Riftbound Rules
UnleashedVendetta
Comparing 2026-03-30 to 2026-07-16. Renumbered rules with identical text are separated out so real changes stay visible.
- 103
To play Riftbound, a player must have
two Decks,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.b
This will dictate the Domain Identity of the
Main Deck.deck. - 103.1.b.1
Cards included in your
Deckdeck must abide by your Domain Identity. - 103.2
A Main Deck of at least 40
cards 1cards: A Chosen Champion Unit, as well as Units, Gear, and Spells - 103.2.b.1
This includes your Chosen Champion.
Example: A deck could include Volibear, Furious as its Chosen Champion and still include 2 more copies of Volibear,
Furious.Furious in their Main Deck. - 103.2.e
During Gameplay,Subject to card legality of theMain Deck is Secret Information.Format being played. - 103.3.a.1
Cards in
this deckthe Rune Deck must be of the Domain Identity of your Champion Legend. - 107.1.b
Each Base is a Location.
See rule 197. Locations for more information.
- 107.1.c.1
Permanents attached to Permanents controlled by a player may also be found in that player’s
Base.Base, regardless of their controller. - 107.2.b
Each Battlefield is individually a Location.
See rule 197. Locations for more information.
- 107.4.c
The Champion Legend here is a Game Object.
See rule
120.119. Game Objects for more information. - 108
Non-Board
Zones.Zones - 108.4.c
Primarily houses the face-down
deckMain Deck during gameplay. - 108.4.d
The order of cards in the
deckMain Deck is Secret Information during the course of play.See rule 128. Privacy for more information.
- 108.5.d
The order of runes in the
deckRune Deck is Secret Information during the course of play.See rule 128. Privacy for more information.
- 124
A Game
Objects include, but are not limited to,Object that changes zones to or from a Non-Board Zone becomes a new object for thefollowing: Main Deck cards in any zone Runes in any zone Legends Battlefields Tokens in any zone Abilitiespurposes ofany type on the chain Buffs and other status markerstracking 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.
Examples: Damage is cleared.
BuffsCounters are removed. Granted Keywords are no longer granted. Statuses are cleared. - 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,
oras part of their Main Deck or RuneDeck.Deck, or Created during the process of play. The legal owner of a card doesn't matter during gameplay.Example: Bo didn't bring a deck, so Alice loans him a deck. During the game, Bo is considered the owner of those cards, even though legally they belong to Alice.
- 128.2
A card will have a different level of Privacy based on its state or where it resides at a given
timetime. - 131.1
Main Deck cards have a Cost, listed in the upper left corner of the front face of the card.
See rule
164.165. Rune Pools for more information. - 133.6
Non-DeckOther Cards are not part ofany deckeither the Main or Rune Decks and begin the game in a zone determined by their type. - 133.6.b.1
A sub-category encompassing cards with the legend type. They are not played or channeled. They start the game in the Legend Zone and cannot typically leave it during play.
- 135.2.b.2
They describe
theactions to betaken as the spellperformed by one orability resolves.more players. - 135.2.e.6.b
A [C] shorthand on a card with no Domain
or with multiple Domainsis processed as [A] instead. - 135.2.e.7.a
This could be a dependent keyword like [Legion][>] or [Level][>], a triggered ability with a keyworded trigger condition like [Deathknell] or it could be a permissive keyword associated with an ability like [Action][>] or [Reaction][>].
- 135.2.e.7.b
Whatever instruction or ability comes after the [>] is modified by the keyword that comes before the [>].
Either itIt will either be inactive, in the case of a dependentkeyword,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. - 143.2.b
If a unit's Might is ever less than 0, it is treated as 0 when referenced by spells and abilities, and when summing Might to be assigned as damage in the Combat Damage Step.
See rule
460.465. The Combat Damage Step for more information. - 143.3.b.1
At the end of each player's turn.
See rule 317.2. Ending Phase for more information.
- 143.3.b.2
During a Combat Cleanup.
See rule
461.1.466.1. for more information about Combat Cleanups. - 144.3
Players may perform multiple Units' standard move simultaneously. This is treated as one game action performed on multiple Units.
- 144.4.a.1
Units cannot Move to a Battlefield that already has units from 2 other players present, or where a Combat is ongoing that has 2 other players as participants.
See rule 447.2. For more information on valid destinations for movement.
- 146.1
A Unit’s Location is the Base or Battlefield it currently occupies.
See rule 197. Locations for more information.
- 149.3
If an unattached non-Unit Gear is at a Battlefield for any reason during a cleanup, then it is recalled to its controller's Base as a corrective action.
See rule
449.454. Recalls for more information.See rule 318. Cleanups for more information.
- 167
All Abilities that includeEvery player's Rune Pool empties at theaction "Add " are abilities that are adding Energy or Power tostart of each player's Main Phase and theRune Pool.See rule 429. Add for more information.end of each player's turn. - 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.actions, starting with the current Turn Player.See rule 382. Triggered Abilities for more information.
- 312.2.c
When the turn is in a Closed
StateState, all pending chain items finish being finalized, and they control the next item on the Chain. - 315.2.b.2
1. The Turn Player Holds all Battlefields they Control.
See rule
462.467. Scoring for more information. - 315.2.b.3
Reminder: In Modes of Play with Teams, Battlefields
heldcontrolled by a Teammate ofthe Turn Player during this
phasestep are disqualified from being scored this turn bythe Turn Player.
- 317.2.c
Insert
“2d.“3d. All ‘this turn’ effects expire simultaneously.” - 317.2.d
Insert
“2e.“3e. Each player’s Rune Pool empties. Any unspent Energy and Power are lost.” - 319.4
After a Pending Item becomes a
LegalFinalized Item on the Chain - 320
While a Cleanup is occurring, Chain Items cannot be Finalized or Resolved.
- 320.1
New Pending Items can be added, but
LegalFinalized Items cannot be executed and Priority and Focus are not passed or awarded. - 323.4
3a. All Units that have
non-zeroLethal Damage marked on themequalling or exceeding their Mightand that have Deathknell or other abilitieswillthat trigger on theirDeathknell abilityown death will trigger such abilities now, making note of their current location, attributes, and other information relevant to add the trigger as a Pending ItemSee rule 808 Deathknell for more information.
