Core Rules 1.5 Changes (Radiance)
Changes between Riftbound Core Rules 1.4 (Vendetta) and 1.5 (Radiance).


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.
100. in Core Rules 1.5 (opens in a new tab)Game Concepts
101. in Core Rules 1.5 (opens in a new tab)Deck Construction
- 103. in Core Rules 1.5 (opens in a new tab)
To play Riftbound, a player must have a 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 1.5 (opens in a new tab)Added
Cards in a player’s deck or rules of a Game Mode may indicate additional choices to be made while building the deck.
Example: A unit reads in part “If [Name] is in your deck, choose 3 different legends in addition to your starting legend.” This decision is made while building the deck.Example: The rules of a game mode read in part “Choose an additional Chosen Champion with a different Champion Tag and Domain than your Champion Legend. Place it in the Champion Zone at the start of the game alongside your other Chosen Champion. Your deck’s Domain Identity includes that additional Chosen Champion’s Domain, if applicable.” The Chosen Champion chosen this way is decided while building the deck. - 103.2. in Core Rules 1.5 (opens in a new tab)
1 Champion Legend
- 103.2.b. in Core Rules 1.5 (opens in a new tab)
This will dictate the Domain Identity of the deck.
- 103.2.b.5. in Core Rules 1.5 (opens in a new tab)Added
If a card has no Domain, then that card is permitted in decks of any Domain Identity.
104. in Core Rules 1.5 (opens in a new tab)Setup
- 107.3. in Core Rules 1.5 (opens in a new tab)
Facedown Zones
- 107.3.d. in Core Rules 1.5 (opens in a new tab)Changed
If a player loses Control of a Battlefield, any cards in the Facedown Zone associated with that Battlefield are removed during the next Cleanup.
See rule 318 in Core Rules 1.5 (opens source rules in a new tab). Cleanups for more information.
See rule
421 in Core Rules 1.4 (opens source rules in a new tab)422 in Core Rules 1.5 (opens source rules in a new tab). Hide for more information.
- 108. in Core Rules 1.5 (opens in a new tab)
Non-Board Zones
- 108.4. in Core Rules 1.5 (opens in a new tab)
Main Deck Zones
- 108.4.d. in Core Rules 1.5 (opens in a new tab)Added
The number of cards in a player’s Main Deck is Public Information.
- 108.7.b. in Core Rules 1.5 (opens in a new tab)Changed
This is the
locationzone that cards go to when Drawn.
- 109. in Core Rules 1.5 (opens in a new tab)Changed
All Game Objects in the collective Play Areas are Public Information.
See rule 119 in Core Rules 1.5 (opens source rules in a new tab). Game Objects for more information.
- 113. in Core Rules 1.5 (opens in a new tab)
Each player sets aside their Battlefields.
- 113.1. in Core Rules 1.5 (opens in a new tab)Changed
Your Mode of Play will dictate how these are used and placed into the Battlefield Zone.
See rule
481 in Core Rules 1.4 (opens source rules in a new tab)483 in Core Rules 1.5 (opens source rules in a new tab). Modes of Play for more information.
- 115. in Core Rules 1.5 (opens in a new tab)
Determine Turn Order using any fair random method agreed on by all players.
- 115.2. in Core Rules 1.5 (opens in a new tab)Changed
See the selected Mode of Play for any adjustments to each player's first turn.
See rule
481 in Core Rules 1.4 (opens source rules in a new tab)483 in Core Rules 1.5 (opens source rules in a new tab). Modes of Play for more information.
- 117. in Core Rules 1.5 (opens in a new tab)
In turn order, players perform their Mulligan.
- 117.3. in Core Rules 1.5 (opens in a new tab)Changed
Finally, that player Recycles the cards that were set aside.
See rule
416 in Core Rules 1.4 (opens source rules in a new tab)417 in Core Rules 1.5 (opens source rules in a new tab). Recycle for more information.
119. in Core Rules 1.5 (opens in a new tab)Game Objects
- 124. in Core Rules 1.5 (opens in a new tab)
A Game Object that changes zones to or from a Non-Board Zone becomes a new object for the purposes of tracking that object.
- 124.2. in Core Rules 1.5 (opens in a new tab)Changed
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
alternationseffects.
125. in Core Rules 1.5 (opens in a new tab)Cards
- 133.3. in Core Rules 1.5 (opens in a new tab)
Spells and other effects can refer to categories, sub-categories, supertypes, card types, tags, and other characteristics inclusively or exclusively.
Example: A "non-unit card" is any card that is not a unit.Example: A "unit" is any game object that is a unit, regardless of any other categories it belongs to.- 133.3.a. in Core Rules 1.5 (opens in a new tab)Added
When characteristics are referred to in this way, it refers to any Game Object with the appropriate characteristic on the board, unless the zone is specified implicitly or explicitly by the effect doing the referring or the nature of the characteristic.
Example: A "Yeti" refers to a game object with the Yeti tag on the board.Example: A "spell" refers to a spell on the chain, because spells cannot exist as game objects on the board.Example: A "spell in your trash" refers to a spell card in your trash because the effect specifies the zone in question.
- 135.2. in Core Rules 1.5 (opens in a new tab)
This section may contain:
- 135.2.b. in Core Rules 1.5 (opens in a new tab)
Instructions
- 135.2.b.5. in Core Rules 1.5 (opens in a new tab)
A single instruction is made up of a game action and its complement.
- 135.2.b.5.b. in Core Rules 1.5 (opens in a new tab)Added
If a conditional clause appears in instructions prior to one or more clauses with multiple instructions, that condition applies to all instructions in subsequent clauses in the same sentence.
Example: A spell reads in part “If you’ve gained a point this turn, draw 1, then discard 1.” In order for either of the instructions that follow the “If you’ve gained a point this turn,” conditional clause to execute, the condition must be true.Example: Rogue Assassin is a legend that reads in part “[Action][>] [E]: If it's your turn, move a friendly unit in a showdown to base and if I'm [Empowered], ready it.” The first conditional clause in the activated ability applies to all subsequent instructions in the same sentence. The second conditional clause, “if I’m [Empowered],” only applies to the instruction that immediately follows it.
- 135.2.b.7. in Core Rules 1.5 (opens in a new tab)Added
Instructions of a spell or ability may reference actions taken during Finalization. They will do so by checking whether “you” performed those game actions. These instructions check whether the game action was performed, not by whom. If another player gains control of the spell or ability after the game action was performed during finalization, it will still be considered true for the purposes of these instructions.
Example: Rampage is a spell that reads “As you play this, you may pay [C] as an additional cost.” and “Choose a friendly unit and an enemy unit. If you paid the additional cost, give the friendly unit +2 [Might] this turn. They deal damage equal to their Mights to each other.” If another player gains control of Rampage, although they are not the one who paid the cost, the “if you paid the additional cost,” condition will still be fulfilled.Example: Back Off is a spell that reads in part “If you played this from your hand, draw 1.” On resolution, Back Off checks if it was played from hand. If another player gained control of Back Off, as long as the card was played from hand, the condition will be true and the controller of the spell will draw 1.
140. in Core Rules 1.5 (opens in a new tab)Units
- 141.1. in Core Rules 1.5 (opens in a new tab)
A Game Object
- 141.1.a. in Core Rules 1.5 (opens in a new tab)
While on the Board:
- 141.1.a.4. in Core Rules 1.5 (opens in a new tab)Changed
Units can be Killed.
See rule
428 in Core Rules 1.4 (opens source rules in a new tab)429 in Core Rules 1.5 (opens source rules in a new tab). Kill for more information.
- 142. in Core Rules 1.5 (opens in a new tab)
Damage is a marked value that is applied to Units.
- 142.4. in Core Rules 1.5 (opens in a new tab)Changed
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)429 in Core Rules 1.5 (opens source rules in a new tab). Kill for more information. - 142.5. in Core Rules 1.5 (opens in a new tab)Changed
Damage can be Healed.
See rule
418 in Core Rules 1.4 (opens source rules in a new tab)419 in Core Rules 1.5 (opens source rules in a new tab). Heal for more information.
- 143. in Core Rules 1.5 (opens in a new tab)
Units have multiple Intrinsic Properties unique to them:
- 143.2. in Core Rules 1.5 (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.a. in Core Rules 1.5 (opens in a new tab)Added
A Unit’s Might can be referenced by cards and effects in one of three forms: A Unit has a Printed Might, that is the value in the top right corner of the unit card/token; a Base Might, that is a trait that is alterable by effects in the Trait-Altering layer; and an Effective Might, that is the value calculated in the arithmetic layer including all Might altering Game Effects.
See rule 475 in Core Rules 1.5 (opens source rules in a new tab). Layers for more information.
- 143.2.a.1. in Core Rules 1.5 (opens in a new tab)Added
Card text may refer to the latter two of these three forms. When cards or these rules refer to a Unit’s Effective Might, they will do so by simply referring to that unit’s “Might.”
Example: A card reads in part “Choose a unit. Its base Might becomes 5 this turn.” This applies an effect in the trait-altering layer.Example: A card reads in part “Choose a unit. Increase its Might to 5 this turn.” This applies an effect in the arithmetic layer.
- 143.2.c. in Core Rules 1.5 (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
465 in Core Rules 1.4 (opens source rules in a new tab)467 in Core Rules 1.5 (opens source rules in a new tab). The Combat Damage Step for more information.
- 143.3. in Core Rules 1.5 (opens in a new tab)
Units can have damage marked on them.
- 143.3.b. in Core Rules 1.5 (opens in a new tab)
Damage is Healed from Units at two specific times:
- 143.3.b.2. in Core Rules 1.5 (opens in a new tab)Changed
During a Combat Cleanup.
See rule
466.1 in Core Rules 1.4 (opens source rules in a new tab)468.1 in Core Rules 1.5 (opens source rules in a new tab). for more information about Combat Cleanups.
- 143.5. in Core Rules 1.5 (opens in a new tab)Added
Units cannot be Attached to other permanents.
See rule 435 in Core Rules 1.5 (opens source rules in a new tab). Attach for more information on the attach game action.
See rule 716 in Core Rules 1.5 (opens source rules in a new tab). Attachment for more information on attachment.
- 143.5.a. in Core Rules 1.5 (opens in a new tab)Added
If a Unit would be Attached to a permanent, nothing happens.
- 143.5.b. in Core Rules 1.5 (opens in a new tab)Added
If a non-Unit Game Object that is Attached becomes a Unit through any means, it detaches as it becomes a Unit.
- 144. in Core Rules 1.5 (opens in a new tab)
Units have the Inherent Ability to perform a Standard Move.
- 144.4. in Core Rules 1.5 (opens in a new tab)
The Destinations where Units can Move to with their Standard Move are restricted:
- 144.4.a. in Core Rules 1.5 (opens in a new tab)
Units may move from their Base to a Battlefield.
- 144.4.a.1. in Core Rules 1.5 (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)449.2 in Core Rules 1.5 (opens source rules in a new tab). For more information on valid destinations for movement.
147. in Core Rules 1.5 (opens in a new tab)Gear
- 148.1. in Core Rules 1.5 (opens in a new tab)
A Game Object
- 148.1.a. in Core Rules 1.5 (opens in a new tab)
While on the Board.
- 148.1.a.4. in Core Rules 1.5 (opens in a new tab)Changed
Gear can be Killed.
See rule
428 in Core Rules 1.4 (opens source rules in a new tab)429 in Core Rules 1.5 (opens source rules in a new tab). Kill for more information.
- 149. in Core Rules 1.5 (opens in a new tab)
Gear have several Intrinsic Properties unique to them.
- 149.3. in Core Rules 1.5 (opens in a new tab)Changed
If an unattached non-Unit Gear is at a Battlefield or in another player’s base for any reason during a cleanup, then it is recalled to its controller's Base as a corrective action.
See rule
454 in Core Rules 1.4 (opens source rules in a new tab)456 in Core Rules 1.5 (opens source rules in a new tab). Recalls for more information.See rule 318 in Core Rules 1.5 (opens source rules in a new tab). Cleanups for more information.
153. in Core Rules 1.5 (opens in a new tab)Spells
- 158. in Core Rules 1.5 (opens in a new tab)
When a spell is successfully played, a player executes the rules text of the spell. This is called Resolving the spell.
- 158.2. in Core Rules 1.5 (opens in a new tab)Changed
If a later part of a spell applies a Replacement Effect that alters earlier parts of the spell, apply those replacement effects as appropriate.
Example: A spell says "Choose a unit. Kill it the next time it takes damage this turn." and "[Legion] — Kill it now instead.(Get the effect if you've played another card this turn.)" If the Legion condition is satisfied, the unit is killed immediately and the instruction to kill it the next time it takes damage isignorednegated, even if the unit remains on the board somehow.See rule 367 in Core Rules 1.5 (opens source rules in a new tab). Replacement Effects for more information.
160. in Core Rules 1.5 (opens in a new tab)Runes
- 161. in Core Rules 1.5 (opens in a new tab)
Rune is a Card Type.
- 161.2. in Core Rules 1.5 (opens in a new tab)
Runes are kept in the Rune Deck.
- 161.2.b. in Core Rules 1.5 (opens in a new tab)Changed
When a Rune is Recycled it is returned to the Rune Deck, not the Main Deck.
See rule
416 in Core Rules 1.4 (opens source rules in a new tab)417 in Core Rules 1.5 (opens source rules in a new tab). Recycle for more information.
- 164. in Core Rules 1.5 (opens in a new tab)
Basic Runes
- 164.2. in Core Rules 1.5 (opens in a new tab)
A Basic Rune always has the following two Abilities:
- 164.2.a. in Core Rules 1.5 (opens in a new tab)Changed
[
E]: [Reaction]—[>] [E]: Add [1]. - 164.2.b. in Core Rules 1.5 (opens in a new tab)Changed
[Reaction][>] Recycle this:
[Reaction] —Add [C].
- 168. in Core Rules 1.5 (opens in a new tab)Changed
All Abilities that include the action "Add" are abilities that are adding Energy or Power to the Rune Pool.
See rule
429 in Core Rules 1.4 (opens source rules in a new tab)430 in Core Rules 1.5 (opens source rules in a new tab). Add for more information.
