OFFICIAL VERSION 1.4
Comprehensive Rules (CR 1.4)
The definitive, complete reference manual for Riftbound rules, game timing, priority and mechanics.
Cr 1.4
002. Card text supersedes rules text. Whenever a card fundamentally contradicts the rules, the card's indication is what is true.
051. Card text uses different terminology than rules. Card text should be interpreted according to these rules, not as though it were text within these rules.
052. Card, when written in card effects, is shorthand for "Main Deck card." Runes, legends, and battlefields are not considered cards when executing the abilities and effects of game objects. They are considered cards for the purposes of these rules.
053.3. * Battlefields say "here."
054. “ Can’t beats Can”
055. When executing card text, do as much as you can, ignoring impossible instructions.
055.1. If all of a card’s instructions are impossible, it is still played and resolved, but nothing happens.
056.1. Non-Board zones corresponding to a player include Main Deck, Rune Deck, Trash, Hand, Chosen Champion zone, and Banishment.
056.2. If a card would enter such a zone, it goes to its owner’s corresponding zone instead.
103. 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.a. This is placed in the Legend Zone at the start of the game.
103.2.a.1. This will be placed in the Champion Zone at the start of the game.
103.2.a.2. Must be a champion unit with a champion tag that matches the tag on your Champion Legend.
Example
Loose Cannon has the tag Jinx. Therefore, a player could choose Jinx, Rebel or Jinx, Demolitionist as their Chosen Champion, because they also have the tag Jinx.
Example
Tibbers has the tag Annie, but it is a signature unit, not a champion unit. It cannot be your Chosen Champion, even if your Champion Legend has the tag Annie.
103.2.a.3. Aplayer’s Chosen Champion is both the specific card chosen for this slot during Deck Building and also any Champion Unit with the same name as the specific card selected for this specific slot during the course of play.
Example
Aplayer chose Jinx, Rebel as their Chosen Champion. One copy of Jinx, Rebel starts the game in their Chosen Champion zone. Any additional copies of Jinx, Rebel in their Main Deck, their hand, their trash, or on the board also count as their Chosen Champion for any game rules and effects that care about Chosen Champion status during the game.
103.2.b. Your Main Deck can include up to 3 copies of the same named card.
103.2.b.1. This includes your Chosen Champion.
Example
Adeck could include Volibear, Furious as its Chosen Champion and still include 2 more copies of Volibear, Furious in their Main Deck.
Example
Adeck could include 3 copies of Yasuo, Remorseful and 3 copies of Yasuo, Windrider, because they have different names.
103.2.e. Subject to card legality of the Format being played.
103.3.b. Must be shuffled and kept separate from the Main Deck.
106. The Play Area is a collection of logical Zones that are defined by their behaviors and relationships to Players. These Zones are grouped into The Board and Non-Board Zones.
107.1.a. Each player has their own Base.
107.1.c.1. Permanents attached to Permanents controlled by a player may also be found in that player’s Base, regardless of their controller.
107.2.b. Each Battlefield is individually a Location.
107.3.a. Each Battlefield is associated with a sub-zone called a Facedown Zone, a single logical space that a card can be put facedown in through various Game Effects.
107.3.b. Each Facedown Zone has a maximum occupancy of one card.
107.3.b.1. The maximum occupancy of a Facedown Zone can increase or decrease.
107.4.a. The space for each player's Champion Legend.
107.4.b. This is not a location.
107.4.c. The Champion Legend here is a Game Object.
→ See rule 119. Game Objects for more information.
107.4.d. The Champion Legend cannot be removed, moved, or displaced from this zone.
107.4.d.1. Some effects may add a legend card or token to the Legend Zone. These legends are not Champion Legends.
107.4.d.2. Non- Champion legends may be removed from the Legend Zone. They cannot exist in any zone other than the Legend Zone or Banishment.
108.2.a. Each player has their own Trash.
108.3.a. Each player has their own Champion Zone.
108.3.b. The space each player puts their Chosen Champion at the start of the game.
108.3.c. The Chosen Champion cannot be returned to this zone by normal means.
108.3.c.1. If a Chosen Champion is instructed to be returned to this zone, it can only do so if there is not a card already in this zone.
108.3.d. The Chosen Champion can be played from here as normal, following the rules of Playing a Card.
→ See rule 349. Playing Cards for more information.
108.4.a. Each player has their own Main Deck Zone.
108.4.b. The space for the player's Main Deck.
108.4.c. Primarily houses the face-down Main Deck during gameplay.
108.6.a. Each player has their own Banishment.
108.7.a. Each player has their own Hand.
Example
If a Unit is Buffed If a Gear is Exhausted Etc.
111. Each player separates their Champion Legend and places it in the Legend Zone.
112. Each player separates their Chosen Champion and places it in the Champion Zone.
113. Each player sets aside their Battlefields.
→ See rule 481. Modes of Play for more information.
114. Each player shuffles their Main and Rune Decks, separately, then places them into their respective Zones.
114.1. The Main Deck is placed in the Main Deck Zone.
115. Determine Turn Order using any fair random method agreed on by all players.
115.1. Turn Order is established as a repeating set of the players.
→ See rule 481. Modes of Play for more information.
117. In turn order, players perform their Mulligan.
120. A Game Object is any game piece that can produce one or more Game Effects or grant prerequisites for players to take Game Actions.
121. A Game Object does not include nor preclude any inherent properties beyond the ability to produce, or act as the prerequisite for, Game Effects and Game Actions.
122. A Game Object can be a literal object or a logical object.
123. Game Objects include, but are not limited to, the following: Main Deck cards in any zone Runes in any zone Legends Battlefields Tokens in any zone Abilities of any type on the chain Counters and other status markers
124. A Game Object that changes zones to or from a Non-Board Zone becomes a new object for the purposes of tracking that object.
124.1. Whenever a Game Object changes zones to or from a Non-Board Zone, all Temporary Modifications of all kinds cease to be tracked on it in all capacities.
124.2. A Game Object can have any of the following statuses (non-exhaustive): Attached, Attacking, Buffed, Banished, Controlled, Defending, Empowered, Equipped, Exhausted, Facedown, Readied, Replaced, Revealed, Stunned, and any applied Layer alternations.
127.1. For gameplay purposes, a card's Owner is the player who brought it into the game, either as their Champion Legend, one of their Battlefields, as part of their Main Deck or Rune Deck, or Created during the process of play. The legal owner of a card doesn't matter during gameplay.
Example
Bo didn't bring a deck, so Alice loans him a deck. During the game, Bo is considered the owner of those cards, even though legally they belong to Alice.
128.4. Private: This level of Privacy indicates that only the controller of a card on the board or the owner of a card in any other zone may read or look at the face of the card.
Example
Cards in a player's hand are owned by that player. Only that player may read or look at their faces.
Example
If a player controls a facedown card at a battlefield, that player and only that player may read or look at that card's face, regardless of who owns that card.
129.4. The term facedown is used to describe the state during regular play of having a card's back side presented on the Board. Afacedown card’s front side is considered Private Information.
130.1. The front side of a card is the opposite of its back.
130.2. This is also referred to as a front face.
→ See rule 165. Rune Pools for more information.
131.3.b. This section may not be present on every card.
132.2. This is usually located in the middle of the card.
132.3. Cards that are printed in different languages but represent the same card are considered to have the same name for the purposes of deckbuilding and gameplay.
Example
Chemtech Enforcer in English and its counterpart in Chinese are considered the same card, despite the Name element on the card reading differently.
132.4. Some cards have both a short name and a subtitle. For all purposes, including rules and deckbuilding, such a card’s name is “[Short Name], [Subtitle]”.
Example
Kai’Sa, Evolutionary and Kai’Sa, Survivor both have the short name Kai’Sa, but they have different names. You can include 3 of each in your deck under normal deckbuilding rules. If one of them is your Chosen Champion, the other is not.
133.1. Acard can have one or more Categories and Sub- Categories based on the properties of its front and back sides.
133.3. 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.
133.4.a.1. An umbrella sub-category encompassing Main Deck Game Objects that remain on the board after being played.
133.6.b.1. Asub-category encompassing cards with the legend type. They are not played or channeled. They start the game in the Legend Zone and cannot typically leave it during play.
133.7. Supertypes are Categories that may apply to game objects of multiple types. They are listed before a card’s type.
133.7.a. Champion is a supertype that applies exclusively to units. It impacts the rules for deckbuilding.
→ See rule 103.2.a. Chosen Champion for more information.
133.7.b. Signature is a supertype that may apply to game objects of any card type. It impacts the rules for deckbuilding.
133.8. Tags are Categories that may apply to game objects of multiple types. They are listed after a card’s type.
133.8.a. Tags have no innate rules meaning, but may be referenced by game rules and card effects.
134.2.a. Fury is associated with the color red and represented by a circular symbol with three projecting points. Its shorthand is [R].
134.2.b. Calm is associated with the color green and represented by a symbol resembling a leaf. Its shorthand is [ G ].
134.2.c. Mind is associated with the color blue and represented by a symbol resembling a sun and moon. Its shorthand is [B].
134.2.d. Body is associated with the color orange and represented by a blocky diamond-shaped symbol. Its shorthand is [O].
134.2.e. Chaos is associated with the color purple and represented by a hexagonal symbol with swirls emanating from its center. Its shorthand is [P].
134.2.f. Order is associated with the color yellow and represented by an angular winged symbol. Its shorthand is [Y].
135.2. This section may contain:
135.2.a.2. They may appear on any card.
135.2.b.2. They describe actions to be performed by one or more players.
135.2.b.3. Instructions will self-describe when they are to be executed. If there is no timing described, they will execute during resolution.
Example
An instruction says “as you play me, kill a unit as an additional cost.” That instruction will execute as the card is being played. If the card is given Repeat and the Repeat cost is paid, this instruction will not execute because the Repeat execution does not happen until resolution of the spell, after this instruction has executed.
135.2.b.4. Instructions can usually be recognized by the way they are written. An instruction is written in the imperative mood, using the base form of a verb and omitting the subject unless necessary.
135.2.b.5.a. The complement of a game action is made up of the players or Game Objects that perform that game action, that that game action is performed on, the condition under which it is performed, and the duration for its effect to last. Some game actions omit a complement entirely.
Example
Example
Teemo, Strategist’s defend trigger reads “When I defend, choose an enemy unit here and reveal the top 5 cards of your Main Deck. Deal 1 to that unit for each card with Hidden revealed this way, then recycle the revealed cards.” There are four instructions here: “choose an enemy unit here,” “reveal the top 5 cards of your Main Deck,” “deal 1 to that unit for each card with Hidden revealed this way,” and “recycle the revealed cards.”
135.2.b.6. Instructions do not include trigger conditions or the events or actions that a replacement effect defines as being eligible to be replaced.
Example
Example
An ability reads “If a unit would die, banish it instead.” The text “If a unit would die,” is not an instruction of the ability.
Example
An ability reads “As I’m revealed from your Main Deck, Add [2].” The text “As I’m revealed from your Main Deck,” is not an instruction of the ability.
135.2.d.1. Reminder text appears in italics and parentheses.
135.2.d.3. The presence, absence, or exact wording of reminder text has no effect on game function.
135.2.e.1. Rules text sometimes contains symbols that express game concepts. Each symbol also has a shorthand used to represent it in written text.
135.2.e.5.b. When Added to a player’s Rune Pool, [A] can be spent to pay a Power cost of any Domain.
135.2.e.6.c. A [ C ] shorthand on a card with multiple Domains is processed as any power of that card’s Domains.
Example
Example
Tibbers is a Fury and Chaos Unit. If Tibbers is granted the Accelerate keyword, the power component of the optional additional cost can be paid with either [R] or [P].
135.2.e.7. Akeyword associated with an ability is indicated by the [>] symbol.
135.2.e.7.b. Whatever instruction or ability comes after the [>] is modified by the keyword that comes before the [>]. It will either be inactive, in the case of a dependent keyword; the trigger effect, in the case of a keyword triggered ability; or it will receive the permission granted by the keyword in the case of a permissive keyword.
135.3. Rules text can be blank.
→ See rule 716. Attachment for more information.
135.4.a. The presence of text, rules, Keywords, and other effects can still be referenced and detected by other game effects, even while Rules Text is Inactive.
135.4.b. Any granted or appended Rules Text on a card is still Active even if that card is Attached to another card.
136.1. Some cards have a separate section of text below the Rules Text. This is referred to as the Effect Text.
136.2.a. Effect Text can be blank.
→ See rule 716. Attachment for more information.
136.2.c. The abilities in the Effect Text section of a card are appended to the Rules Text of the card to which the card with the Effect Text is Attached.
136.2.d. Effect Text may refer to “this” or to the name of the Attached game object that appended the Effect Text. Doing so refers to the Attached game object and not the Top-Most Card, even if the Top-Most Card shares a name with the Attached game object.
Example
Guardian Angel’s effect text reads “If Iwould die, kill Guardian Angel instead. Heal me, exhaust me, and recall me.”
Example
Brutalizer’s effect text reads “If this was attached to me this turn, Ihave an additional +2 [M].” The “this” in the effect text refers to the attached Brutalizer.
137.1. Some cards have a Might Bonus in their lower right corner, expressed as an operator plus an integer.
137.2. Acard’s Might Bonus can be +0.
137.3. Acard’s Might Bonus modulates the Might of the card to which the card that has the Might Bonus is Attached.
→ See rule 716. Attachment for more information.
137.3.a. The Might Bonus is applied while Attached and stops applying as soon as the card with the Might Bonus is no longer Attached.
137.3.b. If the card to which a card with a Might Bonus is Attached has no Might value, the Might Bonus is ignored.
138.1. Flavor text is text that appears at the bottom of some cards to provide aesthetic enjoyment. It conveys no gameplay information.
Example
The card Void Seeker features a quote from the character Kai'Sa. It does not have the Kai'Sa tag and has no gameplay connection to the Champion unit Kai'Sa.
138.2. Flavor text is located at the bottom of the section provided for rules text, usually in a shaded bar. It appears in italics.
139.1. Each card has an illustration. It conveys no gameplay information.
141. Unit is:
141.1.a.3. Units can be chosen, affected, or manipulated by spells, affects, or game actions that specify Units.
141.2.b. The card type is relevant in all zones.
142.1. Damage is not a Game Object.
142.2. Damage is a value tracked per-Unit.
142.3.b. Game Effects may refer to that player’s Damage. This means the Damage marked by that player.
Example
Aunit reads in part “Your damage can’t be prevented.” This refers to the damage marked by that player.
142.4. Damage tracks how close a Unit is to being Killed.
142.4.a. Lethal Damage is the amount of marked Damage that will cause a unit to die in a cleanup.
142.4.b. Lethal Damage for a Unit is a non-zero amount greater than or equal to that Unit’s Might.
Example
Aunit has 5 [M] and 3 damage marked on it. Frigid Touch is played targeting that unit. When it resolves, the unit’s Might becomes 3, and it will have lethal damage marked on it.
Example
Aunit has 0 [M]. In order to have lethal damage marked on it, it must have at least 1 damage marked on it.
143.1. Tag: A Unit has zero or more Tags representing one or more champions, regions, factions, or species it belongs to.
143.1.a. These have no intrinsic rules or behaviors by themselves.
143.2.a. If a Unit ever has nonzero damage marked on it equalling or exceeding its Might, it is Killed.
143.2.b.1. Although the unit’s Might is treated as 0, it is not 0. Effects that calculate Might increases and decreases use the actual value of the unit’s Might.
143.3.b.1. At the end of each player's turn.
→ See rule 317.2. Ending Phase for more information.
143.4.a. This can be altered by Accelerate or similar game effects.
→ See rule 805. Accelerate for more information.
145.1. Activated Abilities are Game Effects that are written as Costs followed by a ":", and then succeeded by an effect.
→ See rule 376. Activated Abilities for more information.
145.2. The Activated Ability of Units may be executed at any time during the controlling player's Main Phase during an Open State, and not during a Showdown.
145.2.a. This follows the same process as playing a card.
→ See rule 349. Playing Cards for more information.
145.2.a.1. This behaves, once activated, like a spell without an associated card.
146.1. A Unit’s Location is the Base or Battlefield it currently occupies.
148.1.a.3. Gear can be chosen, affected, or manipulated by spells, effects, or game actions that specify Gear.
148.2.b. The card type is relevant in all zones.
→ See rule 136. Effect Text for more information on effect text.
→ See rule 137. Might Bonus for more information on Might bonuses.
→ See rule 819. Quick-Draw for more information on the Quick-Draw keyword.
151.1. Activated Abilities are Game Effects that are written as Costs followed by a ":", and then succeeded by an effect.
→ See rule 376. Activated Abilities for more information.
151.2. The Activated Ability of Gear may be executed at any time during the controlling player's Main Phase during an Open State, and not during a Showdown.
151.2.a. This follows the same process as playing a card.
→ See rule 349. Playing Cards for more information.
151.2.a.1. This behaves, once activated, like a spell without an associated card.
→ See rule 716. Attachment for more information.
Example
Gear are played to Base unless an effect specifies otherwise. Agear played from Facedown, which is specified to be played to the Battlefield it was played from, will enter at that Battlefield. Gear can also become located at a Battlefield if they are attached to a unit who becomes located at a Battlefield. A Gear that is a Unit can move to a Battlefield.
154. Spell is a card type.
156. Aspell is controlled by the player who played it.
157. Aspell creates a game effect according to its instructions and is then placed in the Trash of the player who owns it.
158. When a spell is successfully played, a player executes the rules text of the spell. This is called Resolving the spell.
158.2. If a later part of a spell applies a Replacement Effect that alters earlier parts of the spell, apply those replacement effects as appropriate. Example: Aspell says " Choose a unit. Kill it the next time it takes damage this turn." and "[Legion] — Kill it now instead. ( Get the effect if you've played another card this turn.)" If the Legion condition is satisfied, the unit is killed immediately and the instruction to kill it the next time it takes damage is ignored, even if the unit remains on the board somehow.
→ See rule 367. Replacement Effects for more information.
158.3. While a spell or ability on the chain is Resolving, no other spells or abilities can be finalized on the chain or resolved, including triggered abilities or game effects that would occur as a result of the execution of the spell.
158.3.a. Finish resolving all effects of a spell before addressing any chain items or Tasks the spell may have added or made outstanding through execution.
159. Certain Keywords on spells are not executable rules text, but instead intrinsic properties of the spell.
159.1. These determine inherent properties and behaviors of the spell before being played or while on the chain.
159.2.b.2. In addition to all prior cases, may also be played during all forms of Closed State.
161. Rune is a Card Type.
161.1. A Rune is not a Main Deck card.
163.1.b. Energy has no type.
