Draven, Audacious reads in part “When I die in combat, choose an opponent. They gain 1 point.” The ability triggers when Draven himself dies, so it will go on the chain first when a kill instruction is performed on Draven, before he is put in the trash.
- 428.5. in Core Rules 1.4 (opens in a new tab)
Killing can be attributed to one or more Game Objects.
- 428.5.c. in Core Rules 1.4 (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 dealt damage to the Unit or Units.
The player responsible for the deal action is responsible for the kill action.- 428.5.c.1. in Core Rules 1.4 (opens in a new tab)Added
The player responsible for the deal action is responsible for the kill action.
- 428.5.c.2. in Core Rules 1.4 (opens in a new tab)Added
If the Cleanup that caused the units to be killed was the Combat Cleanup, the sources of the Combat Damage are attributed the kill action, and their controller is responsible for the kill action.
- 428.5.e. in Core Rules 1.3 (opens in a new tab)Removed
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.
- 429.2. in Core Rules 1.4 (opens in a new tab)Changed
Spells, triggered abilities, and activated abilities that Add resources finalize immediately.Triggered and activated abilities that Add resources resolve as soon as they are finalized.
- 429.2.b. in Core Rules 1.4 (opens in a new tab)Added
Spells that Add resources will linger on the chain as normal when they are finalized.
- 429.3. in Core Rules 1.4 (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,at any time thatthosespells or abilities require resources be paid.Example: A player can add Energy and Power through any means before initiating the process of playing a spell. After initiating that process, in the Pay Costs step, they may activate Add Reactions to add Energy or Power to pay costs.Example: A player moves two units to a battlefield where their opponent controls a Mageseeker Investigator. Although they have no window of priority, they may activate Add Reactions to pay for the applied cost from Mageseeker Investigator, and those abilities finalize and resolve immediately.
- 430.2. in Core Rules 1.4 (opens in a new tab)
The Game Effect that instructs a player to channel 1 or more runes may specify the conditions or circumstances under which those runes enter the board.
Example: A spell reads "Channel 1 rune exhausted." As that spell resolves, its controller puts the top rune of their rune deck onto the board and that rune enters the board exhausted rather than ready.- 430.2.a. in Core Rules 1.4 (opens in a new tab)Added
By default, runes are channeled readied.
- 430.3. in Core Rules 1.4 (opens in a new tab)Added
If there aren’t sufficient runes in the Rune Deck, channel as many as possible.
- 430.4. in Core Rules 1.4 (opens in a new tab)
Channeling is a Limited Action.
- 430.4.a. in Core Rules 1.4 (opens in a new tab)Added
A player Channels two Runes during the Channel Phase on their turn.
- 430.4.b. in Core Rules 1.4 (opens in a new tab)Changed
Players may
only channelalso Channel runes when Game Effects direct them to do so.
- 431.1. in Core Rules 1.4 (opens in a new tab)
Burning Out is an action a player must perform if they attempt to move one or more cards from their Main Deck to any other zone in excess of the number of cards remaining in their Main Deck:
- 431.1.a. in Core Rules 1.4 (opens in a new tab)Changed
If a player must Draw cards in excess to the number of cards in their
deckMain Deck, they will Draw as many as possible, perform this action, then Draw the remaining amount instructed.
- 431.3. in Core Rules 1.4 (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.
- 431.3.b. in Core Rules 1.4 (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.
- 431.3.c. in Core Rules 1.4 (opens in a new tab)Changed
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 sequencethat 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.Example: If a player has no cards in their deck or their trash and they go to draw 1, they will begin to burn out repeatedly. After the first burn out is processed, any subsequent burnout that brings a player to a number of points greater than the Victory Score and more than any opponent will cause them to win the game.- 431.3.c.1. in Core Rules 1.4 (opens in a new tab)Added
The player wins immediately, without needing to wait for a cleanup to occur.
- 433.1. in Core Rules 1.4 (opens in a new tab)
Swapping is the act of increasing one numeric value and decreasing another numeric value on some number of Game Objects such that their values are reversed.
- 433.1.a. in Core Rules 1.4 (opens in a new tab)Changed
Swapping creates two different effects that apply to each attribute. One that Increases one value and one that Decreases the other. These effects last for the duration specified by the effect that instructed the Swap.
- 434.1. in Core Rules 1.4 (opens in a new tab)
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 1.4 (opens source rules in a new tab). Attachment for more information.
- 434.1.e. in Core Rules 1.4 (opens in a new tab)Changed
Attaching one or more cards will cause those cards’ printed Rules Text to become Inactive for as long as they remain Attached.
See rule 716 in Core Rules 1.4 (opens source rules in a new tab). Attachment for more information.
- 434.5. in Core Rules 1.4 (opens in a new tab)Added
Attaching a card to another card does not modify either card’s state except in making those cards Attached and the Top-Most Card, and causing the Attached card to change locations.
Example: An exhausted equipment being attached to a unit does not ready the equipment.
- 435.4. in Core Rules 1.4 (opens in a new tab)
When a card Detaches from a Top-Most Card, its location is the same as the Top-Most Card from which it Detached.
- 435.4.a. in Core Rules 1.4 (opens in a new tab)Changed
If the Detached card was a Gear and this causes it to become present at a Battlefield, it will be Recalled during the next Cleanup.
See rule 318 in Core Rules 1.4 (opens source rules in a new tab). Cleanups for more information.
- 436.1. in Core Rules 1.4 (opens in a new tab)
Predicting a card is the act of looking at a single card from the top of the Main Deck and choosing whether or not to Recycle it.
- 436.1.a. in Core Rules 1.4 (opens in a new tab)Changed
When more than one card is Predicted, the Predicting player looks at that many cards and Recycles any number of them before putting the rest back on top of their Main Deck in any order.
- 436.1.b. in Core Rules 1.3 (opens in a new tab)Removed
The Player who performs the game action may rearrange any cards not Recycled in this way.
- 437.1. in Core Rules 1.4 (opens in a new tab)
Preventing damage is the act of reducing the Damage a set of game objects would take.
- 437.1.a. in Core Rules 1.4 (opens in a new tab)
Prevent is an action that interacts with Damage.
- 437.1.a.1. in Core Rules 1.4 (opens in a new tab)Added
Prevent includes any applied Bonus Damage when determining the total damage being prevented.
- 437.5. in Core Rules 1.4 (opens in a new tab)
Damage can still be assigned to Units in combat that are affected by Prevent. The damage dealt as a result of that assignment will be affected by the Prevent action.
- 437.5.a. in Core Rules 1.4 (opens in a new tab)Changed
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, following the normal rules for damage assignment.
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.
- 438.1. in Core Rules 1.4 (opens in a new tab)
Replacing is the act of Creating a token in the place of another card or token without playing it while inheriting all effects or statuses of the game object it replaced.
- 438.1.a. in Core Rules 1.4 (opens in a new tab)Added
The replacing token is treated as the same Game Object as the card or token it replaced for the purposes of Game Effects that target or reference that game object.
Example: A player with Green Father as their legend conquers Navori Fighting Pit. They choose to place the Green Father conquer effect on the chain after the Navori Fighting Pit conquer effect. When the Green Father trigger resolves, Navori Fighting Pit is replaced with Brush. Although the Navori Fighting Pit has been replaced, the “here” in its triggered ability still can have its information referenced, because the Brush inherited all statuses and conditions. The unit Navori Fighting Pit’s triggered ability has targeted will still be a legal target on resolution.
- 438.7. in Core Rules 1.4 (opens in a new tab)Changed
Tokens that have been Created through a Replace action can be instructed to be “Swapped back.” This may also appear as “replace [the token] with the [Game Object] it replaced.”
- 438.7.a. in Core Rules 1.4 (opens in a new tab)Changed
“Swapping Back”is an extension of the Replace action. - 438.7.b. in Core Rules 1.4 (opens in a new tab)
To Swap Back, the token stops existing and the original card is returned to the space that the token just occupied, inheriting all current effects and statuses.
- 438.7.b.1. in Core Rules 1.4 (opens in a new tab)Added
Any card that has been Replaced by that token or any tokens it Replaced is eligible to swap back in this way.
- 438.7.c. in Core Rules 1.4 (opens in a new tab)Changed
If there is nothing in Banishment to swap back to
, usually because a token was replaced,then this object can never swap back.
- 439.2. in Core Rules 1.4 (opens in a new tab)
Effects that Create one or more Game Objects will direct where those Game Objects must go - the Game Objects are Created directly to the zones in question.
- 439.2.b. in Core Rules 1.4 (opens in a new tab)Changed
If a zone is not specified by the effect, the Game Object will be created to the appropriate zone for its type.
Permanents will be Created to any location on the Board that they can be played to.- 439.2.b.1. in Core Rules 1.4 (opens in a new tab)Added
Permanents will be Created at any location on the Board that they can be played to.
- 439.2.b.2. in Core Rules 1.4 (opens in a new tab)Changed
Spells will be Created
toon the Chain. - 439.2.b.3. in Core Rules 1.4 (opens in a new tab)Changed
Runes will be Created
toat base. - 439.2.b.4. in Core Rules 1.4 (opens in a new tab)Changed
Legends will be Created
toin the Legend Zone. - 439.2.b.5. in Core Rules 1.4 (opens in a new tab)Changed
Battlefields will be Created
toin the Battlefield Zone.
- 439.2.c. in Core Rules 1.4 (opens in a new tab)Added
The zone a Game Object is created to can be specified implicitly by the Game Action being performed.
Example: “Play a 1 [M] Recruit token” specifies a zone where the token is Created to implicitly, by specifying the token is played and thus created on the chain.Example: “Create a 1 [M] Recruit token” does not specify a zone, so the Recruit token will be created at any location on the board that it can be played to.
- 439.3. in Core Rules 1.4 (opens in a new tab)Changed
An effect that Creates a Game Object will specify the state and nature of the Game Object created.
- 439.3.a. in Core Rules 1.4 (opens in a new tab)Changed
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)179 in Core Rules 1.4 (opens source rules in a new tab). Tokens for more information.
- 439.4. in Core Rules 1.4 (opens in a new tab)
Unless specified otherwise by the Game Effect that Creates a Game Object, any such Game Object is owned by the player who Created it. Control is established as usual for Game Objects of the appropriate type.