173. in Core Rules 1.5 (opens in a new tab)Legends
- 174. in Core Rules 1.5 (opens in a new tab)
Legends are Game Objects.
- 174.2. in Core Rules 1.5 (opens in a new tab)
Legends are not shuffled into Decks at the start of a game.
- 174.2.b. in Core Rules 1.5 (opens in a new tab)Changed
Legends are established at the start of a game, and remain in place for the duration of regular play. Legends may be Created during the course of play. They will be Created ready unless the effect specifies otherwise.
177. in Core Rules 1.5 (opens in a new tab)Multiple Types
- 178. in Core Rules 1.5 (opens in a new tab)
Game Objects can have multiple types.
- 178.1. in Core Rules 1.5 (opens in a new tab)
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 1.5 (opens in a new tab)
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 1.5 (opens in a new tab)
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 1.5 (opens in a new tab)Changed
It will not be recalled to base from a Battlefield in step 5 of a cleanup.
179. in Core Rules 1.5 (opens in a new tab)Tokens
- 187. in Core Rules 1.5 (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.
- 187.12. in Core Rules 1.5 (opens in a new tab)Added
A Bomb gear token is a domainless gear token with “[Deploy]” and “[Deathknell][>] Deal 2 to an enemy unit here and kill all other Bombs you control here.”
See rule 830 in Core Rules 1.5 (opens source rules in a new tab). Deploy for more information.
188. in Core Rules 1.5 (opens in a new tab)Control
- 190. in Core Rules 1.5 (opens in a new tab)
Battlefields
- 190.3. in Core Rules 1.5 (opens in a new tab)
Control can be Contested through the course of play.
- 190.3.a. in Core Rules 1.5 (opens in a new tab)Changed
Contested is a temporary status applied to
the battlefielda 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 1.5 (opens in a new tab)Changed
Units moving to or being played to a battlefield apply Contested status if that
battlefieldBattlefield is not already Contested and that Unit’s controller does not already control that battlefield. - 190.3.a.2. in Core Rules 1.5 (opens in a new tab)Added
A Unit changing controller while located at a Battlefield will also apply Contested status to that Battlefield if it isn’t Contested and if the new controller doesn’t control that Battlefield.
- 191. in Core Rules 1.5 (opens in a new tab)
Everything Else
- 191.1. in Core Rules 1.5 (opens in a new tab)Added
Players control their own Champion Legend.
- 191.5. in Core Rules 1.5 (opens in a new tab)
For Abilities, they are the Ability’s Controller.
- 191.5.a. in Core Rules 1.5 (opens in a new tab)
By default, the Controller of an Ability’s Source is the Controller of that Ability.
- 191.5.a.2. in Core Rules 1.5 (opens in a new tab)Added
If an Ability allows players other than the Controller or Owner of its Source to play it, the player that plays the Ability Controls the Ability.
193. in Core Rules 1.5 (opens in a new tab)Winning
- 194. in Core Rules 1.5 (opens in a new tab)
Players win Riftbound games primarily through gaining points.
- 194.1. in Core Rules 1.5 (opens in a new tab)
Players can gain points a number of ways:
- 194.1.a. in Core Rules 1.5 (opens in a new tab)Changed
Holding a Battlefield.
See rule
467 in Core Rules 1.4 (opens source rules in a new tab)469 in Core Rules 1.5 (opens source rules in a new tab). Scoring for more information. - 194.1.b. in Core Rules 1.5 (opens in a new tab)Changed
Conquering a Battlefield.
See rule
467 in Core Rules 1.4 (opens source rules in a new tab)469 in Core Rules 1.5 (opens source rules in a new tab). Scoring for more information. - 194.1.d. in Core Rules 1.5 (opens in a new tab)Changed
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)432 in Core Rules 1.5 (opens source rules in a new tab). Burn Out for more information.
- 194.3. in Core Rules 1.5 (opens in a new tab)
The Victory Score is 8 points by default.
- 194.3.a. in Core Rules 1.5 (opens in a new tab)Changed
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)483 in Core Rules 1.5 (opens source rules in a new tab). Modes of Play for more information.
197. in Core Rules 1.5 (opens in a new tab)Locations
- 200. in Core Rules 1.5 (opens in a new tab)Changed
Locations can be Destinations and Origins for movement.
See rule
445 in Core Rules 1.4 (opens source rules in a new tab)447 in Core Rules 1.5 (opens source rules in a new tab). Movement for more information.
201. in Core Rules 1.5 (opens in a new tab)Costs
- 204. in Core Rules 1.5 (opens in a new tab)
Costs paid in this way might be:
- 204.1. in Core Rules 1.5 (opens in a new tab)Changed
Base Costs: These costs are the most fundamental costs that must be paid to finalize a
spellcard or ability.- 204.1.b. in Core Rules 1.4 (opens in a new tab)Removed
On activated abilities, the Base Cost is the resource or instruction written before the “:”.
- 204.1.b. in Core Rules 1.5 (opens in a new tab)Added
On activated abilities, the Base Cost is the resource or instruction written before the “:”. If there are multiple choices for costs to pay for an activated ability before the “:”, the Base Cost is whatever cost the player chooses from among those options.
Example: Legion Marauder is a unit that reads in part “[Empower] — [1] or [C].” This is functionally short for “[1] or [C]: Empower me. Play only if not empowered.” When finalizing the ability to the chain, the controller of the chain item will choose one of the base costs to pay. That is the base cost of the ability. - 204.1.c. in Core Rules 1.5 (opens in a new tab)Added
On Triggered Abilities, the Base Cost if it is present is the Costs within Instructions that appears as the first part of the effect. It must be paid to finalize the triggered ability.
See rule 204.3 in Core Rules 1.5 (opens source rules in a new tab). Costs within Instructions for more information.
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.
- 204.2. in Core Rules 1.5 (opens in a new tab)Changed
Additional Costs: These Costs are in addition to the base cost of the
spellcard or ability and will include “as an additional cost.”- 204.2.a. in Core Rules 1.5 (opens in a new tab)Changed
Additional Costs must be paid to finalize the
spellcard or ability, in addition to the base cost.
- 204.3. in Core Rules 1.5 (opens in a new tab)
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)Removed
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.
- 204.4. in Core Rules 1.5 (opens in a new tab)
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.b. in Core Rules 1.5 (opens in a new tab)
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 1.5 (opens in a new tab)Changed
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)430 in Core Rules 1.5 (opens source rules in a new tab). Add for more information.
- 206. in Core Rules 1.5 (opens in a new tab)Changed
Effects that need to determine a card or token’s cost for any purpose always use its printed
—or if a copy effect is applied, copied—cost, even if that cost is increased, decreased, or ignored as the card is played.Example: Sky Splitter is a spell that costs [8] and says in part “This spell's Energy cost is reduced by the highest Might among units you control.” Lux, Illuminated is a unit that says “When you play a spell that costs 5 or more, give me +3 [M] this turn.” If a player who controls Lux plays Sky Splitter, Lux’s ability will trigger, regardless of how much was actually paid for Sky Splitter.Example: Defy is a spell which reads “Counter a spell that costs no more than [4] and no more than [A].” Rocket Barrage is a spell that costs [4][C] and has a Repeat cost of [4][C]. Rocket Barrage is a legal target for Defy even if Rocket Barrage’s Repeat cost is paid, because Defy only checks the printed or copied cost of its target.Example: Atakhan is a unit that reads in part “You may kill a friendly unit as an additional cost to play me. If you do, I cost [1] less for each Energy it costs and [Y] less for each Power it costs.” If a player plays Atakhan and chooses to kill a Reflection token that is currently a copy of Noxus Hopeful, Atakhan will cost [4] less.
300. in Core Rules 1.5 (opens in a new tab)Playing the Game
301. in Core Rules 1.5 (opens in a new tab)The Turn
- 312. in Core Rules 1.5 (opens in a new tab)
At any given time, up to one player has Priority.
- 312.1. in Core Rules 1.5 (opens in a new tab)Changed
Priority is the singular exclusive right to take Discretionary Actions.
See rule
410.1 in Core Rules 1.4 (opens source rules in a new tab)411.1 in Core Rules 1.5 (opens source rules in a new tab). Discretionary Actions for more information.
- 315. in Core Rules 1.5 (opens in a new tab)
Start of Turn
- 315.1. in Core Rules 1.5 (opens in a new tab)
Awaken Phase
- 315.1.b. in Core Rules 1.5 (opens in a new tab)Changed
1. The Turn Player readies all Game Objects they control that are able to be readied.
See rule
415 in Core Rules 1.4 (opens source rules in a new tab)416 in Core Rules 1.5 (opens source rules in a new tab). Ready for more information.
- 315.2. in Core Rules 1.5 (opens in a new tab)
Beginning Phase
- 315.2.b. in Core Rules 1.5 (opens in a new tab)
Scoring Step
- 315.2.b.2. in Core Rules 1.5 (opens in a new tab)Changed
1. The Turn Player Holds all Battlefields they Control.
See rule
467 in Core Rules 1.4 (opens source rules in a new tab)469 in Core Rules 1.5 (opens source rules in a new tab). Scoring for more information. - 315.2.b.3. in Core Rules 1.5 (opens in a new tab)Changed
Reminder: In Modes of Play with Teams, Battlefields controlled by a Teammate of the Turn Player during this step are disqualified from being scored this turn by
the Turn Playerthat team.
- 315.3. in Core Rules 1.5 (opens in a new tab)
Channel Phase
- 315.3.b. in Core Rules 1.5 (opens in a new tab)Changed
1. The Turn Player channels 2 runes from their Rune Deck.
See rule
430 in Core Rules 1.4 (opens source rules in a new tab)431 in Core Rules 1.5 (opens source rules in a new tab). Channel for more information.
- 315.4.b. in Core Rules 1.5 (opens in a new tab)
1. The Turn Player draws 1.
- 315.4.b.1. in Core Rules 1.5 (opens in a new tab)Changed
If there are no cards remaining in their Main Deck to draw, the Turn Player has been Burned Out.
See rule
431 in Core Rules 1.4 (opens source rules in a new tab)432 in Core Rules 1.5 (opens source rules in a new tab). Burn Out for more information.
- 316.5. in Core Rules 1.5 (opens in a new tab)
The Main Phase has no defined structure.
- 316.5.a. in Core Rules 1.5 (opens in a new tab)Changed
A player may take any number of Discretionary Actions they are able to perform during this phase.
See rule
410.1 in Core Rules 1.4 (opens source rules in a new tab)411.1 in Core Rules 1.5 (opens source rules in a new tab). Discretionary Actions for more information.
- 316.7.d. in Core Rules 1.5 (opens in a new tab)Changed
A Combat can only occur between two players.
See rule
459 in Core Rules 1.4 (opens source rules in a new tab)461 in Core Rules 1.5 (opens source rules in a new tab). Combat for more information. - 316.7.e. in Core Rules 1.5 (opens in a new tab)Changed
Play proceeds following the steps of combat.
See rule
463 in Core Rules 1.4 (opens source rules in a new tab)465 in Core Rules 1.5 (opens source rules in a new tab). The Steps of Combat for more information.
- 317. in Core Rules 1.5 (opens in a new tab)
Ending Phase
- 317.1.a. in Core Rules 1.5 (opens in a new tab)Changed
At the end of this turn and at the end of turn Game Effects take place.
318. in Core Rules 1.5 (opens in a new tab)Cleanups
- 323. in Core Rules 1.5 (opens in a new tab)
When a Cleanup occurs, the following Tasks become Outstanding in the order described:
- 323.1. in Core Rules 1.5 (opens in a new tab)Changed
1. If a player has points greater than or equal to the Victory Score, and more points than
anyevery opponent, that player wins. - 323.4. in Core Rules 1.4 (opens in a new tab)Removed
3a. All Units that have Lethal Damage marked on them and that have Deathknell or other abilities that trigger on their own death will trigger such abilities now, making note of their current location, attributes, and other information relevant to add the trigger as a Pending Item
See rule 808 in Core Rules 1.4 (opens source rules in a new tab) Deathknell for more information.
- 323.4. in Core Rules 1.5 (opens in a new tab)Changed
3b3a. All Units that haveLethalDamageLethal Damage marked onthemarethem are killed and placed in their owners' Trash.See rule 142.4 in Core Rules 1.5 (opens source rules in a new tab). For more information on lethal damage.
- 323.6. in Core Rules 1.5 (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.5. Recall all of the following Game Objects, unless an effect would indicate otherwise:
Unattached non-Unit Gear located at Battlefields
Non-Unit Runes located at Battlefields
Unattached Permanents and Runes in Bases other than their controller’s
- 323.6.a. in Core Rules 1.5 (opens in a new tab)Added
Remove all Hidden cards from all Battlefields that are not controlled by the same player and place them in their owner's Trash.
- 323.7. in Core Rules 1.5 (opens in a new tab)Changed
6. Mark a Showdown as Staged at each Battlefield that Contested was applied to and that has no ongoing Combat.
- 323.8. in Core Rules 1.5 (opens in a new tab)Changed
7. Mark a Combat as Staged at each Battlefield that Contested was applied to that have Units present controlled by opposing players, and that has no ongoing Combat.
- 323.9.a. in Core Rules 1.4 (opens in a new tab)Removed
The Combat remains Staged at that Battlefield as long as there are Units present from two opposing players there.
- 324. in Core Rules 1.5 (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 1.5 (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
466 in Core Rules 1.4 (opens source rules in a new tab)468 in Core Rules 1.5 (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 1.5 (opens source rules in a new tab). The Ending Phase for more information.
325. in Core Rules 1.5 (opens in a new tab)Chains and Showdowns
- 328. in Core Rules 1.5 (opens in a new tab)Changed
The Chain is a Non-Board Zone that temporarily exists whenever a card
is playedoranability isactivatedplayed. - 330. in Core Rules 1.5 (opens in a new tab)
The Chain exists as long as a Chain Item is on it.
- 330.2. in Core Rules 1.5 (opens in a new tab)Changed
If a card
, token, ortokenability would begin to be played while a Chain already exists, it is placed on the existing Chain.