164.1. There are six Basic Runes, each with a Domain corresponding to its name: Fury Rune Calm Rune Mind Rune Body Rune Chaos Rune Order Rune
166.1. When a card adds Energy or Power, it is added to the controlling player's Rune Pool.
166.3. Energy and Power do not have a physical marker or tracker, although players may wish to use a physical tracker if they are retaining unspent Energy and Power over the course of their turn.
167. Every player's Rune Pool empties at the start of each player's Main Phase and the end of each player's turn.
167.1. Any unspent Energy or Power are lost.
168. All Abilities that include the action "Add" are abilities that are adding Energy or Power to the Rune Pool.
→ See rule 429. Add for more information.
170.1. Battlefields are Owned by a player.
170.2. Battlefields are not shuffled into Decks at the start of a game.
170.2.b. Battlefields are established at the start of a game and remain in place for the duration of regular play.
170.4. Battlefields cannot be Moved.
170.5.a. Battlefields can be Origins of moves.
170.5.b. Battlefields can be Destinations of moves.
→ See rule 363. Passive Abilities for more information.
→ See rule 382. Triggered Abilities for more information.
→ See rule 376. Activated Abilities for more information.
170.11. Battlefields can be referenced in different states in card text:
170.11.a. Battlefields can be “occupied.” This means they have a Unit present.
170.11.b. Battlefields can be “uncontrolled.” This means no player controls them.
170.11.c. Battlefields can be “open.” This means they are unoccupied and uncontrolled.
171. Battlefields are not Permanents.
174.2.b. Legends are established at the start of a game, and remain in place for the duration of regular play.
→ See rule 363. Passive Abilities for more information.
→ See rule 382. Triggered Abilities for more information.
→ See rule 376. Activated Abilities for more information.
→ See rule 101. Deck Construction for more information.
177. Multiple Types
178. Game Objects can have multiple types.
178.1. 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. 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. 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. It will not be recalled to base in step 5 of a cleanup.
178.1.a.2. If a Game Object is a Rune, regardless of its other types, it will be recycled to the Rune Deck.
178.2. A Game Object that is more than one type maintains all of the permissions of all types.
178.3. A Game Object that is more than one type can be affected by Game Effects that modify or interact with any of its types.
183. Atoken's owner is the player who controlled the effect that created it.
184.2. The effect may restrict the location to which the token may be played.
185.1.a. Token Game Objects cannot lose their token nature by any means.
185.2.a. Tokens can be played by their owner if their card type is played, following all the applicable steps for playing a card plus any restrictions or modifications from the effect that created the token.
→ See rule 349. Playing Cards for more information.
186.1. If a token is put into any Non-Board Zone besides the chain, it ceases to exist immediately after moving to its new zone.
187. The spell or ability that Creates a token specifies some of its characteristics. It may have other characteristics, as listed below.
187.1. A 1 [M] Recruit token is a domainless unit token with 1 Might and the Recruit tag.
187.3. A 2 [M] Sand Soldier token is a domainless unit token with 2 Might and the Shurima tag.
187.4. A 3 [M] Mech token is a domainless unit token with 3 Might and the Mech tag.
187.6. A 0 [M] Reflection token is a domainless unit token with 0 Might.
187.10. A 1 [M] Tentacle token is a domainless unit token with 1 Might and the Bilgewater tag.
189. Control is the concept of a player having influence of a Game Object and applies differently to different card types.
190.2.a. A Battlefield is Controlled or Uncontrolled.
190.2.b. A Battlefield is Controlled by a specific player or Controlled by no one.
190.3.d. At this time Game Effects cannot reference this status.
190.6.a. While a Battlefield is Controlled, its Controller controls its Abilities unless that ability indicates another player does. The controlling player takes responsibility for adding them to the Chain if applicable, and makes all choices required by them unless otherwise specified.
190.6.b. While a Battlefield is Uncontrolled, its Abilities are also Uncontrolled unless that ability indicates a player controls it. If there is no such indication, the Turn Player takes responsibility for adding them to the Chain if applicable, makes all choices required by them unless otherwise specified, and is treated as their Controller if any game rule or effect requires one.
Example
The Arena’s Greatest is a battlefield that reads “At the start of each player's first Beginning Phase, that player gains 1 point.” This ability will usually trigger while the battlefield has no controller. If it does, the Turn Player goes through the steps of adding the ability to the chain and receives priority after doing so, exactly as if they controlled the ability.
190.6.c. If an Ability of a Battlefield indicates that a specific player makes a choice, that player is the Ability’s controller. They take responsibility for adding it to the chain if applicable and make all choices required by the ability. They and only they control the ability, regardless of who controls the Battlefield.
Example
Abandoned Hall is a battlefield that reads “When a player plays a spell, they may give a unit they control here +1 might this turn.” The ability indicates that the player who played the spell makes the choice, so that player takes responsibility for putting the ability on the chain and makes all choices. They control the triggered ability.
191.1. When a player Plays, Hides, or Creates a Card or other Game Object, they are established as that Game Object's Controller.
191.2.a. That player chooses targets.
191.2.b. That player chooses modes.
191.3.c. That player may make decisions about any game effects or decisions necessary while the card is being played.
191.4.a. By default, the Controller of an Ability’s Source is the Controller of that Ability.
191.4.a.1. If an Ability’s Source is located in a non-Board Zone, the Ability’s Controller is the Owner of the Source.
191.4.c. That player chooses targets.
191.4.d. That player chooses modes.
192. When a game effect or rules text refers to the Controller of a specific object, it can be referring to either context interchangeably.
192.1. The method of assignment of control is different, but the status of Control is the same across all Game Objects.
194. Players win Riftbound games primarily through gaining points.
194.1. Players can gain points a number of ways:
194.1.c. Spells, Triggered Abilities and Activated Abilities that instruct them to gain one or more points.
194.1.d. When an opponent Burns Out and picks that player to gain 1 point.
194.2. Aplayer wins the game if, in a cleanup, they have points greater than or equal to the Victory Score and more points than any other player.
194.2.a. If more than one player has points greater than or equal to the Victory Score, whichever player has more points wins.
194.3. The Victory Score is 8 points by default.
194.3.a. Some game modes or card effects may alter the Victory Score.
→ See rule 481. Modes of Play for more information.
194.4. Players cannot have less than 0 points.
194.4.a. If a player would lose 1 or more points while they have 0 points, nothing occurs.
194.4.b. Any effects that trigger on a player losing points do not trigger.
195. Aplayer also wins the game if an effect instructs them to do so, or if they are the only player remaining in the game.
195.1. If an effect instructs a player to lose the game, that player is immediately removed from the game.
196. When a player wins the game, the game ends.
198.2. Apermanent’s Location is a characteristic of that permanent that may be referenced by Game Effects.
199.1. A Battlefield is both a location and also a Game Object at that location.
202. Some Game Effects will instruct players to pay resources, spend counters or XP, or perform game actions as a Cost in order to perform a linked Effect.
204.1.b. On activated abilities, the Base Cost is the resource or instruction written before the “:”.
204.3.a. 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.
204.3.b. When Costs within Instructions appear in spells, activated abilities, or in later parts of triggered abilities, the cost must be paid to get the effect during resolution of the spell or ability.
Example
Example
Example
Insightful Investigator is a unit that reads “When you play me, choose an opponent. They reveal their hand. You may pay 2 XP to choose a card from their hand. If you do, they discard that card and draw 1.” As the ability resolves, its controller may pay 2 XP as a cost, and chooses a card from that player’s hand as the effect.
204.4. 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.”
204.4.b.1. Abilities that Add resources with the Reaction keyword can be activated at any time when costs need to be paid.
→ See rule 429. Add for more information.
205. An instruction that requires a player to pay resources or spend counters or XP that does not also have a linked Effect, is not a Cost.
Example
Acard effect reads, “When Iattack, you may pay [4][ C ]. If you do, kill a unit here.” Paying [4][ C ] in this way is not a cost of the ability, base or otherwise, but a game action being performed by a player. The later instruction checks whether the game action was performed, not whether a cost was paid—if paying [4][ C ] was replaced for any reason, the later linked instruction will not execute.
206. Effects that need to determine a card’s cost for any purpose always use its printed or copied cost, even if that cost is increased, decreased, or ignored as the card is played.
Example
Sky Splitter is a spell that costs [8] and says in part “This spell's Energy cost is reduced by the highest Might among units you control.” Lux, Illuminated is a unit that says “When you play a spell that costs 5 or more, give me +3 [M] this turn.” If a player who controls Lux plays Sky Splitter, Lux’s ability will trigger, regardless of how much was actually paid for Sky Splitter.
Example
Defy is a spell which reads “ Counter a spell that costs no more than [4] and no more than [A].” Rocket Barrage is a spell that costs [4][ C ] and has a Repeat cost of [4][ C ]. Rocket Barrage is a legal target for Defy even if Rocket Barrage’s Repeat cost is paid, because Defy only checks the printed or copied cost of its target.
Example
Atakhan is a unit that reads in part “You may kill a friendly unit as an additional cost to play me. If you do, Icost [1] less for each Energy it costs and [Y] less for each Power it costs.” If a player plays Atakhan and chooses to kill a Reflection token that is currently a copy of Noxus Hopeful, Atakhan will cost [4] less.
206.1. Effects that need to determine an ability’s cost for any purpose use its base cost, ignoring any alterations to that base cost unless otherwise specified.
Example
Acard reads “When you play an activated ability with Energy cost [7] or more, you may exhaust me to ready up to 2 runes.” Agear has an activated ability that reads “[12], Banish this: Choose an opponent. Banish all units they control. This ability costs [1] less for each point the chosen opponent has.” The ability of the first card will trigger when the activated ability is played, even if the chosen opponent has 6 or more points.
Example
An equipment has an ability that reads “Equip [4][A]. This ability costs [1] less for each occupied enemy battlefield.” If its controller plays a unit with Weaponmaster, the Weaponmaster trigger will refer to the cost including the alterations. This is because Weaponmaster specifies that it includes modifications to the cost.
303. The phases of a turn are rigid, but the actions taken during those steps can be done in any order, unless otherwise specified.
303.1. Game Actions of any nature are performed one at a time and are executed completely.
303.2. Game Actions cannot be performed simultaneously for any reason.
303.2.a. If one or more game actions, game effects, or Triggered Abilities are activated simultaneously, then Turn Order is referenced to organize the sequence of actions, starting with the current Turn Player.
→ See rule 382. Triggered Abilities for more information.
305. When there are no items on the Chain and the Turn Player cannot or chooses not to perform any Discretionary Actions, the current phase or step of the turn ends and the next phase, step, or turn begins.
312. At any given time, up to one player has Priority.
312.1. Priority is the singular exclusive right to take Discretionary Actions.
→ See rule 410.1. Discretionary Actions for more information.
312.1.a. The player with Priority can take appropriately timed Discretionary Actions.
312.1.b. If no player has Priority, no player can take Discretionary Actions.
312.1.b.1. Players can always take and make choices for Limited Actions when instructed, regardless of Priority.
312.2. Aplayer receives Priority at the following times:
312.3. When a player is granted Priority, it is either created if no player has it or taken from the player with Priority.
313. At any given time, up to one player has Focus.
313.1. Focus is the permission to take appropriately timed Discretionary Actions when the turn is in a Showdown Open State.
→ See rule 307. States of the Turn for more information.
313.1.a. The player with Focus must obey any additional restrictions on which Discretionary Actions may be performed.
313.2. Aplayer who gains Focus also gains Priority.
313.3. Aplayer who passes Priority retains Focus.
313.4. Aplayer may not make discretionary actions with Focus unless they also possess Priority.
315.1.a. The following Task becomes Outstanding:
315.2.a.1. At the start of Beginning Phase game effects take place.
315.2.b.1. The following Task becomes Outstanding:
315.2.b.3. 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 Player.
315.3.a. The following Task becomes Outstanding:
315.4.a. The following Task becomes Outstanding:
316.2. The following Tasks become Outstanding in the specified order:
316.3. 1. Each player's Rune Pool empties. Any unspent Energy and Power are lost.
→ See rule 165. Rune Pools for more information.
316.4. 2. At the start of Main Phase game effects take place.
316.5. The Main Phase has no defined structure.
316.5.a. Aplayer may take any number of Discretionary Actions they are able to perform during this phase.
→ See rule 410.1. Discretionary Actions for more information.
316.5.b. This is denoted as a Neutral Open State, and only the Turn Player has the ability to play spells or activate abilities.
→ See rule 307. States of the Turn for more information.
316.6. As a result of a player taking Discretionary Actions, one or more structured phases may occur.
→ See rule 463. The Steps of Combat for more information.
316.8.b. A Showdown is marked as Staged at a Battlefield in the cleanup after the Contested status is applied to that Battlefield.
316.8.b.1.a. These Showdowns are called Non- Combat Showdowns. During the proceedings of a Non- Combat Showdown, units controlled by a different player may become present at the Battlefield where the Showdown is ongoing. This will cause the Showdown to become a Combat Showdown in the following cleanup.
316.9. When a player has no more Discretionary Actions they wish to execute, they must indicate they are ending their turn.
316.9.a. This ends the Main Phase.
317.2.c. Insert “3d. All ‘this turn’ effects expire simultaneously.”
317.2.d. Insert “3e. Each player’s Rune Pool empties. Any unspent Energy and Power are lost.”
317.2.e. The following Task becomes Outstanding:
317.2.f. 1. If any items underwent the FEPR process, return to the start of the Expiration Step
319. A Cleanup will be made an Outstanding Task at the following times:
319.1. After the game transitions to or from an Open or Closed state
319.2. After the game transitions between Phases, unless specified otherwise
319.7. After the status of any number of Game Objects changes for any reason
320. While a Cleanup is occurring, Chain Items cannot be Finalized or Resolved.
320.1. New Pending Items can be added, but Finalized Items cannot be executed and Priority and Focus are not passed or awarded.
321. Similarly, while Chain Items are Resolving, a Cleanup cannot occur.
321.1. If an event occurs during the Resolution of a Chain Item that qualifies for a Cleanup, that Cleanup will be made an Outstanding Task.
322. If an event occurs during a Cleanup that qualifies for a Cleanup, another Cleanup will occur immediately after the first completes, repeating until a Cleanup occurs with no new change in the game’s state.
323. When a Cleanup occurs, the following Tasks become Outstanding in the order described:
323.1. 1. If a player has points greater than or equal to the Victory Score, and more points than any opponent, that player wins.
323.4. 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 Deathknell for more information.
323.5. 3b. All Units that have LethalDamage marked on themare killed and placed in their owners' Trash.
→ See rule 142.4. For more information on lethal damage.
323.7. 5. Recall all Unattached non-Unit Gear and non-Unit Runes at Battlefields, and all Permanents and Runes in Bases other than their controller’s. Remove all Hidden cards from all Battlefields that are not controlled by the same player and place them in their owner's Trash.
323.8. 6. Mark a Showdown as Staged at each Battlefield that Contested was applied to.
323.12. 9. If the current state is a Neutral Open State and one or more Showdowns are Staged at Battlefields without a Combat staged, the Turn Player chooses one of those Battlefields. A Showdown begins there.
323.13. 10. If the current state is a Neutral Open State and one or more Combats are Staged at Battlefields, the Turn Player chooses one of those Battlefields. Combat begins there.
324.1. When a Special Cleanup is invoked, the unique steps added will be inserted and defined by the sub-section that invokes it.
→ See rule 466. The Resolution Step for more information. defines what steps are added to the Cleanup.
→ See rule 317. The Ending Phase for more information.
Example
Example
When an End of Turn Cleanup is invoked, the End of Turn Phase subsection
324.2. If events during a Special Cleanup require another Cleanup, a normal Cleanup is invoked, not another iteration of the Special Cleanup.
→ See rule 349. The Process of Play for more information.
329.2. Chain Items are Pending until the “ Check Legality” step of playing a card.
→ See rule 349. Playing Cards for more information.
329.3. When a Pending Chain Item is no longer Pending it is finalized and becomes a Finalized Chain Item.
330.1. Only one Chain can exist at a time.
330.2. If a card or token would begin to be played while a Chain already exists, it is placed on the existing Chain.
333. A Task is one or more steps or processes that one or more Players must perform before continuing with any other actions.
333.1. Tasks include, but are not limited to: Cleanups, the actions performed during the Start of Turn Process, throughout Combat in its various steps, and the actions performed during the End of Turn Process.
→ See rule 315. Start of Turn for more information on the Start of Turn process
→ See rule 459. Combat for more information on the steps of Combat
→ See rule 317. Ending Phase for more information.
334. Whenever a Player takes one or more actions that incur Tasks they should refer to the process of HOT FEPR: Handle Outstanding Tasks; then Finalize, Execute, Pass, Resolve.
334.2. When all Outstanding Tasks are completed, all pending Chain Items will subsequently be processed by the FEPR process.
334.2.a. During the FEPR process, new Tasks may be incurred. Complete the current step of the process and then pause and complete the necessary Tasks before continuing.
335. If there are no Outstanding Tasks, no pending Chain Items, no ongoing Showdown or Combat, and it is the Main Phase, the Turn Player receives priority. If there are no Outstanding Tasks, no pending Chain Items, no ongoing Showdown, and it is any other phase of the turn, proceed to the next substep, step, phase, or turn.
335.1. If there are no Outstanding Tasks, no pending Chain Items, and there is an ongoing Showdown, the player with Focus receives priority.
336.1. In the sequence of resolving FEPR more Chain Items may become Pending Chain Items. These will be processed by the same FEPR process that produced them.
337. Step 1: Finalize
337.1. If there is at least one Chain Item Pending, the controller of the oldest Pending Chain Item must complete the steps of Playing that Pending Item until it is a Finalized Item or leaves the Chain.
→ See rule 349. Playing Cards for more information on finalizing chain items.
337.1.a. Finalizing an item to the chain does not pass Priority.
337.2. If, after finalizing the Chain Item, that item is a Unit, Gear, or an ability that Adds resources, it resolves immediately—Move to Step 4: Resolve.
→ See rule 349. Playing Cards for more information.
338. Step 2: Execute
338.1. The player with Priority may do any the following:
338.1.a.4. The Card or Activated Ability will be added to the chain as a Pending Item, following the steps of playing a card.
338.1.a.6. Whether a Card or Activated Ability is legally timed is evaluated during the “ Check Legality” step of Playing a Card.
→ See rule 349. Playing Cards for more information.
→ See rule 398. Playing or Activating Abilities for more information.
338.1.b.1. The player with Priority passes Priority to the next Player in Turn Order. Proceed to Step 3: Pass.
339. Step 3: Pass
339.2. Otherwise, the player with Priority passes Priority to the next Player in Turn Order. Return to Step 2: Execute.
340. Step 4: Resolve
340.1. The newest Finalized Chain Item resolves. Execute its game effects in their entirety.
→ See rule 349. Playing Cards for more information on resolving spells.