- 323.5
3b. All Units that have
non-zero DamageLethalDamage marked onthem equalling or exceeding their Might arethemare killed and placed in their owners' Trash.See rule 142.4. For more information on lethal damage.
- 323.6
4.
IfPlayers lose control of any controlled Battlefields without their Units occupying them if the turn is in an OpenState, Battlefields with no Units occupying themState and there is no Showdown or Combat ongoingbecome Uncontrolled.there. - 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.a
The Showdown remains Staged at
each Battlefieldthat Battlefield as long as it is Contested and has units present controlled by the player that applied Contested. - 323.11
8.
IfRemove Contested status from each Battlefield without Units controlled by thecurrent state is a Neutral Open Stateplayer who applied Contested to that Battlefield andone or more Showdowns are Staged, the Turn Player chooses one of those Battlefields. Awithout a Showdownbeginsor Combat ongoing there. - 323.12
8a.9. If the current state is aShowdownNeutral Open State andCombatone or more Showdowns arestagedStaged atthe same Battlefield andBattlefields without a Combat staged, theturn playerTurn Player choosesto initiate the Showdown there, theone of those Battlefields. A Showdownwill open as a Combat Showdown.begins there. - 323.13
9.10. If the current state is a Neutral Open State andCombat is Staged atone or more Combats are Staged at Battlefields, the Turn Player chooses one of those Battlefields. Combat begins there. - 323.14
9a.10a. If the current state is Showdown Open State and Combat is Staged at a Battlefield where there is a Non-Combat Showdown ongoing, that Showdown becomes a Combat Showdown. - 324.1
When a Special Cleanup is invoked, the unique steps added will be inserted and defined by the sub-section that invokes it.
Example: When a Combat Cleanup is invoked, the Combat section defines what steps are added to the Cleanup.
See rule
461.466. The Resolution Step for more information.Example: When an End of Turn Cleanup is invoked, the End of Turn Phase subsection defines what steps are added to the Cleanup.
See rule 317. The Ending Phase for more information.
- 328.1
- 329
CardsCards, tokens, and abilities added to the chain are added as Pending Chain Items that become Finalized Chain Items. - 330.2
If a card or token would begin to be played while a Chain already exists, it is placed on the existing Chain.
- 332
Steps ofHandling Tasks and Resolving Chain Items - 333.1
The player that createdTasks include, but are not limited to: Cleanups, thechain becomesactions performed during thefirst player with Priority.Start of Turn Process, throughout Combat in its various steps, and the actions performed during the End of Turn Process.See rule 318. Cleanups for more information on Cleanups
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.
- 335
Whenever a Player takes oneIf there are no Outstanding Tasks, no pending Chain Items, no ongoing Showdown ormore actions that incur Tasks they should refer toCombat, and it is theprocessMain 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 ofHOT FEPR: H andle O utstanding T asks; then F inalize, E xecute, P ass, R esolve.the turn, proceed to the next substep, step, phase, or turn. - 337.1
If there is at least one
or more Items areChain Item Pending,their controllersthe controller of the oldest Pending Chain Item must complete the steps of Playingthosethat PendingItemsItem untilthey areit is a FinalizedItemsItem orleaveleaves the Chain.See rule 349. Playing Cards for more information on finalizing chain items.
- 337.1.a
This processFinalizing an item to the chain does not pass Priority. - 337.1.b
Each Item isChain Items are Finalized in the orderit wasthey were appended to the Chain. - 338.1.a
Play a Card or Activated Ability that is legally timed.
- 338.1.a.1
Cards,Cards and Activated Abilities, by default, cannot be played during a Closed State. - 338.1.a.2
A Legally Timed Card or Activated Ability would be
a Cardone with Reaction ora cardone that will have Reaction when played under appropriate circumstances. - 338.1.a.4
The
cardCard or Activated Ability will be added to the chain as a Pending Item, following the steps of playing a card. - 338.1.a.5
This can be an additional
carditem to the item that Started the Chain in the case of the first player with Priority after creating the Chain. - 338.1.a.6
- 338.1.a.7
Playing a
cardCard or Activated Ability will create one or more Pending Items. Return to Step 1: Finalize. - 339.1
If all players have passed Priority in sequence without adding any items to the Chain, proceed to Step 4: Resolve.
- 339.2
Otherwise, the player with Priority passes Priority to the next Player in Turn Order. Return to Step
3:2: Execute. - 340.1
- 340.2.a
If this occurs during a
Showdown,Showdown and the chain wasn’t initiated by a triggered ability or an ability that Adds resources, focus passes to the next player in turn order. - 344
A Showdown begins when Control of a Battlefield is Contested during a Cleanup and the turn is in a Neutral Open State.
- 344.1
If Control of a Battlefield is Contested between two players, then a Showdown will be opened as the first step of Combat. If a Showdown is already ongoing at that Battlefield, it will become a Combat Showdown and a Combat will initiate there.
See rule
454.459. Combat for more information. - 344.2
If Control of a Battlefield is
ContestedContested, there aren’t units controlled by different players there, and theBattlefield in questionturn isuncontrolled when it becomes Contested,in a Neutral Open State, a Showdown is opened during theCleanup at the end of the action that caused the Battlefield to become Contested.next Cleanup.See rule 318. Cleanups for more information.
- 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
InitialCombat Chain opens as a result of triggered abilities being added to the chain, so when the last item on theInitialCombat Chain resolves and the turn returns to an Open State, Focus will not pass. - 347.1
Play a
cardCard or Activated Ability that is legally timed. - 347.1.a
The card or activated ability will start a Chain as normal.
- 348.1
If it is a Combat Showdown, proceed with the remaining steps of Combat to resolve the phase.
See rule
458.463. 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
185.188. Control for more information on Control.See rule
464.1.469.1. for more information on Conquering. - 350.2
Tokens are not cards, but can still be Played.
See rule
176.179. Tokens for more information. - 354
1.
RemoveMove the card fromtheits current zoneyou are playing it from and put it ontoto the Chain. - 354.4
If there are Tasks outstanding or currently being handled, finish those Tasks before continuing this process.
See rule
334.332. for more information on Tasks. - 355.1
If the card
is a spell, orhas an effect that specifies a choice "As I am played," those choices are made now. - 355.2
For Units, choose a valid Location where that Unit will
be placedenter upon being Played. - 355.4.a
A valid Location for a Move Effect is one other than the Units’ current Location where they are allowed to be present.