- 333. in Core Rules 1.5 (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 1.5 (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 1.5 (opens source rules in a new tab). Cleanups for more information on Cleanups
See rule 315 in Core Rules 1.5 (opens source rules in a new tab). Start of Turn for more information on the Start of Turn process
See rule
459 in Core Rules 1.4 (opens source rules in a new tab)461 in Core Rules 1.5 (opens source rules in a new tab). Combat for more information on the steps of CombatSee rule 317 in Core Rules 1.5 (opens source rules in a new tab). Ending Phase for more information.
- 337. in Core Rules 1.5 (opens in a new tab)
Step 1: Finalize
- 337.3. in Core Rules 1.5 (opens in a new tab)Changed
If, after finalizing the Chain Item, there are still Pending Chain Items, return to
stepStep 1. Finalize. - 337.4. in Core Rules 1.5 (opens in a new tab)Changed
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
stepStep 2: Execute.
- 338. in Core Rules 1.5 (opens in a new tab)
Step 2: Execute
- 338.1. in Core Rules 1.5 (opens in a new tab)
The player with Priority may do any the following:
- 338.1.a. in Core Rules 1.5 (opens in a new tab)
Play a Card or Activated Ability that is legally timed.
- 338.1.a.6. in Core Rules 1.5 (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 1.5 (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)399 in Core Rules 1.5 (opens source rules in a new tab). Playing or Activating Abilities for more information.
- 340. in Core Rules 1.5 (opens in a new tab)
Step 4: Resolve
- 340.1. in Core Rules 1.5 (opens in a new tab)Changed
The newest Finalized Chain Item resolves. Execute its game effects in their entirety.
See rule 349 in Core Rules 1.5 (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)399 in Core Rules 1.5 (opens source rules in a new tab). Playing or Activating Abilities for more information on resolving abilities.
- 344. in Core Rules 1.5 (opens in a new tab)
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 1.5 (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
459 in Core Rules 1.4 (opens source rules in a new tab)461 in Core Rules 1.5 (opens source rules in a new tab). Combat for more information.
- 347. in Core Rules 1.5 (opens in a new tab)
During a Showdown, the player with Focus may do one of the following:
- 347.1. in Core Rules 1.5 (opens in a new tab)
Play a Card or Activated Ability that is legally timed.
- 347.1.b. in Core Rules 1.5 (opens in a new tab)Changed
When that Chain closes,
Focus passes tothe next Player in Turn Order gains Focus.
- 347.2.b. in Core Rules 1.5 (opens in a new tab)Changed
Otherwise,
Focus passes tothe next Player in Turn Order gains Focus.
- 348. in Core Rules 1.5 (opens in a new tab)Changed
If all players pass Focus without playing a
spellcard or activating an ability, then the Showdown Closes.- 348.1. in Core Rules 1.5 (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
463 in Core Rules 1.4 (opens source rules in a new tab)465 in Core Rules 1.5 (opens source rules in a new tab). The Steps of Combat for more information. - 348.2. in Core Rules 1.5 (opens in a new tab)
If it is a Non-Combat Showdown, do the following:
- 348.2.a. in Core Rules 1.5 (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 188 in Core Rules 1.5 (opens source rules in a new tab). Control for more information on Control.
See rule
469.1 in Core Rules 1.4 (opens source rules in a new tab)471.1 in Core Rules 1.5 (opens source rules in a new tab). for more information on Conquering.
349. in Core Rules 1.5 (opens in a new tab)Playing Cards
- 351. in Core Rules 1.5 (opens in a new tab)
Cards have different behaviors when played.
- 351.2. in Core Rules 1.5 (opens in a new tab)Changed
Spells create game effects that are executed, then the card is placed in the trash
when Playedafter resolving.
- 355. in Core Rules 1.5 (opens in a new tab)
2. Make relevant choices.
- 355.1. in Core Rules 1.5 (opens in a new tab)Changed
If the card has an effect that specifies a choice or instructs an action that is not a cost "As I am played," or “As you play me,” those choices or actions are made or performed now.
- 355.7. in Core Rules 1.5 (opens in a new tab)Changed
When a card Chooses one or more specific Game Objects
, Players, or Zones to affect,it isthey are Targeted unless indicated otherwise by the rules in this section. If a card Picks one or more specific Game Objects, Players, or zones, they are not Targeted. - 355.9. in Core Rules 1.5 (opens in a new tab)
A target is a valid choice if it meets all of the following requirements:
- 355.9.a. in Core Rules 1.5 (opens in a new tab)Changed
It is a permanent or rune on the board, a finalized spell or ability on the chain, a player or zone, or a game object specified explicitly or implicitly as being in some other zone. e.g., “Kill a unit” targets a unit on the board. e.g., “Recycle a unit from your trash” targets a unit card in your trash.
- 355.9.a.2. in Core Rules 1.5 (opens in a new tab)Changed
“Spell” and “ability” refer to finalized objects on the Chain unless specified otherwise.
- 355.10. in Core Rules 1.5 (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.d. in Core Rules 1.5 (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., “Kill a unit. Its controller draws 2” 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. - 355.10.g. in Core Rules 1.5 (opens in a new tab)Added
It is a legend “you” control. e.g. “Ready your legend.” doesn’t target any legend. If a player controls multiple legends, they choose one as the spell or ability resolves. e.g. “Ready a friendly legend.” targets the friendly legend. e.g. “Exhaust an enemy legend.” targets the enemy legend.
- 355.11. in Core Rules 1.5 (opens in a new tab)
Some cards identify a group of Targets with Targeting Requirements that must be met by the group as a whole.
- 355.11.b. in Core Rules 1.5 (opens in a new tab)Changed
If the group of targets no longer collectively fulfill the targeting restriction as the spell or ability resolves, that spell or ability’s controller
canmust choose a legal subset of the original targets that fulfills the targeting requirement for the spell or ability to affect.Example: A player plays Fox-Fire, a spell that says in part “Kill any number of units at a battlefield with total Might 4 or less.” That player chooses four 1 [M] Recruit tokens at a single battlefield. As a Reaction, another player gives two of those Recruits +1 [M], so the Recruits’ Mights are 1, 1, 2, and 2. Then Fox-Fire resolves. The Recruits no longer have total Might 4 or less, so Fox-Fire’s controller must choose a legal subset of the original targets to affect. They could choose to kill the two 2 [M] Recruits, or the two 1 [M] Recruits plus one 2 [M] Recruit. The units they choose are Fox-Fire’s remaining legal targets. They can’t choose to affect units at the same battlefield that weren’t initially chosen as targets. They can, however, choose to affect units that were initially chosen as targets that left the chosen battlefield before Fox-Fire resolved as long as those units are all located at the same battlefield.- 355.11.b.1. in Core Rules 1.5 (opens in a new tab)Added
Any legal subset must include the maximum number of legal targets possible for that subset.
Example: A player plays Bellow’s Breath, a spell that reads in part “Deal 1 to up to 3 units at the same location.” They choose 3 units at the same battlefield. In reaction to Bellow’s Breath, the controller of those units plays Flash, moving two of them to base. On resolution of Bellow’s Breath, Bellow’s Breath’s controller cannot choose one unit in base and not the other. They may choose either of the legal subsets; the one unit remaining at the battlefield, or the two units in base.
- 355.14.g. in Core Rules 1.5 (opens in a new tab)Changed
Valid damage is a positive integer amount, greater than or equal to 1 damage.
See rule
417 in Core Rules 1.4 (opens source rules in a new tab)418 in Core Rules 1.5 (opens source rules in a new tab). Deal for more information.
- 355.17. in Core Rules 1.5 (opens in a new tab)Added
If a Game Effect has introduced a mandatory requirement on any of these choices, that mandatory requirement must be followed if possible. A mandatory requirement is one that specifies what choice can be made or how that choice is made, but doesn't specifically disallow other game states.
Example: Here to Help is a spell that reads in part “You may play a unit from your hand to a battlefield you control.” If its controller decides to play a unit, they must play it to a battlefield they control.Example: Rek’Sai, Swarm Queen is a unit that reads “When I attack, you may reveal the top 2 cards of your Main Deck. You may banish one, then play it. If it is a unit, you may play it here. Recycle the rest.” The “you may play it here,” portion of this ability is not a mandatory requirement, because the player isn’t required to play the unit to that location.- 355.17.a. in Core Rules 1.5 (opens in a new tab)Added
If there are multiple mandatory requirements that do not conflict, players must make a choice that will satisfy those mandatory requirements. Any individual group of such complementary mandatory requirements that contains as many non-contradictory mandatory requirements as possible forms a set. If there are two or more sets of mandatory requirements that are mutually contradictory, choose one of those sets and ignore the rest.
Example: Here to Help is played from facedown at Targon’s Peak. Its controller chooses to play a Dune Drake from hand. The other battlefield is Dragon Roost. When finalizing Dune Drake, they choose to pay the [A][A] additional cost from Dragon Roost. There are two competing mandatory requirements here: playing Dune Drake to Targon’s Peak, or playing it to Dragon Roost. Dune Drake’s controller must choose one of those requirements to satisfy, and ignore the rest.Example: If Here to Help were played from hand, and its controller controlled both battlefields, if they paid the [A][A] additional cost, they would have no choice but to play Dune Drake to Dragon Roost as it would satisfy both mandatory requirements. - 355.17.b. in Core Rules 1.5 (opens in a new tab)Added
If there are one or more restrictions on choices being made during this process, those restrictions must be followed. Failure to do so means the card will fail to finalize.
Example: Perched Grimwyrm is a unit that reads “Play me only to a battlefield you conquered this turn.” If a player plays Perched Grimwyrm via Here to Help and they haven’t conquered a battlefield this turn, Perched Grimwyrm will fail to finalize. Although Here to Help presents a mandatory requirement, Perched Grimwyrm’s restriction on being played overrides it.Example: Mageseeker Warden is a unit that reads in part “While I'm at a battlefield, opponents can only play units to their base.” If a player attempts to play a Perched Grimwyrm to a battlefield they’ve conquered this turn while their opponent controls a Mageseeker Warden at a battlefield, the Perched Grimwyrm will fail to finalize.
- 356. in Core Rules 1.5 (opens in a new tab)
3. Determine Total Cost.
- 356.4. in Core Rules 1.5 (opens in a new tab)
Apply discounts.
- 356.4.c. in Core Rules 1.5 (opens in a new tab)
Discounts that only apply to a component of the cost will be applied when that component is added to the cost of the spell and before any other discounts.
Example: Ezreal, Prodigy reads “optional additional costs you pay cost [1] or [A] less.” When playing a Frigid Touch and choosing to pay the additional cost in step 2, as soon as the additional cost is added to the cost of the spell, Ezreal, Prodigy’s discount is applied to it.- 356.4.c.1. in Core Rules 1.5 (opens in a new tab)Changed
Discounts that apply to a given component of a spell’s cost may be applied in any order to that component, and apply only to that component.
- 356.4.c.2. in Core Rules 1.5 (opens in a new tab)Added
Discounts that apply to a given component of a spell’s cost cannot reduce that component to less than 0.
- 356.4.g. in Core Rules 1.5 (opens in a new tab)Added
If a discount applies a variable cost reduction to the card, that value is checked now.
Example: Rhasa, the Sunderer reads “I cost [1] less for each card in your trash.” The value of this discount depends on the number of cards in the trash. That value is checked during this step when the discount is applied to Rhasa’s cost. If the number of cards in his controller’s trash changes at a later point in the finalization process, that will not affect the value checked during this step or the total cost calculated in this step.
- 357. in Core Rules 1.5 (opens in a new tab)
4. Pay the card's costs.
- 357.1. in Core Rules 1.5 (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 1.5 (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 165 in Core Rules 1.5 (opens source rules in a new tab). Rune Pools and rule
429 in Core Rules 1.4 (opens source rules in a new tab)430 in Core Rules 1.5 (opens source rules in a new tab). Add for more information.
- 358. in Core Rules 1.5 (opens in a new tab)
5. Check legality.
- 358.1. in Core Rules 1.5 (opens in a new tab)Added
Check that the card made appropriate choices.
Example: If the card chose targets, ensure that the targets are legal.Example: If the card made choices that had restrictions or requirements, ensure that restrictions were followed and that the requirements were met as appropriate.See rule 355 in Core Rules 1.5 (opens source rules in a new tab). Make Relevant Choices for more information.
- 358.1. in Core Rules 1.4 (opens in a new tab)Removed
Check that all chosen targets are legal.
- 358.3. in Core Rules 1.5 (opens in a new tab)Changed
Check that the outcome of the effect of this card being played would not create an illegal state.
Example: Check that a spell's execution does not create a state where a Battlefield has Units controlled by 3 different players.Example: Check that a permanent is not played to a base other than that of its controller.- 358.3.a. in Core Rules 1.5 (opens in a new tab)Changed
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.Example: Flash is a spell that reads in part “Move up to 2 friendly units to base.” Vilemaw’s Lair is a battlefield that reads “Units can’t move from here to base.” Flash is legal to play choosing a unit at Vilemaw’s Lair; on resolution of the spell, the move instruction will be negated. - 358.3.b. in Core Rules 1.5 (opens in a new tab)Added
This check only extends to the resolution of the current card. Any Reflexive Triggers, cards played, or abilities triggered as a result of the execution must be evaluated on their own merits as they finalize.
- 358.5. in Core Rules 1.5 (opens in a new tab)Changed
If any of the above checks fail, the actions taken in this process are undone
, any effects that those actions caused to occur are treated as having never happened, and the action is cancelled.
- 359. in Core Rules 1.5 (opens in a new tab)
6. Finish finalizing this card and proceed with the card's category of Play.
- 359.3. in Core Rules 1.5 (opens in a new tab)
A Spell lingers on the Chain.
- 359.3.e. in Core Rules 1.5 (opens in a new tab)
Handling illegal and impossible instructions
- 359.3.e.2. in Core Rules 1.5 (opens in a new tab)
A target is illegal as the spell resolves if it no longer meets the targeting requirements of the spell, or if it has changed Zones to or from a Non-Board Zone.
- 359.3.e.2.a. in Core Rules 1.5 (opens in a new tab)Added
This includes targeting restrictions that are applied to the spell by game effects other than the spell’s instructions themselves.