- 439.4.a. in Core Rules 1.4 (opens in a new tab)Changed
A Created permanent, rune, legend, or spell is controlled by its owner as it is
createdCreated. - 439.4.b. in Core Rules 1.4 (opens in a new tab)Changed
A Created battlefield is uncontrolled as it is
createdCreated.
- 439.5. in Core Rules 1.4 (opens in a new tab)Changed
This action, when instructed, is usually formatted as "Create [X]
toat [Y]" or “Add [X] to [Y].”
- 440.1. in Core Rules 1.4 (opens in a new tab)Added
Burning is the act of moving cards from the top of a player’s Main Deck to their trash.
- 440.1.a. in Core Rules 1.4 (opens in a new tab)Added
“When you burn” abilities or other Triggered Abilities that trigger on burning are executed after burning has occurred.
- 440.2. in Core Rules 1.4 (opens in a new tab)Added
This action is formatted as "Burn X."
- 440.2.a. in Core Rules 1.4 (opens in a new tab)Added
X is the number of cards to be Burned.
- 440.3. in Core Rules 1.4 (opens in a new tab)Added
Burning is a Limited Action.
- 440.3.a. in Core Rules 1.4 (opens in a new tab)Added
A player must Burn cards when instructed to do so by game effects or costs.
- 440.4. in Core Rules 1.4 (opens in a new tab)Added
When Burning is part of an effect, then a player must Burn as many cards as possible. If instructed to burn more cards than they have in their main deck, they burn that many cards, burn out and then burn the rest.
See rule 431 in Core Rules 1.4 (opens source rules in a new tab). Burn Out for more information.
- 441. in Core Rules 1.4 (opens in a new tab)Added
Empower
- 441.1. in Core Rules 1.4 (opens in a new tab)Added
Empowering is the act of rendering one or more Game Objects Empowered.
- 441.1.a. in Core Rules 1.4 (opens in a new tab)Added
Empowered is a binary state. A Game Object is Empowered or it isn’t.
- 441.1.b. in Core Rules 1.4 (opens in a new tab)Added
An Empowered Game Object can not be Empowered.
- 441.1.c. in Core Rules 1.4 (opens in a new tab)Added
If a Game Object is instructed to be Empowered when it is already Empowered, nothing additional happens.
- 441.1.c.1. in Core Rules 1.4 (opens in a new tab)Added
Some effects may grant a Game Object permission to be Empowered multiple times. Such an effect ignores this restriction.
- 441.2. in Core Rules 1.4 (opens in a new tab)Added
“Empowered” is a state for Game Objects on the board that other game effects and abilities can reference.
- 441.2.a. in Core Rules 1.4 (opens in a new tab)Added
When a Game Object becomes Empowered as a result of the Empower game action, that is an event that can similarly be referenced by game effects and abilities.
- 441.3. in Core Rules 1.4 (opens in a new tab)Added
Empowering is a Limited Action.
- 441.3.a. in Core Rules 1.4 (opens in a new tab)Added
Players may only Empower Game Objects when directed to by Game Effects.
- 442. in Core Rules 1.4 (opens in a new tab)Added
Disempower
- 442.1. in Core Rules 1.4 (opens in a new tab)Added
Disempowering is the act of removing the Empowered status from one or more Game Objects.
- 442.1.a. in Core Rules 1.4 (opens in a new tab)Added
Disempowering affects only cards that are currently Empowered.
- 442.1.a.1. in Core Rules 1.4 (opens in a new tab)Added
Game effects that instruct a player to Disempower a card that is not currently Empowered will do nothing.
- 442.2. in Core Rules 1.4 (opens in a new tab)Added
Disempowering is a Limited Action.
- 442.2.a. in Core Rules 1.4 (opens in a new tab)Added
Players may only Disempower Game Objects when directed to by Game Effects.
- 443.1. in Core Rules 1.4 (opens in a new tab)Added
Skipping an event is the act of replacing that event with nothing.
- 443.1.a. in Core Rules 1.4 (opens in a new tab)Added
Skip is an action that interacts with events and procedures of the turn.
Example: A card reads in part “Choose an enemy unit. Skip the next time that unit would move this turn.” This is a replacement effect that replaces the event of a unit moving with nothing.Example: A card reads in part “Skip your Draw phase.” This is a replacement effect that replaces a player’s Draw Phase with nothing.Example: A card reads in part “Choose a player. They skip their next point from conquering this turn.” This is a replacement effect that replaces the 1 point gained when conquering with nothing.- 443.1.a.1. in Core Rules 1.4 (opens in a new tab)Added
An event is the singular moment that results from a Game Action being performed or from a Game Object changing state.
See rule 367 in Core Rules 1.4 (opens source rules in a new tab). Replacement Effects for more information.
- 443.1.a.2. in Core Rules 1.4 (opens in a new tab)Added
Procedures of the turn include turns, phases, steps, and substeps.
- 443.1.b. in Core Rules 1.4 (opens in a new tab)Added
Skip actions are usually formatted as “Skip [event or procedure of the turn].”
- 443.2. in Core Rules 1.4 (opens in a new tab)Added
When an event or procedure of the turn is Skipped, it is replaced with nothing. Play proceeds accordingly.
- 443.2.a. in Core Rules 1.4 (opens in a new tab)Added
Anything that triggers on the occurrence of the event or procedure of the turn does not trigger.
- 443.3. in Core Rules 1.4 (opens in a new tab)Added
Skip is a Limited Action.
- 443.3.a. in Core Rules 1.4 (opens in a new tab)Added
Players may only Skip events or procedures of the turn when directed to by Game Effects.
- 443.4. in Core Rules 1.4 (opens in a new tab)Added
Skip is a Replacement Effect.
See rule 367 in Core Rules 1.4 (opens source rules in a new tab). Replacement Effects for more information.
- 444.1. in Core Rules 1.4 (opens in a new tab)Added
Paying a resource is the act of removing that resource from your Rune Pool.
- 444.1.a. in Core Rules 1.4 (opens in a new tab)Added
Pay is an action that interacts with Energy and Power.
- 444.2. in Core Rules 1.4 (opens in a new tab)Added
When a player is instructed to Pay a resource, that player may remove that resource from their Rune Pool if it exists there. If they choose not to, the instruction is ignored.
Example: When Diana, Lunari’s triggered ability resolves, if its controller has [1] Energy in their rune pool, they choose whether or not to pay that Energy as instructed. If they choose not to pay the Energy, they will not perform the additional effects of the triggered ability.- 444.2.a. in Core Rules 1.4 (opens in a new tab)Added
If the instruction to Pay resources is part of paying costs for a card or ability, choosing not to pay those resources will cause the act of playing the card or ability to be undone.
See rule 358 in Core Rules 1.4 (opens source rules in a new tab). Check Legality for more information.
- 444.2.b. in Core Rules 1.4 (opens in a new tab)Added
If the instruction to Pay resources is part of paying any other cost, choosing not to pay those resources will prevent the execution of the associated effect.
See rule 201 in Core Rules 1.4 (opens source rules in a new tab). Costs for more information.
- 444.2.c. in Core Rules 1.4 (opens in a new tab)Added
Players may activate abilities that Add resources with the Reaction keyword at any time that they are instructed to Pay resources. Those abilities finalize and resolve immediately, ignoring normal restrictions.
See rule 429 in Core Rules 1.4 (opens source rules in a new tab). Add for more information.
- 444.3. in Core Rules 1.4 (opens in a new tab)Added
Pay is a Limited Action.
- 444.3.a. in Core Rules 1.4 (opens in a new tab)Added
Players may only Pay resources when directed to by Game Effects.
445. in Core Rules 1.4 (opens in a new tab)Movement
- 446. in Core Rules 1.4 (opens in a new tab)
Moving is a Limited Action.
- 446.1. in Core Rules 1.4 (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 or an Attached Permanent changing locations to or with its Top-Most Card.
See rule 420 in Core Rules 1.4 (opens source rules in a new tab). Move for more information.
- 447. in Core Rules 1.4 (opens in a new tab)
Moving is defined by the Origin and Destination of the Permanent that is changing locations.
- 447.2. in Core Rules 1.4 (opens in a new tab)
The Destination is where the Permanent is going to.
- 447.2.a. in Core Rules 1.4 (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
permanentsunits at that Battlefield. - 447.2.b. in Core Rules 1.4 (opens in a new tab)Changed
In Modes of Play with teammates, Battlefields
Controlledoccupied by a player’s teammates are Invalid Destinations for Moves of all kinds (Standard Moves or otherwise) by Units that player controls. - 447.2.c. in Core Rules 1.4 (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
449 in Core Rules 1.3 (opens source rules in a new tab)454 in Core Rules 1.4 (opens source rules in a new tab). Recalls for more information.
- 442.3. in Core Rules 1.3 (opens in a new tab)Removed
Units are the only Permanents that can Move.
- 450. in Core Rules 1.4 (opens in a new tab)Changed
The Destination becomes Contested if it is
aan Uncontested Battlefield not controlled by the controller of the Unit or Units that moved. - 451. in Core Rules 1.4 (opens in a new tab)Added
Units may cause a Non-Combat Showdown when they Move.
See rule 341 in Core Rules 1.4 (opens source rules in a new tab). Showdowns for more information.
- 452. in Core Rules 1.4 (opens in a new tab)Added
Units may cause Combat when they Move.
See rule 459 in Core Rules 1.4 (opens source rules in a new tab). Combat for more information.
- 446. in Core Rules 1.3 (opens in a new tab)Removed
Units may cause a Showdown without a Combat when they Move.
- 446.1. in Core Rules 1.3 (opens in a new tab)Removed
A Showdown is opened when a Move causes a Battlefield to become Contested while it has no Units present from any player other than those that just moved.
- 447. in Core Rules 1.3 (opens in a new tab)Removed
Units may cause Combat when they Move.
- 447.1. in Core Rules 1.3 (opens in a new tab)Removed
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.
- 457. in Core Rules 1.4 (opens in a new tab)
Gear can be Recalled.
- 457.1. in Core Rules 1.4 (opens in a new tab)Changed
When an un-attached non-Unit Gear is created or played at a battlefield, or is at a battlefield for any other reason, it is Recalled to its controller's base during the next Cleanup.
Example: An Equipment is attached to a unit at a battlefield, so the Equipment is present at that battlefield. If the unit dies, the Equipment will be recalled during the next cleanup.
- 458. in Core Rules 1.4 (opens in a new tab)
Recalls do not affect the state of the Permanent being recalled.