- 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
permanentchain item is played.Example: A unit with a triggered ability that says "When I'm played, kill a unit" does not require you to choose a target as it's played. The target will be chosen when the ability triggers.
Example: Targon’s Peak reads “When you conquer here, ready up to 2 runes at the end of this turn.” Readying up to 2 runes at the end of the turn is the effect of a delayed trigger; any choices involved are not made when finalizing the conquer effect but when finalizing the resulting delayed trigger at the end of the turn.
See rule 382. Triggered Abilities for more information.
- 355.9.b
It meets all targeting restrictions.
e.g., A unit is a valid target for a spell that refers to a “unit at a battlefield,” “enemy
unit,” “unit you control,” or “unit with Might 4 or greater” only if it meets the
appropriate criteria.
e.g. A unit that reads “I can’t be chosen by enemy spells or abilities.” is not a valid
target for any enemy spell or ability, even if it meets other targeting restrictions.
- 355.10.b
It is included only as part of a targeting restriction for another
choice.choice or only as a restriction or permission for a game action.e.g., “Kill a unit at a battlefield” targets a unit, but not a battlefield, because the
units are targets and “at a battlefield” is a restriction.
e.g., “Kill all units at a battlefield” targets a battlefield, but not any units.
e.g., “Play a unit from your hand to a battlefield” doesn’t target a battlefield.
- 355.10.d
It is programmatically selected based on its characteristics rather than chosen by the spell or ability’s controller.
e.g., “Kill all units at a battlefield” targets a battlefield, but does not target any
units.
e.g., “Kill all units at battlefields” doesn’t target anything.
e.g.,
“Destroy“Kill a unit. Its controller draws2 cards”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.
- 355.14.d
Each Target is valid, and contributes to
Chosen triggersTargeting Effects individually. - 355.15
These choices cannot be changed after this
step.step unless instructed to by a spell or ability.See rule 750. Making New Choices for more information.
- 355.16
A player may not make choices during this step that will deterministically result in illegal choices or actions later in this process unless they have no choice.
Example: A player plays a card which reads
“as“As an additional cost to play this, kill the unit you control with the most Might. Give a friendly unit +[M] equal to the killed unit’s Might this turn. Predict 2.” They cannot choose to target their unit with the highest Might during this step of finalization. - 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
164.165. Rune Pools and rule 429. Add for more information. - 357.2
In addition, pay any non-standard Cost summed in step 3 in any order.
Example: A card reads in part “As an additional cost to play me, kill a friendly unit and discard a unit.” When paying the costs for that card, its controller can pay those two costs in any order; they can kill a friendly unit first and then discard a unit, or they can discard a unit and then kill a friendly unit.
- 358.2
Ensure that the outcome of the effect of this card being played would not create an illegal state.Example:Check thata spell's execution does not create a state where a Battlefield has Units controlled by 3 different players.all costs were paid. - 358.3
EnsureCheck that thecard hasoutcome of theappropriate permissions to be played ateffect of thistiming.Example: If the state is Showdown Closed and thecardwas the one that Closed the state, ensure that it has [Action] or [Reaction].being played would not create an illegal state.Example:
If the state is Closed and the card wasn’t the one that Closed the state, ensureCheck thatita spell's execution does not create a state where a Battlefield has[Reaction].Units controlled by 3 different players. - 358.4
IfCheck that thecard, if continuedcard has the appropriate permissions to beplayed, would create an illegal state, or if a choice or actionplayed at this timing.Example: If the state is
illegal, the actions taken in this process are undoneShowdown Closed and theactioncard was the one that Closed the state, ensure that it has [Action] or [Reaction].Example: If the state is
cancelled.Closed and the card wasn’t the one that Closed the state, ensure that it has [Reaction]. - 359.2.d
If it is a Non-Unit Gear, it enters the Board Ready at the player's Base.
- 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.
Examples: An enemy unit at a battlefield is no longer a legal target if it is no longer an enemy, no longer a unit, or no longer at a battlefield. A unit with 3 or less Might is no longer a legal target if it is no longer a unit or if its Might is greater than 3. Something that's exhausted is no longer a legal target if it is no longer exhausted. (It can't stop being "something.")
A spell that's played from hidden can normally only target its own battlefield or something at that battlefield. A target for such a spell may cease to be a legal target if it moves from the battlefield where that spell was played, even if the spell has no location targeting requirement otherwise. - 359.3.e.5
If any of the spell's targets are no longer legal, those
targetsgame objects, players, or zones are unaffected by the spell as it resolves. Any instructions related to an illegal target can’t be followed.Example: A player plays Void Seeker, a spell that says "Deal 4 to a unit at a battlefield. Draw 1." The unit's controller uses a Reaction to move the unit to their base. Since the unit is no longer a legal target, it is not dealt any damage. Void Seeker's controller still draws 1.
Example: A player plays Bellow’s Breath targeting a unit in combat that reads in part “I can’t be chosen by enemy spells and abilities unless I’m in combat.” In reaction, that unit’s controller plays Flash, moving the unit to their base. The unit is no longer in combat, so it is no longer a legal target for Bellow’s Breath. The unit will be unaffected by Bellow’s Breath as it resolves.
Example: A player plays Hidden Blade from the facedown zone at a battlefield, targeting an enemy unit. In reaction to Hidden Blade, their opponent plays Tideturner from facedown at another battlefield, choosing to swap locations with the unit Hidden Blade targeted. When Hidden Blade resolves, the chosen unit is no longer at the appropriate battlefield, so any instructions related to that unit are ignored.
- 359.3.e.6
Instructions that can't be followed, either because of illegal targets or other circumstances, are ignored.
Example: A player plays Ride the Wind choosing to move their unit at
Vilemaw’s Lair to base. Base is a legal move destination for Ride the
Wind, but on resolution of Ride the Wind’s effect, the move instruction will
be ignored because Vilemaw’s restriction makes the instruction
impossible.
- 359.3.e.7
If all of an instruction's Targets become Invalid or Unavailable by the time the spell
is finished being played,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
is finished being played,begins resolving, the instruction will execute, with only the Targets available and valid being operated on.Example: Singularity reads “deal 6 to each of up to two units.” The
instruction will execute even if one of those units is made unavailable
before the spell begins.
- 359.3.e.11
Instructions that can be partially followed are followed as much as possible and ignored otherwise.