Example: Temporal Breach is a spell that reads in part “Banish a unit, then its owner plays it to the same location, ignoring its cost.” By default, the only targeting restrictions on the spell are that the target is a unit, and that the unit is able to be chosen by the spell. However, if Temporal Breach is played from facedown, it gains the restriction that it must choose from among game objects at the battlefield it was played from. If the unit it chooses moves to a different location, that unit will be an illegal target on resolution of Temporal Breach.
- 359.3.e.6. in Core Rules 1.5 (opens in a new tab)Changed
Instructions that can't be followed
, eitherbecause of illegal targets, or because they reference information that is unavailable, are considered Ignored. Instructions that can’t be followed for any othercircumstances,reason areignoredNegated.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 beignorednegated because Vilemaw’s restriction makes the instruction impossible.Example: A player plays Hidden Blade targeting a unit at a battlefield. In reaction to Hidden Blade, the unit’s controller plays Flash, moving it to base. Hidden Blade’s instruction “Kill a unit.” will be ignored on resolution of the spell. - 359.3.e.9. in Core Rules 1.5 (opens in a new tab)Changed
The process for a card's choice becoming Invalid or Unavailable is referred to as
mistargetingMistargeting.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 1.5 (opens in a new tab)Changed
If another spell or ability attempts to reference the number of game objects, players, or zones that a Finalized Chain Item targets, it will include any mistargeted choices in the zone specified implicitly or explicitly by the instruction that targeted them, but not any targets that have changed to or from a non-board zone.
Example: When a player moves their Volibear, Furious to an occupied enemy battlefield and combat initiates, Volibear’s attack trigger goes on the chain targeting three of the units at that battlefield. In reaction, the defending player plays Flash moving two of the three units back. That player cannot then target the attack trigger with Repulse, which reads “Choose a friendly unit at a battlefield. Counter an enemy spell or ability that chooses it and no other friendly unit.” If the defending player instead played Heedless Resurrection twice, killing the two units, Repulse can legally target the attack trigger, because two of the targets have changed to a non-board zone.
- 359.3.e.11. in Core Rules 1.5 (opens in a new tab)Changed
Instructions that can be partially followed are followed as much as possible and
ignorednegated 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 beignorednegated. 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 1.5 (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
calculationsinstructions based on it areignoredIgnored.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.14. in Core Rules 1.5 (opens in a new tab)
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 1.5 (opens in a new tab)Changed
In order for a later linked instruction to execute, its earlier linked instruction must have executed or been negated. If the earlier linked instruction is
ignored for any reasonIgnored, the later linked instruction will also be Ignored. If any individual target of an earlier linked instruction is ignored, it will also be ignored by any later linked instruction.Example: Hidden Blade reads “Kill a unit at a battlefield. Its controller draws 2.” If the chosen unit changes zones or moves to base in reaction to Hidden Blade, the spell will mistarget and the first instruction will be ignored. If the first instruction is ignored, the second instruction will not execute and the unit’s controller will not draw 2. - 359.3.e.14.b. in Core Rules 1.5 (opens in a new tab)Changed
If the Game Action performed in an earlier linked instruction is
replacedNegated, this will not affect the later linked instruction, unless the later linked instruction directly references the Game Action being performed. An instruction is Negated if the event its execution generates is replaced or skipped, or if the game action can’t be performed because of a reason other than it being Ignored.Example: Hidden Blade reads “Kill a unit at a battlefield. Its controller draws 2.” This effect is split into two instructions: killing the unit and the targeted unit’s controller drawing 2. The later linked instruction doesn’t reference an action directly, so it will execute even if the kill action of the earlier linked action isreplaced by some other eventnegated.Example: Deathgrip reads “Kill a friendly unit. If you do, give +[M] equal to its Might to another friendly unit this turn.” If the friendly unit in question is not killed by Deathgrip because its death is replaced with another event, the later linked instruction will not execute because “if you do” directly references the game action.Example: Ride the Wind is a spell that reads in part “Move a friendly unit and ready it.” Vilemaw’s Lair is a battlefield that reads “Units can’t move from here to base.” If Ride the Wind is played on a unit at Vilemaw’s Lair choosing the base as its destination, the move instruction will be negated on resolution by the passive ability of Vilemaw’s Lair, but the ready instruction will still execute.
- 359.3.e.16. in Core Rules 1.5 (opens in a new tab)Changed
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 likethrillThrill of the Hunt, the delayed trigger will not be generated.Example: Hostile Takeover is a spell that reads “Take control of an enemy unit at a battlefield. Ready it.” and “Lose control of that unit and recall it at end of turn.” If Hostile Takeover is played during the Ending Phase, its delayed triggered ability will not trigger. “At end of turn” and “at the end of this turn” are synonymous, so it will not trigger again.Example: Akshan, Mischievous reads in part “When you play me, if you paid the additional cost, move an enemy gear to your base. You control it until I leave the board. If it's an Equipment, attach it to me.” If Akshan leaves the board in reaction to his play effect, the delayed passive ability “You control it until I leave the board,” will not be generated. You will not gain control of the targeted gear even for a moment.
- 359.3.f.2. in Core Rules 1.5 (opens in a new tab)Changed
Information referenced in an instruction in this way will be checked on execution of the instruction, unless specified otherwise by the effect.
Examples:
A player moves Yasuo, Remorseful to an occupied enemy battlefield and initiates combat there. In reaction to the Yasuo, Remorseful attack trigger, their opponent plays Fight or Flight fromhiddenfacedown 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.
360. in Core Rules 1.5 (opens in a new tab)Abilities
- 370. in Core Rules 1.5 (opens in a new tab)
A Replacement Effect can alter the typical flow of play, including other cards' executions.
- 370.1. in Core Rules 1.5 (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.c. in Core Rules 1.5 (opens in a new tab)
Replacement Effects are applied before any qualifying event has actually occurred.
- 370.1.c.1. in Core Rules 1.5 (opens in a new tab)Added
If the Replacement Effect of a Game Object applies to an event that involves that same Game Object while it is in a secret zone, it applies to and replaces such an event simultaneously with that event occurring instead. The replacing event still occurs in the order specified by the instruction that generated it, and the original event does not occur if it is replaced.
Example: Nocturne, Horrifying reads in part “As you look at or reveal me from the top of your deck, you may banish me. If you do, you may play me for [A].” Because Nocturne’s replacement effect replaces an event that applies while he is in a secret zone, it applies to the event of him being looked at or revealed from the top of a player’s Main Deck simultaneously with that event occurring.Example: A card reads in part “If you would burn this, you may burn this and an additional card instead.” Because the replacement effect applies to the card while it is in a secret zone, it applies simultaneously with the event occurring. Another card reads “If a player would put a card into their trash from their Main Deck, banish it instead.” This replacement effect is active on the board, and thus applies before the qualifying event occurs. Because these replacement effects are applied at different timings, they are applied in order. The card will be banished first, and subsequently its replacement effect will have nothing to replace.
- 378. in Core Rules 1.5 (opens in a new tab)Changed
The controlling player chooses when and whether to activate an Activated Ability.The player who controls the source of the Activated Ability decides when and whether to activate the ability.
- 378.1. in Core Rules 1.5 (opens in a new tab)Added
If the source of the Activated Ability is uncontrolled, and it isn’t a Battlefield, the owner of the source decides when and whether to activate the ability.
- 378.2. in Core Rules 1.5 (opens in a new tab)Added
Some activated abilities specify that one or more players other than the controller or owner of their source can activate them. Those players decide when and whether to activate the ability.
- 381. in Core Rules 1.5 (opens in a new tab)Changed
All Activated Abilities can only be activated on the
Controllingappropriate Player's Turn and during an Open State.- 381.1. in Core Rules 1.5 (opens in a new tab)Added
If the source of the Activated Ability is controlled by a player, that is the controller’s Main Phase during an Open State.
- 381.2. in Core Rules 1.5 (opens in a new tab)Added
If the source of the Activated Ability is uncontrolled and it isn’t a Battlefield, that is the owner’s Main Phase during an Open State.
- 381.3. in Core Rules 1.5 (opens in a new tab)Added
If the Activated Ability specifies that one or more players other than the controller or owner of the source can activate it, that is during the activating player's Main Phase during an Open State.
- 383. in Core Rules 1.5 (opens in a new tab)
Triggered Abilities are repeatable effects that happen when a Condition is met.
- 383.2. in Core Rules 1.5 (opens in a new tab)
Triggered Abilities have a Condition and an Effect.
- 383.2.c. in Core Rules 1.5 (opens in a new tab)Changed
The Condition of a Trigger is evaluated after a potentially inciting event has been processed, unless the event the Condition checks is the source of the triggered ability leaving the board.
- 383.2.c.3. in Core Rules 1.5 (opens in a new tab)Added
If a Game Object has a Triggered Ability whose condition is the Game Object leaving the board, such a Triggered Ability is processed immediately before the Game Object changes zones.
Example: If a game object has a deathknell ability, which triggers on the game object dying, it will be processed and placed on the chain just prior to the game object being placed in the trash, during the event of the game object dying.Example: Treasure Trove has a triggered ability that triggers as it “leaves the board.” Such a triggered ability is processed and placed on the chain just before Treasure Trove completes the action of leaving the board by being moved to another zone.- 383.2.c.3.a. in Core Rules 1.5 (opens in a new tab)Added
Triggered Abilities that trigger from Game Objects leaving the board trigger and are placed on the chain after any Replacement Effects are processed. If a Replacement Effect causes the Game Object to not leave the board in the appropriate way, the relevant Triggered Abilities will not trigger.
Example: If a unit’s death is replaced by an event of that unit being healed, exhausted, and recalled, that unit’s Deathknell abilities will not trigger, as the unit’s death event is replaced and does not occur.Example: If Treasure Trove’s being killed is replaced with it being banished, it will still trigger just before the banish action is executed. - 383.2.c.3.b. in Core Rules 1.5 (opens in a new tab)Added
When the Triggered Ability is being processed, note any information about the source of the Triggered Ability or the state of the game as needed in order to process the resulting Triggered Ability.
Example: A unit reads in part “When I leave the board, deal 2 to a unit where I was.” Its controller plays Retreat on the unit, returning it to hand. Before the unit is returned to hand, the triggered ability is placed on the chain and the necessary information about that unit is noted. When the triggered ability is being finalized, we can identify the former location of the unit in question with the noted information.
- 383.4. in Core Rules 1.5 (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.b. in Core Rules 1.5 (opens in a new tab)
Targeting Effects are Triggered Abilities whose Condition includes a Game Object becoming targeted.
- 383.4.b.2. in Core Rules 1.5 (opens in a new tab)Changed
These Triggered Abilities are put on the Chain as Pending Items after a spell or ability
thattargets an appropriate Game Objectis Finalized.
- 383.4.c. in Core Rules 1.5 (opens in a new tab)
Conquer Effects are Triggered Abilities whose Condition includes a Unit participating in, and successfully Conquering a Battlefield.
- 383.4.c.2. in Core Rules 1.5 (opens in a new tab)
This category of Triggered Abilities encompasses only those that are triggered from Units that were present during the Conquer action, or Abilities that reference the player that performed the Conquer action.
- 383.4.c.2.b. in Core Rules 1.5 (opens in a new tab)Changed
The Conquer Abilities of anything that references the player Conquering
isare put on the Chain asaPendingItemItems when the Condition that the player that controls the triggering source has performed a Conquerand gained 1 Victory Point.
- 383.4.d. in Core Rules 1.5 (opens in a new tab)
Hold Effects are Triggered Abilities whose Condition includes a Unit being present at a Battlefield during the Beginning phase when a player scores Victory Points from Holding.
- 383.4.d.2. in Core Rules 1.5 (opens in a new tab)
This category of Triggered Abilities encompasses only those that are triggered from Units that were present during the Hold action, or Abilities that reference the player that performed the Hold action.
- 383.4.d.2.b. in Core Rules 1.5 (opens in a new tab)Changed
The Hold Abilities of anything that references the player Holding
isare put on the Chain asaPendingItemItems when the Condition that the player that controls the triggering source has performed a Holdand gained 1 Victory Point.
- 383.4.g. in Core Rules 1.5 (opens in a new tab)
Some effects may instruct a player to “activate” one of these named triggered abilities.
- 383.4.g.2. in Core Rules 1.5 (opens in a new tab)Added
The named part of the condition is fulfilled, but no actual such event occurs.
Example: Red Brambleback is a unit that reads in part “Your conquer effects for conquering here trigger an additional time.” Reckoner’s Arena is a battlefield that reads “When you hold here, activate the conquer effects of units here.” The conquer effects that were activated in this way were not the result of a conquer occurring, so they will not trigger an additional time from Red Brambleback’s passive ability if it is located there.
- 386. in Core Rules 1.5 (opens in a new tab)Added
Some Replacement Effects, Passive Abilities, and Triggered Abilities will begin with “once each turn,” “N times each turn,” “once on each of your turns,” or “N times on each of your turns.”
- 386.1. in Core Rules 1.5 (opens in a new tab)Added
Such Replacement Effects and Triggered Abilities will only be applied to the specified number of events each turn, or performed the specified number of times each turn. Once they have been performed that many times or been applied to that many events, they cannot trigger or be applied to a later event in the same turn.
- 386.2. in Core Rules 1.5 (opens in a new tab)Added
If such a Triggered Ability says “you may,” or “they may,” as the first part of its effect, or such a Replacement Effect says a player “may” replace the qualifying event, the controller of the ability has the choice of whether or not to perform or apply it.
- 386.2.a. in Core Rules 1.5 (opens in a new tab)Added
For Replacement Effects, when an event the Replacement Effect could apply to occurs, the player who controls the Replacement Effect may choose not to apply it to the event. For Triggered Abilities, during Finalization of the Triggered Ability, the player who controls the Triggered Ability may choose not to perform it.
- 386.2.b. in Core Rules 1.5 (opens in a new tab)Added
If they do not apply the Replacement Effect, it has not been applied this turn. If they do not perform the Triggered Ability, it is removed from the chain.
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.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 perform it then.
- 386.3. in Core Rules 1.5 (opens in a new tab)Added
For such Passive Abilities, they will be active until they have been applied to the specified number of events, after which point they will become inactive.
- 386.3.a. in Core Rules 1.5 (opens in a new tab)Added
If such a Passive Ability says “you may” or “they may” as the first part of the ability after the “once each turn,” the controller of the source of the Passive Ability chooses whether or not to apply the ability to the event in question. If they do not, the Passive Ability is Ignored during that event.