→ See rule 398. Playing or Activating Abilities for more information on resolving abilities.
340.2.a. If this occurs during a Showdown and the chain wasn’t initiated by a triggered ability or an ability that Adds resources, focus passes to the next player in turn order.
342.1. Each spell played this way creates a Chain as normal.
345. As a Showdown begins, the player who applied Contested status to the Battlefield gains Focus.
346. When the last item on the chain resolves and the turn returns to an Open State during a Showdown, Focus passes, and the next Player gains both Focus and Priority.
346.1. Focus will not pass in this way if the chain opened as a result of a triggered ability being added to the chain, nor if it opened as a result of an Add ability being added to the chain.
Example
the Combat Chain opens as a result of triggered abilities being added to the chain, so when the last item on the Combat Chain resolves and the turn returns to an Open State, Focus will not pass.
347. During a Showdown, the player with Focus may do one of the following:
347.1.a. The card or activated ability will start a Chain as normal.
347.1.b. When that Chain closes, Focus passes to the next Player in Turn Order.
347.2. Pass.
347.2.a. If all Players have passed once in sequence, the Showdown ends.
347.2.b. Otherwise, Focus passes to the next Player in Turn Order.
348. If all players pass Focus without playing a spell or activating an ability, then the Showdown Closes.
→ See rule 463. The Steps of Combat for more information.
348.2.a. 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 469.1. for more information on Conquering.
348.2.a.1. This results in a Conquer if that player has not yet scored that Battlefield this turn.
350.1. Acard is Played when it has finished this process in its entirety.
351.1. Permanents become Game Objects when Played.
354.1. This Closes the State.
→ See rule 307. States of the Turn for more information.
354.2. This item becomes Pending, awaiting the finalization process (steps 2 - 5)
354.3. If another Card Effect or ability is currently resolving, continue resolving it before proceeding with any further steps of this process.
354.4. If there are Tasks outstanding or currently being handled, finish those Tasks before continuing this process.
→ See rule 332. for more information on Tasks.
355.1. If the card has an effect that specifies a choice "As Iam played," those choices are made now.
355.5. If a card requires you to specifically choose one or more Game Objects, that choice is made now.
Example
"Stun a unit at a battlefield" is a Choice.
355.5.b. This does not include making choices for Triggered Abilities of permanents, or Delayed or Reflexive Triggers generated by the item being finalized, even if those abilities trigger when the chain item is played.
→ See rule 382. Triggered Abilities for more information.
Example
Aunit with a triggered ability that says "When I'm played, kill a unit" does not require you to choose a target as it's played. The target will be chosen when the ability triggers.
Example
Targon’s Peak reads “When you conquer here, ready up to 2 runes at the end of this turn.” Readying up to 2 runes at the end of the turn is the effect of a delayed trigger; any choices involved are not made when finalizing the conquer effect but when finalizing the resulting delayed trigger at the end of the turn.
355.7. When a card Chooses one or more specific Game Objects to affect, it is Targeted unless indicated otherwise by the rules in this section.
355.8. In order to put a spell or ability on the chain, valid choices must be made for all targets.
355.9. Atarget is a valid choice if it meets all of the following requirements:
355.9.a.3. “Facedown card” refers to a card in a Facedown Zone unless specified otherwise.
355.9.a.4. “Legend” refers to a legend in the Legend Zone.
355.9.a.5. “ Chosen Champion” and “unit in the Champion Zone” refer to a unit in the Champion Zone unless specified otherwise.
355.9.b. It meets all targeting restrictions. e.g., Aunit is a valid target for a spell that refers to a “unit at a battlefield,” “enemy unit,” “unit you control,” or “unit with Might 4 or greater” only if it meets the appropriate criteria. e.g. Aunit that reads “Ican’t be chosen by enemy spells or abilities.” is not a valid target for any enemy spell or ability, even if it meets other targeting restrictions.
355.10. Agame 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.a. It is in a zone whose information status is not Public. e.g., “Ready a legend” targets a legend, because the Legend Zone is Public. e.g., “Return a unit from your trash to your hand” targets a unit card in your trash, because your trash is Public. e.g., “You may play a unit from your hand, ignoring its costs” does not target a unit card in your hand, because your hand is not a public zone.
355.10.a.1. Public zones are Battlefield Zones, Bases, Trashes, Legend Zones, Champion Zones, and Facedown Zones.
355.10.b. It is included only as part of a targeting restriction for another choice or only as a restriction or permission for a game action. e.g., “Kill a unit at a battlefield” targets a unit, but not a battlefield, because the units are targets and “at a battlefield” is a restriction. e.g., “Kill all units at a battlefield” targets a battlefield, but not any units. e.g., “Play a unit from your hand to a battlefield” doesn’t target a battlefield.
355.10.c. It is included only as part of a cost, trigger condition, or replacement effect. e.g., “As an additional cost to play me, kill a friendly unit” doesn’t target anything. e.g., “When a friendly unit dies, kill a gear” targets a gear, but not a friendly unit. e.g., “When you play me, the next time a friendly unit would die this turn, return it to your hand instead” doesn’t target anything. The replacement effect applies when any friendly unit dies. e.g., “ Choose a friendly unit. The next time it would die this turn, return it to your hand instead” targets a friendly unit, because “choose a friendly unit” is not part of the replacement effect.
355.10.c.1. This includes costs within instructions, identified by phrases like “[do X] to [do Y].” The cost within that instruction is “[do X].” e.g., “When Ihold, you may kill another friendly unit here to draw 1” does not target anything. e.g., “When you play me, you may spend a buff to move a friendly unit” targets the friendly unit, but not the buff.
355.10.d. 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.d.1. This exception applies solely to objects for which no choice is ever possible.
355.10.d.2. This exception does not apply to objects that are the only valid choice at the moment a spell or ability is placed on the chain, but which would require a choice under other circumstances. e.g., “Kill a unit at a battlefield” always targets a unit, even if that unit is the only unit currently at a battlefield.
355.10.f. It is identified in an instruction that a player “must” complete. e.g., “You must recycle one of your runes” doesn’t target anything. You choose from among your runes as the spell or ability resolves. e.g., “Recycle a rune you control” targets a rune. You choose a rune you control as you put the spell or ability on the chain.
355.11.b. If the group of targets no longer collectively fulfill the targeting restriction as the spell or ability resolves, that spell or ability’s controller can choose a subset of the original targets that fulfills the targeting requirement for the spell or ability to affect.
Example
Aplayer 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.
355.12. If a spell specifies that a player may perform a Game Action on some number of Game Objects, then all choices are considered targeted and chosen independently of the decision to perform the Game Action.
355.13. If a card specifies that a player chooses “any number” or “up to” some number of Game Objects to be affected, they may choose any number of available targets, including zero. If they choose zero, the spell or ability can be played without any targets.
355.14.b. The Targets are chosen when the spell or ability is finalized on the chain.
355.14.c. Anumber of Targets can only be chosen up to, and not exceeding, the initial amount of damage available when the spell is played.
Example
Aplayer playing a spell that instructs them to "Split 5 damage" may only choose up to 5 units, but may choose fewer.
355.14.e. The choice of how much damage is divided across the split is not decided until the resolution of the spell or ability.
355.14.f. Each Target must receive a valid amount of damage.
355.14.g. Valid damage is a positive integer amount, greater than or equal to 1 damage.
355.14.h. If, at resolution of the spell or effect, there are more Targets than available damage to divide, then the player who controls the effect dealing damage determines which Targets cease being Targets.
355.14.h.1. That player cannot choose to have fewer Targets than they have damage to split when choosing which Targets cease being Targets.
Example
Aplayer plays Alpha Strike, which reads in part “ Choose a friendly unit. It deals damage equal to its Might split among enemy units at battlefields.” They target their 5 [M] unit and five 1 [M] enemy Recruits at battlefields. In reaction, their opponent plays Feral Strength targeting one of their recruits, and Frigid Touch targeting the 5 [M] unit. When Alpha Strike resolves, they have 3 damage to split, and must choose which targets cease being targets. They can’t choose for 4 of the units to cease being targets so that they can deal 3 to the 3 [M] recruit. They can only choose at most 2 of the targets to cease being targets.
355.14.i. Any costs that were paid, or effects that were triggered as a result of those Game Objects being chosen as Targets remain in effect, paid, or otherwise triggered.
355.15. These choices cannot be changed after this step unless instructed to by a spell or ability.
→ See rule 750. Making New Choices for more information.
355.16. Aplayer may not make choices during this step that will deterministically result in illegal choices or actions later in this process unless they have no choice.
Example
355.17. If a spell or ability requires one or more players to make choices that are not outlined in this section, they are made on resolution.
356.1.b.1. If a card allows a player to play a card "ignoring its cost," its base Energy cost and base Power cost are set to zero.
356.1.b.3. Further additional costs and/or cost increases applied in subsequent steps may raise the card's Total Cost above zero.
Example
Legion Rearguard is a Fury unit that costs 2 Energy and 0 Power and has Accelerate. Aplayer plays Legion Rearguard and is instructed to ignore its costs, but chooses to pay the Accelerate cost. They ignore Legion Rearguard's Base Cost of 2 Energy, but the optional additional cost of 1 Energy and 1 Fury Power is added to its Total Cost and must be paid.
356.2.a.1. Some Additional Costs specified by Passive Abilities on the card being played or another card are Mandatory, and must be paid to complete playing the card. They use the phrase "as an additional cost" and don't include the word "may."
→ See rule 363. Passive Abilities for more information.
356.2.b.1. Some Optional Costs specified by Passive Abilities on the card being played or another card are Non-Mandatory, and must be paid only if the player made the choice to pay them in step 2. They use the phrase "as an additional cost" and the word "may."
→ See rule 363. Passive Abilities for more information.
Example
Aunit has the ability "As you play me, you may discard 1 as an additional cost. If you do, reduce my cost by [2]." While playing the unit, its controller declares their intention to pay the additional cost in step 2, applies that additional cost in rule 356.2, applies the discount granted by paying that cost in rule 356.4, and discards a card to pay that additional cost in rule 357.2.
356.4. Apply discounts.
356.4.a. Discounts may be applied by the card being played or by any other card or effect.
356.4.d.1. These discounts may be applied in any order as long as they are applied after component discounts.
Example
Eager Apprentice says "While I'm at a battlefield, the Energy costs for spells you play is reduced by [1], to a minimum of [1]." Aplayer who controls Eager Apprentice and a unit with 7 Might plays Sky Splitter, a spell that costs 8 Energy and says "This spell's Energy cost is reduced by the highest Might among units you control." That player can choose to apply Eager Apprentice's discount first, reducing Sky Splitter's Energy cost to 7, then apply Sky Splitter's discount, reducing its Energy cost to 0. If they applied these discounts in the other order, Sky Splitter's Energy cost would be 1.
356.4.f.1. An optional additional cost was "paid" if the player made the decision to pay it. It doesn't matter how much the player actually paid.
Example
Clockwork Keeper is a unit that costs 2 Energy and 0 Power and says "As you play me, you may pay [ C ] as an additional cost. If you do, draw 1." Aplayer controls a card that says "Units you play cost [A] less." That player plays Clockwork Keeper and chooses to pay the optional additional cost of [ C ]. They will draw a card, even though the optional additional cost was reduced to 0.
357.1.a. During this step, the card's controller can use activated abilities with the Reaction tag that Add resources to add Energy and Power to pay the card's costs.
→ See rule 165. Rune Pools and rule 429. Add for more information.
Example
Acard reads in part “As an additional cost to play me, kill a friendly unit and discard a unit.” When paying the costs for that card, its controller can pay those two costs in any order; they can kill a friendly unit first and then discard a unit, or they can discard a unit and then kill a friendly unit.
357.2.a. Costs that are replaced with other events by replacement effects are still considered paid.
Example
Aplayer plays Cruel Patron, which says "As an additional cost to play me, kill a friendly unit." They also control Zhonya’s Hourglass, which says “If a friendly unit would die, kill this instead. Heal that unit, exhaust it, and recall it.” They choose to kill a friendly unit during step 3, but as they pay the cost in step 4, Zhonya’s Hourglass replaces that unit’s death. The cost is considered paid, and the player can continue playing Cruel Patron.
357.3. Aplayer may not pay costs during this step that will deterministically result in illegal choices or actions later in this process unless they have no choice.
Example
Aplayer plays a card which reads “as an additional cost to play this, you may kill a friendly unit. Give a friendly unit +2 [M] this turn. If you paid the cost, give that unit +7 [M] this turn instead” If they chose to pay the cost, they must choose to kill a unit other than the targeted unit unless they have no choice.
358.1. Check that all chosen targets are legal.
358.3.a. 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
Aplayer plays Here to Help when their opponent controls a Mageseeker Warden at a battlefield. Here to Help is legal to play under these circumstances. On resolution, no unit will be played.
358.4. Check that the card has the appropriate permissions to be played at this timing.
Example
Example
If the state is Closed and the card wasn’t the one that Closed the state, ensure that it has [Reaction].
359.1. This card is no longer Pending.
359.2.a. Any passive abilities become active.
359.2.b. Execute all rules text on the card, from top to bottom.
359.3.a. This card becomes a Finalized Chain Item.
359.3.b. If there are other Pending Items on the Chain, then the controller of those Pending Items completes Steps 2 through 5 of Playing Cards for those items before continuing.
359.3.d. Otherwise, execute the game effect of the spell, from top to bottom of the rules text of the card and then place the card in the Trash of the owning player.
359.3.e.1. The spell resolves even if some or all of its targets are illegal.
359.3.e.3. If a target ceases to meet the targeting requirements while the spell is on the chain, then meets them again, it's a legal target.
Example
Aspell targets "a unit at a battlefield." Aplayer reacts with a spell that moves the unit to base, then another player reacts with a spell that moves it back to that battlefield, then the original spell resolves. The unit is a legal target.
359.3.e.4. If a target changes Zones to or from a Non-Board Zone and then returns to its original zone, it is no longer a legal target, because it's not treated as the same object.
Example
An enemy unit at a battlefield is no longer a legal target if it is no longer an enemy, no longer a unit, or no longer at a battlefield. Aunit with 3 or less Might is no longer a legal target if it is no longer a unit or if its Might is greater than 3. Something that's exhausted is no longer a legal target if it is no longer exhausted. (It can't stop being "something.")
359.3.e.5. If any of the spell's targets are no longer legal, those game objects, players, or zones are unaffected by the spell as it resolves. Any instructions related to an illegal target can’t be followed.
Example
Example
Aplayer plays Bellow’s Breath targeting a unit in combat that reads in part “Ican’t be chosen by enemy spells and abilities unless I’m in combat.” In reaction, that unit’s controller plays Flash, moving the unit to their base. The unit is no longer in combat, so it is no longer a legal target for Bellow’s Breath. The unit will be unaffected by Bellow’s Breath as it resolves.
Example
Aplayer plays Hidden Blade from the facedown zone at a battlefield, targeting an enemy unit. In reaction to Hidden Blade, their opponent plays Tideturner from facedown at another battlefield, choosing to swap locations with the unit Hidden Blade targeted. When Hidden Blade resolves, the chosen unit is no longer at the appropriate battlefield, so any instructions related to that unit are ignored.
359.3.e.6. Instructions that can't be followed, either because of illegal targets or other circumstances, are ignored.
359.3.e.7. If all of an instruction's Targets become Invalid or Unavailable by the time the spell begins resolving, that instruction will not execute.
359.3.e.8. If an instruction has more than one Target and fewer than all of the Targets become Invalid or Unavailable by the time the spell begins resolving, the instruction will execute, with only the Targets available and valid being operated on.
359.3.e.9. The process for a card's choice becoming Invalid or Unavailable is referred to as mistargeting.
Example
Aspell 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. If another spell or ability attempts to reference the number of game objects, players, or zones that a Finalized Chain Item targets, it will include any mistargeted choices, but not any targets that have changed to a non-board zone.
Example
When a player moves their Volibear, Furious to an occupied enemy battlefield and combat initiates, Volibear’s attack trigger goes on the chain targeting three of the units at that battlefield. In reaction, the defending player plays Flash moving two of the three units back. That player cannot then target the attack trigger with Repulse, which reads “ Choose a friendly unit at a battlefield. Counter an enemy spell or ability that chooses it and no other friendly unit.” If the defending player instead played Heedless Resurrection twice, killing the two units, Repulse can legally target the attack trigger, because two of the targets have changed to a non-board zone.
359.3.e.10. It is possible for none of a spell's instructions to be executed as it resolves, due to all of them requiring targets to act on and all of those targets becoming Invalid or Unavailable. In this case, the spell has no effect but is still considered played.
Example
Aplayer plays a spell that reads "Deal 2 to a unit at a battlefield" with no other instructions, and chooses an enemy unit at a battlefield. They also control a unit with the ability "When you play a spell, give me +1 [M] this turn." Before the spell resolves, the chosen unit is moved to its base. The spell resolves and its only instruction cannot be executed, but the unit's ability still triggers as the spell resolves and gives it +1 [M].
359.3.e.11. Instructions that can be partially followed are followed as much as possible and ignored otherwise.
359.3.e.12. If the spell checks information about a target that is no longer legal or a card or permanent whose location, zone, or status has changed such that that information is no longer available, that check returns "null" and all calculations based on it are ignored.
Example
Aunit that is no longer on the board is treated as having null Might, null cost, etc. Aunit that is no longer on the board has no location, is neither exhausted nor readied, etc. Baited Hook says "[1][ C ], [E]: Kill a friendly unit. Look at the top 5 cards of your Main Deck. You may banish a unit from among them that has Might up to 1 more than the killed unit and play it, ignoring its cost. Then recycle the rest." While Baited Hook’s ability is on the chain, an opponent reacts with a spell that returns the friendly unit to its owner's hand. Because the friendly unit is no longer a legal target, it can't be killed and its Might is treated as null. Baited Hook’s controller looks at the top 5 cards of their Main Deck, but can’t choose any unit from among them. Strike Down reads “ Choose an equipped friendly unit. It deals damage equal to its Might to an enemy unit. Then detach an Equipment from it.” While Strike Down is on the chain targeting a unit with only one Equipment attached to it, that unit has its Equipment detached via Angle Shot. When Strike Down goes to resolve, the targeted unit is no longer legal, so the unit’s Might will return as “null” and the instructions related to it are ignored.
359.3.e.12.a. If the spell checks information about a target that is legal or a card or permanent whose location, zone, or status has not changed such that information is no longer available, that information is accessible.
359.3.e.14. Some instructions may reference Game Objects affected by, or Game Actions performed in, other instructions in a card. The referenced and referencing instructions are called “linked instructions.”