Example: A player plays a spell that says "Discard 2, then draw
2"2." If their hand is empty, the instruction to discard 2 will be ignored. They'll still draw2. If they had 1 card in hand, they would discard it and draw 2.
- 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.
Examples: A unit that is no longer on the board is treated as having null Might, null cost, etc. A unit that is no longer on the board has no location, is neither exhausted nor readied, etc. Baited Hook says "[1][C], [E]: Kill a friendly unit. Look at the top 5 cards of your Main Deck. You may banish a unit from among them that has Might up to 1 more than the killed unit and play it, ignoring its cost. Then recycle the rest." While Baited Hook’s ability is on the chain, an opponent reacts with a spell that returns the friendly unit to its owner's hand. Because the friendly unit is no longer a legal target, it can't be killed and its Might is treated as null. Baited Hook’s controller looks at the top 5 cards of their Main Deck, but can’t choose any unit from among them. Strike Down reads “Choose an equipped friendly unit. It deals damage equal to its Might to an enemy unit. Then detach an Equipment from it.” While Strike Down is on the chain targeting a unit with only one Equipment attached to it, that unit has its Equipment detached via Angle Shot. When Strike Down goes to resolve, the targeted unit is no longer legal, so the unit’s Might will return as “null” and the instructions related to it are ignored.
- 359.3.e.12.a
If the spell checks information about a target that is
legal,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.”
Example: Hidden Blade reads “Kill a unit at a battlefield. Its controller
draws 2.” The “its” in the second instruction references the unit in the first,
so the two instructions of the spell are linked.
- 359.3.e.14.a
In 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.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.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 I hold, at the start of your next Main Phase, you may move an enemy unit to this battlefield.” The “this battlefield” in her delayed triggered ability refers to the battlefield she held, and so will be referenced from the trigger condition, when the triggered ability is generated.
- 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.
Example: Undying Legion has a passive ability that reads “[Legion][>] You may play me from your trash for [3][C].” That passive ability only applies when Undying Legion is in the trash.
- 369.1
A Replacement Effect can usually be identified by the presence of the terms
“would”“as,” “would,” or "instead."Example: Zhonya's Hourglass reads "The next time a friendly unit would die, kill this instead. Heal that unit, exhaust it, and recall it." This is a replacement effect that alters the execution of any Game Effect that would kill a friendly unit.
Example: Undertitan is a unit that reads in part “As I’m revealed from your deck, [Add] [2].” This is a replacement effect that alters the execution of any Game Effect that reveals Undertitan from your deck.
- 370.1.a
When a Replacement Effect applies, it replaces the qualifyingAn eventwith oneis the singular moment that results from a Game Action being performed ormorefrom a GameActionsObject changing state.Example: The moment that results from a unit being killed is an event that can be referenced by game effects, or
events,or the qualifying instruction with another instruction.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.
- 371
Some Replacement Effects will begin with “once each turn,” or “N times each turn.”
- 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
ownercontroller of the object being acted on determines the order the Replacement Effects will apply. - 375
If an event that a Replacement Effect applies to would be modified by
athe GameEffect,Effect that generated that event, or the results of that event would be modified by a GameAction,Action from a linked ability that references the replaced event, the Replacement Effect will inherit those modifications.Example: Treasure Hunter reads “When I move, play a Gold gear token exhausted.” A Replacement Effect that says “if you would play a token gear, play that token and an additional copy instead” is applied to the event of the Gold gear token being played. The additional copy will also be exhausted, as it inherits the “exhausted” modification.
Example: Another Replacement Effect says “if you would play a token, draw 1 instead.” The modification from Treasure Hunter’s ability cannot apply, so we ignore it.
Example: A spell reads “play a ready 3 [M] Mech token. Then do this: Give it Temporary.” A Replacement Effect that says “if you would play a unit token, play that token and a 1 [M] Recruit token instead” is applied to the event of the Mech token being made. The Recruit token enters ready and is given Temporary.
- 377.2
Card text will refer to activating Activated Abilities with the word
“use.”“use” or “play.” - 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.
Example: Ultrasoft Poro reads “[E]: Play two 1 [M] Bird unit tokens with [Deflect]. Use this ability only while I'm at a battlefield.” In order to activate the ability, Ultrasoft Poro must be located at a battlefield.
- 383.2.a
The Condition
followsis theWhen.clause with When, At, or the Nth Time. - 383.2.b
The Effect is the
InstructionInstructions thatfollows the comma afterare not part of the Condition. - 383.2.c.1
If a Game Object
withhas a Triggered Ability that is active in a specific zone, it is evaluated and subsequently triggered if it enters that zone at the same time that its Trigger’s condition is met.Example: Immortal Phoenix says “When you kill a unit with a spell, you may pay [1][C] to play me from your trash.” This ability triggers if Immortal Phoenix is in your trash immediately after you kill a unit with a spell, even if the unit you killed with a spell was that Immortal Phoenix.
- 383.2.c.2
A Game Object will not be able to successfully
be able toevaluate its Trigger Condition, however, if it leaves the zone that its Trigger is active from at the same time that its Trigger is satisfied.Example: Viktor, Leader says “When another non-Recruit unit you control dies, play a 1 [M] Recruit unit token into your base.” This ability triggers if Viktor is on the board immediately after another non-Recruit unit you control dies. It does not trigger if Viktor and another non-Recruit unit you control die during the same game action (for instance, if they are both killed in the same Cleanup due to the damage dealt by Unchecked Power).
- 383.3.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
placeperform the Triggered Abilityonduring finalization.Example: Tideturner reads “When you play me, you may choose a unit you control at another location. Move me to its location and it to my original location.” This “you may” appears as the
chain whenfirst part of itstrigger Condition is fulfilled.effect, so the choice represents whether or not to perform the triggered ability. - 383.3.b
If a Triggered Ability contains a cost within
instructions,instructions at the beginning of the effect or immediately following the “you may” or “they may” that appears as the first part of the effect, that cost is treated as the base cost of the Triggered Ability.Example: Ekko, Recurrent reads “[Deathknell][>] Recycle me to ready your runes.” In this case, “recycle me to ready your runes” is a cost within instructions that appears at the beginning of the effect of the ability, and thus “recycle me” is taken as the base cost of the triggered ability.