See rule 764 in Core Rules 1.5 (opens source rules in a new tab). Ignoring Effects for more information.
- 388. in Core Rules 1.5 (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.
- 388.4. in Core Rules 1.5 (opens in a new tab)Added
If a Reflexive Trigger says “you may” or “they may” as the first part of its Effect, the controller of its source will choose whether or not to perform the Reflexive Trigger during finalization.
Example: Death From Below is a spell that reads in part “Then, if it had 3 might or less, do this: You may play this from your trash for [A].” The reflexive trigger is added to the chain when the spell is resolving, and then on finalization of the reflexive trigger its controller will decide if they want to perform the effect. If they don’t, it is removed from the chain.
- 389. in Core Rules 1.5 (opens in a new tab)
Reflexive Triggers use the Chain.
- 389.1. in Core Rules 1.5 (opens in a new tab)Changed
A new ability is created and added to the chain as a Pending Item.
See rule
398 in Core Rules 1.4 (opens source rules in a new tab)399 in Core Rules 1.5 (opens source rules in a new tab). Playing or Activating Abilities for more information. - 389.2. in Core Rules 1.5 (opens in a new tab)Changed
If a Reflexive Trigger creates more than one Pending Item it creates them all in order, but does not go beyond the first step of adding them to the Chain.
See rule
398 in Core Rules 1.4 (opens source rules in a new tab)399 in Core Rules 1.5 (opens source rules in a new tab). Playing or Activating Abilities for more information.
- 391. in Core Rules 1.5 (opens in a new tab)
Delayed Abilities are a type of Ability that specifies a window of applicability during which they are active.
- 391.5. in Core Rules 1.5 (opens in a new tab)
Delayed Linked Abilities are Linked Abilities that are generated by another Ability and reference that Ability or Game Objects it affects instead of a window of time.
- 391.5.c. in Core Rules 1.5 (opens in a new tab)
The appropriate zones for these Delayed Linked Abilities will be determined implicitly by the Linked Ability that generated them.
- 391.5.c.1. in Core Rules 1.5 (opens in a new tab)Changed
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.
- 396. in Core Rules 1.5 (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 granteddeathknellDeathknell ability is linked with the Zero Drive’s activated ability. - 404. in Core Rules 1.5 (opens in a new tab)
3. Determine Total Cost
- 404.1. in Core Rules 1.5 (opens in a new tab)
Determine the base cost of the Ability.
- 404.1.b. in Core Rules 1.5 (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.
- 404.1.b.1. in Core Rules 1.5 (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
740.2.a in Core Rules 1.4 (opens source rules in a new tab)204.3 in Core Rules 1.5 (opens source rules in a new tab). for more information on costs within instructions.
408. in Core Rules 1.5 (opens in a new tab)Game Actions
- 412. in Core Rules 1.5 (opens in a new tab)
Responsibility
- 412.1. in Core Rules 1.5 (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 playerchoosespicks a unit they control and kills that unit. They are responsible for the death of their own unit.
- 413. in Core Rules 1.5 (opens in a new tab)Changed
Types of Actions (A Non-Exhaustive List)
- 414.4. in Core Rules 1.5 (opens in a new tab)
If a player attempts to draw more cards than are available in their Main Deck, they do the following:
- 414.4.b. in Core Rules 1.5 (opens in a new tab)Changed
Perform a Burn Out.
See rule
431 in Core Rules 1.4 (opens source rules in a new tab)432 in Core Rules 1.5 (opens source rules in a new tab). Burn Out for more information.
- 418.3. in Core Rules 1.5 (opens in a new tab)
Dealing Damage is a Limited Action.
- 418.3.a. in Core Rules 1.5 (opens in a new tab)Changed
Assigning Damage causes Damage to be dealt outside of being directed to Deal Damage.
See rule
459 in Core Rules 1.4 (opens source rules in a new tab)461 in Core Rules 1.5 (opens source rules in a new tab). Combat for more information.
- 418.8. in Core Rules 1.5 (opens in a new tab)Added
Some Deal actions may be written as “Deal X … for each …” Such actions Deal one instance of Damage.
Example: Riven, Shattered reads in part “When I attack, choose an enemy unit here. Deal 2 to it for each Equipment attached to me.” If Riven has three Equipment attached to her, she will deal one instance of 6 damage, not three instances of 2 damage.
- 420.3. in Core Rules 1.5 (opens in a new tab)Changed
Game effects may result in cards being
playedPlayed as part of their resolution.- 420.3.b. in Core Rules 1.5 (opens in a new tab)Changed
Treat all steps of Play as normal, except as noted by the game effect
creatinginstructing this Limited Play Effect.- 420.3.b.1. in Core Rules 1.5 (opens in a new tab)Added
Such game effects may specify choices or effects such as alternate costs, ignored costs, play locations, targets, or other choices or effects normally made or processed during Finalization.
- 420.3.b.2. in Core Rules 1.5 (opens in a new tab)Added
Such game effects may specify those choices or effects based on the condition of the board. If they do so, that information is checked on finalization of the resulting Game Object, unless it is specified as being checked earlier.
Example: Bone Skewer is a spell that reads in part “Choose a battlefield. An opponent reveals their hand. You may choose a unit from it. They play that unit to that battlefield, ignoring any and all costs.” The chosen battlefield isn’t checked on finalization of the resulting game object but when the spell itself is resolving.Example: A spell reads in part “Play a unit from your trash to an enemy occupied battlefield, ignoring its Energy cost.” On finalization, they can choose any enemy occupied battlefield to play the unit to. If no such battlefield exists as the unit is being finalized, it will fail to finalize.Example: Rek’Sai, Swarm Queen is a unit that reads “When I attack, you may reveal the top 2 cards of your Main Deck. You may banish one, then play it. If it is a unit, you may play it here. Recycle the rest.” The attack trigger adds a permission to the normal valid locations for the played unit, that being “here.” The “here” in Rek’Sai’s ability is a referent, whose information is checked when the ability resolves. As such, it will not check on finalization of the unit being played.
- 420.4. in Core Rules 1.5 (opens in a new tab)
Some Abilities trigger when cards are played or otherwise check whether cards have been played.
- 420.4.a. in Core Rules 1.5 (opens in a new tab)
Any such triggered abilities trigger when the act of playing the card has been completed by the resolution of the card.
- 420.4.a.1. in Core Rules 1.5 (opens in a new tab)Changed
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)426 in Core Rules 1.5 (opens source rules in a new tab). Counter for more information.
- 420.4.b. in Core Rules 1.5 (opens in a new tab)Changed
Non-triggered abilities and conditional clauses that check cards being played do so by means of referencing whether said cards have been Finalized.
Example: A player plays a spell, which is countered by Defy. Any Legion abilities of game objects controlled by that same player will be active.Example: A player plays a spell, which is countered by Defy. If that player plays Battering Ram and has played no other cards that turn, it will cost [4] Energy.
- 420.5. in Core Rules 1.5 (opens in a new tab)Added
If an effect refers to a card being played and doesn’t do so by means of checking whether cards were played, it refers to the card being added to the chain and queued for Finalization, that is, the Play Game Action.
Example: Astral Heron is a unit that reads “When you play your first card each turn, if I'm at a battlefield, the next card you play this turn costs [2][A][A] less.” This effect applies a discount to the next card the play game action, discretionary or limited, is performed on.
- 421.1. in Core Rules 1.5 (opens in a new tab)Changed
Moving is the act of a Game Object moving between two Locations on The Board.
See rule
445 in Core Rules 1.4 (opens source rules in a new tab)447 in Core Rules 1.5 (opens source rules in a new tab). Movement for more information on movement.
- 423.4. in Core Rules 1.5 (opens in a new tab)Changed
When Discarding is part of an effect, then a player must Discard as many cards as possible from their hand. If instructed to discard more cards than they have in their hand, further discard instructions are
ignorednegated.Example: Undercover Agent has the ability "[Deathknell][>] Discard 2, then draw 2. (When I die, get the effect.)" If Undercover Agent's controller has 2 or more cards in hand, they must discard 2. If they have 1 card in hand, they discard 1, and the rest of the discard instruction isignorednegated. If they have no cards in hand, the entire discard instruction isignorednegated. Regardless of how many cards they discard, they then draw 2.
- 424.1. in Core Rules 1.5 (opens in a new tab)
Stunning is the act of selecting one or more Units on the Board and rendering them Stunned.
- 424.1.b. in Core Rules 1.5 (opens in a new tab)Changed
A Stunned Unit does not contribute its might to damage in the combat damage step.
See rule
465 in Core Rules 1.4 (opens source rules in a new tab)467 in Core Rules 1.5 (opens source rules in a new tab). The Combat Damage Step for more information.
- 428.3. in Core Rules 1.5 (opens in a new tab)
Cards and effects can refer to cards that were banished by the same object.
- 428.3.a. in Core Rules 1.5 (opens in a new tab)Changed
Separate instances of an object or effect banishing cards do not reference other banished cards by objects of the same name or effects originating from cards of the same name.
Example: A spell reads "Banish the top card of your Main Deck. When you conquer this turn, draw it." This card effect allows you to draw the banished card from banishment if a condition is met. If more than one of these effects is played, each one triggers separately. Each card will be drawn separately. If the turn player passes the turn without playing the card, the card remains in banishment indefinitely. If the same player plays another copy of the same spell, banishes another card, and satisfies its condition, they could play the new banished card, but not the original banished card.See rule
393 in Core Rules 1.4 (opens source rules in a new tab)394 in Core Rules 1.5 (opens source rules in a new tab). Linked Abilities for more information.
- 430.2. in Core Rules 1.5 (opens in a new tab)Changed
Triggered and activated abilities that Add resources finalize immediately when they are played, even when handling tasks or during the resolution of spells and abilities, and resolve as soon as they are finalized.
- 430.2.a. in Core Rules 1.5 (opens in a new tab)Added
Priority and Focus will not pass from Add abilities being finalized or resolving. Any ongoing Task or step in the FEPR process is paused while they are being finalized and while they are resolving.
- 430.2.b. in Core Rules 1.5 (opens in a new tab)Added
Spells that Add resources will be finalized and will resolve at the normal timing for spells.
- 429.2.a. in Core Rules 1.4 (opens in a new tab)Removed
Priority and Focus will not pass from Add abilities being finalized or resolving, and will resolve before any other outstanding items on the chain are finalized.
- 429.2.b. in Core Rules 1.4 (opens in a new tab)Removed
Spells that Add resources will linger on the chain as normal when they are finalized.
- 430.3. in Core Rules 1.5 (opens in a new tab)
Activated abilities that Add resources and have the Reaction tag can be activated at any time that spells or abilities require resources be paid.
Example: A player can add Energy and Power through any means before initiating the process of playing a spell. After initiating that process, in the Pay Costs step, they may activate Add Reactions to add Energy or Power to pay costs.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.- 429.3.a. in Core Rules 1.4 (opens in a new tab)Removed
When an Add ability is activated in this way, it immediately finalizes and resolves, even during the resolution of spells and abilities.
- 432.1. in Core Rules 1.5 (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:
- 432.1.c. in Core Rules 1.5 (opens in a new tab)
If an instruction directs a player to look at or reveal cards in excess to the number of cards in a player’s Main Deck, that player looks at or Reveals as many as possible, but does not Burn Out, then proceeds with the rest of the instruction.
- 432.1.c.1. in Core Rules 1.5 (opens in a new tab)Changed
If there are insufficient cards among the looked at or revealed cards to perform subsequent actions to the revealed or looked at cards, any further instructions are
ignorednegated. This does not cause a Burn Out, even if those instructions would cause those cards to change zones. Reminder: Cards are considered in the zone of origin while being looked at or revealed, in this case the Main Deck.
- 432.3. in Core Rules 1.5 (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.
- 432.3.c. in Core Rules 1.5 (opens in a new tab)Changed
Points gained after the first Burn Out being processed in sequence that cause a player to reach or surpass the Victory Score for their game mode will cause that player to win the game if they also have more points than
anyevery opponent.Example: If a player has no cards in their deck or their trash and they go to draw 1, they will begin to burn out repeatedly. After the first burn out is processed, any subsequent burnout that brings a player to a number of points greater than the Victory Score and more than any opponent will cause them to win the game.
- 433.1. in Core Rules 1.5 (opens in a new tab)
Doubling is the act of increasing a numeric attribute by an amount equal to that attribute’s current value.
- 433.1.b. in Core Rules 1.5 (opens in a new tab)Added
Some Game Effects may also cause Damage to be Doubled; in this case, those effects are the equivalent to a replacement effect that reads “If I would take damage from a source, I take double that damage from that source instead.” or “If [I/this] would deal damage, [I/this] deal double that damage instead.” The source of the Damage in these cases remains the same after Doubling.
- 434.1. in Core Rules 1.5 (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.
- 434.1.d. in Core Rules 1.5 (opens in a new tab)Added
If the attributes being swapped are Units’ Mights, this effect is the equivalent to giving those units a Might increasing effect and a Might decreasing effect respectively.
- 435.1. in Core Rules 1.5 (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 1.5 (opens source rules in a new tab). Attachment for more information.
- 435.1.h. in Core Rules 1.5 (opens in a new tab)Added
Units cannot be Attached to other cards.
See rule 140 in Core Rules 1.5 (opens source rules in a new tab). Units for more information.
- 435.1.h.1. in Core Rules 1.5 (opens in a new tab)Added
If a Unit would be Attached, nothing happens.
- 435.1.h.2. in Core Rules 1.5 (opens in a new tab)Added
If a non-Unit Game Object that is attached becomes a Unit through any means, it detaches as it becomes a Unit.
- 436.1. in Core Rules 1.5 (opens in a new tab)Changed
Detaching is the act of unlinking two cards that are currently linked through the act of Attaching. This causes one to cease being Attached, and potentially causes the other to cease being a Top- Most card.
- 436.4. in Core Rules 1.5 (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.
- 436.4.b. in Core Rules 1.5 (opens in a new tab)Changed
If the Attached card was Detached because the Top-Most Card changed zones from a board zone to a non-board zone, then the location that the Attached Card will Detach to is the last location the Top-Most Card was at before changing from a board zone to a non- board zone.