- 458.1. in Core Rules 1.4 (opens in a new tab)Changed
Unless otherwise stated by the source of the Recall, Damage
, Exhausted Status, Buffed Status,andapplied Layer alterationsstatuses of a permanent will all remain unaffected by a Recall.
459. in Core Rules 1.4 (opens in a new tab)Combat
- 462. in Core Rules 1.4 (opens in a new tab)
Combat can only occur between Units controlled by exactly two players.
- 462.1. in Core Rules 1.4 (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
442.2.a in Core Rules 1.3 (opens source rules in a new tab)447.2.a in Core Rules 1.4 (opens source rules in a new tab). for more information on Invalid Destinations. - 462.2. in Core Rules 1.4 (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 to be chosen as a location to play one or more Units by a player not involved in that Combat by any means
,.
463. in Core Rules 1.4 (opens in a new tab)The Steps of Combat
- 464. in Core Rules 1.4 (opens in a new tab)
Step 1: The Combat Showdown Step
- 464.2. in Core Rules 1.4 (opens in a new tab)
When Combat opens, it either opens with a Combat Showdown, or the current Showdown becomes a Combat Showdown.
- 464.2.b. in Core Rules 1.4 (opens in a new tab)Added
1. Start of combat or showdown effects happen now.
- 464.2.c. in Core Rules 1.4 (opens in a new tab)Changed
12. Establish who is Attacker and who is Defender.- 464.2.c.1. in Core Rules 1.4 (opens in a new tab)Changed
The Attacker is the player whose unit(s) applied the Contested status to the Battlefield.
They gain the Attacker designation now.- 464.2.c.1.a. in Core Rules 1.4 (opens in a new tab)Added
If a showdown opens as part of combat, this player gains Focus as the showdown begins.
- 464.2.c.1.b. in Core Rules 1.4 (opens in a new tab)Added
If a showdown was already ongoing when the combat opens, the player who has Focus maintains their Focus.
- 459.2.b.1.a. in Core Rules 1.3 (opens in a new tab)Removed
This player gains Focus as the showdown begins.
- 464.2.c.2. in Core Rules 1.4 (opens in a new tab)Changed
The Defender is the player who did not apply the Contested status to the Battlefield.
They gain the Defender designation now. - 459.2.b.3. in Core Rules 1.3 (opens in a new tab)Removed
Units at the Contested Battlefield controlled by the Attacker gain the Attacker designation now.
- 459.2.b.3.a. in Core Rules 1.3 (opens in a new tab)Removed
If a Unit controlled by the Attacker becomes present at this Battlefield after this moment, it will gain the Attacker designation during the Cleanup phase following the action that caused it to become present
- 459.2.b.4. in Core Rules 1.3 (opens in a new tab)Removed
Units at the Contested Battlefield controlled by the Defender gain the Defender designation now.
- 459.2.b.4.a. in Core Rules 1.3 (opens in a new tab)Removed
If a Unit controlled by the Defender becomes present at this Battlefield after this moment it will gain the Defender designation during the Cleanup phase following the action that caused it to become present
- 464.2.c.3. in Core Rules 1.4 (opens in a new tab)Added
The attacker and defender gain the Attacker or Defender designation now, as appropriate. Units at the Contested Battlefield controlled by the Attacker or Defender gain the Attacker or Defender designation now, as appropriate.
- 464.2.c.3.a. in Core Rules 1.4 (opens in a new tab)Added
If a Unit controlled by the Attacker or Defender becomes present at this Battlefield after this moment, it will gain the Attacker or Defender designation during the Cleanup phase following the action that caused it to become present, as appropriate for its controller.
- 464.2.d. in Core Rules 1.4 (opens in a new tab)Changed
23. The Attacker gains Focus. - 464.2.e. in Core Rules 1.4 (opens in a new tab)Changed
34. Add items to the Combat Chain if establishing Attacker and Defender has caused Triggered Abilities to become Pending. - 459.2.g. in Core Rules 1.3 (opens in a new tab)Removed
Focus does not pass upon closure of the Combat Chain, if any.
- 465. in Core Rules 1.4 (opens in a new tab)
Step 2: The Combat Damage Step
- 465.2. in Core Rules 1.4 (opens in a new tab)
1. When the Showdown closes, Attackers and Defenders resolve Combat Damage at the Battlefield that was attacked, using their current Might.
- 465.2.c. in Core Rules 1.4 (opens in a new tab)
Starting with the Attacker, each player assigns an amount of damage equal to their summed Might among the other's Units.
- 465.2.c.4. in Core Rules 1.4 (opens in a new tab)Changed
Units cannot have more damage assigned to them than the minimum required to constitute lethal damage unless no further units remain to have damage assigned to them.
Example: If a player has 5 damage to distribute among four 3 Might units and those units each have 1 damage already marked on them, that player may not assign more than 2 damage to any of those units.- 465.2.c.4.a. in Core Rules 1.4 (opens in a new tab)Added
If the damage assigned to a Unit is modified to or replaced by an amount of damage larger than the initial value, the assigning player must choose the minimum applied value such that the unit would take lethal damage.
Example: A unit with 3 [M] is being assigned damage in the combat damage step. There are other units without damage assigned to them with the same controller. The unit has a delayed replacement effect applied to it that reads “Double all damage that would be dealt to it this turn.” When assigning damage, the assigning player can only choose to assign 1 or 2 damage to this unit—when doing so, the assigned damage is doubled to 2 or 4 damage respectively. The minimum applied value such that the unit would take lethal damage in this way is 4 damage.
- 465.2.c.5. in Core Rules 1.4 (opens in a new tab)Added
When assigning damage in this way, replacement effects that would apply to the resulting damage are considered to apply to the assignment instead.
Example: A unit with 2 [M] is being assigned damage in the combat damage step. The unit has “prevent the first 3 damage I would take each combat.” The unit would need to be assigned 5 damage in order to have lethal damage assigned to it.Example: The attacking player is assigning their 3 [M] worth of damage to two defending units with 2 [M] each. One of the units has a delayed replacement effect applied to it that reads “Double all damage that would be dealt to it this turn.” The attacking player assigns two damage to the other defending unit, then when assigning damage to the unit with the delayed replacement effect they assign 2 damage to it; 1 damage that doubles to 2 damage as it is assigned to the unit. When that damage is dealt, it doesn’t get doubled again—the doubling is considered to have already happened during damage assignment.Example: The attacking player is assigning their 3 [M] worth of damage to a 2 [M] unit. That unit has a prevent value of two being applied to it, as well as the effect of Lotus Trap, doubling the damage dealt to them. Both of these replacement effects apply to the assignment of damage, in the order of the controller of the 2 [M] unit’s choice. If they choose to order the replacement effects so that the prevent value is applied first, the unit will prevent 2 of the assigned damage, then the last 1 point of damage will be doubled to 2. The unit will have 4 damage assigned to it. When damage is dealt, the unit will take 2 damage. If they choose the other order, the unit will have 6 damage assigned to it, 2 of which will be prevented. When damage is dealt, the unit will take 4 damage. - 465.2.c.6. in Core Rules 1.4 (opens in a new tab)Changed
A player must obey all requirements and restrictions on damage assignment if able.
Example: A player is assigning damage to the following units: a unit with Tank ("I must be assigned combat damage first.");Caitlyn, Patrollinga unit with Backline ("I must be assigned combat damage last."); and another unit without any abilities. That player must assign combat damage first to the unit with Tank, then to the unit with no abilities, then toCaitlynthe unit with Backline. - 465.2.c.8. in Core Rules 1.4 (opens in a new tab)Changed
If a Unit has one or more Abilities or effects applying to it that demand it be assigned damage in a specific way that is exclusionary, then the assigning player chooses only one of those abilities to apply when assigning damage.
Example: Caitlyn, Patrolling with the Backline ability ("I must be assigned combat damage last.") has been given the Tank ability ("I must be assigned combat damage first."). A player is assigning damage to this Caitlyn with Tank and two units with no abilities. That player can’t fulfill both of Caitlyn’s damage requirements, so they may choose to assign damage to Caitlyn first, fulfilling the Tank requirement, or last, fulfillingCaitlyn’s printedthe Backline requirement. They can’t choose to apply damage to Caitlyn in between the other two units, because that wouldn’t fulfill either requirement. - 465.2.c.9. in Core Rules 1.4 (opens in a new tab)Changed
If there is more than one unit in which this situation applies to, each unit is dealt with individually. The assigning player chooses which ability or effect applies, and then resolves the assignment. If this creates a situation where now more than one unit must be assigned with the same priority, those units may be assigned damage in any order as normal within that priority.
Example: Two copies of Caitlyn, Patrolling with the Backline ability ("I must be assigned combat damage last.") have been given the Tank ability ("I must be assigned combat damage first."). A player assigning damage to these two Caitlyns and one unit with no abilities could choose to fulfill both Caitlyns’ Tank requirements by assigning them both damage before the other unit. - 465.2.c.10. in Core Rules 1.4 (opens in a new tab)Changed
If a unit cannot be dealt damage, then no amount of damage can be considered lethal. Such a unit is exempt from any considerations of mandatory assignment.
Example: Kayn, Unleashed says “If I have moved twice this turn, I don't take damage.” While Kayn can’t take damage, it is ignored for the purposes of assigning lethal damage in combat.Example: Counter Strike says “Choose a unit. The next time that unit would be dealt damage this turn, prevent it.” The unit in question has a replacement effect applied to it, but it still can be dealt damage. Thus, it is not exempt from considerations of mandatory assignment.
- 465.3. in Core Rules 1.4 (opens in a new tab)Changed
2. Skip the FEPR process and
proceedcancel any outstanding tasks. Proceed to the Resolution Step.
- 466. in Core Rules 1.4 (opens in a new tab)
Step 3: The Resolution Step
- 466.1. in Core Rules 1.4 (opens in a new tab)
1. Perform a Combat Cleanup.
- 466.1.a. in Core Rules 1.4 (opens in a new tab)
Invoke a Combat Special Cleanup.
- 466.1.a.2. in Core Rules 1.4 (opens in a new tab)Changed
Insert “3d. Recall Attackers present at the Battlefield if Defenders are still present.”
See rule
449 in Core Rules 1.3 (opens source rules in a new tab)454 in Core Rules 1.4 (opens source rules in a new tab). Recalls for more information.