Example: Insightful Investigator reads “When you play me, choose an opponent. They reveal their hand. You may pay 2 XP to choose a card from their hand. If you do, they discard that card and draw 1.” The “pay 2 XP” is a cost within instructions, but because it does not appear in the first part of the effect, it is not taken as the base cost of the triggered ability. Paying 2 XP is performed on resolution.
- 383.3.e
If a triggered ability has a conditional statement following the Condition, that conditional statement must be true in order for the trigger to be placed on the Chain.Example: Sona, Harmonious reads “At the end of your turn, if I'm at a battlefield, ready up to 4 friendly runes.” Her Trigger Ability’s Condition will be fulfilled in the Ending Step, but theSome TriggeredAbilityAbilities willonly be placed on the chain if she is located at a battlefield when the Condition is fulfilled.trigger “once each turn,” or “N times each turn.” - 383.4.a
Play Effects are Triggered Abilities
with thewhose Conditionthatincludes the Permanent that has the Play Effect being played to the board. - 383.4.b
Targeting Effects are Triggered Abilities
with thewhose Conditionthatincludes a Game Objectbecomesbecoming targeted. - 383.4.c
Conquer Effects are Triggered Abilities
with awhose Conditionofincludes a Unit participating in, and successfully Conquering a Battlefield. - 383.4.d
Hold Effects are Triggered Abilities
with awhose Conditionofincludes a Unit being present at a Battlefield during the Beginning phase when a player scores Victory Points from Holding. - 383.4.e
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 I attack…” or “When you attack…”
- 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 I defend…” or “When you defend…”
- 390
Delayed Abilities are a type of Ability
whose trigger Condition identifies a specific time during a turn or a specific eventthatcan occur duringspecifies aspecific timeframe.window of applicability during which they are active. - 390.5
Delayed Linked Abilities are Linked Abilities that are generated by another Ability and reference that Ability or Game Objects it
affects. Delayed Linked Abilities don’t necessarily identifyaffects instead of aspecificwindow oftime, and instead are defined by the Ability they are linked with.time. - 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”Damage.” This is a Delayed Passive Ability that passively adds 1damageBonus Damage to just the next spell played. The next spell is a specific time, and the 1 Bonus Damage is a passive ability.Example: Noxian Guillotine reads “Choose a unit. Kill it the next time it takes damage this turn.” When the chosen unit takes damage is the specified time, and killing it is the condition for a Delayed Triggered Ability.
- 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
A component Linked Ability that references a Game Object affected by another Ability in the set may only interact with Game Objects affected by the Abilities it is Linked with.
Example: The Zero Drive is an Equipment gear whose rules text reads in part “[3][B], Banish this: Play all units banished with this, ignoring their costs.” Any units banished by effects other than component Linked Abilities in the same set as the activated ability cannot be played when resolving the activated ability.
- 400.1
When an Ability finishes the steps of playing it becomes a Finalized Chain Item just like a Spell.
- 400.2
When an Ability with the [Add] action is finalized it resolves
immediately instead of becoming a Chain Item,immediately, like a Unit or Gear. - 403.1.b.1
If a Triggered Ability has a cost within instructions (e.g. “[do X] to [do Y]”), the cost is taken as the base cost.
See rule
742.1.740.2.a. for more information on costs within instructions. - 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.
- 406.2
This Ability becomes a Finalized Chain Item.
- 406.3
If there are other Pending Chain Items on the Chain, their controllers perform the remaining steps of playing now.
- 406.4
Other players have an opportunity to play Reactions before the resolution of
spells.spells and abilities.See rule 327. Chains for more information.
- 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: A player may Draw during the Draw
Step of the BeginningPhaseofon their turn or wheninstructed 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.
Example: Cull the Weak is a spell that reads “Each player kills one of their units.” When the
spell resolves, each player chooses a unit they control and kills that unit. They are
responsible for the death of their own unit.
- 413.1
Drawing a card takes a single card from a zone and
addingadds it to the player's Hand. - 413.1.a
Unless specified otherwise, drawing takes cards from the top of the Main Deck.
- 413.2.a
Each player draws 1 during the Draw
Step ofPhase on theirBeginning Phase.turn. - 414.1.b
A
UnitGame Object that is already Exhausted cannot be Exhausted again. - 414.1.c
If a
UnitGame Object is instructed to be Exhausted while it is already Exhausted, nothing additional happens. - 415.3.a
A player Readies all non-spell Game Objects they Control during the
Ready Step of the BeginningAwakening Phase on their turn. - 416.6
This action, when instructed, is sometimes formatted as "Recycle X from [Zone]." That means to take X cards of the instructed player's choice from the relevant zone and recycle them. Such an instruction does not target the recycled cards.
Example: Dr. Mundo, Expert has the ability "At the start of your Beginning Phase, recycle 3 from your trash." As that ability resolves, its controller recycles 3 cards from their trash. If there are fewer than 3 cards in that player's trash, they recycle as many as they can.
- 417.1.e.1
Only Valid Damage is Dealt.
Example: A unit
hasreads “when I take damage, give me +2 [M] this turn.” A spell is played that Prevents the next 3 damage the unit would take. If a player plays Hextech Ray targeting the unit, it will take no damage and its triggered ability will not trigger. If that player had played Void Seeker instead, it would be Dealt 1 and trigger its ability.Example: A unit is present at Void Gate. A spell is played that Prevents the next 3 damage the unit would take. If a player plays Hextech Ray targeting the unit, it will take no damage - in order to apply the Bonus Damage from Void Gate, the Deal game action would have to occur, and Hextech Ray did not Deal any damage. - 417.3.a
Assigning Damage causes Damage to be dealt outside of being directed to Deal Damage.
See rule
454.459. Combat for more information. - 417.6.b.3
When a spell or ability specifies a Unit as the source of the Damage for the Deal action, it is not in addition to the spell or ability that
specifiedinstructed it.Example: Challenge is a spell that reads “Choose a friendly unit and an enemy unit. They deal damage equal to their Mights to each other.” The damage that Challenge causes to be dealt is dealt by the chosen units, not by Challenge.