- 438.2. in Core Rules 1.5 (opens in a new tab)Changed
When damage is Prevented, it is replaced with an event where
itthe source of the damage deals that much damage reduced by the Prevent Value tracked on the Unit specifically. - 438.7. in Core Rules 1.5 (opens in a new tab)Changed
Prevent is a Delayed Replacement Effect.
See rule 367 in Core Rules 1.5 (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)390 in Core Rules 1.5 (opens source rules in a new tab). Delayed Abilities for more information.
- 440.3. in Core Rules 1.5 (opens in a new tab)
An effect that Creates a Game Object will specify the state and nature of the Game Object created.
- 440.3.b. in Core Rules 1.5 (opens in a new tab)Added
If the effect specifies a Game Object is Created for a specific duration, it exists while that duration is ongoing, and ceases to exist once that duration ends.
- 440.3.c. in Core Rules 1.5 (opens in a new tab)Added
If a Non-Token Game Object is Created from a finite set of choices made by a Linked Ability during deck building, only one of those Game Objects may exist in play at a time. If a player would Create a Game Object that already exists on the board or on the chain, that action is Negated.
- 441.4. in Core Rules 1.5 (opens in a new tab)Changed
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)432 in Core Rules 1.5 (opens source rules in a new tab). Burn Out for more information.
- 442.1. in Core Rules 1.5 (opens in a new tab)
Empowering is the act of rendering one or more Game Objects Empowered.
- 442.1.c. in Core Rules 1.5 (opens in a new tab)
If a Game Object is instructed to be Empowered when it is already Empowered, nothing additional happens.
- 442.1.c.1. in Core Rules 1.5 (opens in a new tab)Changed
Some effects may grant a Game Object permission to be Empowered multiple times. Such an effect ignores this restriction. For these Game Objects, Empowered is not a binary state but a stacking status.
- 443.1. in Core Rules 1.5 (opens in a new tab)
Disempowering is the act of removing the Empowered status from one or more Game Objects.
- 443.1.b. in Core Rules 1.5 (opens in a new tab)Added
Disempowering a Game Object that has multiple Empowered statuses will remove one of those statuses.
- 445.1. in Core Rules 1.5 (opens in a new tab)
Paying a resource is the act of removing that resource from your Rune Pool.
- 445.1.b. in Core Rules 1.5 (opens in a new tab)Added
In order to qualify as a resource to be removed from the Rune Pool, the resource must be [1] or greater, or [C] or [A] or greater.
Example: [0] is not a resource that can be removed from the Rune Pool. As a cost, it is paid without performing the pay game action. This cannot be declined.
- 445.2. in Core Rules 1.5 (opens in a new tab)Changed
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
ignorednegated.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.- 445.2.c. in Core Rules 1.5 (opens in a new tab)Changed
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)430 in Core Rules 1.5 (opens source rules in a new tab). Add for more information.
- 446.1. in Core Rules 1.5 (opens in a new tab)Added
Copying a Game Object is the act of adding or replacing some or all of the copyable traits of another Game Object with those of the Copied Game Object.
- 446.2. in Core Rules 1.5 (opens in a new tab)Added
Copy Effects are rendered in the Copy Effects layer.
See rule 475 in Core Rules 1.5 (opens source rules in a new tab). Layers for more information.
- 446.3. in Core Rules 1.5 (opens in a new tab)Added
Some Game Objects may be created as a Copy of another Game Object. This is not a Copy Effect. The Copy in such a case is rendered with the same copyable traits as those of the Game Object it is a Copy of. It has no printed traits of its own that are subsequently replaced.
Example: Zilean, Time Mage is a unit that 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.” The additional copy played by Zilean’s replacement effect has no printed traits of its own. Its printed traits are those of the token it is a copy of. - 446.4. in Core Rules 1.5 (opens in a new tab)Added
Copy is a Limited Action.
- 446.4.a. in Core Rules 1.5 (opens in a new tab)Added
Players may only Copy Game Objects when directed to by Game Effects.
447. in Core Rules 1.5 (opens in a new tab)Movement
- 448. in Core Rules 1.5 (opens in a new tab)
Moving is a Limited Action.
- 448.1. in Core Rules 1.5 (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)421 in Core Rules 1.5 (opens source rules in a new tab). Move for more information.
- 449. in Core Rules 1.5 (opens in a new tab)
Moving is defined by the Origin and Destination of the Permanent that is changing locations.
- 449.2. in Core Rules 1.5 (opens in a new tab)
The Destination is where the Permanent is going to.
- 449.2.c. in Core Rules 1.5 (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
454 in Core Rules 1.4 (opens source rules in a new tab)456 in Core Rules 1.5 (opens source rules in a new tab). Recalls for more information.
- 454. in Core Rules 1.5 (opens in a new tab)Changed
Units may cause Combat when they Move.
See rule
459 in Core Rules 1.4 (opens source rules in a new tab)461 in Core Rules 1.5 (opens source rules in a new tab). Combat for more information. - 459. in Core Rules 1.5 (opens in a new tab)
Gear can be Recalled.
- 459.1. in Core Rules 1.5 (opens in a new tab)Changed
When an un-attached non-Unit Gear without deploy is created or played at a battlefield, or is at a battlefield for any other reason, it is Recalled to its controller's base during the next Cleanup.
Example: An Equipment is attached to a unit at a battlefield, so the Equipment is present at that battlefield. If the unit dies, the Equipment will be recalled during the next cleanup.
461. in Core Rules 1.5 (opens in a new tab)Combat
- 464. in Core Rules 1.5 (opens in a new tab)
Combat can only occur between Units controlled by exactly two players.
- 464.1. in Core Rules 1.5 (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
447.2.a in Core Rules 1.4 (opens source rules in a new tab)449.2.a in Core Rules 1.5 (opens source rules in a new tab). for more information on Invalid Destinations.
465. in Core Rules 1.5 (opens in a new tab)The Steps of Combat
- 466. in Core Rules 1.5 (opens in a new tab)
Step 1: The Combat Showdown Step
- 466.2. in Core Rules 1.5 (opens in a new tab)
When Combat opens, it either opens with a Combat Showdown, or the current Showdown becomes a Combat Showdown.
- 466.2.b. in Core Rules 1.5 (opens in a new tab)Changed
1. Start of combat or showdown effects happen now.1. Start of combat effects happen now. If the Combat opened with a Combat Showdown, start of showdown effects happen simultaneously.
- 464.2.d. in Core Rules 1.4 (opens in a new tab)Removed
3. The Attacker gains Focus.
- 466.2.d. in Core Rules 1.5 (opens in a new tab)Changed
43. Add items to the Combat Chain if establishing Attacker and Defender has caused Triggered Abilities to become Pending.
- 467. in Core Rules 1.5 (opens in a new tab)
Step 2: The Combat Damage Step
- 467.2. in Core Rules 1.5 (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.
- 467.2.c. in Core Rules 1.5 (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.
- 467.2.c.3. in Core Rules 1.5 (opens in a new tab)Changed
Units must have lethal damage assigned to them in full before damage is assigned to a different Unit.
Example: If a player has 5 damage to distribute among four 3 Might units, they may not choose to assign 2 damage to one of the units and 1 damage to each of the remaining 3. They must assignat least3 damage to one, and the remaining 2 to another. - 467.2.c.5. in Core Rules 1.5 (opens in a new tab)Changed
When assigning damage in this way, passive abilities and replacement effects that would apply to the resulting damage are considered to apply to the assignment instead.
Example: A unit with 2 [M] is being assigned damage in the combat damage step. The unit has “prevent the first 3 damage I would take each combat.” The unit would need to be assigned 5 damage in order to have lethal damage assigned to it.Example: The attacking player is assigning their 3 [M] worth of damage to two defending units with 2 [M] each. One of the units has a delayed replacement effect applied to it that reads “Double all damage that would be dealt to it this turn.” The attacking player assigns two damage to the other defending unit, then when assigning damage to the unit with the delayed replacement effect they assign 2 damage to it; 1 damage that doubles to 2 damage as it is assigned to the unit. When that damage is dealt, it doesn’t get doubled again—the doubling is considered to have already happened during damage assignment.Example: The attacking player is assigning their 3 [M] worth of damage to a 2 [M] unit. That unit has a prevent value of two being applied to it, as well as the effect of Lotus Trap, doubling the damage dealt to them. Both of these replacement effects apply to the assignment of damage, in the order of the controller of the 2 [M] unit’s choice. If they choose to order the replacement effects so that the prevent value is applied first, the unit will prevent 2 of the assigned damage, then the last 1 point of damage will be doubled to 2. The unit will have 4 damage assigned to it. When damage is dealt, the unit will take 2 damage. If they choose the other order, the unit will have 6 damage assigned to it, 2 of which will be prevented. When damage is dealt, the unit will take 4 damage.
- 468. in Core Rules 1.5 (opens in a new tab)
Step 3: The Resolution Step
- 468.1. in Core Rules 1.5 (opens in a new tab)
1. Perform a Combat Cleanup.
- 468.1.a. in Core Rules 1.5 (opens in a new tab)
Invoke a Combat Special Cleanup.
- 468.1.a.2. in Core Rules 1.5 (opens in a new tab)Changed
Insert “3d. Recall Attackers present at the Battlefield if Defenders are still present.”
See rule
454 in Core Rules 1.4 (opens source rules in a new tab)456 in Core Rules 1.5 (opens source rules in a new tab). Recalls for more information.
- 468.3. in Core Rules 1.5 (opens in a new tab)
1. Determine Combat Result
- 468.3.c. in Core Rules 1.5 (opens in a new tab)Changed
Units at this battlefield inherit the same combat result as their controllers.
- 468.5. in Core Rules 1.5 (opens in a new tab)
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.
- 468.5.d. in Core Rules 1.5 (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 188 in Core Rules 1.5 (opens source rules in a new tab). Control for more information on Control.
See rule
469.1 in Core Rules 1.4 (opens source rules in a new tab)471.1 in Core Rules 1.5 (opens source rules in a new tab). for more information on Conquering.
469. in Core Rules 1.5 (opens in a new tab)Scoring
- 470. in Core Rules 1.5 (opens in a new tab)Changed
Scoring is the act of a Player
gaining a point through the process ofseizing or maintaining control over Battlefields they have not yet Scored this turn.- 470.1. in Core Rules 1.5 (opens in a new tab)Added
Scoring is a distinct process from Gaining Points. Scoring may result in a player Gaining Points, but the two are not intrinsically linked.
- 470.2. in Core Rules 1.5 (opens in a new tab)Added
Card text will refer to the process of Gaining Points in the following way: “Score X points.” The “score” in this text does not refer to the process of Scoring.
- 470.3. in Core Rules 1.5 (opens in a new tab)Added
Card text will refer to the process of Scoring using the word “score” without referring to some number of points. This does refer to the process of Scoring.
- 468.1. in Core Rules 1.4 (opens in a new tab)Removed
Every instance of Scoring is also an instance of Gaining points
- 474. in Core Rules 1.5 (opens in a new tab)Changed
When a cleanup occurs and a player has accrued Points greater than or equal to the Victory Score for their Mode of Play, and if they have more points than
anyevery opponent, they Win the Game.
475. in Core Rules 1.5 (opens in a new tab)Layers
- 478. in Core Rules 1.5 (opens in a new tab)Changed
The layers are applied repeatedly until all effects operating on
objectsan object have been applied once and no changes have been processed.- 478.1. in Core Rules 1.5 (opens in a new tab)Added
Layers are applied and evaluated continuously. All Game Objects have their layers updated in the same instant, but each Game Object is treated separately and individually when evaluating layers.
- 478.1.a. in Core Rules 1.5 (opens in a new tab)Added
If evaluating a Game Effect’s applicability depends on information from one or more other Game Objects, that Game Effect has an object level Dependency. Pause evaluating the layers of the dependent Game Object and evaluate the layer effects of those Game Objects whose information is referenced. Continue once the applicability of that Game Effect has been established or disqualified.
Example: A 4 [M] unit reads in part “While I’m [Mighty], I’m a Yeti.” Another unit reads in part “I have all tags of units you control.” When the 4 [M] unit is buffed, the layers for all game objects are evaluated. While evaluating the layers for the second unit, it requires us to pause and evaluate the layers for all other units. When we’re evaluating the layers for the 4 [M] unit, after all is said and done, the unit has the Yeti tag. Once we’ve evaluated all units, we go back to evaluating the second unit, and at that time it has the Yeti tag as well. - 478.1.b. in Core Rules 1.5 (opens in a new tab)Added
If a Game Object has an object level dependency with a Game Object that itself has an object level dependency with a third Game Object and so on, determine the final point of the dependency chain and evaluate the layer effects of that Game Object first, continuing up the dependency chain until all Game Objects have had their layer effects evaluated.
- 478.1.c. in Core Rules 1.5 (opens in a new tab)Added
If a dependency chain loops back around on itself, identify the minimum set of Game Objects in the loop and evaluate their layer effects simultaneously, layer by layer. If any of them have Game Effects that reference Game Objects from outside the set, pause and evaluate those Game Objects first before continuing with the set.
Example: A 4 [M] unit reads “If there is a [Mighty] enemy unit here, I have +5 [M].” Both players control one of these units at a battlefield during combat. Each one is buffed. A third player plays Siphon Power, which reads “Choose a battlefield. Give friendly units there +1 [M] this turn, and enemy units there -1 [M] this turn, to a minimum of 1 [M].” Both of the units there are given -1 [M]. Because they have effects that reference each other, they have a dependency chain. After evaluating their layers simultaneously, layer by layer, both units will be 4 [M].
- 479. in Core Rules 1.5 (opens in a new tab)
Layers are applied in the following order:
- 479.1. in Core Rules 1.5 (opens in a new tab)Added
1. Copy Effects
- 479.1.a. in Core Rules 1.5 (opens in a new tab)Added
This layer deals with all copy effects.
- 479.1.b. in Core Rules 1.5 (opens in a new tab)Added
When a Copy effect is applied to a Game Object, the traits specified by the Copy Effect replace or are added to the Copyable Traits of the Game Object being Copied as specified by the effect. If no traits are specified by a Copy Effect, all traits of the Game Object are replaced with those of the Copied Game Object.