- 466.2. in Core Rules 1.4 (opens in a new tab)Added
The following Task becomes Outstanding: Reminder: Resolve any items on the chain from dealing combat damage and the Combat Cleanup and associated FEPR before performing this step.
- 461.2. in Core Rules 1.3 (opens in a new tab)Removed
The following Task becomes Outstanding:
- 466.3. in Core Rules 1.4 (opens in a new tab)
1. Determine Combat Result
- 466.3.d. in Core Rules 1.4 (opens in a new tab)Changed
There is “No Result” if
eitherunits were recalled during step 3d of the Combat Cleanup, if both Players have units present during thissteptask, or if neither player has units present during thissteptask.- 466.3.d.1. in Core Rules 1.4 (opens in a new tab)Changed
If “No Result” was reached, and both players have units remaining, stage a Showdown and a Combat at this battlefield.
- 466.4. in Core Rules 1.4 (opens in a new tab)Added
The following Task becomes Outstanding: Reminder: Resolve any items on the chain from determining combat result and associated FEPR before performing this step.
- 461.4. in Core Rules 1.3 (opens in a new tab)Removed
The following Task becomes Outstanding:
- 466.5. in Core Rules 1.4 (opens in a new tab)Changed
1. If no Showdown or Combat is staged at this location, the player with Units remaining here Establishes Control if they didn’t already control this Battlefield.
- 466.5.d. in Core Rules 1.4 (opens in a new tab)Changed
Establishing Control results in a Conquer if that player has not yet scored this Battlefield this turn.
See rule
185 in Core Rules 1.3 (opens source rules in a new tab)188 in Core Rules 1.4 (opens source rules in a new tab). Control for more information on Control.See rule
464.1 in Core Rules 1.3 (opens source rules in a new tab)469.1 in Core Rules 1.4 (opens source rules in a new tab). for more information on Conquering.
- 466.6. in Core Rules 1.4 (opens in a new tab)Added
The following Task becomes Outstanding: Reminder: Resolve any items on the chain from establishing control and associated FEPR before performing this step.
- 461.6. in Core Rules 1.3 (opens in a new tab)Removed
The following Task becomes Outstanding:
- 466.7. in Core Rules 1.4 (opens in a new tab)
1. Combat ends.
- 466.7.b. in Core Rules 1.4 (opens in a new tab)Added
At the end of Combat or Combat ends effects take place.
467. in Core Rules 1.4 (opens in a new tab)Scoring
- 469. in Core Rules 1.4 (opens in a new tab)
A player Scores in one of two ways:
- 469.1. in Core Rules 1.4 (opens in a new tab)
Conquer: A player gains Control of a Battlefield they did not yet Score this turn.
- 469.1.a. in Core Rules 1.4 (opens in a new tab)Changed
In Modes of Play with teammates, Battlefields under the Control of a teammate during the scoring step of the Beginning Phase of a player’s turn are also disqualified from being Scored through Conquer by any means by that player’s team.
- 469.1.b. in Core Rules 1.4 (opens in a new tab)Changed
A player will gain control of a Battlefield after establishing Control
by applying Contested first.
- 469.2. in Core Rules 1.4 (opens in a new tab)Changed
Hold: A player maintains Control of a Battlefield they did not yet Score this turn during their Beginning Phase.
- 471. in Core Rules 1.4 (opens in a new tab)
When a player Scores, two things occur:
- 471.1. in Core Rules 1.4 (opens in a new tab)
The player Gains up to one Point, depending on their current score.
- 471.1.a. in Core Rules 1.4 (opens in a new tab)Changed
The
WinningFinal Point has additional restrictions.- 471.1.a.1. in Core Rules 1.4 (opens in a new tab)Changed
Notably, points Gained from sources that are not Conquer
or Holdare not beholden to these restrictions.
- 471.1.b. in Core Rules 1.4 (opens in a new tab)Changed
When a player tries to Gain a Point through a
ScoreConquer, and their current Point Total is 1 point from the Victory Score of the Mode of Play or higher, the following occurs:- 466.1.b.1. in Core Rules 1.3 (opens in a new tab)Removed
If the player has Scored through Hold, that player Gains the Winning Point.
- 471.1.b.1. in Core Rules 1.4 (opens in a new tab)Changed
If the player has Scored
through a Conquer and has Scoredevery Battlefieldthrough either methodthis turn, that player Gains theWinningFinal Point. If the player hasScored through a Conquer and hasnot Scored every Battlefield this turn, that player draws a card instead.
473. in Core Rules 1.4 (opens in a new tab)Layers
- 477. in Core Rules 1.4 (opens in a new tab)
Layers are applied in the following order:
- 477.1. in Core Rules 1.4 (opens in a new tab)
1. Trait-Altering Effects
- 477.1.b. in Core Rules 1.4 (opens in a new tab)
Copy effects are applied in this layer.
- 477.1.b.1. in Core Rules 1.4 (opens in a new tab)Changed
When one Game Object becomes a copy of another, all
Traits, including the Rules Text,copyable traits replace or are added to those of the original Game Object as specified by the Game Effect directing the Copy. This is applied in this layer.- 477.1.b.1.a. in Core Rules 1.4 (opens in a new tab)Added
Copyable traits are:
Name
Super Type
Type
Tags
Cost
Domain
Rules Text
- 477.1.b.1.b. in Core Rules 1.4 (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.
- 477.1.b.2. in Core Rules 1.4 (opens in a new tab)Changed
Some Game Effects may specify copying certain traits of a card
- only. Only the traits specified by the Game Effect will be copied. - 472.1.b.3. in Core Rules 1.3 (opens in a new tab)Removed
Copy effects will copy the copyable traits of a Game Object: by default, those are the printed traits of the Game Object. When a Game Object becomes a copy of something, its copyable traits are updated to the new traits it has received.
Example: A player triggers Leblanc, Deceiver’s hold effect and plays a Reflection token, making it a copy of Honest Broker. That player then plays Mirror Image, targeting the Reflection token. When the Mirror Image Reflection token is played, it copies all of the copyable traits of the original Reflection token - which are currently those of Honest Broker which it is a copy of. That player will have three units named Honest Broker in play, two of which are token Copies with Temporary.
- 477.2. in Core Rules 1.4 (opens in a new tab)
2. Ability-Altering Effects
- 477.2.a. in Core Rules 1.4 (opens in a new tab)Changed
This layer deals with non-Copy effects that grant, remove, or replace the abilities or rules text of Game Objects.
Keywords
Passive Abilities
Appending rules text
Removing rules text
Duplicating Rules Text from one Game Object to another
- 477.3. in Core Rules 1.4 (opens in a new tab)
3. Arithmetic
- 477.3.b. in Core Rules 1.4 (opens in a new tab)Changed
When an arithmetic effect from a source that is not a passive ability has a limitation that applies, it is limited at the time of its application, and is “remembered” at that limited level for the duration of its effect. This process is called “snapshotting.”
Example: If an effect gives a unit “-4 [M] to a min of 1 this turn” choosing a unit with 2 [M], then the effect will generate -1 [M] this turn.Example: A unit reads “Units you control here have their Might increased to 5 [M].” This is a passive ability, so it will not snapshot.Example: A spell reads “Increase a friendly unit’s Might to 5 [M].” This effect is applied once, with an unlimited duration. Because it isn’t from a passive ability, it will snapshot. - 477.3.c. in Core Rules 1.4 (opens in a new tab)Added
Players cannot increase a numeric attribute by a negative amount. If an effect would instruct a player to do so, they increase it by 0 instead.
Example: A player plays Last Stand, which reads “Double a friendly unit's Might this turn. Give it Temporary.” The player declares a 2 [M] unit as the target during finalization. In reaction to Last Stand, an opponent plays Eclipse targeting the 2 [M] unit. When Last Stand resolves, the unit is -2 [M]. Last Stand instructs its controller to increase the unit’s Might by its current amount, -2, when the double action is performed. This is not possible, so the unit’s Might is increased by 0 instead. - 477.3.e. in Core Rules 1.4 (opens in a new tab)
This layer applies arithmetic in the following way.
- 477.3.e.1.b. in Core Rules 1.4 (opens in a new tab)Changed
If there is a restriction or limitation to this increase and it isn’t from a passive ability, the limitation is “snapshotted” for the duration of the effect.
- 477.3.e.2.b. in Core Rules 1.4 (opens in a new tab)Changed
If there is a restriction or limitation to this decrease and it isn’t from a passive ability, the limitation is snapshotted for the duration of the effect.
- 478. in Core Rules 1.4 (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.
- 478.1. in Core Rules 1.4 (opens in a new tab)
A Dependency is established if:
- 478.1.b. in Core Rules 1.4 (opens in a new tab)Changed
Applying one of the effects alters the number of objects the other effect can influence; or
- 479. in Core Rules 1.4 (opens in a new tab)Added
To determine which effect Depends on another, determine which of the prior criteria applies, and then also which effect’s evaluation is altered by the sequence of applications. That effect is said to Depend on the other.
Example: A unit with 4 [M] is under the effects of a passive ability that reads “Units you control here have their Might increased to 5 [M].” Its controller plays Discipline on the unit, giving it +2 [M]. When applying Layer alterations, both effects are applied in the same layer. If we apply the passive ability first, the passive ability will give +1 [M] while the Discipline effect will give +2 [M]. If we apply them in the other order, the Discipline effect will give +2 [M], and the passive ability will give +0 [M]. The passive ability is altered by the sequence of applications, so it depends on the Discipline effect.- 479.1. in Core Rules 1.4 (opens in a new tab)Added
If both effects are altered by the application of the other, no Dependency can be established.
Example: A unit with 4 [M] is under the effects of a passive ability that reads “Units you control here have their Might increased to 5 [M].” Its controller plays a spell that reads “Give a unit +2 [M], to a maximum of 5 [M].” If we apply the passive ability first, the passive ability will apply +1 [M] and the spell effect will apply +0 [M]. If we apply the spell effect first, it will apply +1 [M] while the passive ability applies +0 [M]. Both effects are altered by the sequence of applications, so we can’t establish a dependency. - 479.2. in Core Rules 1.4 (opens in a new tab)Added
To resolve a dependency, the effects within the same layer that created the dependency must be applied such that: 1. Identify which effect Depends on the other within the Layer. 2. Apply the effect that is depended on first. 3. Immediately apply the effect that Depends on the first effect next.