359.3.e.14.a. In order for a later linked instruction to execute, its earlier linked instruction must have executed. If the earlier linked instruction is ignored for any reason, the later linked instruction will also be ignored.
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. If the Game Action performed in an earlier linked instruction is replaced, this will not affect the later linked instruction, unless the later linked instruction directly references the Game Action being performed.
Example
Hidden Blade reads “Kill a unit at a battlefield. Its controller draws 2.” This effect is split into two instructions: killing the unit and the targeted unit’s controller drawing 2. The later linked instruction doesn’t reference an action directly, so it will execute even if the kill action of the earlier linked action is replaced by some other event.
Example
Deathgrip reads “Kill a friendly unit. If you do, give +[M] equal to its Might to another friendly unit this turn.” If the friendly unit in question is not killed by Deathgrip because its death is replaced with another event, the later linked instruction will not execute because “if you do” directly references the game action.
359.3.e.14.c. Referencing a game action in this way only refers to the game action being performed and the object or player it was performed on, not the circumstances of its performance.
Example
Example
Aspell reads “Banish an enemy unit at a battlefield, then play it to any battlefield. Then if you do, do this: stun all enemy units there.” Aplayer plays it targeting a unit that has a passive replacement effect that reads “Ienter in base.” The replacement effect causes the unit to enter in base, but this does not prevent the reflexive trigger of the spell from being placed on the chain. All that matters is that the unit was played.
359.3.e.15. Aspell or ability that leaves the chain during the process of its resolution will cease further execution of its instructions. This immediately causes the spell or ability to finish resolving.
359.3.e.16. If a Delayed Ability’s duration has ended before it was generated, the Delayed Ability is not generated and any instructions related to it are ignored.
Example
Targon’s Peak is a battlefield that reads in part “When you conquer here, ready up to 2 runes at the end of this turn.” If Targon’s Peak is conquered during the Ending Phase after the beginning of the ending step, such as via an effect like thrill of the Hunt, the delayed trigger will not be generated.
Example
Akshan, Mischievous reads in part “When you play me, if you paid the additional cost, move an enemy gear to your base. You control it until Ileave 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 Ileave the board,” will not be generated. You will not gain control of the targeted gear even for a moment.
359.3.f.2. Information referenced in an instruction in this way will be checked on execution of the instruction.
Example
Aplayer moves Yasuo, Remorseful to an occupied enemy battlefield and initiates combat there. In reaction to the Yasuo, Remorseful attack trigger, their opponent plays Fight or Flight from hidden targeting Yasuo, moving him back to base. When the attack trigger resolves, “here” is no longer the battlefield where combat is ongoing and the attack trigger mistargets. In reaction to a Yasuo, Remorseful attack trigger, an opponent plays Stupefy targeting Yasuo. When Yasuo’s attack trigger resolves, it will deal damage equal to his current Might of 5.
359.3.f.2.a. When a referent checks information on execution of the instruction related to a target, and that target isn’t legal, that referent will return “null” and all instructions related to it will be ignored.
359.3.f.3. Some information used by triggered abilities is referenced from the trigger condition of the ability. This information is checked when the trigger condition is fulfilled.
Example
Lillia, Fae Fawn reads “when Imove from a location, play a 3 [M] Sprite token with Temporary there.” If Lillia moves to a battlefield, her triggered ability will be placed on the chain and it will note the location she moved from when it does so. If she moves to a non-board zone in reaction to the triggered ability on the chain, it will not affect where the Sprite token will be played when the triggered ability resolves.
359.3.f.3.a. In the case of a delayed triggered ability, the information is referenced when the triggered ability is created unless specified otherwise.
359.3.f.3.b. In the case of a linked ability that references information from a linked triggered ability, that information may be referenced from the trigger condition of the linked triggered ability if specified.
Example
Iascylla reads “When Ihold, at the start of your next Main Phase, you may move an enemy unit to this battlefield.” The “this battlefield” in her delayed triggered ability refers to the battlefield she held, and so will be referenced from the trigger condition, when the triggered ability is generated.
359.3.f.4. Some information used by the effect of a triggered ability is referenced from the triggered ability itself, such as “enemy” and “friendly” status. This information is checked on execution of the referencing instruction.
Example
Yasuo, Remorseful reads “when Iattack, deal damage equal to my Might to an enemy unit here.” Yasuo moves to an occupied enemy battlefield and his attack trigger goes on the chain. In reaction to the attack trigger, the defending player plays a hidden Hostile Takeover and gains control of Yasuo. The triggered ability is unaffected by Yasuo changing controllers, and “enemy” is in reference to the triggered ability itself, so it will resolve with no issue.
Example
In reaction to the same Yasuo, Remorseful trigger, say the defending player had instead played a spell that reads “[Reaction]. Gain control of a triggered ability. You may make new choices for it.” They chose the attack trigger. When Yasuo’s attack trigger resolves, if they didn’t make new choices for the trigger, the controller of the triggered ability will no longer be an enemy to the targeted unit, so the triggered ability will mistarget and do nothing. If they instead chose Yasuo with the attack trigger, he would be an enemy unit to the triggered ability and so it would deal damage equal to his Might to himself.
361.1. An Ability has multiple structures. Passive Abilities Replacement Effects Activated Abilities Triggered Abilities Delayed Abilities
362. Acard can have more than one Ability and more than one type of Ability.
Example
"Iget +1 [M] while you have 2 or more cards in your hand."
Example
"Friendly Yordles at my battlefield have [Shield]."
364.2. They can be recognized by being statements of fact.
364.3. Passive Abilities can be conditional.
364.3.a. Conditional Passive Abilities can be recognized by the occurrence of "if" or "while" as part of the statement of the ability.
Example
"While I'm attacking or defending alone, Ihave +2 [M]."
Example
"If an opponent controls a battlefield, Ienter ready."
366.1. Passive Abilities of cards in zones that are outside of the Board will self-describe their context.
Example
The passive ability "Play me only during an opponent's turn." applies in any zone from which that card can be played.
366.2.a. These apply at all times in any zone from which the card with the ability can be played.
368. An ability that alters the application of another game effect or game rule.
369. Replacement Effects intercede during the execution of a Game Effect and alter its execution.
369.1. A Replacement Effect can usually be identified by the presence of the terms “as,” “would,” or "instead."
Example
Example
Undertitan is a unit that reads in part “As I’m revealed from your deck, [Add] [2].” This is a replacement effect that alters the execution of any Game Effect that reveals Undertitan from your deck.
Example
Burning Out is a replacement effect.
Example
Preventing Damage is a replacement effect.
369.3. Replacement Effects that apply to a unit as it enters the Board can be identified by describing how the unit enters, or by describing a game action that occurs “as” a unit enters.
Example
Example
Baron Nashor reads “As you play me, add the Baron Pit battlefield token to the board if it's not there already. If you do, Ienter there.” The last sentence of his ability is a replacement effect that replaces the event of him entering at his original play location with him entering at the Baron Pit if it was created.
370.1. Replacement Effects apply to any event or instruction that qualifies for their application. A Replacement Effect will specify the circumstances by which an event or instruction will qualify to be replaced.
370.1.a. An event is the singular moment that results from a Game Action being performed or from a Game Object changing state.
Example
The moment that results from a unit being killed is an event that can be referenced by game effects, or even skipped entirely.
Example
The moment that results from a unit becoming Mighty is an event that can be referenced by game effects, or even skipped entirely.
370.1.a.1. Modifying or replacing an event is the same as modifying or replacing that Game Action or change in state that generated that event.
Example
Example
Acard reads in part “The next time an enemy unit would become Mighty this turn, banish it instead. Its controller plays a 3 [M] Mech unit token to its location.” Aunit becoming Mighty being replaced by this effect means the unit never became Mighty—no effects that trigger on units becoming Mighty will trigger.
370.1.a.2. An event can occur simultaneously with other events only when those events are all the result of the same Game Action or change in state occurring.
Example
Aspell reads in part “Kill up to two units at battlefields.” When that spell resolves, the units targeted are killed simultaneously because their deaths result from the same game action.
Example
Aspell reads in part “Kill a friendly unit. If you do, kill an enemy unit with no more Might than it.” When that spell resolves, the units are not killed simultaneously. There are two kill game actions being performed in the instructions of the spell. The friendly unit is killed first, followed by the enemy unit.
370.1.b. When a Replacement Effect applies, it replaces the qualifying event with one or more Game Actions or events, or the qualifying instruction with another instruction.
370.1.b.1. In the case of Replacement Effects that describe a game action to occur “as” an event occurs, the described event is replaced by that same event plus the game action being performed.
Example
Undertitan is a unit that reads in part “As I’m revealed from your deck, [Add] [2].” The event of Undertitan being revealed from your deck is replaced by Undertitan being revealed from your deck and adding [2] Energy to your Rune Pool.
370.1.c. Replacement Effects are applied before any qualifying event has actually occurred.
370.2. A Replacement Effect can only be applied once to an event, or to any Game Actions or events that replace that event.
Example
Aplayer plays a spell that reads “gear you control become 1 [M] gear units this turn.” They control two copies of Zhonya’s Hourglass when the spell resolves. If one of those copies is killed, both of their Replacement Effects will be applied. Whichever is applied first, that Replacement Effect can’t be applied again. When it is applied, it kills its source, which creates an event the other can apply its Replacement Effect to. Once they’ve both applied their Replacement Effect to the original death event and the event that replaced it, they cannot go any further. At that point, whichever Zhonya’s Hourglass applied its Replacement Effect last will die.
370.3. If a Game Object has a Replacement Effect that is active in a specific zone, it is evaluated and subsequently applied if it enters that zone before an event occurs that it could replace.
Example
Aunit that reads “if a unit you control would die, you may banish me from your trash instead. If you do, heal that unit, exhaust it and recall it.” The first unit dies simultaneously with a 1 [M] Recruit token. It does not enter the trash before the Recruit dies, so it will not be able to replace its death.
370.4. A Game Object can apply its Replacement Effects to any qualifying events that occur simultaneously with it leaving the zone that its Replacement Effect is active in.
Example
Soraka, Wanderer has a Replacement Effect that reads, “If another unit you control here would die, if it has less Might than me, instead heal it, exhaust it, and recall it.” Soraka’s replacement can be applied to any qualifying event that occurs simultaneously with her leaving the board, including to units that die simultaneously with her.
371. Some Replacement Effects will begin with “once each turn,” or “Ntimes each turn.”
371.1. These Replacement Effects may only be applied to the specified number of events each turn. Once they have been applied to that many events, they cannot be applied to a later event in the same turn.
371.2. If the Replacement Effect says a player “may” apply the Replacement Effect, the player has the choice of whether or not to apply it.
371.2.a. When an event the Replacement Effect could apply to occurs, the player who controls the Replacement Effect may choose to apply it to the event.
371.2.b. If they do not, it has not been applied this turn.
Example
Zilean, Time mage reads “Once each turn, if you would play a token unit while I'm at a battlefield, you may play that token and an additional copy of it instead.” When his controller plays a token, they can choose not to apply the replacement effect to that event. If they do, they can choose to apply it to a later event of a token being played.
372. If more than one Replacement Effect applies to the same event being executed, then the controller of the object being acted on determines the order the Replacement Effects will apply.
372.1. If it is a player being acted on, that player decides the order the Replacement Effects will apply.
372.2. If the affected object is an Uncontrolled Battlefield then the Current Turn Player decides the order the Replacement Effects will apply.
373. If more than one event occurs simultaneously that Replacement Effects could apply to, each event is treated separately and individually for the purposes of Replacement Effects, and Replacement Effects with the same controller are applied in the order of their controller’s choosing.
Example
Two units controlled by the same player die in the same cleanup. That player also controls Zhonya’s Hourglass. They must decide which event to apply Zhonya’s Hourglass to first.
373.1. Although these events are simultaneous, the applied Replacement Effects are ordered. If multiple applied Replacement Effects with different controllers would execute simultaneously, they execute in turn order.
373.1.a. When executing Replacement Effects, the Game Actions that comprise their instructions are performed before any simultaneous unmodified events.
373.2. When applying Replacement Effects to events that occur simultaneously, each Replacement Effect may only be applied in one sequence, to any number of events that are qualified to be replaced.
Example
Soraka, Wanderer reads “If another unit you control here would die, if it has less Might than me, instead heal it, exhaust it, and recall it.” Soraka dies simultaneously with two 1 [M] Recruit tokens at the same battlefield and two 1 [M] Recruit tokens in base. Soraka has a Guardian Angel attached to her when she dies, which appends “If Iwould die, kill Guardian Angel instead. Heal me, exhaust me, and recall me” to Soraka’s rules text. There are several possible ways to order the Replacement Effects being applied to the various events: If Soraka’s Replacement Effect is applied first, it saves the Recruits at the same battlefield as her but not the Recruits in base. If the Replacement Effect appended by Guardian Angel then saves Soraka, she cannot apply her Replacement Effect to the Recruits in base as her Replacement Effect has already been applied to an event simultaneous with it dying. If the Replacement Effect appended by Guardian Angel is applied first, it saves Soraka and recalls her - then when Soraka’s Replacement Effect is applied, it can only save the Recruits in base.
373.2.a. Asequence of Replacement Effects is an uninterrupted series of applications to a set of simultaneous events.
374. A Replacement Effect’s controller is the player that controls the source of the Replacement Effect.
375. If an event that a Replacement Effect applies to would be modified by the Game Effect that generated that event, or the results of that event would be modified by a Game Action from a linked ability that references the replaced event, the Replacement Effect will inherit those modifications.
Example
Treasure Hunter reads “When Imove, play a Gold gear token exhausted.” A Replacement Effect that says “if you would play a token gear, play that token and an additional copy instead” is applied to the event of the Gold gear token being played. The additional copy will also be exhausted, as it inherits the “exhausted” modification.
Example
Example
Aspell reads “play a ready 3 [M] Mech token. Then do this: Give it Temporary.” A Replacement Effect that says “if you would play a unit token, play that token and a 1 [M] Recruit token instead” is applied to the event of the Mech token being made. The Recruit token enters ready and is given Temporary.
377. Activated Abilities are repeatable effects with a cost. They follow a process of going onto the chain and resolving, similar to Playing a Card.
→ See rule 349. Playing Cards for more information.
377.1. Activated Abilities are recognized by the presence of a ":" in the text of the card, preceded by a cost and succeeded by an effect.
377.2.a. If “using” or “playing” an Activated Ability is part of a trigger condition, that condition is fulfilled when the Activated Ability resolves.
377.2.b. If an Activated Ability has a condition on “using” or “playing” it, that condition must be true in order to activate the ability in question.
377.3. Activated Abilities use the chain.
377.3.a. Declare activation of the Ability.
377.3.a.1. The ability goes on the chain but has no card to represent it, so players need to take note that it is now a Closed State.
377.3.b.1. Follow the steps of “Playing or Activating Abilities” in rule 398. This ability will become a Pending Chain Item.
377.3.b.2. Opponents have an opportunity to respond, as appropriate, as if a card was played onto the chain.
378. The controlling player chooses when and whether to activate an Activated Ability.
381. All Activated Abilities can only be activated on the Controlling Player's Turn and during an Open State.
383. Triggered Abilities are repeatable effects that happen when a Condition is met.
383.1. Triggered Abilities can usually be recognized by the word "when" followed by a game action or event; the word "at" followed by a point in time during the turn sequence; or the phrase “the [Nth] time” followed by a game action or event.
383.1.a. The phrases that identify triggered abilities do not always appear at the beginning of sentences or abilities.
383.1.b. If an ability triggers “the [Nth] time” something happens and that trigger condition is met multiple times simultaneously, the ability’s controller picks one of those instances to serve as the trigger condition. The ability triggers only once, due to the chosen condition.
383.2. Triggered Abilities have a Condition and an Effect.
383.2.a. The Condition is the clause with When, At, or the Nth Time.
383.2.a.1. Any additional conditional statement immediately after the Condition must be true in order for the Condition to be fulfilled. Such a conditional statement is part of the Trigger Condition and not the Effect.
Example
Sona, Harmonious reads “At the end of your turn, if I'm at a battlefield, ready up to 4 friendly runes.” Her Trigger Ability’s Condition will be fulfilled in the Ending Step, but the Triggered Ability will only be placed on the chain if she is located at a battlefield when the Condition is fulfilled. If she is removed in reaction to the triggered ability, it will still resolve.
Example
Loose Cannon reads “At the start of your Beginning Phase, draw 1 if you have one or fewer cards in your hand.” The “if you have one or fewer cards in your hand” conditional statement is not immediately after the trigger condition, so it is part of the effect and not the condition.
383.2.b. The Effect is the Instructions that are not part of the Condition.
383.2.c. The Condition of a Trigger is evaluated after a potentially inciting event has been processed.
383.2.c.1. If a Game Object has a Triggered Ability that is active in a specific zone, it is evaluated and subsequently triggered if it enters that zone at the same time that its Trigger’s condition is met.
383.2.c.2. A Game Object will not be able to successfully evaluate its Trigger Condition, however, if it leaves the zone that its Trigger is active from at the same time that its Trigger is satisfied.
Example
Viktor, Leader says “When another non-Recruit unit you control dies, play a 1 [M] Recruit unit token into your base.” This ability triggers if Viktor is on the board immediately after another non-Recruit unit you control dies. It does not trigger if Viktor and another non-Recruit unit you control die during the same game action (for instance, if they are both killed in the same Cleanup due to the damage dealt by Unchecked Power).
383.3. When a Condition is met, a Triggered Ability behaves like an Activated Ability and is placed on the Chain.
383.3.a. If a Triggered Ability says “you may”or “they may” as the first part of its Effect, the controller of its source will choose whether or not to perform the Triggered Ability during finalization.
383.3.a.1. The decision of “may” when it appears in this way is solely whether or not to perform said triggered ability.
383.3.a.2. If the controller of the Triggered Ability chooses not to perform that Triggered Ability during finalization, it is removed from the chain and considered to have not triggered.
383.3.a.3. If “you may” or “they may” appears in any later part of the Effect of a triggered ability, it is decided on resolution.
Example
Ornn, Blacksmith reads “When you play me or when Ihold, look at the top 4 cards of your Main Deck. You may reveal a gear from among them and draw it. Then recycle the rest.” This “you may” does not appear as the first part of its effect, so the choice is made on resolution. The ability is always finalized to the chain.
383.3.b. If a Triggered Ability contains a cost within instructions at the beginning of the effect or immediately following the “you may” or “they may” that appears as the first part of the effect, that cost is treated as the base cost of the Triggered Ability.