- 419.3.c
If there are no eligible cards to Play when instructed to Play in this
manner like this,manner, then nothing happens and resolution continues. - 419.4.a
TheseAny such triggered abilities trigger when the act of playing the card has been completed by the resolution of the card. - 419.4.b
IfNon-triggered abilities that check cards being played do so by means of referencing whether said cards have been Finalized.Example: A player plays a
game effect prevents the resolutionspell, which is countered by Defy. Any Legion abilities ofthe card—for example, because the card was countered—the card wasn't playedgame objects controlled by that same player will be active.Example: A player plays a spell, which is countered by Defy. If that player plays Battering Ram and has played no
abilities that trigger on playingother cardstrigger.See rule 425. Counter for more information.that turn, it will cost [4] Energy. - 420.1
Moving is the act of a Game Object moving between two Locations on The Board.
See rule
440.445. Movement for more information on movement. - 420.3.b
The Effect is Moving those
Unit.Units. - 423.1.a.2
Stunned Units lose the Stunned status
at the beginningduring step 3d of thenext Ending Step.end of turn cleanup. - 423.1.b
A Stunned Unit does not contribute its might to damage in the combat damage step.
See rule
460.465. The Combat Damage Step for more information. - 424.3
This action is formatted as "Reveal cards from [zone]." or “Reveal [Zone].”
Example: "Reveal 2 cards from the top of your Main Deck" would be executed by taking the two cards from the top of your Main Deck, and then presenting them to all players to clearly read and understand at the table. Then, when all players have had a chance to understand the revealed information, return them to the top of the
deckMain 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
DeckDeck, 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.b
A card that is Countered is not considered to have been played for abilities that trigger on cards being played.
- 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: A spell reads "Buff a unit. Then, if it was buffed this way, draw a card." It will place a buff counter on a unit that has no buff counter, and then its controller will draw a card. However, if the player chooses a unit with a buff counter on it already, then the card will not be drawn.
Example: A unit reads “When you buff me, ready me.” If that unit is chosen for a game effect that would buff it and it is already buffed, its ability will not trigger.
- 427.1
Banishing is the action of placing a card from any other zone
tointo Banishment.See
107.5.108.6. Banishment for more information. - 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
its Deathknellany such ability added to the chain as a Pending Item. Note the unit’s location, attributes, and other relevant information to processits Deathknellthose abilities when finalized before completing this Kill Instruction.Example: Draven, Audacious reads in part “When I die in combat, choose an opponent. They gain 1 point.” The ability triggers when Draven himself dies, so it will go on the chain first when a kill instruction is performed on Draven, before he is put in the trash.
- 428.5.c
When one or more Units is killed due to a Cleanup, that kill action is attributed to the spell or ability that resolved immediately prior to that Cleanup that dealt damage to the Unit or Units.
The player responsible for the deal action is responsible for the kill action. - 429.2
Spells, triggered abilities,Triggered and activated abilities that Add resourcesfinalize immediately.resolve as soon as they are finalized. - 429.3
Activated abilities that Add resources and have the Reaction tag can be activated
during the playing or resolution of other spells and abilities,at any time thatthosespells or abilities require resources be paid.Example: A player can add Energy and Power through any means before initiating the process of playing a spell. After initiating that process, in the Pay Costs step, they may activate Add Reactions to add Energy or Power to pay costs.
Example: A player moves two units to a battlefield where their opponent controls a Mageseeker Investigator. Although they have no window of priority, they may activate Add Reactions to pay for the applied cost from Mageseeker Investigator, and those abilities finalize and resolve immediately.
- 431.1.a
If a player must Draw cards in excess to the number of cards in their
deck,Main Deck, they will Draw as many as possible, perform this action, then Draw the remaining amount instructed. - 431.3.b
Points gained after the first Burn Out being processed in sequence cannot be replaced or prevented by any means.
Points gained after the first Burn Out being processed in sequence that cause a player to reach or surpass the Victory Score for their game mode will cause that player to win the game if they also have more points than any opponent. The player wins immediately, without needing to wait for a cleanup to occur. - 433.1.a
Swapping creates two different effects that apply to each attribute. One that Increases one value and one that Decreases the other. These effects last for the duration specified by the effect that instructed the Swap.
- 434.1.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.
- 435.4.a
If the Detached card was a Gear and this causes it to become present at a Battlefield, it will be Recalled during the next Cleanup.
See rule 318. Cleanups for more information.
- 436.1.a
When more than one card is Predicted, the Predicting player looks at that many cards and Recycles any number of
them.them before putting the rest back on top of their Main Deck in any order. - 437.5.a
Damage can be assigned to a Unit up to a value that would be Lethal considering the Prevent Value of all Prevent Actions on a
Unit.Unit, following the normal rules for damage assignment. Example: A unit with 2 [M] is being assigned damage in the combat damage step. The unit has “prevent the first 3 damage I would take each combat.” The unit would need to be assigned 5 damage in order to have lethal damage assigned to it.
- 438.7
Tokens that have been Created through a Replace action can be instructed to be “Swapped back.” This may also appear as “replace [the token] with the [Game Object] it replaced.”
- 438.7.a
“Swapping Back”Swapping Back is an extension of the Replace action. - 438.7.c
If there is nothing in Banishment to swap back
to, usually because a token was replaced,to then this object can never swap back. - 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.
Permanents will be Created to any location on the Board that they can be played to. - 439.2.b.1
SpellsPermanents will be Createdtoat any location on theChain.Board that they can be played to. - 439.2.b.2
RunesSpells will be Createdto base.on the Chain. - 439.2.b.3
LegendsRunes will be Createdto the Legend Zone.at base. - 439.2.b.4
BattlefieldsLegends will be Createdtoin theBattlefieldLegend Zone. - 439.3
An effect that Creates a Game Object will specify the state and nature of the Game Object created.
- 439.3.a
If the Game Object is a token, it will follow the normal rules for tokens.
See rule
176.179. Tokens for more information. - 439.4.a
A Created permanent, rune, legend, or spell is controlled by its owner as it is
created.Created. - 439.4.b
A Created battlefield is uncontrolled as it is
created.Created. - 439.5
This action, when instructed, is usually formatted as "Create [X]
toat [Y]" or “Add [X] to [Y].” - 441.1
A Permanent changing its position from any space on the Board to another space on the Board is a Move, unless itEmpowering iscaused by a corrective Recall.See rule 420. Move forthe act of rendering one or moreinformation.Game Objects Empowered. - 442.2.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 byPlayersnot involved in those Combats or who don't already have permanents at that Battlefield.may only Disempower Game Objects when directed to by Game Effects. - 446.1
A
ShowdownPermanent changing its position from any space on the Board to another space on the Board isopened whenaMove causesMove, unless it is caused by aBattlefieldcorrective Recall or an Attached Permanent changing locations tobecome Contested while it has no Units present from any player other than those that just moved.or with its Top-Most Card.See rule 420. Move for more information.