Example: A unit with 4[M] is under the effects of a passive ability that reads “Units you control here have their Might increased to 5 [M].” Its controller plays Discipline on the unit. As previously established, the passive ability depends on the Discipline effect. We apply the Discipline effect first, giving the unit +2 [M], and then immediately apply the passive ability that depends on it. The unit’s final Might is 6 [M].
- 474. in Core Rules 1.3 (opens in a new tab)Removed
To determine which effect Depends on another, determine which of the prior criteria applies, and then also which effect’s evaluation is altered by the sequence of applications. That effect is said to Depend on the other.
- 474.1. in Core Rules 1.3 (opens in a new tab)Removed
To resolve a dependency, the effects within the same layer that created the dependency must be applied such that: 1. Identify which effect Depends on the other within the Layer. 2. Apply the effect that is depended on first. 3. Immediately apply the effect that Depends on the first effect next.
481. in Core Rules 1.4 (opens in a new tab)Modes of Play
- 486. in Core Rules 1.4 (opens in a new tab)
1v1 (Match)
- 486.5. in Core Rules 1.4 (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, if a player won, 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.
- 486.5.a. in Core Rules 1.4 (opens in a new tab)Added
If no player won a game, the battlefields presented for that game may be reused in a subsequent game.
- 486.6. in Core Rules 1.4 (opens in a new tab)
Format: Best of 3. The first player to reach the Victory Score in Points wins the game. The winner of that game earns One Game Win. Players then reset the game state, remove the Battlefields in play from the game, choose new Battlefields from those set aside, and play again. The first player to earn Two Game Wins wins the match.
- 486.6.a. in Core Rules 1.4 (opens in a new tab)Added
This format may be played as best of 5. In such a case, during games 4 and 5 of the match players may present a battlefield that has been removed from the game.
- 486.6.a.1. in Core Rules 1.4 (opens in a new tab)Added
Players may only re-use a battlefield in this way if they have already presented each of their battlefields at least once during the match.
- 486.6.a.2. in Core Rules 1.4 (opens in a new tab)Added
Players may not present a battlefield more than twice in a match when re-using battlefields in this way.
- 489. in Core Rules 1.4 (opens in a new tab)
2v2 (Magma Chamber)
- 489.8. in Core Rules 1.4 (opens in a new tab)
Unique Rules
- 489.8.d. in Core Rules 1.4 (opens in a new tab)Added
Points are shared by a team.
- 489.8.d.1. in Core Rules 1.4 (opens in a new tab)Added
Both players on a team have the same number of Victory Points.
- 489.8.d.2. in Core Rules 1.4 (opens in a new tab)Added
If a player gains or loses points, their team gains or loses those points.
- 489.8.d.3. in Core Rules 1.4 (opens in a new tab)Added
If a spell or ability references or checks a player gaining or losing points, that ability checks whether that player’s team gains or loses points.
- 489.8.e. in Core Rules 1.4 (opens in a new tab)Changed
Friendly describes controlled Game Objects by a player or their Teammate.
Example: "WhenI am playedyou play me, ready a friendly unit" could target a player's own Units or their teammate's Units. - 489.8.g. in Core Rules 1.4 (opens in a new tab)
The Final Point has an adjustment to the criteria when scoring.
- 489.8.g.1. in Core Rules 1.4 (opens in a new tab)Changed
When scoring the Final Point from Conquer, a player must Score each Battlefield in the same turn, excepting any that were occupied by their ally during the scoring step of that turn’s Beginning Phase.
See rule 467 in Core Rules 1.4 (opens source rules in a new tab). Scoring for more information.
700. in Core Rules 1.4 (opens in a new tab)Additional Rules
701. in Core Rules 1.4 (opens in a new tab)Buffs
- 702. in Core Rules 1.4 (opens in a new tab)Changed
Buffs are
objectscounters placed on Units. - 704. in Core Rules 1.4 (opens in a new tab)Changed
Buffs are Game Objects and may be referenced, counted, or
targetedaffected by other effects as specified.- 704.1. in Core Rules 1.4 (opens in a new tab)Added
Buffs are counters, and thus are not targeted by spells and abilities.
See rule 741 in Core Rules 1.4 (opens source rules in a new tab). Counters for more information.
706. in Core Rules 1.4 (opens in a new tab)Mighty
- 711. in Core Rules 1.4 (opens in a new tab)Changed
Units in Non-Board Zones are evaluated according to their
inherentprinted Might.Example: A unit in the trash is Mighty if its printed Might is 5 or greater. It doesn't matter if there were effects raising or lowering its might while it was on the board.
712. in Core Rules 1.4 (opens in a new tab)Bonus Damage
- 715. in Core Rules 1.4 (opens in a new tab)
Bonus Damage applies to the total damage Dealt by one instance of the action.
- 715.4. in Core Rules 1.3 (opens in a new tab)Removed
If no damage was Dealt, because it was replaced or reduced by any means, then Bonus Damage will not apply.
- 715.4. in Core Rules 1.4 (opens in a new tab)Added
If no damage was Dealt, then Bonus Damage will not apply.
Example: Teemo, Strategist is a unit that reads in part “When I defend, choose an enemy unit here and reveal the top 5 cards of your Main Deck. Deal 1 to that unit for each card with Hidden revealed this way, then recycle the revealed cards.” He has Rabadon’s Deathcrown attached to him. An enemy unit moves to the battlefield where Teemo is located and a combat opens there. Teemo’s controller reveals the top 5 cards of their Main Deck and reveals no cards with Hidden. Although the ability has 3 Bonus Damage from Rabadon’s Deathcrown, no deal action is performed for the Bonus Damage to apply to.- 715.4.a. in Core Rules 1.4 (opens in a new tab)Added
If Damage is replaced or reduced by any means, the replacing or reducing action will include the Bonus Damage in the total damage when determining how much damage is to be dealt.
Example: A unit has prevent 3 applied to them. The unit is located at the Void Gate battlefield. An opponent targets the unit with Hextech Ray. Hextech Ray deals 4 damage to the unit, including the Bonus Damage from Void Gate, which the prevent effect will prevent 3 of. The unit takes 1 damage.
716. in Core Rules 1.4 (opens in a new tab)Attachment
- 719. in Core Rules 1.4 (opens in a new tab)
A Top-Most Card is a card that has one or more cards linked to it through the process of Attaching.
- 719.3. in Core Rules 1.4 (opens in a new tab)
A Top-Most Card and all cards Attached to it are at the same location.
- 719.3.a. in Core Rules 1.4 (opens in a new tab)Changed
When the Top-Most Card
moveschanges locations, all Attached cardsmovechange locations with it.
- 719.4. in Core Rules 1.4 (opens in a new tab)
The Exhausted and Ready state of the Top-Most card does not affect nor change the status of the Attached cards and vice versa.
- 719.4.a. in Core Rules 1.4 (opens in a new tab)Added
This is true of all statuses aside from location, Attached, and Top-Most.
Example: If the top-most card becomes stunned, it does not affect the state of any attached cards.Example: If an attached card becomes empowered, it does not affect the state of its top-most card.
720. in Core Rules 1.4 (opens in a new tab)Inactive
- 725. in Core Rules 1.4 (opens in a new tab)
Inactive text can partially cease to be Inactive under specific circumstances and exceptions.
- 725.4. in Core Rules 1.4 (opens in a new tab)Added
If a Dependent Ability is a Triggered Ability whose condition occurs at the same time as the Dependent Keyword’s condition being fulfilled, that text exists and can be processed as it is fulfilled.
726. in Core Rules 1.4 (opens in a new tab)Dependent Keywords
- 727. in Core Rules 1.4 (opens in a new tab)
Keywords can be Dependent Keywords
- 727.1. in Core Rules 1.4 (opens in a new tab)Changed
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.Example: Noxus Hopeful has “[Legion][>] I cost [2] less.” [Legion] is short for the condition “if you have played another card this turn, this card gains [Text],” while “I cost [2] less” is the dependent ability.- 727.1.a. in Core Rules 1.4 (opens in a new tab)
A Dependent Keyword will always be functionally short for a Condition.
- 727.1.a.1. in Core Rules 1.4 (opens in a new tab)Changed
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.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 attacked this turn” would include a time after which the condition is active.
- 727.1.b. in Core Rules 1.4 (opens in a new tab)
The Dependent Ability associated with the Dependent Keyword is Inactive on the card with the Dependent Keyword until the Condition is met, when it becomes Active
- 727.1.b.2. in Core Rules 1.4 (opens in a new tab)Changed
The Dependent Ability is Active exactly as written while the Condition is true
Example: Gustwalker has “[Level3Level 3][>] I have +1 [M] and Ganking.” As long as its controller has 3 XP, Gustwalker’s Ganking is active. - 727.1.b.3. in Core Rules 1.4 (opens in a new tab)Added
If an ability has multiple Dependent Keywords, all of them must have their Condition met in order for the ability to be active.
Example: A unit reads “[Level 11][>>][Legion][>] When you conquer, gain 1 point.” In order for the conquer effect of the unit to be active, its controller must have 11 XP and have finalized a card other than the unit that turn.
739. in Core Rules 1.4 (opens in a new tab)Special Terms
- 740. in Core Rules 1.4 (opens in a new tab)Added
Card text and this rules document use certain terms in specific ways that are different from their common usage.
- 740.3. in Core Rules 1.4 (opens in a new tab)Added
Some card text refers to specific terminology:
- 740.3.a. in Core Rules 1.4 (opens in a new tab)Added
A tie occurs when there are units controlled by different players located at a battlefield where combat is taking place during the step 3d of the combat cleanup.
- 740.4. in Core Rules 1.4 (opens in a new tab)
Some terms in this document are used in particular ways:
- 740.4.a. in Core Rules 1.4 (opens in a new tab)
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.
- 740.4.a.2. in Core Rules 1.4 (opens in a new tab)Changed
For triggered abilities, costs within instructions that appear in the first part of the trigger effect are paid on finalization of the triggered ability. In order to place the triggered ability on the chain, the cost must be paid.
- 740.4.a.2.a. in Core Rules 1.4 (opens in a new tab)Added
Costs within instructions that appear in any later part of the trigger effect are paid on resolution.
741. in Core Rules 1.4 (opens in a new tab)CountersAdded
- 742. in Core Rules 1.4 (opens in a new tab)Added
Counters are Game Objects generated by and given to other Game Objects on the board during play.