Example
Example
Insightful Investigator reads “When you play me, choose an opponent. They reveal their hand. You may pay 2 XP to choose a card from their hand. If you do, they discard that card and draw 1.” The “pay 2 XP” is a cost within instructions, but because it does not appear in the first part of the effect, it is not taken as the base cost of the triggered ability. Paying 2 XP is performed on resolution.
383.3.c. Triggered Abilities can be put on the Chain during Closed States or Open States on any player's turn.
383.3.d.1. If multiple players separately control Triggered Abilities that are Triggered simultaneously, then starting with the Turn Player and proceeding in Turn Order, each player orders their Triggered Abilities on the Chain.
383.3.e. Some Triggered Abilities will trigger “once each turn,” or “Ntimes each turn.”
383.3.e.1. Such a Triggered Ability will only be performed the specified number of times each turn. If its trigger condition would be fulfilled and it has already been performed that many times, it does not trigger.
383.3.e.2. If the Triggered Ability says “you may” or “they may” as the first part of its effect, its controller has the choice of whether or not it is performed.
383.3.e.2.a. During finalization of the Triggered Ability, the player who controls the Triggered Ability may choose to perform it.
383.3.e.2.b. If they do not, it is removed from the chain.
Example
Aplayer controls a unit that reads in part “Once each turn, when an enemy unit dies, you may banish it.” When an enemy Recruit token dies, the triggered ability goes on the chain. If they choose not to perform the ability on finalization, it is removed from the chain. When a Stalwart Poro dies later in the turn, they can choose to trigger it then.
383.4. Some Conditions are commonly used and structured in a way that explicitly defines their use and other properties of the Effect that is associated with it.
383.4.a. Play Effects are Triggered Abilities whose Condition includes the Permanent that has the Play Effect being played to the board.
383.4.a.2. These Triggered Abilities are put on the Chain as Pending Items after the Permanent these effects correspond to is finalized and enters the board.
383.4.b. Targeting Effects are Triggered Abilities whose Condition includes a Game Object becoming targeted.
383.4.b.1. These are commonly structured as “When you choose me …” or “When you choose a [ Game Object] …”
383.4.b.2. These Triggered Abilities are put on the Chain as Pending Items after a spell or ability that targets an appropriate Game Object is Finalized.
383.4.c. Conquer Effects are Triggered Abilities whose Condition includes a Unit participating in, and successfully Conquering a Battlefield.
383.4.c.1. These are commonly structured as “When Iconquer…” and “When you conquer…”
383.4.c.2.c. If the act of gaining one point from Conquering is negated or replaced in any way, the Conquer Effect will still trigger.
383.4.c.3. These Triggered Abilities can be referred to as Conquer Effects.
383.4.d. 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.1. These are commonly structured as “When Ihold…” or “When you hold…”
383.4.d.2.c. If the act of gaining one point from Holding is negated or replaced in any way, the Hold Effect will still trigger.
383.4.d.3. These Triggered Abilities can be referred to as Hold Effects.
383.4.e. Attack Triggers are Triggered Abilities that trigger when a Unit or Player gains the Attacker designation for the first time during a combat.
383.4.e.1. These are commonly structured as “When Iattack…” or “When you attack…”
383.4.e.2. These Triggered Abilities are put on the Chain as Pending Items after the Unit these effects correspond to gains the Attacker designation during Combat.
383.4.e.3. These Triggered Abilities can be referred to as Attack Triggers.
383.4.f. Defend Triggers are Triggered Abilities that trigger when a Unit or Player gains the Defender designation for the first time during a combat.
383.4.f.1. These are commonly structured as “When Idefend…” or “When you defend…”
383.4.f.2. These Triggered Abilities are put on the Chain as Pending Items after the Unit these effects correspond to gains the Defender designation during Combat.
383.4.f.3. These Triggered Abilities can be referred to as Defend Triggers.
383.4.g. Some effects may instruct a player to “activate” one of these named triggered abilities.
383.4.g.1. To do so, that player checks the condition of all of the specified effects, as if they had fulfilled the named part of the condition.
Example
Reckoner’s Arena reads “When you hold here, activate the conquer effects of units here.” For each unit at the battlefield, you will check the trigger condition of their conquer effects to see if the condition has been fulfilled, treating the conquer portion of the condition as having been fulfilled. If all of the conditions are fulfilled for a conquer effect, it is placed on the chain as if it had just triggered. If any of the non-conquer parts of the condition are not fulfilled, it will not be placed on the chain.
384.2. Triggered Abilities of Permanents are only able to have their Conditions evaluated while on the Board.
385.1. Triggered Abilities on cards outside of the Board rely on the Information Level of the zone they are in.
Example
The triggered ability "When you conquer, you may discard 1 to return this from your trash to your hand." triggers while the card it's on is in the trash, and not anywhere else.
387. Reflexive Triggers are a type of Triggered Ability that create one or more Chain Items when their condition is met.
387.1. Reflexive Triggers can be recognized by the phrase “Do this:” or “Do one of the following:”.
387.1.a. “Do this” can be followed by “Ntimes.” The Reflexive Trigger will thus be added to the chain Ntimes when its condition is met.
387.1.b. “Do one of the following” can instead be “Do Xof the following” or “Do the following”. The effect will specify which of the related Reflexive Triggers will go on the chain when the condition is met.
387.2. Reflexive Triggers will be preceded by their conditions, if any. If no condition is present in the ability then the Reflexive Trigger will always be added to the Chain.
387.3. If present, the Condition of a Reflexive Trigger will follow the same format as a Triggered Ability.
388.1. Anew ability is created and added to the chain as a Pending Item.
→ See rule 398. Playing or Activating Abilities for more information.
388.2. 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. Playing or Activating Abilities for more information.
390. Delayed Abilities are a type of Ability that specifies a window of applicability during which they are active.
390.1. Delayed Abilities can be any other type of Ability, and contain all of the properties of that type in addition to the properties of Delayed Abilities.
390.2. Delayed Triggers are Triggered Abilities that can be recognized by describing a specific time of the turn, or by structuring a Triggered Ability with a specific frame of time as a restriction.
390.3. Delayed Replacements are Replacement Effects that can be recognized by specifying the effect they are replacing at a specific time, or “the [Nth] time” in the description of the effect as it resolves.
390.3.a. Some Delayed Replacements take the form “then recycle it,” or “then banish it,” in reference to chain items being played by linked abilities or instructions. These are short for “if it would leave the chain after becoming a finalized chain item, and leaving the chain wasn’t instructed by its own execution, perform the specified game action instead.”
390.4. Delayed Passive Abilities are Passive Abilities that are applicable only during a specified window of time. The time that the Delayed Passive Ability applies will be recognized in the effect that initiates it.
390.5. 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.
390.5.a. If that Ability affects a Game Object, the Delayed Linked Ability’s window will be as long as that Game Object is in an appropriate zone.
390.5.c. The appropriate zones for these Delayed Linked Abilities will be determined implicitly by the Linked Ability that generated them.
390.5.c.1. If the Linked Ability causes the affected Game Objects to change zone to a non-board zone, the appropriate zone for the Delayed Linked Ability will be the zone the Game Object is moved to.
390.5.c.2. Otherwise, the appropriate zone is whatever zone the Linked Ability triggered or was played from, or whatever zone the affected Game Object is located in when it is affected.
391. Delayed Abilities will resolve or be active just like the ability they augment, but only during the specified time in the effect that created the Delayed Ability.
Example
Ravenborn Tome reads “The next spell you play this turn deals 1 Bonus Damage.” This is a Delayed Passive Ability that passively adds 1 Bonus Damage to just the next spell played. The next spell is a specific time, and the 1 Bonus Damage is a passive ability.
Example
Noxian Guillotine reads “ Choose a unit. Kill it the next time it takes damage this turn.” When the chosen unit takes damage is the specified time, and killing it is the condition for a Delayed Triggered Ability.
394. Linked Abilities are a set of Abilities with one or more of the component Abilities referencing the other Abilities in the set.
394.1. Component Abilities can reference other Abilities in the set by means of referencing those Abilities directly or by referencing Game Objects affected by or mentioned in another Ability in the set.
395. In order for a set of Abilities to be Linked, they must be present in the printed Effect or Rules Text of the same Game Object, or be granted by the same source to another Game Object.
Example
The Zero Drive is an Equipment gear whose rules text reads in part “[3][B], Banish this: Play all units banished with this, ignoring their costs.” The Zero Drive’s effect text reads “[Deathnkell][>] Banish me.” The granted deathknell ability is linked with the Zero Drive’s activated ability.
397. Acomponent Linked Ability that references a Game Object affected by another Ability in the set may only interact with Game Objects affected by the Abilities it is Linked with.
Example
The Zero Drive is an Equipment gear whose rules text reads in part “[3][B], Banish this: Play all units banished with this, ignoring their costs.” Any units banished by effects other than component Linked Abilities in the same set as the activated ability cannot be played when resolving the activated ability.
400. Abilities when added to the Chain become Pending Items until they complete the steps of Playing.
400.1. When an Ability finishes the steps of playing it becomes a Finalized Chain Item just like a Spell.
401.1. Add a Pending Item to the chain representing the Ability that is either being Activated or Triggered. Notably, although this Chain Item will not have a card representing it, this will create a Closed State.
→ See rule 349. Playing Cards for more information.
401.2. If there is currently a game effect being resolved, continue resolving the game effect instead of continuing the following steps.
402.1. If the first part of a Triggered Ability’s effect is “you may,” or “they may,” its controller decides whether or not to perform the Triggered Ability now.
402.1.a. If they choose not to perform the Triggered Ability now, it is removed from the chain.
402.2. Make all choices required for this ability, such as targets, modes, or other relevant decisions.
→ See rule 349. Playing Cards for more information
402.3. If legal options are not available for an Activated Ability, it is not legal to activate it.
402.4.a. This is not an Ability being countered.
402.4.b. If there are legal options to choose, the ability’s controller must choose them. They may not decline this stage of playing a Trigger.
403.1.b. Triggered Abilities will typically not have a base cost associated with them when placed on the chain due to their conditions.
→ See rule 349. Playing Cards for more information.
→ See rule 349. Playing Cards for more information.
→ See rule 349. Playing Cards for more information.
404.2. At this stage, players may decline to pay for Triggered Abilities that have incurred a cost. If they do, the ability will cease being a Pending Item and be removed from the Chain. It never becomes a Finalized Chain Item.
404.2.a. This is not an Ability being countered.
405.1. Ensure that the Ability’s targets are still legal.
405.2. Ensure that the Ability’s effect would not create an illegal state. If it would, resolve in the same way you would resolve a Card that creates an illegal state.
→ See rule 349. Playing Cards for more information.
406.1. This Ability is no longer Pending.
406.2. This Ability becomes a Finalized Chain Item.
408. Game Actions are actions players may perform at any given time during the game.
409. Aplayer, unless otherwise specified or prompted, may only perform actions on their turn.
410. There are two types of Game Actions:
410.1.a. A Discretionary Action is a Game Action that may be performed at any time during a player's turn during a Neutral Open State.
→ See rule 307. States of the Turn for more information.
410.1.b. Aplayer may take any number of Discretionary Actions available to them during their turn.
410.1.b.1. As long as any conditions, if applicable, are met.
410.2.b. These actions can only be taken when a player is instructed to do so as the execution of an effect or during their specified occasion during the turn.
Example
Aplayer may Draw during the Draw Phase on their turn or when instructed to do so by a spell or ability. They can't choose to Draw at any other time.
411.1. Game Actions may be the responsibility of up to one player. The player that performs the Game Action is responsible for it.
411.2. In the case where a Game Action is performed by procedures of the game and not by any player, that Game Action is not the responsibility of any player.
411.3. Certain rules assign responsibility to players for Game Actions that they are not normally responsible for.
411.4. If an ability triggers when “you” do something, it triggers when a Game Action that you are responsible for occurs.
Example
Agear reads “When you move an enemy unit, you may exhaust this to [Stun] it.” It will trigger whenever a move game action that you are responsible for causes an enemy unit to move. If an opponent plays a spell that reads “choose a Battlefield. Each player may move a unit they don’t control to that battlefield,” and a player that controls the gear chooses to move an enemy unit, their gear will trigger.
411.5. Note that certain Game Actions, specifically Kill, can be attributed to spells and abilities. This attribution is not the same as the responsibility a given player has for the kill game action.
411.6. Some Game Effects may check if a player has performed a Game Action “with” a Game Object. In order to do so, the Game Action must be attributed to the spell or ability of that Game Object if necessary, the player must control that spell or the ability of that Game Object, and the player must be responsible for the Game Action.
411.6.a. Abilities granted via the effect text of a Game Object to another Game Object count for both Game Objects for this purpose.
413.1. Drawing a card takes a single card from a zone and adds it to the player's Hand.
413.2.a. Each player draws 1 during the Draw Phase on their turn.
414.1.a. To mark it, rotate the card 90 degrees opposite of Readying, so that the orientation of the card is lengthwise in front of you.
414.1.b. A Game Object that is already Exhausted cannot be Exhausted again.
414.1.c. If a Game Object is instructed to be Exhausted while it is already Exhausted, nothing additional happens.
414.2. "Exhausted" is a state for Game Objects on the board that other game effects and rules can reference.
415.1.a. To mark it, rotate the card 90 degrees opposite of Exhausting, so that it is vertically oriented in front of you.
415.2. "Ready" is a state for Game Objects on the board that other game effects and rules can reference.
415.3.a. Aplayer Readies all non-spell Game Objects they Control during the Awakening Phase on their turn.
415.3.b. Players may also Ready Game Objects on the board when effects or spells instruct them to do so.
416.6. This action, when instructed, is sometimes formatted as "Recycle Xfrom [Zone]." That means to take Xcards of the instructed player's choice from the relevant zone and recycle them. Such an instruction does not target the recycled cards.
Example
Dr. Mundo, Expert has the ability "At the start of your Beginning Phase, recycle 3 from your trash." As that ability resolves, its controller recycles 3 cards from their trash. If there are fewer than 3 cards in that player's trash, they recycle as many as they can.
417.1.c. Damage is marked on each unit separately.
417.1.d. Damage can be Dealt to more than one Unit at the same time.
417.1.e. Valid Damage is a positive integer amount, greater than or equal to 1 Damage.
417.1.e.1. Only Valid Damage is Dealt.
Example
Aunit reads “when Itake damage, give me +2 [M] this turn.” A spell is played that Prevents the next 3 damage the unit would take. If a player plays Hextech Ray targeting the unit, it will take no damage and its triggered ability will not trigger. If that player had played Void Seeker instead, it would be Dealt 1 and trigger its ability.
417.2. Only Damage can be Dealt.
417.4. Dealing can have the intrinsic property of Bonus Damage.
417.5. Bonus Damage is a property granted to the action of Dealing and alters the amount of Damage distributed by this action.
→ See rule 712. Bonus Damage for more information.
417.6.c.1. The Damage assigned, and subsequently Dealt, to attackers has the defenders as the source and vice versa.
418.1.a. If Damage is cleared for any reason it is considered Healing.
418.2. More than one Unit can be Healed at the same time.
→ See rule 349. Playing Cards for more information on playing cards.
419.4.a. Any such triggered abilities trigger when the act of playing the card has been completed by the resolution of the card.
419.4.b. Non-triggered abilities that check cards being played do so by means of referencing whether said cards have been Finalized.
Example
Aplayer plays a spell, which is countered by Defy. Any Legion abilities of game objects controlled by that same player will be active.
421.3. Cards that are facedown at Battlefields have their gameplay properties and permissions defined by the effect that put them there.
421.4. If a facedown card would change zones or if the game ends, its owner reveals it to all players.
422.1. Discarding a card is moving it from a player's hand directly into their trash without activating or executing its normal rules text.
422.1.b. “When Iam discarded” abilities or other Triggered Abilities that trigger on discarding are executed after discarding has occurred.
422.4. When Discarding is part of an effect, then a player must Discard as many cards as possible from their hand. If instructed to discard more cards than they have in their hand, further discard instructions are ignored.
Example
Undercover Agent has the ability "[Deathknell][>] Discard 2, then draw 2. (When I die, get the effect.)" If Undercover Agent's controller has 2 or more cards in hand, they must discard 2. If they have 1 card in hand, they discard 1, and the rest of the discard instruction is ignored. If they have no cards in hand, the entire discard instruction is ignored. Regardless of how many cards they discard, they then draw 2.
423.1.a. Stunned is a binary state. A Unit is Stunned or it isn't.
423.1.a.1. A Stunned Unit can not be Stunned again.
423.1.c. A Stunned Unit must still have damage applied to it equal to, or greater than, its full might value to be killed.
424.1. Revealing is the act of presenting a card to all players from a zone that one or more players do not have access to the information of.
Example
If a card is being Revealed from the top of a player's Main Deck, it is still the top card of that player's Main Deck.
Example
"Reveal 2 cards from the top of your Main Deck" would be executed by taking the two cards from the top of your Main Deck, and then presenting them to all players to clearly read and understand at the table. Then, when all players have had a chance to understand the revealed information, return them to the top of the Main Deck in the same order.
424.4.a. While cards are Revealed, those cards can be further manipulated, or accessed. They can even have their destination modified for when the Reveal ends.
Example
"Reveal 2 cards from the top of your Main Deck. Put one into your hand and Recycle the other" would be executed by taking the top two cards from your Main Deck, presenting them to the table, and once every player present has had a chance to understand them you would make the selection of one of them to add to your hand. The one you did not select would then be Recycled to the bottom of the Main Deck.
425.1. Countering is the act of negating the execution, activation, or otherwise playing of a card or ability by a player.
425.1.a. Acard or ability that is Countered does nothing and is cleared from the chain.
426.1.b.2. Some effects may grant a Game Object permission to be Buffed multiple times. Such an effect ignores this restriction.
426.1.c. Units with Buff Counters can still be chosen for actions that Buff units, but will not be Buffed as part of the execution.
Example
427.2. When a card is Banished it is placed directly into the Banishment zone from its origin.
427.3.a. Separate instances of an object or effect banishing cards do not reference other banished cards by objects of the same name or effects originating from cards of the same name.
→ See rule 393. Linked Abilities for more information.
Example
Aspell 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.
428.1.a. This can be Active or Passive.
428.1.a.1.b. When a unit with a Deathknell or other ability that triggers on its own death is to be put in the Trash due to a Kill Instruction, it first has any such ability added to the chain as a Pending Item. Note the unit’s location, attributes, and other relevant information to process those abilities when finalized before completing this Kill Instruction.
428.2. When a permanent is killed it is placed directly in the trash from its place of origin.
428.4. Killing can also be the result of resolving a Cleanup.
428.5. Killing can be attributed to one or more Game Objects.
428.5.d. Abilities originating from Game Objects that are attributed Kill Actions are attributed in addition to the Game Object that created them.