- 457.1
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 MovesWhen an un-attached non-Unit Gear is created orotherwise) by Units controlled by Players not involved in those Combatsplayed at a battlefield, orwho don't already have Unitsis atthat Battlefield.See rule 442.2.a.a battlefield formore information on Invalid Destinations.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.
- 465.2.c.4
Units cannot have more damage assigned to them than the minimum required to constitute lethal damage unless no further units remain to have damage assigned to them.
Example: If a player has 5 damage to distribute among four 3 Might units and those units each have 1 damage already marked on them, that player may not assign more than 2 damage to any of those units.
- 465.2.c.6
A player must obey all requirements and restrictions on damage assignment if able.
Example: A player is assigning damage to the following units: a unit with Tank ("I must be assigned combat damage first.");
Caitlyn, Patrollinga unit with Backline ("I must be assigned combat damage last."); and another unit without any abilities. That player must assign combat damage first to the unit with Tank, then to the unit with no abilities, then toCaitlyn.the unit with Backline. - 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 ("I must be assigned combat damage last.") has been given the Tank ability ("I must be assigned combat damage first."). A player is assigning damage to this Caitlyn with Tank and two units with no abilities. That player can’t fulfill both of Caitlyn’s damage requirements, so they may choose to assign damage to Caitlyn first, fulfilling the Tank requirement, or last, fulfilling
Caitlyn’s printedthe Backline requirement. They can’t choose to apply damage to Caitlyn in between the other two units, because that wouldn’t fulfill either requirement. - 465.2.c.9
If there is more than one unit in which this situation applies to, each unit is dealt with individually. The assigning player chooses which ability or effect applies, and then resolves the assignment. If this creates a situation where now more than one unit must be assigned with the same priority, those units may be assigned damage in any order as normal within that priority.
Example: Two copies of Caitlyn, Patrolling with the Backline ability ("I must be assigned combat damage last.") have been given the Tank ability ("I must be assigned combat damage first."). A player assigning damage to these two Caitlyns and one unit with no abilities could choose to fulfill both Caitlyns’ Tank requirements by assigning them both damage before the other unit.
- 465.2.c.10
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,Example: Kayn, Unleashed says “If I have moved twice this turn, I don't take damage.” While Kayn can’t take damage, it is ignored for the purposes of assigning lethal damage in combat.Example: Counter Strike says “Choose a unit. The next time that unit would be dealt damage this turn, prevent it.” The unit in question has a replacement effect applied to it, but it still can be dealt damage. Thus, it is not exempt from considerations of mandatory assignment.
- 466.1.a.1
Notably, points Gained from sources that are not Conquer or Hold are not beholden to these restrictions.Insert “3c. Heal all Units.” - 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: A unit with 4 [M] is under the effects of a passive ability that reads “Units you control here have their Might increased to 5 [M].” Its controller plays Discipline on the unit, giving it +2 [M]. When applying Layer alterations, both effects are applied in the same layer. If we apply the passive ability first, the passive ability will give +1 [M] while the Discipline effect will give +2 [M]. If we apply them in the other order, the Discipline effect will give +2 [M], and the passive ability will give +0 [M]. The passive ability is altered by the sequence of applications, so it depends on the Discipline effect.
- 479.2
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: A unit with 4[M] is under the effects of a passive ability that reads “Units you control here have their Might increased to 5 [M].” Its controller plays Discipline on the unit. As previously established, the passive ability depends on the Discipline effect. We apply the Discipline effect first, giving the unit +2 [M], and then immediately apply the passive ability that depends on it. The unit’s final Might is 6 [M].
- 702
Buffs are
objectscounters placed on Units. - 704
Buffs are Game Objects and may be referenced, counted, or
targetedaffected by other effects as specified. - 711
Units in Non-Board Zones are evaluated according to their
inherentprinted Might.Example: A unit in the trash is Mighty if its printed Might is 5 or greater. It doesn't matter if there were effects raising or lowering its might while it was on the board.
- 715.4
If no damage was Dealt,
because it was replaced or reduced by any means,then Bonus Damage will not apply.Example: Teemo, Strategist is a unit that reads in part “When I defend, choose an enemy unit here and reveal the top 5 cards of your Main Deck. Deal 1 to that unit for each card with Hidden revealed this way, then recycle the revealed cards.” He has Rabadon’s Deathcrown attached to him. An enemy unit moves to the battlefield where Teemo is located and a combat opens there. Teemo’s controller reveals the top 5 cards of their Main Deck and reveals no cards with Hidden. Although the ability has 3 Bonus Damage from Rabadon’s Deathcrown, no deal action is performed for the Bonus Damage to apply to.
- 719.3.a
When the Top-Most Card
moves,changes locations, all Attached cardsmovechange locations with it. - 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.
EXAMPLE:Example: Noxus Hopeful has “[Legion][>] I cost [2] less.” [Legion] is short for the condition “if you have played another card this turn, this card gains [Text],” while “I cost [2] less” is the dependent ability. - 727.1.a.1
This Condition may also have a determined Duration, Time, or Limitation as part of its definition.
EXAMPLE:Example: Legion specifies the duration of its condition: “if you have played another card this turn.” This turn is the duration.EXAMPLE:Example: A dependent keyword that is short for “Until you have spent [3] this turn” would include a limitation on its condition.EXAMPLE:Example: A dependent keyword that is short for “After you’vebecome an attackerattacked this turn” would include a time after which the condition is active. - 727.1.b.2
The Dependent Ability is Active exactly as written while the Condition is true
Example: Gustwalker has
“[Level3][>]“[Level 3][>] I have +1 [M] and Ganking.” As long as its controller has 3 XP, Gustwalker’s Ganking is active. - 727.1.c.3.a
If the condition for the Dependent Keyword causes the
A ctivatedActivated Ability to become Inactive after it has been added to the chain as a Pending Item, that chain item will not be affected and will proceed with being played as normal. - 805.1.a
Accelerate is functionally short for "As you play me, you may pay
[1] and 1 Power[1][C] as an additional cost. If you do, I enter ready." - 805.1.a.1
If the unit has
a single domain,one or more domains, the Power portion of the Accelerate cost can be paid only with a Power that matches one of thedomaindomains of the unit. - 805.1.a.2
If the unit has no
domain or more than onedomain, the Power portion of the Accelerate cost can be paid with [A] (a Power of any domain). - 805.6
Accelerate
influences the state of thegenerates a delayed replacement effect that replaces a unit entering theBoard.board exhausted with it entering ready. It does not enter exhausted and then become ready. - 806.1.a
It
can beis present onCards,RuneCards, Rune Abilities, Legend Abilities or Permanent Abilities. - 806.1.c.2
On
Rune, Legend, or PermanentActivated Abilities: "This can be activated during showdowns on any player's turn." - 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
or activating the chain itemit are undone and it is returned to the zone it was played from if it is a card. - 807.1.d
Being an attacker means the Unit has gained the Attacker designation during Combat.