- 743. in Core Rules 1.4 (opens in a new tab)Added
Counters serve to track semi-permanent effects on Game Objects.
- 744. in Core Rules 1.4 (opens in a new tab)Added
Counters can have game effects themselves, or serve as the prerequisite for game effects.
- 745. in Core Rules 1.4 (opens in a new tab)Added
Counters can be spent by game effects.
- 745.1. in Core Rules 1.4 (opens in a new tab)Added
In order to do so, that player must remove that many counters of the specified type from the specified Game Objects.
- 745.1.a. in Core Rules 1.4 (opens in a new tab)Added
If no type of counter is specified, any counter can be removed this way.
- 745.1.b. in Core Rules 1.4 (opens in a new tab)Added
If no type of Game Object is specified, then counters can be removed from any Game Objects with the specified counter.
- 745.2. in Core Rules 1.4 (opens in a new tab)Added
In order to spend a Counter, the spending player must control the Game Object the Counter is placed on.
- 746. in Core Rules 1.4 (opens in a new tab)Added
Some effects may move a Counter between two Game Objects. The Counter is either on the first Game Object or the second. There is no state for a Counter being between either object.
- 747. in Core Rules 1.4 (opens in a new tab)Added
Counters that leave a Game Object without being placed on another game object cease to exist.
- 748. in Core Rules 1.4 (opens in a new tab)Added
Game Objects that change zones to a non-board zone lose all of their Counters.
See rule 124 in Core Rules 1.4 (opens source rules in a new tab). for more information on temporary modifications.
- 749. in Core Rules 1.4 (opens in a new tab)Added
Counters do not have a controller.
750. in Core Rules 1.4 (opens in a new tab)Making New ChoicesAdded
- 751. in Core Rules 1.4 (opens in a new tab)Added
Some Game Effects will instruct a player to make new choices for a finalized item on the chain.
- 751.1. in Core Rules 1.4 (opens in a new tab)Added
Making new choices in this way requires a player to choose Game Objects, players, zones, or modes that were previously not being chosen by the chain item.
- 752. in Core Rules 1.4 (opens in a new tab)Added
This refers to the choices normally made during finalization, with some exclusions.
See rule 355 in Core Rules 1.4 (opens source rules in a new tab). Make Relevant Choices for more information.
- 752.1. in Core Rules 1.4 (opens in a new tab)Added
The relevant choices that can be remade for these Game Effects are locations to be played to, modes, destinations, and targets.
- 752.2. in Core Rules 1.4 (opens in a new tab)Added
This does not refer to any choices made “as you play this” or “as I am played,” or any choices made for Optional Additional Costs.
- 753. in Core Rules 1.4 (opens in a new tab)Added
When making new choices in this way, a player can choose any subset of the possible choices to remake, so long as doing so doesn’t lead to an illegal state.
- 753.1. in Core Rules 1.4 (opens in a new tab)Added
A player may not make new choices this way that would be illegal or that would lead to an illegal state, even if there are no other options.
- 753.2. in Core Rules 1.4 (opens in a new tab)Added
A player may not choose to make new choices for a spell or ability if there aren’t legal choices that they could make in this way.
- 754. in Core Rules 1.4 (opens in a new tab)Added
If, as a result of new choices, the spell or ability targets a Game Object it previously did not target, any Targeting Effects of that Game Object will trigger as appropriate at that time.
- 755. in Core Rules 1.4 (opens in a new tab)Added
Any costs “to play” the spell or ability that are incurred as a result of new choices made in this way are ignored.
- 755.1. in Core Rules 1.4 (opens in a new tab)Added
The spell or ability is already played and its costs paid. Any further costs incurred have no effect on the finalized chain item.
756. in Core Rules 1.4 (opens in a new tab)UntargetabilityAdded
- 757. in Core Rules 1.4 (opens in a new tab)Added
Some Game Effects declare that a Game Object can’t be chosen by a certain set of spells and abilities. Those effects designate the Game Object as Untargetable.
- 757.1. in Core Rules 1.4 (opens in a new tab)Added
These passive abilities will usually take the form “[Game Object] can’t be chosen by [Category] spells and abilities.”
Example: Ruin Runner’s passive ability reads “I can’t be chosen by enemy spells and abilities.”
- 758. in Core Rules 1.4 (opens in a new tab)Added
Untargetable Game Objects are not legal targets for the indicated spells and abilities.
See rule 355.6 in Core Rules 1.4 (opens source rules in a new tab). Targeting for more information.
- 758.1. in Core Rules 1.4 (opens in a new tab)Added
If a Game Object becomes untargetable for a spell or ability after becoming its target and before it resolves, the spell or ability will mistarget on resolution. Any instructions related to that Game Object will be ignored as the spell resolves.
- 758.2. in Core Rules 1.4 (opens in a new tab)Added
If the spell or ability changes for any reason such that it will no longer fall under the category of spells or abilities for which a Game Object is untargetable, the Game Object will become a legal target for that spell or ability.
Example: A 1 [M] unit reads “I can’t be chosen by enemy spells or abilities with Energy cost less than my Might.” That unit is targeted by an enemy Falling Star; in reaction to the Falling Star, the unit’s controller plays Discipline targeting that unit, bringing its Might to 3 [M]. If Falling Star resolved at that point, the unit would be unaffected by it as it resolves. Falling Star’s controller plays Eclipse before Falling Star resolves, bringing the unit’s Might to -1 [M]. When Falling Star resolves now, the unit is affected by the spell and has 6 damage marked. It dies in the following cleanup.- 758.2.a. in Core Rules 1.4 (opens in a new tab)Added
This will also occur if the Game Object is no longer among the set of objects that are made untargetable by a Game Effect.
Example: Alpha Wildclaw and Vilemaw are controlled by the same player and located at a battlefield. An opponent targets Vilemaw with Rebuke. Before Rebuke resolves, Vilemaw’s controller plays Discipline targeting Alpha Wildclaw, making Vilemaw no longer a legal target. Rebuke’s controller then targets Alpha Wildclaw with Star-Crossed. When Star-Crossed resolves, Alpha Wildclaw’s passive ability no longer applies to Vilemaw, making it a legal target for Rebuke. After all spells and abilities have resolved, both Vilemaw and Alpha Wildclaw will be returned to hand.
759. in Core Rules 1.4 (opens in a new tab)Naming Cards, Types, and TagsAdded
- 760. in Core Rules 1.4 (opens in a new tab)Added
Some Game Effects may instruct a player to name or guess a card, type, or tag.
- 761. in Core Rules 1.4 (opens in a new tab)Added
The act of naming a card in this way may be accomplished in one of two ways:
- 761.1. in Core Rules 1.4 (opens in a new tab)Added
1. Stating the exact name of the card.
Example: “Kai’Sa, Evolutionary” identifies the card Kai’Sa, Evolutionary. - 761.2. in Core Rules 1.4 (opens in a new tab)Added
2. Identifying a combination of traits and characteristics that can identify that card uniquely.
Example: “The blue Kai’Sa,” “the 6 [M] Kai’Sa” or “the [6] Energy Kai’Sa” are sufficient to identify Kai’Sa, Evolutionary when there are no other cards that satisfy those traits.Example: If there is only one unit with Kato in their name, saying “Kato” is sufficient to identify the card in question even if the exact name of the card is “Kato the Arm.”
- 762. in Core Rules 1.4 (opens in a new tab)Added
When instructed to name a card, a player must name a card that is legal in the Format being played.
- 762.1. in Core Rules 1.4 (opens in a new tab)Added
They cannot name a card that doesn’t exist.
- 762.2. in Core Rules 1.4 (opens in a new tab)Added
A player cannot choose the name of a token when instructed to name a card.
- 763. in Core Rules 1.4 (opens in a new tab)Added
When instructed to name a tag, a player cannot choose to name a tag that does not exist on cards or tokens in Riftbound.
- 763.1. in Core Rules 1.4 (opens in a new tab)Added
The following tags exist in Riftbound: Ahri, Akali, Akshan, Ambessa, Anivia, Annie, Aphelios, Ashe, Azir, Bandle City, Bard, Bilgewater, Bird, Blitzcrank, Caitlyn, Cat, Darius, Demacia, Demon, Diana, Dog, Dr. Mundo, Dragon, Draven, Ekko, Elite, Equipment, Evelynn, Ezreal, Fae, Fiora, Fizz, Freljord, Galio, Gangplank, Garen, Heimerdinger, Hwei, Icathia, Illaoi, Ionia, Irelia, Ivern, Ixtal, Janna, Jax, Jayce, Jhin, Jinx, Kai'Sa, Karma, Karthus, Katarina, Kathkan, Kayle, Kayn, Kennen, Kha'Zix, Kog'Maw, LeBlanc, Lee Sin, Leona, Lillia, Lucian, Lux, Malzahar, Master Yi, Mech, Mel, Miss, Fortune, Morgana, Mount Targon, Nami, Nasus, Nidalee, Nilah, Nocturne, Noxus, Ornn, Piltover, Pirate, Poppy, Poro, Pyke, Qiyana, Recruit, Rek'Sai, Rell, Renata Glasc, Renekton, Rengar, Riven, Rumble, Sentinel, Sett, Shadow Isles, Shen, Shurima, Sivir, Sona, Soraka, Spider, Spirit, Swain, Syndra, Taric, Teemo, The Void, Trifarian, Tryndamere, Twisted Fate, Udyr, Vayne, Vex, Vi, Viktor, Volibear, Warwick, Xerath, Xin Zhao, Yasuo, Yone, Yordle, Yuumi, Zaun, Zed, Zilean.
764. in Core Rules 1.4 (opens in a new tab)Ignoring EffectsAdded
- 765. in Core Rules 1.4 (opens in a new tab)Added
Some Game Effects may instruct players to ignore abilities while performing a game action or procedure.
- 766. in Core Rules 1.4 (opens in a new tab)Added
Any abilities ignored in this way are treated as inactive for the purposes of the game action or procedure.
Example: A spell reads “Ignore Deflect while paying this spell’s costs.” Any instances of the Deflect keyword on relevant units are treated as inactive while paying the costs of the spell.Example: A unit reads “You ignore Backline while assigning combat damage here.” While assigning combat damage in the combat damage step with this unit present, any instances of Backline on enemy units is treated as inactive. The unit’s controller can assign damage to any units with Backline as if they didn’t have it. - 767. in Core Rules 1.4 (opens in a new tab)Added
Ignored abilities are only treated as inactive for the specific game action or procedure described, and only by the players directed by the ability.