Example
There is a spell that says “Do this twice: Deal 3 to a unit.” Immortal Phoenix is a unit that says “When you kill a unit with a spell, you may pay [1][ C ] to play me from your trash.” Aplayer plays the spell while Immortal Phoenix is in their trash. The “do this” phrasing means that it has a reflexive triggered ability, which places two triggered abilities on the chain. As each of those triggered abilities resolve, it deals damage to the unit chosen for that ability. If one of these abilities deals lethal damage to a unit, both the spell and its ability are considered sources of the damage, and so both the spell and its ability receive attribution for killing the unit. This means that the spell’s controller killed a unit with a spell, so Immortal Phoenix’s ability will trigger.
429. Add
429.2. Triggered and activated abilities that Add resources resolve as soon as they are finalized.
429.2.a. Priority and Focus will not pass from Add abilities being finalized or resolving, and will resolve before any other outstanding items on the chain are finalized.
429.3. 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
429.4.a. Players may only Add resources when Game Effects direct them to do so.
431.1.c.1. If there are insufficient cards among the looked at or revealed cards to perform subsequent actions to the revealed or looked at cards, any further instructions are ignored. This does not cause a Burn Out, even if those instructions would cause those cards to change zones. Reminder: Cards are considered in the zone of origin while being looked at or revealed, in this case the Main Deck.
431.2.c. Chooses an opponent to gain 1 point.
Example
Aplayer attempts to draw 1 during their Draw Phase while their Main Deck is empty. That player instead recycles their trash into their Main Deck, randomizing it as normal, then chooses an opponent to gain 1 point, and then draws 1.
431.3.a. Unless some effect intervenes, this will result in them burning out repeatedly, giving 1 point to an opponent each time, until an opponent passes the Victory Score and wins the game.
431.3.c. Points gained after the first Burn Out being processed in sequence that cause a player to reach or surpass the Victory Score for their game mode will cause that player to win the game if they also have more points than any opponent.
Example
If a player has no cards in their deck or their trash and they go to draw 1, they will begin to burn out repeatedly. After the first burn out is processed, any subsequent burnout that brings a player to a number of points greater than the Victory Score and more than any opponent will cause them to win the game.
431.3.c.1. The player wins immediately, without needing to wait for a cleanup to occur.
431.5. Burning Out is a Replacement Effect.
→ See rule 367. Replacement Effects for more information.
432.1. Doubling is the act of increasing a numeric attribute by an amount equal to that attribute’s current value.
432.1.a. This creates an effect that modulates that attribute by that specific amount for the duration specified by the Game Effect that instructed the player to perform this action.
Example
Aunit with 3 base Might and Shield 2 is in combat as a Defender. Since Shield applies, its current Might is 5. Aplayer chooses it as the target for Last Stand, a spell that reads in part “Double a friendly unit's Might this turn.” Its current Might is 5, so it gets +5 Might this turn, for a current Might of 10. After combat, Shield no longer applies, but the +5 Might from Last Stand does, so the unit’s Might is 8.
433.1. Swapping is the act of increasing one numeric value and decreasing another numeric value on some number of Game Objects such that their values are reversed.
433.1.b. To accomplish this, determine the difference between these values and then apply an Increase for that amount to the lower value of the two attributes, and a Decrease of that amount to the higher value of the two attributes.
433.1.c. If both attributes are the same numeric value, Swapping has no effect.
434.1. Attaching is the act of linking two cards on the board together to combine their effects in some way. This causes one or more cards to become Attached and at least one card to become a Top-Most Card.
→ See rule 716. Attachment for more information.
434.1.a.1. One card will be designated as the one being Attached, and thus become Attached. The other will become the Top-Most Card.
434.1.b.1. In the situation where there is more than one card attached to the Top-Most card, they should be stacked in such a way that all Effect Text boxes and Might Bonuses are readable. The order of the Attached cards has no bearing on the application of effects.
434.1.c. The Top-Most card has all Effect Text of all cards Attached to it appended to its Rules Text.
434.1.e. Attaching one or more cards will cause those cards’ printed Rules Text to become Inactive for as long as they remain Attached.
→ See rule 716. Attachment for more information.
434.1.g. Attaching a card to its current Top-Most Card will not have any effect.
434.4. When a card Attaches to a card, its location becomes the same as the new Top-Most Card.
434.5. Attaching a card to another card does not modify either card’s state except in making those cards Attached and the Top-Most Card, and causing the Attached card to change locations.
Example
An exhausted equipment being attached to a unit does not ready the equipment.
435.1.c. The card being Detached has its Effect Text become Inactive and its Rules Text cease being Inactive.
435.1.d. The Top-Most Card ceases to have the Effect Text of the card being Detached appended to its Rules Text.
435.1.e. The Top-Most Card ceases to have its Might modulated by the Might Bonus of the card being Detached.
435.4. When a card Detaches from a Top-Most Card, its location is the same as the Top-Most Card from which it Detached.
436.3.a. If omitted, Xis presumed to be 1.
437.1. Preventing damage is the act of reducing the Damage a set of game objects would take.
437.1.a.1. Prevent includes any applied Bonus Damage when determining the total damage being prevented.
437.1.b.1.b. Xcan be “All,” which specifies an infinite amount of damage.
437.2.a. The damage being dealt as a result of Preventing can never be less than 0, but can be 0. This is equivalent to not dealing damage.
437.4. Damage dealt to a Unit that has that all of that damage Prevented is not considered to have been dealt to it at all.
→ See rule 367. Replacement Effects for more information.
→ See rule 389. Delayed Abilities for more information.
438.1. Replacing is the act of Creating a token in the place of another card or token without playing it while inheriting all effects or statuses of the game object it replaced.
438.1.a. The replacing token is treated as the same Game Object as the card or token it replaced for the purposes of Game Effects that target or reference that game object.
Example
Aplayer with Green Father as their legend conquers Navori Fighting Pit. They choose to place the Green Father conquer effect on the chain after the Navori Fighting Pit conquer effect. When the Green Father trigger resolves, Navori Fighting Pit is replaced with Brush. Although the Navori Fighting Pit has been replaced, the “here” in its triggered ability still can have its information referenced, because the Brush inherited all statuses and conditions. The unit Navori Fighting Pit’s triggered ability has targeted will still be a legal target on resolution.
438.3.a. The [X] is the target to be Replaced.
438.4. Replacing is not a subset of Banishing.
438.5. The card or token that is Replaced is placed in Banishment.
438.5.a. While it resides in Banishment, it is considered to have been Replaced and not Banished.
438.6. If a token is Replaced it will stop existing once it begins its occupancy in Banishment.
438.6.a. This does not invalidate the token created, or the act of Replacement.
439.1. Creating is the act of producing a Game Object that previously did not exist in the game.
439.2. Effects that Create one or more Game Objects will direct where those Game Objects must go - the Game Objects are Created directly to the zones in question.
439.2.a. Prior to being Created, these Game Objects did not exist outside of the zone they were Created to. After being Created, they may change zones as appropriate for Game Objects of their type.
439.2.b. If a zone is not specified by the effect, the Game Object will be created to the appropriate zone for its type.
439.2.c. The zone a Game Object is created to can be specified implicitly by the Game Action being performed.
Example
“Play a 1 [M] Recruit token” specifies a zone where the token is Created to implicitly, by specifying the token is played and thus created on the chain.
439.3. An effect that Creates a Game Object will specify the state and nature of the Game Object created.
439.4. Unless specified otherwise by the Game Effect that Creates a Game Object, any such Game Object is owned by the player who Created it. Control is established as usual for Game Objects of the appropriate type.
439.4.a. A Created permanent, rune, legend, or spell is controlled by its owner as it is Created.
439.4.b. A Created battlefield is uncontrolled as it is Created.
440.1.a. “When you burn” abilities or other Triggered Abilities that trigger on burning are executed after burning has occurred.
441.1.c. If a Game Object is instructed to be Empowered when it is already Empowered, nothing additional happens.
441.1.c.1. Some effects may grant a Game Object permission to be Empowered multiple times. Such an effect ignores this restriction.
441.2. “Empowered” is a state for Game Objects on the board that other game effects and abilities can reference.
442.1.a.1. Game effects that instruct a player to Disempower a card that is not currently Empowered will do nothing.
443.1. Skipping an event is the act of replacing that event with nothing.
Example
Example
Acard reads in part “Skip your Draw phase.” This is a replacement effect that replaces a player’s Draw Phase with nothing.
Example
Acard reads in part “ Choose a player. They skip their next point from conquering this turn.” This is a replacement effect that replaces the 1 point gained when conquering with nothing.
443.1.a.1. An event is the singular moment that results from a Game Action being performed or from a Game Object changing state.
→ See rule 367. Replacement Effects for more information.
→ See rule 367. Replacement Effects for more information.
444. Pay
444.1. Paying a resource is the act of removing that resource from your Rune Pool.
444.2. When a player is instructed to Pay a resource, that player may remove that resource from their Rune Pool if it exists there. If they choose not to, the instruction is ignored.
Example
When Diana, Lunari’s triggered ability resolves, if its controller has [1] Energy in their rune pool, they choose whether or not to pay that Energy as instructed. If they choose not to pay the Energy, they will not perform the additional effects of the triggered ability.
444.2.a. If the instruction to Pay resources is part of paying costs for a card or ability, choosing not to pay those resources will cause the act of playing the card or ability to be undone.
→ See rule 358. Check Legality for more information.
444.2.c. 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. Add for more information.
444.3.a. Players may only Pay resources when directed to by Game Effects.
446.3. Moving is instantaneous.
446.3.b. Permanents are either at their Origin before Moving or their Destination after Moving.
447.1. The Origin is where the Permanent is starting from.
447.2. The Destination is where the Permanent is going to.
447.2.a. In Modes of Play with more than two players, Battlefields with Staged Combats or Combats in Progress are Invalid Destinations for Moves of all kinds (Standard Moves or otherwise) by Units controlled by Players not involved in those Combats or who don't already have units at that Battlefield.
447.2.b. In Modes of Play with teammates, Battlefields occupied by a player’s teammates are Invalid Destinations for Moves of all kinds (Standard Moves or otherwise) by Units that player controls.
447.2.c. 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.
457.1. When an un-attached non-Unit Gear is created or played at a battlefield, or is at a battlefield for any other reason, it is Recalled to its controller's base during the next Cleanup.
Example
An Equipment is attached to a unit at a battlefield, so the Equipment is present at that battlefield. If the unit dies, the Equipment will be recalled during the next cleanup.
458.1. Unless otherwise stated by the source of the Recall, Damage and statuses of a permanent will all remain unaffected by a Recall.
461.2. If Staged Combats stop being Staged before the Steps of Combat are initiated, they are not resolved or executed.
462.1. In Modes of Play with more than two players, Battlefields with Staged Combats or Combats in Progress are Invalid Destinations for Moves of all kinds (Standard Moves or otherwise) by Units controlled by Players not involved in those Combats or who don't already have Units at that Battlefield.
→ See rule 447.2.a. for more information on Invalid Destinations.
462.2. In Modes of Play with more than two players, Battlefields with Staged Combats or Combats in Progress are Invalid to be chosen as a location to play one or more Units by a player not involved in that Combat by any means.
462.2.b. Any subsequent reference to "here" in the corresponding effect is reassigned to the Controller's Base, where the Unit was played. Any further effects that may be invalidated are invalidated as if the effect was mistargeted.
464.2.a. The following Tasks become Outstanding, in the order described:
464.2.c. 2. Establish who is Attacker and who is Defender.
464.2.c.1. The Attacker is the player whose unit(s) applied the Contested status to the Battlefield.
464.2.c.2. The Defender is the player who did not apply the Contested status to the Battlefield.
464.2.d. 3. The Attacker gains Focus.
464.2.e. 4. Add items to the Combat Chain if establishing Attacker and Defender has caused Triggered Abilities to become Pending.
464.2.e.1. The Attacking player, who has Focus, places Triggered Abilities on the Chain first, followed by all non-Defender players in Turn Order, followed by the Defending Player.
465.2.c.1. Assigning Damage is not Dealing Damage.
465.2.c.1.a. When all Damage is assigned, it will be Dealt simultaneously. These actions are not synonymous.
465.2.c.4.a. If the damage assigned to a Unit is modified to or replaced by an amount of damage larger than the initial value, the assigning player must choose the minimum applied value such that the unit would take lethal damage.
Example
Aunit with 3 [M] is being assigned damage in the combat damage step. There are other units without damage assigned to them with the same controller. The unit has a delayed replacement effect applied to it that reads “Double all damage that would be dealt to it this turn.” When assigning damage, the assigning player can only choose to assign 1 or 2 damage to this unit—when doing so, the assigned damage is doubled to 2 or 4 damage respectively. The minimum applied value such that the unit would take lethal damage in this way is 4 damage.
465.2.c.5. When assigning damage in this way, replacement effects that would apply to the resulting damage are considered to apply to the assignment instead.
Example
Example
The attacking player is assigning their 3 [M] worth of damage to two defending units with 2 [M] each. One of the units has a delayed replacement effect applied to it that reads “Double all damage that would be dealt to it this turn.” The attacking player assigns two damage to the other defending unit, then when assigning damage to the unit with the delayed replacement effect they assign 2 damage to it; 1 damage that doubles to 2 damage as it is assigned to the unit. When that damage is dealt, it doesn’t get doubled again—the doubling is considered to have already happened during damage assignment.
Example
The attacking player is assigning their 3 [M] worth of damage to a 2 [M] unit. That unit has a prevent value of two being applied to it, as well as the effect of Lotus Trap, doubling the damage dealt to them. Both of these replacement effects apply to the assignment of damage, in the order of the controller of the 2 [M] unit’s choice. If they choose to order the replacement effects so that the prevent value is applied first, the unit will prevent 2 of the assigned damage, then the last 1 point of damage will be doubled to 2. The unit will have 4 damage assigned to it. When damage is dealt, the unit will take 2 damage. If they choose the other order, the unit will have 6 damage assigned to it, 2 of which will be prevented. When damage is dealt, the unit will take 4 damage.
465.2.c.6. Aplayer must obey all requirements and restrictions on damage assignment if able.
Example
Aplayer is assigning damage to the following units: a unit with Tank ("Imust be assigned combat damage first."); a unit with Backline ("I must be assigned combat damage last."); and another unit without any abilities. That player must assign combat damage first to the unit with Tank, then to the unit with no abilities, then to the unit with Backline.
465.2.c.7. If multiple Units have abilities or effects that require a player to assign them damage with the same priority, that player may assign damage to those units in any order.
Example
Aplayer is assigning damage to the following units: two units with Tank ("Imust be assigned combat damage first.") and one unit with no abilities. That player chooses one of the units with Tank and assigns combat damage to it. Then they must assign any remaining damage first to the other unit with Tank, then to the unit with no abilities.
465.2.c.8. If a Unit has one or more Abilities or effects applying to it that demand it be assigned damage in a specific way that is exclusionary, then the assigning player chooses only one of those abilities to apply when assigning damage.
Example
Caitlyn, Patrolling with the Backline ability ("Imust be assigned combat damage last.") has been given the Tank ability ("Imust be assigned combat damage first."). Aplayer is assigning damage to this Caitlyn with Tank and two units with no abilities. That player can’t fulfill both of Caitlyn’s damage requirements, so they may choose to assign damage to Caitlyn first, fulfilling the Tank requirement, or last, fulfilling the Backline requirement. They can’t choose to apply damage to Caitlyn in between the other two units, because that wouldn’t fulfill either requirement.
465.2.c.9. If there is more than one unit in which this situation applies to, each unit is dealt with individually. The assigning player chooses which ability or effect applies, and then resolves the assignment. If this creates a situation where now more than one unit must be assigned with the same priority, those units may be assigned damage in any order as normal within that priority.
Example
Two copies of Caitlyn, Patrolling with the Backline ability ("Imust be assigned combat damage last.") have been given the Tank ability ("I must be assigned combat damage first."). Aplayer assigning damage to these two Caitlyns and one unit with no abilities could choose to fulfill both Caitlyns’ Tank requirements by assigning them both damage before the other unit.
465.2.c.10. If a unit cannot be dealt damage, then no amount of damage can be considered lethal. Such a unit is exempt from any considerations of mandatory assignment.
Example
Kayn, Unleashed says “If Ihave moved twice this turn, Idon't take damage.” While Kayn can’t take damage, it is ignored for the purposes of assigning lethal damage in combat.
466. Step 3: The Resolution Step
466.1.a.2. Insert “3d. Recall Attackers present at the Battlefield if Defenders are still present.”
466.5.a. Clear the Contested Status.
466.5.d. Establishing Control results in a Conquer if that player has not yet scored this Battlefield this turn.
→ See rule 469.1. for more information on Conquering.
466.5.e. This does not have to be the player that applied Contested to the Battlefield.
468. Scoring is the act of a Player gaining a point through the process of seizing or maintaining control over Battlefields.
469. Aplayer Scores in one of two ways:
469.1.a. In Modes of Play with teammates, Battlefields under the Control of a teammate during the scoring step of the Beginning Phase of a player’s turn are also disqualified from being Scored through Conquer by any means by that player’s team.
469.2. Hold: Aplayer maintains Control of a Battlefield they did not yet Score this turn during their Beginning Phase.
470. Aplayer may only Score, from either method, once per Battlefield per turn.
471. When a player Scores, two things occur:
471.1. The player Gains up to one Point, depending on their current score.
471.1.a. The Final Point has additional restrictions.
471.1.a.1. Notably, points Gained from sources that are not Conquer are not beholden to these restrictions.
471.1.b.1. If the player has Scored every Battlefield this turn, that player Gains the Final Point. If the player has not Scored every Battlefield this turn, that player draws a card instead.
471.2.c. These will only trigger when the Battlefield is Scored; I.E. These cannot be triggered more than once per turn for a player.
474. Layers are the mechanism in which Game Effects alter the Traits, Intrinsic Abilities, or other properties of Game Objects.
475.1. Layers only serve to structure the application and order that Game Effects apply to Game Objects to maintain consistency.
476.2. When a sequence of applications completes, recur the process, and evaluate each layer again applying any effects that may now be applicable.
476.3. The removal or disqualification of an effect is separate from the application of the effect, but still can only be applied once.
Example
Fiora, Victorious has printed Might 4 and says “While I'm Mighty, Ihave Deflect, Ganking, and Shield.” If a player places a buff on Fiora, her Might is increased in the Arithmetic layer, after the layer for Ability-Altering Effects. The Ability-Altering Effect layer is then re-checked and the abilities Deflect, Ganking, and Shield applied. Since each effect has been applied once and there are no other effects to apply, Fiora’s characteristics are finalized as 5 Might with Deflect, Ganking, and Shield. While a buffed Fiora, Victorious is in combat as a defender, an additional +1 Might will be applied in the Arithmetic layer, giving her 6 Might and the 3 keywords.