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.- 479.1.b.1. in Core Rules 1.5 (opens in a new tab)Added
The copyable traits of a Game Object are all of the printed—or if a copy effect is applied, copied—traits of that Game Object. In the case of a Token, they are the traits the token had when it was Created.
Example: The copyable traits include the printed versions of the following traits: Name, Supertype, Type, Tags, Cost, Domain, Rules Text, Effect Text, Might, Might Bonus, Flavor Text, Art
- 479.1.c. in Core Rules 1.5 (opens in a new tab)Added
Copyable traits of a Game Object are distinct from the actual traits of that Game Object, which may be modified by subsequent applied Layer effects.
- 479.1.d. in Core Rules 1.5 (opens in a new tab)Added
Effects for this layer can be identified by the phrase "copy" in the text.
Example: Svellsongur is an Equipment that reads in part “As this is attached to a unit, copy that unit's text to this Equipment's effect text for as long as this is attached to it.” This is a copy effect that is applied in this layer.
- 479.2. in Core Rules 1.5 (opens in a new tab)Changed
12. Trait-Altering Effects- 479.2.a. in Core Rules 1.5 (opens in a new tab)Changed
This layer deals with effects that grant, remove, or replace inherent traits of Game Objects.
Name
Super TypeSupertype
Type
Tags
Controller
Cost
Domain
Base Might
Base Might Bonus
- 477.1.a.1. in Core Rules 1.4 (opens in a new tab)Removed
Assignment of Might is dealt with in this layer.
Example: A spell reads "A unit's Might becomes 4 this turn." The unit's Might is set to 4 in this layer.
- 477.1.b. in Core Rules 1.4 (opens in a new tab)Removed
Copy effects are applied in this layer.
- 477.1.b.1. in Core Rules 1.4 (opens in a new tab)Removed
When one Game Object becomes a copy of another, all 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)Removed
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)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.
- 477.1.b.2. in Core Rules 1.4 (opens in a new tab)Removed
Some Game Effects may specify copying certain traits of a card. Only the traits specified by the Game Effect will be copied.
- 479.3. in Core Rules 1.5 (opens in a new tab)Changed
23. Ability-Altering Effects- 479.3.a. in Core Rules 1.5 (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
Effect Text
- 479.4. in Core Rules 1.5 (opens in a new tab)Changed
3. Arithmetic4. Arithmetic Effects
- 479.4.e. in Core Rules 1.5 (opens in a new tab)
This layer applies arithmetic in the following way.
- 479.4.e.2.b. in Core Rules 1.5 (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.
- 479.4.f. in Core Rules 1.5 (opens in a new tab)Added
Effects for this layer can be identified by the phrase "give,” “swap,” "increase," "decrease," "cost … less," "cost … more," "-X,” or “+X,” in the text.
Example: An effect says “I cost [1] less for each card you've played this turn, to a minimum of [1].” The cost is modified in this layer.
- 482. in Core Rules 1.5 (opens in a new tab)Changed
If more than one effect applies to the same Game Object in the same layer but no dependency is established, then Timestamp order is applied to the effects within that layer and sublayer
483. in Core Rules 1.5 (opens in a new tab)Modes of Play
- 491. in Core Rules 1.5 (opens in a new tab)
2v2 (Magma Chamber)
- 491.8. in Core Rules 1.5 (opens in a new tab)
Unique Rules
- 491.8.b. in Core Rules 1.5 (opens in a new tab)Added
A Battlefield can only be Scored, via Conquering or Holding, once per team per turn.
- 491.8.b.1. in Core Rules 1.5 (opens in a new tab)Added
Battlefields controlled during the Scoring Step in the Beginning Phase of a player's turn by that player's teammate are disqualified from being scored by that Team, that turn.
Example: A player may not induce their partner to retreat, and then conquer a Battlefield their teammate was controlling.
- 489.8.b. in Core Rules 1.4 (opens in a new tab)Removed
Battlefields controlled during the Beginning Phase of a player's turn by that player's teammate are disqualified from being scored by that Team, that turn.
Example: A player may not induce their partner to retreat, and then conquer a Battlefield their teammate was controlling. - 491.8.f. in Core Rules 1.5 (opens in a new tab)
Hands are Private Information. Players may show their Private Information to one or more players at any time during play, including their teammate.
- 491.8.f.1. in Core Rules 1.5 (opens in a new tab)Changed
Revealing Cards is still a game action and cannot be done unless instructed.
See rule
424 in Core Rules 1.4 (opens source rules in a new tab)425 in Core Rules 1.5 (opens source rules in a new tab). Reveal for more information.
- 491.8.g. in Core Rules 1.5 (opens in a new tab)
The Final Point has an adjustment to the criteria when scoring.
- 491.8.g.1. in Core Rules 1.5 (opens in a new tab)Changed
When scoring the Final Point from Conquer during their or a teammate’s turn, a player must Score each Battlefield in the same turn, excepting any that were occupied by their ally during the scoring step of that turn’s Beginning Phase.
See rule
467 in Core Rules 1.4 (opens source rules in a new tab)469 in Core Rules 1.5 (opens source rules in a new tab). Scoring for more information.
649. in Core Rules 1.5 (opens in a new tab)Conceding
- 652. in Core Rules 1.5 (opens in a new tab)
If the game continues, follow these steps for Removal of a Player.
- 652.2. in Core Rules 1.5 (opens in a new tab)
Remove the Battlefield they contributed to the game if it is in use.
- 652.2.b. in Core Rules 1.5 (opens in a new tab)Changed
Any units or hidden cards there do not move and are otherwise unaffected by this process.
See rule
438 in Core Rules 1.4 (opens source rules in a new tab)439 in Core Rules 1.5 (opens source rules in a new tab). Replace for more information.
700. in Core Rules 1.5 (opens in a new tab)Additional Rules
716. in Core Rules 1.5 (opens in a new tab)Attachment
- 717. in Core Rules 1.5 (opens in a new tab)Changed
Attaching is a limited action that causes cards to become linked to each other to combine their effects in some way. This causes one card to become Attached and the other to become A Top-Most Card.
See rule
434 in Core Rules 1.4 (opens source rules in a new tab)435 in Core Rules 1.5 (opens source rules in a new tab). Attach for more information. - 718. in Core Rules 1.5 (opens in a new tab)
Attached is the state of a card being linked to another card in this way.
- 718.3. in Core Rules 1.5 (opens in a new tab)Changed
While in this state, Abilities in the card’s Effect Text are appended to the Rules Text of the Top- Most Card.
- 718.5. in Core Rules 1.5 (opens in a new tab)
Attached cards still have all properties of being a card on the board while in this state.
- 718.5.g. in Core Rules 1.5 (opens in a new tab)Changed
An Attached card still appends the abilities in its Effect Text to the Rules Text of the Top- Most card and modulates the Top-Most Card’s Might by its Might Bonus.
- 718.6. in Core Rules 1.5 (opens in a new tab)Added
Only non-Unit Game Objects may be Attached.
- 718.6.a. in Core Rules 1.5 (opens in a new tab)Added
If a non-Unit Game Object that is Attached becomes a Unit through any means, it detaches as it becomes a Unit.
726. in Core Rules 1.5 (opens in a new tab)Dependent Keywords
- 727. in Core Rules 1.5 (opens in a new tab)
Keywords can be Dependent Keywords
- 727.1. in Core Rules 1.5 (opens in a new tab)
A Dependent Keyword is comprised of both a Condition that it is short for, and an ability of some format immediately after the Keyword itself.
Example: Noxus Hopeful has “[Legion][>] I cost [2] less.” [Legion] is short for the condition “if you have played another card this turn, this card gains [Text],” while “I cost [2] less” is the dependent ability.- 727.1.c. in Core Rules 1.5 (opens in a new tab)
The Dependent Abilities of Dependent Keywords can be of any type
- 727.1.c.1. in Core Rules 1.5 (opens in a new tab)
Triggered Abilities of Dependent Keywords must be Active for their trigger to be evaluated.
- 727.1.c.1.b. in Core Rules 1.5 (opens in a new tab)Added
If the condition for the Dependent Keyword causes the Triggered Ability to become Inactive after it has been added to the chain as a Pending Item, that chain item will not be affected and will proceed with being played as normal.
741. in Core Rules 1.5 (opens in a new tab)Counters
- 742. in Core Rules 1.5 (opens in a new tab)
Counters are Game Objects generated by and given to other Game Objects on the board during play.
- 742.1. in Core Rules 1.5 (opens in a new tab)Added
Unlike other Game Objects, Counters are not targeted by spells and abilities. If an effect instructs a player to interact with a Counter, the Counter is chosen when the corresponding instruction executes.
750. in Core Rules 1.5 (opens in a new tab)Making New Choices
- 751. in Core Rules 1.5 (opens in a new tab)
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)Removed
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.
- 753. in Core Rules 1.5 (opens in a new tab)Added
When making new choices in this way, a player must choose to remake all choices made for a chain item, even if they choose to make the same choice that was previously made.
- 753.1. in Core Rules 1.5 (opens in a new tab)Added
A player may not make choices this way that would be illegal or that would lead to an illegal state, even if there are no other options.
- 753.2. in Core Rules 1.5 (opens in a new tab)Added
A player may not choose to make new choices for a chain item if there aren’t legal choices that they could make in this way. In such a case, the instruction to make new choices is negated.
- 753.3. in Core Rules 1.5 (opens in a new tab)Added
Restrictions and requirements applied to a chain item will also apply to new choices made for that chain item in this way.
Example: If a card is played from facedown, it gains the restriction that it can only target game objects at the battlefield it was played from unless its targeting is restricted in such a way that choosing a unit at that battlefield is impossible. If a player makes new choices for such a card, they must still choose from among objects at that battlefield.
- 753. in Core Rules 1.4 (opens in a new tab)Removed
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)Removed
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)Removed
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 1.5 (opens in a new tab)Changed
If, as a result of new choices, the
spell or abilitychain item targets a Game Object, even if it previouslydid not targettargeted the same Game Object, any Targeting Effects of that Game Object will trigger as appropriateat that time. - 755. in Core Rules 1.5 (opens in a new tab)Changed
Any costs “to play” the
spell or abilitychain item that are incurred as a result of new choices made in this way are ignored.- 755.1. in Core Rules 1.5 (opens in a new tab)Changed
The
spell or abilitychain item is already played and its costs paid. Any further costs incurred have no effect on the finalized chain item.
759. in Core Rules 1.5 (opens in a new tab)Naming Cards, Types, and Tags
- 763. in Core Rules 1.5 (opens in a new tab)
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 1.5 (opens in a new tab)Changed
The following tags exist in Riftbound: Ahri, Akali, Akshan, Ambessa, Anivia, Annie, Aphelios, Ashe, Azir, Bandle City, Bard, Bilgewater, Bird, Blitzcrank, Bomb, Caitlyn, Cat, Darius, Demacia, Demon, Diana, Dog, Dr. Mundo, Dragon, Draven, Ekko, Elite, Equipment, Evelynn, Ezreal, Fae, Fiora, Fizz, Freljord, Galio, Gangplank, Garen, Graves, Heimerdinger, Hwei, Icathia, Illaoi, Ionia, Irelia, Ivern, Ixtal, Janna, Jarvan IV, Jax, Jayce, Jhin, Jinx, K'Sante, Kai'Sa, Karma, Karthus, Katarina, Kathkan, Kayle, Kayn, Kennen, Kha'Zix, Kog'Maw, LeBlanc, Lee Sin, Leona, Lillia, Lucian, Lulu, Lux, Malzahar, Master Yi, Mech, Mel, Miss
,Fortune, Mordekaiser, Morgana, Mount Targon, Nami, Nasus, Neeko, Nidalee, Nilah, Nocturne, Noxus, Orianna, Ornn, Piltover, Pirate, Poppy, Poro, Pyke, Qiyana, Recruit, Rek'Sai, Rell, Renata Glasc, Renekton, Rengar, Riven, Rumble, Sentinel, Seraphine, Sett, Shadow Isles, Shen, Shurima, Sivir, Sona, Soraka, Spider, Spirit, Swain, Syndra, Taric, Teemo, The Void, Trifarian, Tryndamere, Twisted Fate, Udyr, Vayne, Vex, Vi, Viktor, Volibear, Warwick, Xerath, Xin Zhao, Yasuo, Yone, Yordle, Yuumi, Zaun, Zed, Ziggs, Zilean.
800. in Core Rules 1.5 (opens in a new tab)Keywords
- 805.1. in Core Rules 1.5 (opens in a new tab)Changed
Accelerate is a Unit ability.Accelerate is an Optional Additional Cost keyword.
- 805.1.a. in Core Rules 1.5 (opens in a new tab)Added
Accelerate is present on Units.
- 805.2. in Core Rules 1.5 (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 1.5 (opens in a new tab)Changed
Paying the cost generates a
delayedDelayed Replacement Effect. Even if the unit loses theaccelerateAccelerate keyword during the finalization process, as long as the cost was paid, that unit will still enter ready.
- 807.1. in Core Rules 1.5 (opens in a new tab)
Assault is a Passive Ability keyword.
- 807.1.d. in Core Rules 1.5 (opens in a new tab)Changed
Being an attacker means the Unit has gained the Attacker designation during Combat.
See rule
459 in Core Rules 1.4 (opens source rules in a new tab)461 in Core Rules 1.5 (opens source rules in a new tab). Combat for more information.
- 808.1. in Core Rules 1.5 (opens in a new tab)
Deathknell is a Triggered Ability keyword.
- 808.1.c. in Core Rules 1.5 (opens in a new tab)
It is functionally short for "When I die, [Effect]."
- 808.1.c.2. in Core Rules 1.5 (opens in a new tab)Added
[Effect] may be written in the past tense. In doing so, it refers to the moment the Deathknell trigger was added to the chain, not any previous moment.
- 811.1. in Core Rules 1.5 (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 1.5 (opens in a new tab)Changed
Some choices made while playing a card from
Hiddenfacedown are restricted to the battlefield where it was hidden. A card cannot be played fromHiddenfacedown if it is a spell with no valid targets under these restrictions.See rule 355.6 in Core Rules 1.5 (opens source rules in a new tab). Targeting for more information.