Example: A spell reads in part “Ignore Deflect while paying this spell’s costs.” If another player attempts to play a spell targeting the same units that the above spell does, that other spell will not ignore Deflect.Example: A unit reads “You ignore Backline while assigning combat damage here.” Any other player assigning combat damage at the same location as that unit will not be able to ignore Backline.
800. in Core Rules 1.4 (opens in a new tab)Keywords
- 805.1. in Core Rules 1.4 (opens in a new tab)
Accelerate is a Unit ability.
- 805.1.a. in Core Rules 1.4 (opens in a new tab)Changed
Accelerate is functionally short for "As you play me, you may pay [1]
and 1 Power[C] as an additional cost. If you do, I enter ready."- 805.1.a.1. in Core Rules 1.4 (opens in a new tab)Added
If the unit has one or more domains, the Power portion of the Accelerate cost can be paid only with a Power that matches one of the domains of the unit.
- 805.1.a.2. in Core Rules 1.4 (opens in a new tab)Added
If the unit has no domain, the Power portion of the Accelerate cost can be paid with [A] (a Power of any domain).
- 805.1.a.1. in Core Rules 1.3 (opens in a new tab)Removed
If the unit has a single domain, the Power portion of the Accelerate cost can be paid only with a Power that matches the domain of the unit.
- 805.1.a.2. in Core Rules 1.3 (opens in a new tab)Removed
If the unit has no domain or more than one domain, the Power portion of the Accelerate cost can be paid with [A] (a Power of any domain).
- 805.2. in Core Rules 1.4 (opens in a new tab)
Accelerate is an Optional Additional Cost to be paid as a player plays the unit with the ability.
- 805.2.b. in Core Rules 1.4 (opens in a new tab)Added
Paying the cost generates a delayed Replacement Effect. Even if the unit loses the accelerate keyword during the finalization process, as long as the cost was paid, that unit will still enter ready.
- 805.6. in Core Rules 1.4 (opens in a new tab)Changed
Accelerate
influences the state of thegenerates a delayed replacement effect that replaces a unit entering theBoardboard exhausted with it entering ready. It does not enter exhausted and then become ready.
- 806.1. in Core Rules 1.4 (opens in a new tab)
Action is a Permissive keyword.
- 806.1.a. in Core Rules 1.4 (opens in a new tab)Changed
It
can beis present on Cards, Rune Abilities, Legend Abilities or Permanent Abilities. - 806.1.c. in Core Rules 1.4 (opens in a new tab)
Action is functionally short for the following:
- 806.1.c.2. in Core Rules 1.4 (opens in a new tab)Changed
On
Rune, Legend, or PermanentActivated Abilities: "This can be activated during showdowns on any player's turn."
- 806.4. in Core Rules 1.4 (opens in a new tab)
Some passive abilities may grant a card or ability Action under certain conditions. The card or ability does not have the Action keyword unless and until those circumstances are true.
- 806.4.b. in Core Rules 1.4 (opens in a new tab)Changed
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 itemit are undone and it is returned to the zone it was played from if it is a card.
- 807.1. in Core Rules 1.4 (opens in a new tab)
Assault is a Passive Ability keyword.
- 807.1.d. in Core Rules 1.4 (opens in a new tab)Changed
Being an attacker means the Unit has gained the Attacker designation during Combat.
See rule
454 in Core Rules 1.3 (opens source rules in a new tab)459 in Core Rules 1.4 (opens source rules in a new tab). Combat for more information.
- 808.1. in Core Rules 1.4 (opens in a new tab)
Deathknell is a Triggered Ability keyword.
- 808.1.d. in Core Rules 1.4 (opens in a new tab)Changed
The Trigger for this
effectand similar effects that trigger on their source’s death is the Permanent being Killed and sent to the Trash.- 808.1.d.1. in Core Rules 1.4 (opens in a new tab)Added
If the Permanent with the effect is not sent to the Trash, for example because its "killed" event was replaced with a recall, the triggered ability will be removed from the chain.
Example: Draven, Audacious is killed in combat. Draven reads in part “When I die in combat, choose an opponent. They gain 1 point.” Draven’s controller has a Zhonya’s Hourglass in base. Draven’s death is replaced by him being healed, recalled, and exhausted. Draven’s triggered ability will be removed from the chain. - 808.1.d.1. in Core Rules 1.3 (opens in a new tab)Removed
If the Permanent with the effect is not sent to the Trash, for example because its "killed" event was replaced with a recall, the Deathknell will not occur.
- 808.1.d.2. in Core Rules 1.4 (opens in a new tab)Changed
The trigger will be added to the chain as a Pending Item before the card with
Deathknellan ability that triggers on its own death is moved to the trash due to a Kill instruction or a Cleanup. - 808.1.d.3. in Core Rules 1.4 (opens in a new tab)Changed
Before the card
with Deathknellis moved to the Trash, note its location, its attributes, and any other details related to the effect of itsDeathknelltriggered ability to process the trigger after it has been Finalized.
- 809.1. in Core Rules 1.4 (opens in a new tab)
Deflect is a Passive Ability keyword.
- 809.1.a. in Core Rules 1.4 (opens in a new tab)Changed
It is normally present on Permanents.
- 809.1.c. in Core Rules 1.4 (opens in a new tab)Changed
It is functionally short for "Spells and abilities an opponent controls that
choosetarget [me/this] cost an amount of Power equal to [Deflect Value] more to play as an additional cost for each time they choose [me/this]." - 809.1.d. in Core Rules 1.4 (opens in a new tab)Changed
It is an effect that imposes a Mandatory Additional Cost on Spells and Abilities that choose the
permanentGame Object that has this ability.See rule 349 in Core Rules 1.4 (opens source rules in a new tab). Playing Cards for more information.
- 809.2. in Core Rules 1.4 (opens in a new tab)Changed
If a
UnitGame Object has Deflect, or has been granted Deflect, and is granted Deflect by an additional source, the Deflect Value of all granted Deflect keywords is summed. - 809.3. in Core Rules 1.4 (opens in a new tab)Changed
Deflect, and whether or not a
permanentGame Object has Deflect, is a characteristic of the permanent and may be checked or referenced by other Game Effects.
- 811.1. in Core Rules 1.4 (opens in a new tab)
Hidden is a keyword that acts as a prerequisite to perform the Hide Discretionary Action.
- 811.1.d. in Core Rules 1.4 (opens in a new tab)
Some choices made while playing a card from Hidden are restricted to the battlefield where it was hidden. A card cannot be played from Hidden if it is a spell with no valid targets under these restrictions.
See rule 355.6 in Core Rules 1.4 (opens source rules in a new tab). Targeting for more information.
- 811.1.d.2. in Core Rules 1.4 (opens in a new tab)Changed
If a hidden spell or a play effect of a hidden permanent chooses any targets, those targets must be chosen from among options at that battlefield, unless the ability explicitly restricts targeting in a way that makes this impossible.
Example: Blastcone Fae is a unit with Hidden and “When you play me, give a unit -2 [M] this turn, to a minimum of 1 [M].” Because this is a play effect, its target must be chosen from among units at the same battlefield if Blastcone Fae was played from Hidden.Example: Tideturner is a unit with Hidden and “When you play me, you may choose a unit you control at another location. Move me to its location and it to my original location.” Because its playabilityeffect has a targeting restriction that can never be fulfilled by a unit at its battlefield, its target may be chosen freely from among the available options.- 811.1.d.2.a. in Core Rules 1.4 (opens in a new tab)Added
Each target is treated separately and individually when processing this rule.
Example: Smoke and Mirrors is a spell that reads in part “Choose a unit you control and another unit you control at a different location.” If Smoke and Mirrors is played from hidden, the first unit chosen can be chosen at the battlefield Smoke and Mirrors was played from, so it must be. The second unit chosen explicitly restricts targeting in a way that makes this impossible, so it can be chosen from any location.
- 812.1. in Core Rules 1.4 (opens in a new tab)
Legion is a Dependent Keyword.
- 812.1.c. in Core Rules 1.4 (opens in a new tab)Changed
As long as a card different than the one with the Legion ability has been Finalized by you on the same turn then the Dependent Ability is Active on the card with Legion.
- 812.2. in Core Rules 1.4 (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 will be active as long as one card has beenplayedfinalized by the card's controller earlier in the same turn.
- 813.1. in Core Rules 1.4 (opens in a new tab)
Reaction is a Permissive keyword.
- 813.1.c. in Core Rules 1.4 (opens in a new tab)
Reaction, additionally, is functionally short for the following:
- 813.1.c.2. in Core Rules 1.4 (opens in a new tab)Changed
On
Rune, Legend, or PermanentActivated Abilities: "This can be activated during Closed States on any player's turn."
- 813.4. in Core Rules 1.4 (opens in a new tab)
Some passive abilities may grant a card or ability Reaction under certain conditions. The card or ability does not have the Reaction keyword unless and until those circumstances are true.
- 813.4.b. in Core Rules 1.4 (opens in a new tab)Changed
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 itemit are undone and it is returned to the zone it was played from if it is a card.
- 814.1. in Core Rules 1.4 (opens in a new tab)
Shield is a Passive Ability keyword.
- 814.1.d. in Core Rules 1.4 (opens in a new tab)Changed
Being a defender means the Unit has gained the Defender designation during Combat.
See rule
454 in Core Rules 1.3 (opens source rules in a new tab)459 in Core Rules 1.4 (opens source rules in a new tab). Combat for more information.
- 817.1. in Core Rules 1.4 (opens in a new tab)
Vision is a Triggered Ability keyword.
- 817.1.b. in Core Rules 1.4 (opens in a new tab)Changed
It is functionally short for "When this is played,
look at the top card of your Main Deck. You may recycle it."predict.”
- 818.1. in Core Rules 1.4 (opens in a new tab)
Equip is an Activated Ability keyword.
- 818.1.a. in Core Rules 1.4 (opens in a new tab)Changed
Equip is
normallypresent on Gear with the tag Equipment. - 818.1.c. in Core Rules 1.4 (opens in a new tab)
Equip is formatted as “Equip [Cost]”
- 818.1.c.4. in Core Rules 1.4 (opens in a new tab)Changed
Equip abilities may also include text that alters the Equip cost. Such text is taken into account when determining a card’s Equip cost when paying for
any reasonthe ability.