Example
Abuffed Fiora, Victorious is in combat as a defender when her buff is removed. Reevaluating the layers in sequence, she no longer gains Deflect, Ganking, and Shield during the Ability-Altering Effect layer, so when the Arithmetic layer is evaluated, neither the buff (which is gone) nor Shield (which she no longer has) apply. She goes directly from 6 Might with three keywords to 4 Might with no keywords.
477.1.a.1. Assignment of Might is dealt with in this layer.
Example
Aspell reads "Aunit's Might becomes 4 this turn." The unit's Might is set to 4 in this layer.
477.1.b. Copy effects are applied in this layer.
477.1.b.1.b. 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
Aplayer 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. Some Game Effects may specify copying certain traits of a card. Only the traits specified by the Game Effect will be copied.
477.1.c. Effects for this layer can be identified by the phrase "become(s)", "give," "is," or "are" in the text.
477.2.a. 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
477.2.b. Effects for this layer can be identified by the phrase "become(s)," "give," "lose(s)," "have," "has," "is," or "are" in the text.
477.3.a. This layer deals with the mathematics of increasing and decreasing the numeric values of the traits of Game Objects. Might Energy Cost Power Cost
477.3.b. When an arithmetic effect from a source that is not a passive ability has a limitation that applies, it is limited at the time of its application, and is “remembered” at that limited level for the duration of its effect. This process is called “snapshotting.”
Example
If an effect gives a unit “-4 [M] to a min of 1 this turn” choosing a unit with 2 [M], then the effect will generate -1 [M] this turn.
Example
Example
Aspell reads “Increase a friendly unit’s Might to 5 [M].” This effect is applied once, with an unlimited duration. Because it isn’t from a passive ability, it will snapshot.
477.3.c. Players cannot increase a numeric attribute by a negative amount. If an effect would instruct a player to do so, they increase it by 0 instead.
Example
Aplayer plays Last Stand, which reads “Double a friendly unit's Might this turn. Give it Temporary.” The player declares a 2 [M] unit as the target during finalization. In reaction to Last Stand, an opponent plays Eclipse targeting the 2 [M] unit. When Last Stand resolves, the unit is -2 [M]. Last Stand instructs its controller to increase the unit’s Might by its current amount, -2, when the double action is performed. This is not possible, so the unit’s Might is increased by 0 instead.
477.3.e. This layer applies arithmetic in the following way.
477.3.e.1.a. Positive values, or increases, to Might are applied first.
477.3.e.1.b. If there is a restriction or limitation to this increase and it isn’t from a passive ability, the limitation is “snapshotted” for the duration of the effect.
477.3.e.2.a. Negative values, or decreases, to Might are applied last.
477.3.e.2.b. If there is a restriction or limitation to this decrease and it isn’t from a passive ability, the limitation is snapshotted for the duration of the effect.
478. If more than one effect applies to the same Game Object in the Same Layer, or to each other in the same layer, then both effects will apply but their order may be determined by Dependency.
478.1. A Dependency is established if:
478.1.a. Applying one of the effects alters the existence of the other; or
478.1.b. Applying one of the effects alters the number of objects the other effect can influence; or
478.1.c. Applying one of the effects alters the outcome when applying the other.
479. To determine which effect Depends on another, determine which of the prior criteria applies, and then also which effect’s evaluation is altered by the sequence of applications. That effect is said to Depend on the other.
Example
Aunit with 4 [M] is under the effects of a passive ability that reads “Units you control here have their Might increased to 5 [M].” Its controller plays Discipline on the unit, giving it +2 [M]. When applying Layer alterations, both effects are applied in the same layer. If we apply the passive ability first, the passive ability will give +1 [M] while the Discipline effect will give +2 [M]. If we apply them in the other order, the Discipline effect will give +2 [M], and the passive ability will give +0 [M]. The passive ability is altered by the sequence of applications, so it depends on the Discipline effect.
479.1. If both effects are altered by the application of the other, no Dependency can be established.
Example
Aunit with 4 [M] is under the effects of a passive ability that reads “Units you control here have their Might increased to 5 [M].” Its controller plays a spell that reads “ Give a unit +2 [M], to a maximum of 5 [M].” If we apply the passive ability first, the passive ability will apply +1 [M] and the spell effect will apply +0 [M]. If we apply the spell effect first, it will apply +1 [M] while the passive ability applies +0 [M]. Both effects are altered by the sequence of applications, so we can’t establish a dependency.
479.2. To resolve a dependency, the effects within the same layer that created the dependency must be applied such that: 1. Identify which effect Depends on the other within the Layer. 2. Apply the effect that is depended on first. 3. Immediately apply the effect that Depends on the first effect next.
Example
Aunit with 4[M] is under the effects of a passive ability that reads “Units you control here have their Might increased to 5 [M].” Its controller plays Discipline on the unit. As previously established, the passive ability depends on the Discipline effect. We apply the Discipline effect first, giving the unit +2 [M], and then immediately apply the passive ability that depends on it. The unit’s final Might is 6 [M].
480. If more than one effect applies in the same layer but no dependency is established, then Timestamp order is applied to the effects within that layer and sublayer
480.1. When an effect begins applying, it establishes a time for which it is compared against other Game Effects for purposes of resolving Layered effects as its Timestamp.
480.1.a. Timestamps are not rote values.
480.1.b. Timestamps are relative comparisons between effects and when they began applying to the game.
480.1.c. Timestamps are not referenced by Game Effects in any way. They are only used to finalize layered effects.
480.2. When Rules Text becomes Inactive for any reason, it loses its Timestamp. When it ceases to be Inactive, a new Timestamp is established.
480.3. Effects are applied such that the earliest Timestamp within each Layer and Sublayer applies first, followed by other Effects in that Layer and Sublayer in chronological order.
482. There are multiple methods of playing Riftbound.
483.1. Number of Players: How many people are playing the game.
483.2. Formation of Players: How the players are organized while playing.
483.2.a. This defines if a player is alone or on a team.
483.2.b. This defines the number of opponents.
483.3. Victory Score: The point total a player or team must reach to win.
483.3.a. Victory Scores can be any positive number.
483.4. Battlefield Count: Determines how many Battlefields are in play, contributed by players, during play.
483.4.a. This may influence deck building requirements in competitive settings.
483.4.b. This may involve utilizing less Battlefields than there are players.
483.7. First Turn Process: Adjustments to each player's first turn.
483.8.a. If any, they will be appended here.
485. 1v1 (Duel)
485.2. 1v1 1 opponent each No teams
485.3. Victory Score: 8
485.4. Battlefield Count: 2
485.4.a. Each player provides three (3) Battlefields, included in their deck during deck building. Only 1 will be used, chosen during setup.
485.5. Setup: Each player randomly selects one (1) of their three (3) Battlefields. The other two are removed and will not be used for this game. The selected Battlefields are placed simultaneously in the Battlefield Zone.
485.6. Format: Best of 1. The first player to reach the Victory Score in Points wins the Match.
485.7. First Turn Process: The player going second channels an extra Rune from their Rune Deck during their first Channel Phase of the game.
486. 1v1 (Match)
486.2. 1v1 1 opponent each No teams
486.3. Victory Score: 8
486.4. Battlefield Count: 2
486.4.a. Each player provides three (3) Battlefields, included in their deck during deck building. Only 1 will be used, chosen during setup.
486.5. Setup: Each player selects one (1) of their three (3) Battlefields. The other two are set aside and will not be used for this round of play. The selected Battlefields are placed simultaneously in the Battlefield Zone. After this game, if a player won, the Battlefields that were used are to be removed and not selected again for this Match. One of the remaining Battlefields that were set aside must be chosen instead.
486.5.a. If no player won a game, the battlefields presented for that game may be reused in a subsequent game.
486.6. Format: Best of 3. The first player to reach the Victory Score in Points wins the game. The winner of that game earns One Game Win. Players then reset the game state, remove the Battlefields in play from the game, choose new Battlefields from those set aside, and play again. The first player to earn Two Game Wins wins the match.
486.6.a. This format may be played as best of 5. In such a case, during games 4 and 5 of the match players may present a battlefield that has been removed from the game.
486.6.a.1. Players may only re-use a battlefield in this way if they have already presented each of their battlefields at least once during the match.
486.6.a.2. Players may not present a battlefield more than twice in a match when re-using battlefields in this way.
486.7. First Turn Process: The player going second channels an extra Rune from their Rune Deck during their first Channel Phase of the game.
487. FFA3 (Skirmish)
487.2. FFA 2 opponents each No teams
487.3. Victory Score: 8
487.4. Battlefield Count: 3
487.4.a. Each player provides three (3) Battlefields, included in their deck during deck building. Only 1 will be used, chosen during setup.
487.5. Setup: Each player randomly selects one (1) of their three (3) Battlefields. The other two are discarded and will not be used for this game. The selected Battlefields are placed simultaneously between the three Players before play and will be used for this game.
487.6. Format: Best of 1. The first player to reach the Victory Score in Points wins the Match.
487.7. First Turn Process: The player going first does not draw a card during their first Draw Phase of the game. The player going last channels an extra Rune from their Rune Deck during their first Channel Phase of the game.
488. FFA4 (War)
488.2. FFA 3 opponents each No teams
488.3. Victory Score: 8
488.4. Battlefield Count: 3
488.4.a. Each player provides three (3) Battlefields, included in their deck during deck building.
488.4.b. The player who is taking the first turn removes their Battlefields. They will not be used.
488.5. Setup: Each player who is not going first randomly selects one (1) of their three (3) Battlefields. The other two are removed and will not be used for this game. The selected Battlefields are placed simultaneously between the players before play and will be used for this game.
488.6. Format: Best of 1. The first player to reach the Victory Score in Points wins the Match.
488.7. First Turn Process: The player going first does not draw a card during their first Draw Phase of the game. The player going last channels an extra Rune from their Rune Deck during their first Channel Phase of the game.
489. 2v2 (Magma Chamber)
489.2. 2v2 2 opponents each 1 teammate
489.3. Victory Score: 11
489.4. Battlefield Count: 3
489.4.a. Each player provides three (3) Battlefields, included in their deck during deck building.
489.5.a. Each player who is not going first randomly selects one (1) of their three (3) Battlefields. The other two are removed and will not be used for this game. The selected Battlefields are placed simultaneously between the players before play and will be used for this game.
489.5.b. The player who is taking the first turn removes their Battlefields. They will not be used.
489.5.c. Turn order alternates teams.
489.5.c.1. The first player will be followed by an opponent, then the first player's teammate, then the first opponent's teammate, and so on.
489.5.c.2. If allies are sitting across from each other, turn order proceeds clockwise as normal.
489.5.c.3. If allies are sitting next to each other, turn order is passed across the table.
489.6. Format: Best of 1. The first team to reach the Victory Score in Points wins the Match.
489.6.a. Teammates win or lose together.
489.6.a.1. If one player Concedes, then the entire team loses.
489.6.a.2. If one player Loses, then the entire team loses.
489.6.a.3. If one player Wins, then the entire team wins.
489.7. First Turn Process: The player going first does not draw a card during their first Draw Phase of the game. The player going last channels an extra Rune from their Rune Deck during their first Channel Phase of the game.
489.8.b. 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
Aplayer may not induce their partner to retreat, and then conquer a Battlefield their teammate was controlling.
489.8.d. Points are shared by a team.
489.8.d.1. Both players on a team have the same number of Victory Points.
489.8.d.2. If a player gains or loses points, their team gains or loses those points.
489.8.d.3. If a spell or ability references or checks a player gaining or losing points, that ability checks whether that player’s team gains or loses points.
489.8.e. Friendly describes controlled Game Objects by a player or their Teammate.
489.8.g.1. When scoring the Final Point from Conquer, a player must Score each Battlefield in the same turn, excepting any that were occupied by their ally during the scoring step of that turn’s Beginning Phase.
489.8.g.2. No other changes to Final Point restrictions.
489.8.h. Teammates may not utilize the same Champion Legend.
489.8.i. Teammates may not utilize the same Battlefields.
650. Aplayer may concede at any time.
651. When a player concedes, they are removed from the game in progress.
651.1. If only one other player is remaining after a player has conceded, the player remaining Wins.
651.2. If more than one player remains after a concession, follow the steps for the Removal of a Player.
651.3. Removal of a player involves them no longer being able to make choices or otherwise influence the game.
652. If the game continues, follow these steps for Removal of a Player.
652.2. Remove the Battlefield they contributed to the game if it is in use.
652.5. Proceed with the game.
652.5.b.1. If the removed player had Focus in a Showdown, the next Player in order receives Focus.
652.5.c.1. If the removed player had Priority during a Chain, the next Player in order receives Priority.
704. Buffs are Game Objects and may be referenced, counted, or affected by other effects as specified.
709. A Unit "becomes Mighty" at the moment its Might changes from being less than 5 to being 5 or greater.
Example
A Unit with Might 4 that gets +1 [M] becomes Mighty.
713. Bonus Damage is an intrinsic property that can be granted to Deal actions that influence the amount of Damage that the action is distributing.
714. If more than one instance of Bonus Damage is applied or granted to a Deal action, all instances are summed and applied once.
714.1. Bonus Damage can only be a positive value, and can only increase the amount of Damage being distributed.
714.2. If, for any reason, Bonus Damage would be a negative number, then no Bonus Damage is applied to the action.
715.1. If the Deal action has a single target, the amount of Damage to that target will be increased by the Bonus Damage granted to it.
715.2. If the Deal action has multiple targets, the amount of Damage dealt to each target is increased by Bonus Damage individually and separately.
Example
Singularity is a spell that says “Deal 6 to each of up to two units.” Aplayer plays Singularity while they also control Annie, Fiery, a unit that says “Your spells and abilities deal 1 Bonus Damage.” Singularity deals 1 Bonus Damage to both of its targets, dealing 7 to each.
715.3. If the Deal action Splits damage, then the Bonus Damage applies to the amount of Damage that will be Split. This can alter the number of targets eligible to be chosen.
Example
Volibear, Furious is a unit that says in part “When Iattack, deal 5 damage split among any number of enemy units here.” Aplayer attacks with Volibear, Furious while they also control Annie, Fiery, a unit that says “Your spells and abilities deal 1 Bonus Damage.” Volibear, Furious now deals 6 damage split among any number of enemy units at its location, and can choose to split that damage among up to 6 units rather than the usual 5.
715.4. If no damage was Dealt, then Bonus Damage will not apply.
Example
Teemo, Strategist is a unit that reads in part “When Idefend, choose an enemy unit here and reveal the top 5 cards of your Main Deck. Deal 1 to that unit for each card with Hidden revealed this way, then recycle the revealed cards.” He has Rabadon’s Deathcrown attached to him. An enemy unit moves to the battlefield where Teemo is located and a combat opens there. Teemo’s controller reveals the top 5 cards of their Main Deck and reveals no cards with Hidden. Although the ability has 3 Bonus Damage from Rabadon’s Deathcrown, no deal action is performed for the Bonus Damage to apply to.
715.4.a. If Damage is replaced or reduced by any means, the replacing or reducing action will include the Bonus Damage in the total damage when determining how much damage is to be dealt.
Example
Aunit has prevent 3 applied to them. The unit is located at the Void Gate battlefield. An opponent targets the unit with Hextech Ray. Hextech Ray deals 4 damage to the unit, including the Bonus Damage from Void Gate, which the prevent effect will prevent 3 of. The unit takes 1 damage.
718. Attached is the state of a card being linked to another card in this way.
718.1. Acard remains in this state until Detached.
718.3. While in this state, Abilities in the card’s Effect Text are appended to the Rules Text of the Top-Most Card.
718.4. While in this state, the card’s Might Bonus modulates the Top-Most Card’s Might by the value listed.
718.5.d. Acard may be Attached only to a single Top-Most card at a time.
718.5.g. 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.
719.1. The Effect Text of all cards Attached to this card are appended to the Rules Text of this card for as long as they remain Attached.
719.4.a. This is true of all statuses aside from location, Attached, and Top-Most.
Example
If the top-most card becomes stunned, it does not affect the state of any attached cards.
Example
If an attached card becomes empowered, it does not affect the state of its top-most card.
721.1. Text marked this way is not applied at all while in this state.
725.1. If an Attached card has a Passive or Replacement ability that applies during the process of Attaching or a Triggered ability that triggers off of Attaching, that text exists and can be processed as it Attaches.
725.2. If an Attached card has a Passive or Replacement ability that applies during the process of Detaching or a Triggered ability that triggers off of Detaching, that text exists and can be processed as it Detaches.
725.4. If a Dependent Ability is a Triggered Ability whose condition occurs at the same time as the Dependent Keyword’s condition being fulfilled, that text exists and can be processed as it is fulfilled.
727.1. A Dependent Keyword is comprised of both a Condition that it is short for, and an ability of some format immediately after the Keyword itself.
727.1.a. A Dependent Keyword will always be functionally short for a Condition.
727.1.a.1. This Condition may also have a determined Duration, Time, or Limitation as part of its definition.
Example
Legion specifies the duration of its condition: “if you have played another card this turn.” This turn is the duration.
Example
Adependent keyword that is short for “Until you have spent [3] this turn” would include a limitation on its condition.
Example
Adependent keyword that is short for “After you’ve attacked this turn” would include a time after which the condition is active.
727.1.b.1. The Dependent Ability is present on the card for the sake of reference or evaluation until the Condition is met
727.1.b.2. The Dependent Ability is Active exactly as written while the Condition is true
727.1.b.3. If an ability has multiple Dependent Keywords, all of them must have their Condition met in order for the ability to be active.
727.1.c.1. Triggered Abilities of Dependent Keywords must be Active for their trigger to be evaluated.
727.1.c.1.a. If a Triggered Ability becomes active at the same time as its trigger condition would be fulfilled, it triggers.
727.1.c.2. Passive Abilities begin applying at the same time the Dependent Keyword becomes true.
727.1.c.3. Activated Abilities that become Active from Dependent Keywords can be activated at their associated timing after that ability has been granted
728. XP
729.1. The amount of XP that a player has should be marked clearly.
729.2. The amount of XP a Player has is Public Information.
730. XP can be Gained and Spent.
730.1. To Gain XP, increase the value of XP marked on the Player gaining it.
730.2. To Spend XP, reduce the value of XP marked on the Player spending it.
731. XP is not a Game Object.
731.1. XP cannot be targeted, readied, or exhausted.
732. XP is not shared between Allies in Game Modes with Teammates.
733. There is no limit to an amount of XP a player can accrue.
736. Turn order is established when the game begins as a repeating set of players. This populates a looping queue of turns that each player will take, starting with the first turn taken by the First Player, and repeating indefinitely.