- 811.1.d.2. in Core Rules 1.5 (opens in a new tab)Added
If a hidden spell chooses any targets, those targets must be chosen from among options at the battlefield it was played from, unless it explicitly restricts targeting in such a way that makes this impossible.
Example: Emperor’s Divide is a spell with hidden that reads in part “Move any number of friendly units at a battlefield to their base.” When this spell is played from facedown, all units chosen for the spell must be located at the same battlefield it was played from. - 811.1.d.3. in Core Rules 1.5 (opens in a new tab)Changed
If a
hidden spell or aplay effect of a hidden permanent chooses any targets, those targets must be chosen from among options atthatthe battlefield it was played to, unless the ability explicitly restricts targeting in a way that makes this impossible.Example: Blastcone Fae is a unit with Hidden and “When you play me, give a unit -2 [M] this turn, to a minimum of 1 [M].” Because this is a play effect, its target must be chosen from among units at thesamebattlefield it was played to if Blastcone Fae was played fromHiddenfacedown.Example: Tideturner is a unit with Hidden and “When you play me, you may choose a unit you control at another location. Move me to its location and it to my original location.” Because its play effect has a targeting restriction that can never be fulfilled by a unit at its battlefield, its target may be chosen freely from among the available options.Example: A spell reads in part “The next unit you play this turn can be played to any battlefield.” After playing that spell, a player plays Blastcone Fae from facedown to a battlefield other than the one where it was hidden. Blastcone Fae’s play effect must choose targets from among units at the battlefield Blastcone Fae was played to, not the one it was played from.- 811.1.d.3.a. in Core Rules 1.5 (opens in a new tab)Added
A play effect of a permanent played from facedown references information from its source when determining what battlefield it was played from and what targets are legal.
Example: A unit reads in part “When you play me, kill another friendly unit.” If it is played from the facedown zone, the play effect must choose a friendly unit at the battlefield the unit was played from. If the unit is no longer on the board when the play effect attempts to finalize, it will not be able to choose a legal target. If the unit is no longer on the board when the play effect attempts to resolve, the play effect will not be able to reference the information of where the unit was played from, and it will mistarget. - 811.1.d.2.a. in Core Rules 1.4 (opens in a new tab)Removed
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.
- 811.1.d.4. in Core Rules 1.5 (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 facedown, the first unit chosen can be chosen at the battlefield Smoke and Mirrors was played from, so it must be. The second unit chosen explicitly restricts targeting in a way that makes this impossible, so it can be chosen from any location.
- 811.2. in Core Rules 1.5 (opens in a new tab)Changed
Abilities and instructions of hidden cards other than the choices listed above function as normal.
Example: Stand United is a spell that has Hidden and says “Buff a friendly unit. Buffs give an additional +1 might to friendly units this turn.” If it’s played fromHiddenfacedown, the first part of its ability must choose a friendly unit at the same battlefield, but the second part of its ability affects all friendly units with buffs, no matter where they are. - 811.5. in Core Rules 1.5 (opens in a new tab)
Hidden, and whether or not a card has Hidden, is a characteristic of the card and may be checked or referenced by other Game Effects.
- 811.5.a. in Core Rules 1.5 (opens in a new tab)Added
This is true as long as the card is not facedown. A facedown card is not a card with Hidden.
- 811.5.a. in Core Rules 1.4 (opens in a new tab)Removed
This is independent of the state of being facedown.
- 811.6. in Core Rules 1.5 (opens in a new tab)Changed
A card that is Hidden gains Reaction the turn after it is hidden while facedown or played from facedown, and may be played any time a card with Reaction may be played as a result.
- 814.1. in Core Rules 1.5 (opens in a new tab)
Shield is a Passive Ability keyword.
- 814.1.d. in Core Rules 1.5 (opens in a new tab)Changed
Being a defender means the Unit has gained the Defender designation during Combat.
See rule
459 in Core Rules 1.4 (opens source rules in a new tab)461 in Core Rules 1.5 (opens source rules in a new tab). Combat for more information.
- 817.1. in Core Rules 1.5 (opens in a new tab)
Vision is a Triggered Ability keyword.
- 817.1.b. in Core Rules 1.5 (opens in a new tab)Changed
It is functionally short for "When this is played,
predict[Predict].”
- 821. in Core Rules 1.5 (opens in a new tab)
Weaponmaster
- 821.1. in Core Rules 1.5 (opens in a new tab)
Weaponmaster is a Triggered Ability keyword.
- 821.1.c. in Core Rules 1.5 (opens in a new tab)
Weaponmaster is functionally short for: “When you play me, you may choose a Card you control with the Equipment tag. Necessary portions of its Rules Text are no longer Inactive if they are currently Inactive. Pay the cost of its Equip ability, reduced by [A], to attach it to this unit.”
See rule 716 in Core Rules 1.5 (opens source rules in a new tab). Attachment for more information.
- 821.1.c.2. in Core Rules 1.5 (opens in a new tab)
The cost of the Equip ability is determined as though that Equip ability was being activated choosing the unit with the Weaponmaster ability, as modulated by any abilities that alter Equip costs.
- 821.1.c.2.a. in Core Rules 1.5 (opens in a new tab)Added
The Equip ability is not actually activated when its cost is determined in this way. An effect that grants an activated ability a cost reduction when it is played will not apply to the Equip cost calculated during the resolution of a Weaponmaster trigger, because the Equip ability is not actually played.
- 821.1.c.2.b. in Core Rules 1.5 (opens in a new tab)Added
Effects that reduce the cost of Equip abilities without referring to those abilities being played, or the Equip ability being referenced in specific, will be included when calculating costs in this way.
- 827.1. in Core Rules 1.5 (opens in a new tab)
Empower is an Activated Ability keyword.
- 827.1.b. in Core Rules 1.5 (opens in a new tab)Changed
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)442 in Core Rules 1.5 (opens source rules in a new tab). Empower (Game Action) for more information. - 827.1.c. in Core Rules 1.5 (opens in a new tab)
Empower is formatted as “Empower [Cost]”
- 827.1.c.5. in Core Rules 1.5 (opens in a new tab)Added
Game Objects with Empower abilities may have or gain permissions to be Empowered multiple times. Such Game Objects ignore the normal “Play only if not Empowered.” restriction on Empower abilities.
- 829.1. in Core Rules 1.5 (opens in a new tab)Changed
Flow is a
passive abilityPassive Ability keyword.- 829.1.b. in Core Rules 1.5 (opens in a new tab)
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 1.5 (opens in a new tab)Changed
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 1.5 (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)390 in Core Rules 1.5 (opens source rules in a new tab). Delayed Abilities for more information.
- 830. in Core Rules 1.5 (opens in a new tab)Added
Deploy
- 830.1. in Core Rules 1.5 (opens in a new tab)Added
Deploy is a Passive Ability and a Triggered Ability keyword.
- 830.1.a. in Core Rules 1.5 (opens in a new tab)Added
Deploy is present on Gear.
- 830.1.b. in Core Rules 1.5 (opens in a new tab)Added
Deploy is short for “This may be played or created to any battlefield,” “Play or create this only to a battlefield,” “If this is not a unit, it is not recalled in cleanups,” and “When an opponent holds here, kill this.”
- 830.1.b.1. in Core Rules 1.5 (opens in a new tab)Added
Deploy grants permission for Gear to be played to any Battlefield, including enemy occupied and open battlefields.
- 830.1.b.2. in Core Rules 1.5 (opens in a new tab)Added
Gear with Deploy can be Moved by appropriate effects.
- 830.1.b.3. in Core Rules 1.5 (opens in a new tab)Added
Non-Unit Gear with Deploy are not recalled from Battlefields in step 5 of a Cleanup.
See rule 318 in Core Rules 1.5 (opens source rules in a new tab). Cleanups for more information.
- 830.2. in Core Rules 1.5 (opens in a new tab)Added
Multiple instances of Deploy are redundant.
- 830.3. in Core Rules 1.5 (opens in a new tab)Added
Deploy, and whether or not a card has Deploy, is a characteristic of the card and may be checked or referenced by other Game Effects.
- 831. in Core Rules 1.5 (opens in a new tab)Added
Disarm
- 831.1. in Core Rules 1.5 (opens in a new tab)Added
Disarm is a Triggered Ability keyword.
- 831.1.a. in Core Rules 1.5 (opens in a new tab)Added
Disarm is present on Units.
- 831.1.b. in Core Rules 1.5 (opens in a new tab)Added
Disarm is an Attack Trigger.
- 831.1.c. in Core Rules 1.5 (opens in a new tab)Added
Disarm is formatted as “Disarm X.”
- 831.1.c.1. in Core Rules 1.5 (opens in a new tab)Added
The X is referenced in the functional text of the ability.
- 831.1.c.2. in Core Rules 1.5 (opens in a new tab)Added
The X is referred to as the Disarm Value.
- 831.1.c.3. in Core Rules 1.5 (opens in a new tab)Added
If X is omitted, it is presumed to be 1.
- 831.1.d. in Core Rules 1.5 (opens in a new tab)Added
Disarm is functionally short for “When I attack, give an enemy unit here -X [M] this turn.”
- 831.1.d.1. in Core Rules 1.5 (opens in a new tab)Added
Regardless of how many instances of the Disarm keyword a unit has, it will only trigger once using the total Disarm Value.
- 831.2. in Core Rules 1.5 (opens in a new tab)Added
If a Unit has Disarm, or has been granted Disarm, and is granted Disarm by an additional source, the Disarm Value of all granted Disarm keywords is summed.
Example: Clanging Sentry reads “Your Mechs have [Disarm].” If you play a second Clanging Sentry, both of them will have Disarm 2. - 831.3. in Core Rules 1.5 (opens in a new tab)Added
Disarm, and whether or not a unit has Disarm, is a characteristic of the Unit and may be checked or referenced by other Game Effects.
- 832. in Core Rules 1.5 (opens in a new tab)Added
Show Off
- 832.1. in Core Rules 1.5 (opens in a new tab)Added
Show Off is a Passive Ability keyword.
- 832.1.a. in Core Rules 1.5 (opens in a new tab)Added
Show Off is normally present on Cards.
- 832.1.b. in Core Rules 1.5 (opens in a new tab)Added
Show Off is formatted as “[Show Off] [Object].”
- 832.1.b.1. in Core Rules 1.5 (opens in a new tab)Added
The “[Object]” in this ability could be one object or multiple; object/s of a given type; or it could have further specifications on qualities of the object/s. The object in question could be Game Objects on the board or cards in hand.
Examples:
A card reads “[Show Off] a unit.”A card reads “[Show Off] a card with Energy cost [7] or more.”A card reads “[Show Off] five units with different names.”
- 832.1.c. in Core Rules 1.5 (opens in a new tab)Added
Show Off is functionally short for “As you play [me/this], you may reveal [Object] from your hand and/or pick [Object] from among friendly game objects on the board.”
- 832.1.c.1. in Core Rules 1.5 (opens in a new tab)Added
Showing Off one or more Cards or Game Objects in this way can be referenced by linked abilities and instructions.
Example: A unit reads in part “[Show Off] five units with different names,” and “When you play me, kill all other units. If you showed off, the next unit you play this turn costs [1] less for each killed unit.” - 832.1.c.2. in Core Rules 1.5 (opens in a new tab)Added
The decision of whether or not to Show Off is made by the controller of the chain item with Show Off during the process of finalizing it.
See rule 355 in Core Rules 1.5 (opens source rules in a new tab). Make Relevant Choices for more information.
- 832.1.c.3. in Core Rules 1.5 (opens in a new tab)Added
If [Object] is a set of Cards or Game Objects, that set can be composed of Game Objects on the board as well as Cards in hand, as long as the composed set satisfies the Show Off condition.
Example: A unit reads in part “[Show Off] five units with different names.” When showing off as part of playing that unit, units may be revealed from hand or picked from among friendly units on the board, as long as the group of units picked and revealed satisfies the specified quality. - 832.1.c.4. in Core Rules 1.5 (opens in a new tab)Added
If some or all of the [Object] set leave the appropriate zones during the finalization process after being shown off, it will not prevent the source of the Show Off ability from becoming a Finalized Chain Item.
Example: A spell reads “[Show Off] a Mech” and “As an additional cost to play this, discard 1.” When finalizing the spell, the same Mech being shown off can be discarded to the mandatory additional cost without preventing the spell from being finalized.
- 832.1.d. in Core Rules 1.5 (opens in a new tab)Added
Linked abilities and instructions can reference information about the shown off object/s.
Example: Primordial Roar is a spell that reads “[Show Off] a unit,” and “If you showed off a unit, deal damage equal to that unit's Might to a unit.”- 832.1.d.1. in Core Rules 1.5 (opens in a new tab)Added
The information referenced in this way is checked when the card/s in question are shown off during finalization. Any later changes to the shown off objects will not be considered.
Example: Primordial Roar is played showing off a friendly unit with 4 [M] and an enemy unit with 3 [M]. In reaction to Primordial Roar, an opponent plays Frigid Touch, giving the friendly unit -2 [M] this turn. Because the information was checked when the friendly unit was shown off, the spell still deals 4 damage to the enemy unit, killing it.
- 832.2. in Core Rules 1.5 (opens in a new tab)Added
Multiple instances of Show Off are treated separately.
- 832.2.a. in Core Rules 1.5 (opens in a new tab)Added
If a linked effect or instruction refers to an instance of Show Off, it refers to the keyword granted by the same source unless specified otherwise or there is no keyword granted by the same source. If the linked effect or instruction specifies information about the shown off card, it is linked to only that instance of the Show Off keyword. If there is no linked keyword, an ability that references showing off is linked to all Show Off keywords on the appropriate card.
Example: A card reads in part “Spells you play have ‘[Show Off] a Mighty unit.’ and ‘If you showed off, this costs [A] less.” If a spell that reads in part “[Show Off] a spell with Energy cost [7] or more,” and “If you showed off, this can’t be countered.” is played by the same controller, showing off a Mighty unit will not be sufficient to satisfy both abilities that reference showing off because they refer to instances of the show off keyword granted by different sources.
- 832.3. in Core Rules 1.5 (opens in a new tab)Added
Show Off, and whether or not a card has Show Off, is a characteristic of the card and may be checked or referenced by other Game Effects.
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