- 820.1. in Core Rules 1.4 (opens in a new tab)
Repeat is an Optional Additional Cost keyword.
- 820.1.a. in Core Rules 1.4 (opens in a new tab)Changed
Repeat is present on Spells and Abilities.
- 820.1.b. in Core Rules 1.4 (opens in a new tab)Changed
Repeat is an optional cost that a player may pay to execute the effect of their spells and abilities a second time.
- 820.1.c. in Core Rules 1.4 (opens in a new tab)
Repeat is formatted as “Repeat [Cost]”
- 820.1.c.1. in Core Rules 1.4 (opens in a new tab)Changed
The Cost is an Additional Cost to be paid during the steps of playing the spell or ability.
- 820.1.c.2. in Core Rules 1.4 (opens in a new tab)Changed
If a spell or ability has more than one instance of Repeat, each Cost may be paid or not paid individually.
- 820.1.d. in Core Rules 1.4 (opens in a new tab)Changed
Repeat is functionally short for “You may pay [Cost] as an additional cost as you play this
spell. If you do, execute the instructions of thisspellchain item one additional time during resolution.”- 820.1.d.1. in Core Rules 1.4 (opens in a new tab)Changed
When the additional cost is paid, the effect of the spell or ability, upon resolution, will be performed an additional time.
Example: Desert’s Call is a spell with [Repeat] [2] and “Play a 2 [SM] Sand Soldier unit token.” If its controller pays its Repeat cost as they play it, the card’s instruction to play a Sand Soldier is executed twice, as though the card says “Play a 2 [SM] Sand Soldier unit token. Play a 2 [SM] Sand Soldier unit token.”Example: A unit reads in part “When I attack or defend, you may deal damage equal to my Might to an enemy unit here,” and “My abilities have [Repeat] — Discard 1.” When its ability triggers, if its controller pays the Repeat cost as they play it, the ability’s instruction to deal damage equal to the unit’s Might is executed twice, as though the ability says “Deal damage equal to my Might to an enemy unit here. Deal damage equal to my Might to an enemy unit here.” - 820.1.d.2. in Core Rules 1.4 (opens in a new tab)Added
Any instructions not performed on resolution of the spell or ability are ignored.
- 820.2. in Core Rules 1.4 (opens in a new tab)Changed
When a spell or ability’s effect is performed an additional time with Repeat, choices must be made at the usual time during the Make Relevant Choices step of Playing a Card.
See rule 349 in Core Rules 1.4 (opens source rules in a new tab). Playing Cards for more information.
- 820.3. in Core Rules 1.4 (opens in a new tab)Changed
Multiple instances of Repeat can be paid for separately. The spell or ability’s instructions will be executed an additional time on resolution for each instance of Repeat that is paid for.
- 820.3.a. in Core Rules 1.4 (opens in a new tab)Changed
Regardless of the number of times a spell or ability's instructions are executed with this keyword,
the spellit is only Played once.
- 820.4. in Core Rules 1.4 (opens in a new tab)Changed
Repeat, and whether or not a spell or ability has Repeat, is a characteristic of the
Spellspell or ability and may be checked or referenced by other Game Effects.
- 822.1. in Core Rules 1.4 (opens in a new tab)
Ambush is a Passive Ability keyword.
- 822.1.a. in Core Rules 1.4 (opens in a new tab)Changed
It is normally present on Units.
- 822.1.d. in Core Rules 1.4 (opens in a new tab)Added
Ambush can also appear as a verb on a card. In such a case, the verb is taken to mean “play with the permissions of the Ambush keyword.”
Example: Rengar, Trophy Hunter reads in part “I can [Ambush] to a battlefield where there are enemy units, even if you don't have units there.” This ability expands the normal permissions of the Ambush keyword to include battlefields where there are enemy units.Example: A card reads in part “Opponents can only [Ambush] at any time they could play cards with [Action].” This ability introduces a restriction to when opponents can play cards with Ambush.
- 824.1. in Core Rules 1.4 (opens in a new tab)
Level is a Dependent Keyword.
- 824.1.a. in Core Rules 1.4 (opens in a new tab)Changed
It is formatted as "[Level [N]
][>] [Text]". - 824.1.b. in Core Rules 1.4 (opens in a new tab)
Starting from the Keyword to the end of the clause, the entire statement is the Level Ability.
- 824.1.b.1. in Core Rules 1.4 (opens in a new tab)Changed
It is functionally short for “While you have [N] or more XP, this card gains
“‘[Text]”’.”
- 825.2. in Core Rules 1.4 (opens in a new tab)Added
It is normally present on main deck cards.
- 825.3. in Core Rules 1.4 (opens in a new tab)
Unique is not functionally short for any rules text, and instead provides a restriction to players during Deck Construction.
- 825.3.a. in Core Rules 1.4 (opens in a new tab)Changed
A
Deckdeck can contain only one card of a given name if the card has Unique - 825.3.b. in Core Rules 1.4 (opens in a new tab)Changed
If a card is a Signature card and is also Unique, then that
Deckdeck can contain any combination of three Signature cards, but still only one of each named Unique card.
- 827. in Core Rules 1.4 (opens in a new tab)Added
Empower
- 827.1. in Core Rules 1.4 (opens in a new tab)Added
Empower is an Activated Ability keyword.
- 827.1.a. in Core Rules 1.4 (opens in a new tab)Added
Empower is normally present on permanents and legends.
- 827.1.b. in Core Rules 1.4 (opens in a new tab)Added
Empower has a cost to activate and Empowers the source of the ability when the cost is paid.
See rule 441 in Core Rules 1.4 (opens source rules in a new tab). Empower (Game Action) for more information.
- 827.1.b.1. in Core Rules 1.4 (opens in a new tab)Added
The source game object is not a target of the Empower ability.
- 827.1.c. in Core Rules 1.4 (opens in a new tab)Added
Empower is formatted as “Empower [Cost]”
- 827.1.c.1. in Core Rules 1.4 (opens in a new tab)Added
Empower is functionally short for “[Cost]: Empower this. Play only if not Empowered.”
- 827.1.c.2. in Core Rules 1.4 (opens in a new tab)Added
Empower costs may include both resource costs and non-resource costs.
- 827.1.c.3. in Core Rules 1.4 (opens in a new tab)Added
Empower abilities may also include text that alters the Empower cost. Such text is taken into account when determining a card’s Empower cost for any reason.
- 827.1.c.4. in Core Rules 1.4 (opens in a new tab)Added
Empower abilities may include text that alters the timing of the Empower ability.
- 827.2. in Core Rules 1.4 (opens in a new tab)Added
When the Empower action completes from this keyword, the source permanent or legend becomes Empowered.
- 827.2.a. in Core Rules 1.4 (opens in a new tab)Added
This is an event other Game Effects and Triggered Abilities can reference.
- 827.3. in Core Rules 1.4 (opens in a new tab)Added
Multiple instances of Empower are equivalent to multiple activated abilities and can each be activated separately by paying the corresponding costs.
- 827.4. in Core Rules 1.4 (opens in a new tab)Added
Empower and whether a permanent or legend has Empower are a characteristic of those Game Objects and may be checked or referenced by other Game Effects.
- 828. in Core Rules 1.4 (opens in a new tab)Added
Empowered
- 828.1. in Core Rules 1.4 (opens in a new tab)Added
Empowered is a Dependent Keyword.
- 828.1.a. in Core Rules 1.4 (opens in a new tab)Added
It is formatted as “[Empowered][>] [Text].”
- 828.1.b. in Core Rules 1.4 (opens in a new tab)Added
Starting from the keyword to the end of the clause, the entire statement is the Empowered Ability.
- 828.1.b.1. in Core Rules 1.4 (opens in a new tab)Added
It is functionally short for “While I have the Empowered status, this card gains ‘[Text]’.”
- 828.1.b.2. in Core Rules 1.4 (opens in a new tab)Added
The [Text] here is the Dependent Ability.
- 828.1.c. in Core Rules 1.4 (opens in a new tab)Added
As long as the Game Object has the Empowered status, then the Dependent Ability will be active.
- 828.1.d. in Core Rules 1.4 (opens in a new tab)Added
If the Dependent Ability is a Triggered Ability whose condition is “When I become Empowered,” or a permutation thereof, it will be active and trigger when its source becomes Empowered.
- 828.2. in Core Rules 1.4 (opens in a new tab)Added
Empowered and whether or not a card has an Empowered Ability is a characteristic of the card that may be checked or referenced by other Game Effects.
- 829.1. in Core Rules 1.4 (opens in a new tab)Added
Flow is a passive ability keyword.
- 829.1.a. in Core Rules 1.4 (opens in a new tab)Added
Flow is present on Spells.
- 829.1.b. in Core Rules 1.4 (opens in a new tab)Added
It is functionally short for “You may play this from your trash for its flow cost. Then banish it.”
- 829.1.b.1. in Core Rules 1.4 (opens in a new tab)Added
Banishing the spell in this way is a delayed replacement effect. If the spell would leave the chain after becoming a finalized chain item, and leaving the chain wasn’t instructed by its own execution, banish it instead.
See rule 367 in Core Rules 1.4 (opens source rules in a new tab). Replacement Effects for more information.
See rule 389 in Core Rules 1.4 (opens source rules in a new tab). Delayed Abilities for more information.
- 829.1.b.2. in Core Rules 1.4 (opens in a new tab)Added
Playing a spell for its Flow cost does not change the timing at which it can be played, nor any permissions for the spell aside from the zone from which it can be played.
- 829.1.c. in Core Rules 1.4 (opens in a new tab)Added
Flow is formatted as “Flow [Cost]”
- 829.1.c.1. in Core Rules 1.4 (opens in a new tab)Added
The cost is an alternate cost that replaces the base cost of the spell to be paid during finalization.
- 829.1.c.2. in Core Rules 1.4 (opens in a new tab)Added
Flow costs may include both resource costs and non-resource costs.
- 829.1.c.3. in Core Rules 1.4 (opens in a new tab)Added
If a spell has multiple instances of the Flow keyword with different costs, its controller may choose which cost to apply as they play it.
- 829.2. in Core Rules 1.4 (opens in a new tab)Added
Flow, and whether or not a spell has Flow, is a characteristic of the Spell and may be checked or referenced by other Game Effects.
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