738. If multiple Additional Turns are queued, they are added to the queue in the order the Game Effects that generated them occurred.
Example
The First Player plays, through some means, two Time Warps during their turn. The Time Warps create two Additional Turns for their controller and insert them into the turn queue after the current turn. If the turn queue is represented as [> A > B > C > D >], then these Additional Turns will appear as [> A > A* > A* > B > C > D >]. After the last Additional Turn is played, the queue returns to its previously queued turns. The “*” denotes that a turn is an Additional Turn.
Example
The First Player plays Promising Future during their turn, during the resolution of which the Second and Fourth Player choose, banish, and play one Time Warp each. The Fourth Player’s Time Warp resolves first, inserting an Additional Turn for them in the queue as such: [> A > D* > B > C > D >]. The Second Player’s Time Warp resolves afterwards, inserting that turn: [> A > B* > D* > B > C > D >]. When the First Player passes the turn, the Second Player will take their turn, followed by the Fourth Player, after which the queue returns to its previously queued turns.
740. Card text and this rules document use certain terms in specific ways that are different from their common usage.
740.1. Some card text refers to Game Objects in particular ways:
740.1.a. Two Game Objects are friendly if they share a controller, or if one’s controller is teammates with the other’s.
740.1.b. Two Game Objects are enemies if one’s controller is an opponent of the other’s.
740.2.b. Aunit is one on one when it and the enemy unit at the same location are both alone.
740.3. Some card text refers to specific terminology:
740.4. Some terms in this document are used in particular ways:
740.4.a.2. For triggered abilities, costs within instructions that appear in the first part of the trigger effect are paid on finalization of the triggered ability. In order to place the triggered ability on the chain, the cost must be paid.
742. Counters are Game Objects generated by and given to other Game Objects on the board during play.
745.1. In order to do so, that player must remove that many counters of the specified type from the specified Game Objects.
751. Some Game Effects will instruct a player to make new choices for a finalized item on the chain.
751.1. Making new choices in this way requires a player to choose Game Objects, players, zones, or modes that were previously not being chosen by the chain item.
752. This refers to the choices normally made during finalization, with some exclusions.
→ See rule 355. Make Relevant Choices for more information.
753. 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. Aplayer 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. Aplayer 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. If, as a result of new choices, the spell or ability targets a Game Object it previously did not target, any Targeting Effects of that Game Object will trigger as appropriate at that time.
757. Some Game Effects declare that a Game Object can’t be chosen by a certain set of spells and abilities. Those effects designate the Game Object as Untargetable.
757.1. These passive abilities will usually take the form “[ Game Object] can’t be chosen by [ Category] spells and abilities.”
758.1. If a Game Object becomes untargetable for a spell or ability after becoming its target and before it resolves, the spell or ability will mistarget on resolution. Any instructions related to that Game Object will be ignored as the spell resolves.
758.2. If the spell or ability changes for any reason such that it will no longer fall under the category of spells or abilities for which a Game Object is untargetable, the Game Object will become a legal target for that spell or ability.
Example
A 1 [M] unit reads “Ican’t be chosen by enemy spells or abilities with Energy cost less than my Might.” That unit is targeted by an enemy Falling Star; in reaction to the Falling Star, the unit’s controller plays Discipline targeting that unit, bringing its Might to 3 [M]. If Falling Star resolved at that point, the unit would be unaffected by it as it resolves. Falling Star’s controller plays Eclipse before Falling Star resolves, bringing the unit’s Might to -1 [M]. When Falling Star resolves now, the unit is affected by the spell and has 6 damage marked. It dies in the following cleanup.
758.2.a. This will also occur if the Game Object is no longer among the set of objects that are made untargetable by a Game Effect.
Example
Alpha Wildclaw and Vilemaw are controlled by the same player and located at a battlefield. An opponent targets Vilemaw with Rebuke. Before Rebuke resolves, Vilemaw’s controller plays Discipline targeting Alpha Wildclaw, making Vilemaw no longer a legal target. Rebuke’s controller then targets Alpha Wildclaw with Star- Crossed. When Star- Crossed resolves, Alpha Wildclaw’s passive ability no longer applies to Vilemaw, making it a legal target for Rebuke. After all spells and abilities have resolved, both Vilemaw and Alpha Wildclaw will be returned to hand.
761. The act of naming a card in this way may be accomplished in one of two ways:
Example
“Kai’Sa, Evolutionary” identifies the card Kai’Sa, Evolutionary.
761.2. 2. Identifying a combination of traits and characteristics that can identify that card uniquely.
Example
“The blue Kai’Sa,” “the 6 [M] Kai’Sa” or “the [6] Energy Kai’Sa” are sufficient to identify Kai’Sa, Evolutionary when there are no other cards that satisfy those traits.
763.1. The following tags exist in Riftbound: Ahri, Akali, Akshan, Ambessa, Anivia, Annie, Aphelios, Ashe, Azir, Bandle City, Bard, Bilgewater, Bird, Blitzcrank, Caitlyn, Cat, Darius, Demacia, Demon, Diana, Dog, Dr. Mundo, Dragon, Draven, Ekko, Elite, Equipment, Evelynn, Ezreal, Fae, Fiora, Fizz, Freljord, Galio, Gangplank, Garen, Heimerdinger, Hwei, Icathia, Illaoi, Ionia, Irelia, Ivern, Ixtal, Janna, Jax, Jayce, Jhin, Jinx, Kai'Sa, Karma, Karthus, Katarina, Kathkan, Kayle, Kayn, Kennen, Kha'Zix, Kog'Maw, LeBlanc, Lee Sin, Leona, Lillia, Lucian, Lux, Malzahar, Master Yi, Mech, Mel, Miss, Fortune, Morgana, Mount Targon, Nami, Nasus, Nidalee, Nilah, Nocturne, Noxus, Ornn, Piltover, Pirate, Poppy, Poro, Pyke, Qiyana, Recruit, Rek'Sai, Rell, Renata Glasc, Renekton, Rengar, Riven, Rumble, Sentinel, Sett, Shadow Isles, Shen, Shurima, Sivir, Sona, Soraka, Spider, Spirit, Swain, Syndra, Taric, Teemo, The Void, Trifarian, Tryndamere, Twisted Fate, Udyr, Vayne, Vex, Vi, Viktor, Volibear, Warwick, Xerath, Xin Zhao, Yasuo, Yone, Yordle, Yuumi, Zaun, Zed, Zilean.
766. Any abilities ignored in this way are treated as inactive for the purposes of the game action or procedure.
Example
Example
Aunit reads “You ignore Backline while assigning combat damage here.” While assigning combat damage in the combat damage step with this unit present, any instances of Backline on enemy units is treated as inactive. The unit’s controller can assign damage to any units with Backline as if they didn’t have it.
767. Ignored abilities are only treated as inactive for the specific game action or procedure described, and only by the players directed by the ability.
Example
801.1. A Keyword can be an ability.
801.2.a. The color of the highlight has no effect on gameplay.
801.3.a.1. The definition and rules of the specific Keyword will determine the behavior if a Keyword is granted while it is already present.
801.3.a.2. The effect that granted the Keyword will specify the duration for which it is granted.
801.3.b.1. The effect that removed the Keyword will specify the duration it is removed.
803. Similar to other rules text, execute any effects of Keywords in the order listed when reading the card from top to bottom of the rules text.
805.1. Accelerate is a Unit ability.
805.1.a. Accelerate is functionally short for "As you play me, you may pay [1][ C ] as an additional cost. If you do, Ienter ready."
805.1.a.1. If the unit has one or more domains, the Power portion of the Accelerate cost can be paid only with a Power that matches one of the domains of the unit.
805.1.a.2. If the unit has no domain, the Power portion of the Accelerate cost can be paid with [A] (a Power of any domain).
805.2. Accelerate is an Optional Additional Cost to be paid as a player plays the unit with the ability.
805.2.a. Accelerate costs cannot be paid while the unit is on the board, only as part of the steps of playing a card.
805.2.b. Paying the cost generates a delayed Replacement Effect. Even if the unit loses the accelerate keyword during the finalization process, as long as the cost was paid, that unit will still enter ready.
805.4. Multiple instances of Accelerate are redundant.
805.5. Accelerate, and whether or not a unit has Accelerate, is a characteristic of the Unit and may be checked or referenced by other Game Effects.
805.6. Accelerate generates a delayed replacement effect that replaces a unit entering the board exhausted with it entering ready. It does not enter exhausted and then become ready.
805.6.a. Accelerate will not interact with, or trigger, abilities that are affected by units becoming ready.
806.4. Some passive abilities may grant a card or ability Action under certain conditions. The card or ability does not have the Action keyword unless and until those circumstances are true.
806.4.a. Those conditions might only be fulfilled while the card or ability is on the chain. In such a case, it can still be played or activated at the appropriate timing as long as doing so could fulfill the conditions.
806.4.b. If the chain item does not fulfill the conditions by the time step 5: check legality has been reached, the actions taken while playing it are undone and it is returned to the zone it was played from if it is a card.
806.5.a. Whether or not a Game Object has Action is a characteristic of that Game Object and may be checked or referenced by other Game Effects.
807.1.b.1. The Xis referenced in the functional text of the ability.
807.1.b.3. If Xis omitted, it is presumed to be 1.
807.1.c. It is functionally short for "While Iam an attacker, Ihave +X [M]."
808.1. Deathknell is a Triggered Ability keyword.
808.1.a. It is present on Permanents.
808.1.b. It is formatted as "[Deathknell][>] [Effect]".
808.1.b.1. [Effect] is the rules text for the specific instance of Deathknell. This is referred to as the Deathknell effect.
808.1.c. It is functionally short for "When Idie, [Effect]."
808.1.d. The Trigger for this and similar effects that trigger on their source’s death is the Permanent being Killed and sent to the Trash.
808.1.d.1. If the Permanent with the effect is not sent to the Trash, for example because its "killed" event was replaced with a recall, the triggered ability will be removed from the chain.
Example
Draven, Audacious is killed in combat. Draven reads in part “When Idie in combat, choose an opponent. They gain 1 point.” Draven’s controller has a Zhonya’s Hourglass in base. Draven’s death is replaced by him being healed, recalled, and exhausted. Draven’s triggered ability will be removed from the chain.
808.1.d.3. Before the card is moved to the Trash, note its location, its attributes, and any other details related to the effect of its triggered ability to process the trigger after it has been Finalized.
808.2. Each instance of Deathknell a Permanent may have will trigger separately.
808.2.a. The controller will choose the order to add these Triggers to the chain.
808.3. Deathknell, and whether or not a permanent has Deathknell, is a characteristic of the permanent and may be checked or referenced by other Game Effects.
809.1.a. It is normally present on Permanents.
809.1.b.1. The Xis referenced in the functional text of the ability.
809.1.b.3. If Xis omitted, it is presumed to be 1.
809.1.d. It is an effect that imposes a Mandatory Additional Cost on Spells and Abilities that choose the Game Object that has this ability.
→ See rule 349. Playing Cards for more information.
809.3. Deflect, and whether or not a Game Object has Deflect, is a characteristic of the permanent and may be checked or referenced by other Game Effects.
811.1.b. It is functionally short for "While this card is in your hand or in your Champion Zone on your turn during an Open State, you may pay [A] to hide this facedown at a battlefield you control that doesn't already have a facedown card hidden there for as long as you control that battlefield. Beginning on the next turn, this gains [Reaction] and you may play this, ignoring its base cost."
811.1.c.2. Hiding a card does not open a chain.
811.1.d.1. Ahidden permanent must be played to that battlefield.
811.1.d.2. If a hidden spell or a play effect of a hidden permanent chooses any targets, those targets must be chosen from among options at that battlefield, unless the ability explicitly restricts targeting in a way that makes this impossible.
Example
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.
811.1.d.2.a. 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.
811.2. Abilities and instructions of hidden cards other than the choices listed above function as normal.
Example
Stand United is a spell that has Hidden and says “Buff a friendly unit. Buffs give an additional +1 might to friendly units this turn.” If it’s played from Hidden, the first part of its ability must choose a friendly unit at the same battlefield, but the second part of its ability affects all friendly units with buffs, no matter where they are.
811.5.a. This is independent of the state of being facedown.
811.6.a. The property is granted to the card in its facedown state, and is not publicly known.
812.1.b.2. The [Text] is the Dependent Ability.
813.1.c.2. On Activated Abilities: "This can be activated during Closed States on any player's turn."
813.4. Some passive abilities may grant a card or ability Reaction under certain conditions. The card or ability does not have the Reaction keyword unless and until those circumstances are true.
813.4.a. Those conditions might only be fulfilled while the card or ability is on the chain. In such a case, it can still be played or activated at the appropriate timing as long as doing so could fulfill the conditions.
813.4.b. If the chain item does not fulfill the conditions by the time step 5: check legality has been reached, the actions taken while playing it are undone and it is returned to the zone it was played from if it is a card.
813.5.a. Whether or not a Game Object has Reaction is a characteristic of that Game Object and may be checked or referenced by other Game Effects.
814.1.b.1. The Xis referenced in the functional text of the ability.
814.1.b.3. If Xis omitted, it is presumed to be 1.
814.1.c. It is functionally short for "While Iam a defender, Ihave +X [M]."
815.1.c.1. Players must still assign lethal damage to a unit before moving to the next when assigning their damage.
816.1.a. It is present on Permanents.
816.1.b. It is functionally short for "At the start of this permanent's controller's Beginning Phase, before scoring, kill this."
816.1.c. The Trigger Condition is the controller of the permanent's Beginning Phase starting.
816.2.a. Regardless of how many instances there are, the ability will only trigger once.
817.1.a. It is present on Permanents.
818.1.c.1. If paying costs or making choices for this ability causes triggered abilities to trigger, they will be placed on the chain above this ability in a Pending state.
→ See rule 376. Activated Abilities for more information.
818.2.a. This is an event other Game Effects and Triggered Abilities can reference.
818.3.a. The state of being Equipped is synchronous with that of the Attached state of the Equipment.
818.4. Multiple instances of Equip are equivalent to multiple Activated Abilities and can each be activated separately by paying the corresponding costs.
818.5.a. Whether or not a Gear has Equip may be referenced even if the Rules Text of the Gear is Inactive.
→ See rule 716. Attachment for more information.
819.1. Quick-Draw is a Triggered Ability keyword. It is also a Permissive keyword.
819.1.d. Quick-Draw is functionally short for “[Reaction]” and “When you play this, attach it to a Unit you control.”
→ See rule 716. Attachment for more information.
819.2. Multiple instances of Quick-Draw do not trigger separately and have no effect beyond the first.
819.3. Quick-Draw, and whether or not a gear has Quick-Draw, is a characteristic of the Gear and may be checked or referenced by other Game Effects.
820.1.d.1. When the additional cost is paid, the effect of the spell or ability, upon resolution, will be performed an additional time.
Example
Desert’s Call is a spell with [Repeat] [2] and “Play a 2 [M] Sand Soldier unit token.” If its controller pays its Repeat cost as they play it, the card’s instruction to play a Sand Soldier is executed twice, as though the card says “Play a 2 [M] Sand Soldier unit token. Play a 2 [M] Sand Soldier unit token.”
Example
Aunit reads in part “When Iattack or defend, you may deal damage equal to my Might to an enemy unit here,” and “My abilities have [Repeat] — Discard 1.” When its ability triggers, if its controller pays the Repeat cost as they play it, the ability’s instruction to deal damage equal to the unit’s Might is executed twice, as though the ability says “Deal damage equal to my Might to an enemy unit here. Deal damage equal to my Might to an enemy unit here.”
820.1.d.2. Any instructions not performed on resolution of the spell or ability are ignored.
820.2. When a spell or ability’s effect is performed an additional time with Repeat, choices must be made at the usual time during the Make Relevant Choices step of Playing a Card.
→ See rule 349. Playing Cards for more information.
820.2.a. Choices made for the additional execution do not have to be the same as the choices made for the initial execution.
Example
Rocket Barrage is a spell with [Repeat] [4][ C ] and “ Choose one — Deal 4 to a unit in a base. [or] Kill a gear.” If Rocket Barrage’s controller pays its Repeat cost as they play it, they may choose the same mode or a different one, and if they choose the same mode, may choose the same target or a different one. If they choose “Kill a gear” twice and choose two different gear, they must specify which gear is the first target and which is the second. As the spell resolves, those two gear will be killed in the chosen order.
820.3.a. Regardless of the number of times a spell or ability's instructions are executed with this keyword, it is only Played once.
821.1. Weaponmaster is a Triggered Ability keyword.
821.1.b. Weaponmaster is a Play Effect that chooses an Equipment you control and allows you to pay its Equip cost at a discount, regardless of the usual timing of the Equip ability, to Attach that Equipment to the unit with Weaponmaster.
821.1.c. Weaponmaster is functionally short for: “When you play me, you may choose a Card you control with the Equipment tag. Necessary portions of its Rules Text are no longer Inactive if they are currently Inactive. Pay the cost of its Equip ability, reduced by [A], to attach it to this unit.”
→ See rule 716. Attachment for more information.
821.1.c.5. If the chosen card’s Equip cost can’t be paid, if it can’t be detached from its current Top-Most card, or if it can’t be attached to the unit with the Weaponmaster ability, it stays in its current location, Attached to anything it was already Attached to.
821.1.c.6. The Equip ability is not activated this way, and the unit with the Weaponmaster ability is not chosen.
821.1.c.7. Multiple instances of Weaponmaster trigger separately, and can choose different targets.
821.1.d. If you choose the same target with multiple instances of Weaponmaster, each will resolve separately.
821.3. Weaponmaster, and whether or not a unit has Weaponmaster, is a characteristic of the Unit and may be checked or referenced by other Game Effects.
822.1.c. It is a passive ability that adds options to locations that are valid for a Unit to be played to during the Make Relevant Choices step of Playing a Card
→ See rule 349. Playing Cards for more information
822.1.d. Ambush can also appear as a verb on a card. In such a case, the verb is taken to mean “play with the permissions of the Ambush keyword.”
Example
→ See rule 728. XP for more information
823.1.c.2. If Xis omitted, it is presumed to be 1.
824.1.b.1. It is functionally short for “While you have [N] or more XP, this card gains ‘[Text]’.”
825.3. Unique is not functionally short for any rules text, and instead provides a restriction to players during Deck Construction.
826.4.a. Players must still assign lethal damage to a unit before moving to the next when assigning their damage.
827.2.a. This is an event other Game Effects and Triggered Abilities can reference.
827.3. Multiple instances of Empower are equivalent to multiple activated abilities and can each be activated separately by paying the corresponding costs.
829.1.b.1. 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. Replacement Effects for more information.
→ See rule 389. Delayed Abilities for more information.