See rule
454.459. Combat for more information. - 808.1.d
The Trigger for this
effectand similar effects that trigger on their source’s death is the Permanent being Killed and sent to the Trash. - 808.1.d.1
If the Permanent with the effect is not sent to the Trash, for example because its "killed" event was replaced with a recall, the
Deathknelltriggered ability willnot occur.be removed from the chain.Example: Draven, Audacious is killed in combat. Draven reads in part
“When I die in combat, choose an opponent. They gain 1 point.” Draven’s
controller has a Zhonya’s Hourglass in base. Draven’s death is replaced by
him being healed, recalled, and exhausted. Draven’s triggered ability will
be removed from the chain.
- 808.1.d.2
The trigger will be added to the chain as a Pending Item before the card with
Deathknellan ability that triggers on its own death is moved to the trash due to a Kill instruction or a Cleanup. - 808.1.d.3
Before the card
with Deathknellis moved to the Trash, note its location, its attributes, and any other details related to the effect of itsDeathknelltriggered ability to process the trigger after it has been Finalized. - 809.1.a
It is normally present on Permanents.
- 809.1.c
It is functionally short for "Spells and abilities an opponent controls that
choose metarget [me/this] cost an amount of Power equal to [Deflect Value] more to play as an additional cost for each time they chooseme."[me/this]." - 809.1.d
It is an effect that imposes a Mandatory Additional Cost on Spells and Abilities that choose the
permanentGame Object that has this ability.See rule 349. Playing Cards for more information.
- 809.2
If a
UnitGame Object has Deflect, or has been granted Deflect, and is granted Deflect by an additional source, the Deflect Value of all granted Deflect keywords is summed. - 809.3
Deflect, and whether or not a
permanentGame Object has Deflect, is a characteristic of the permanent and may be checked or referenced by other Game Effects. - 811.1.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: Blastcone Fae is a unit with Hidden and “When you play me, give a unit -2 [M] this turn, to a minimum of 1 [M].” Because this is a play effect, its target must be chosen from among units at the same battlefield if Blastcone Fae was played from Hidden.
Example: Tideturner is a unit with Hidden and “When you play me, you may choose a unit you control at another location. Move me to its location and it to my original location.” Because its play
abilityeffect 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. - 812.1.c
As long as a card different than the one with the Legion ability has been Finalized by you on the same turn then the Dependent Ability is Active on the card with Legion.
- 812.2
All instances of Legion on cards a player controls are satisfied by that player playing a single card.
Example: One card has three different Legion Abilities. The Legion Text of all three abilities will be active as long as one card has been
playedfinalized by the card's controller earlier in the same turn. - 813.1.c.2
On
Rune, Legend, or PermanentActivated Abilities: "This can be activated during Closed States on any player's turn." - 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
or activating the chain itemit are undone and it is returned to the zone it was played from if it is a card. - 814.1.d
Being a defender means the Unit has gained the Defender designation during Combat.
See rule
454.459. Combat for more information. - 817.1.b
It is functionally short for "When this is played,
look at the top card of your Main Deck. You may recycle it."predict.” - 818.1.a
Equip is
normallypresent on Gear with the tag Equipment. - 818.1.c.4
Equip abilities may also include text that alters the Equip cost. Such text is taken into account when determining a card’s Equip cost when paying for
any reason.the ability. - 820.1.a
Repeat is present on
Spells.Spells and Abilities. - 820.1.b
Repeat is an optional cost that a player may pay to execute the effect of their spells and abilities a second time.
- 820.1.c.1
The Cost is an Additional Cost to be paid during the steps of playing the
spell.spell or ability. - 820.1.c.2
If a spell or ability has more than one instance of Repeat, each Cost may be paid or not paid individually.
- 820.1.d
Repeat is functionally short for “You may pay [Cost] as an additional cost as you play
this spell.this. If you do, execute the instructions of thisspellchain item one additionaltime.”time during resolution.” - 820.1.d.1
When the additional cost is paid, the effect of the
spell,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
[S][M] SandSoldier 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
[S][M] Sand Soldier unit token. Play a 2[S][M] Sand Soldierunit token.”
Example: A unit reads in part “When I attack or defend, you may deal damage equal to my Might to an enemy unit here,” and “My abilities have [Repeat] — Discard 1.” When its ability triggers, if its controller pays the Repeat cost as they play it, the ability’s instruction to deal damage equal to the unit’s Might is executed twice, as though the ability says “Deal damage equal to my Might to an enemy unit here. Deal damage equal to my Might to an enemy unit here.”
- 820.2
When a
spell’sspell 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.
- 820.3
Multiple instances of Repeat can be paid for separately. The
spell’sspell or ability’s instructions will be executed an additional time on resolution for each instance of Repeat that is paid for. - 820.3.a
Regardless of the number of times a
spell'sspell or ability's instructions are executed with this keyword,the spellit is only Played once. - 820.4
Repeat, and whether or not a spell or ability has Repeat, is a characteristic of the
Spellspell or ability and may be checked or referenced by other Game Effects. - 822.1.a
It is normally present on Units.
- 822.1.b
It is functionally short for "I may be played to a battlefield where you control
Units "Units" and “I have [Reaction] as long as I’m being played to a battlefield where you control Units.” - 824.1.a
It is formatted as "[Level
[N]][>][N][>] [Text]". - 824.1.b.1
It is functionally short for “While you have [N] or more XP, this card gains
“[Text]”.”‘[Text]’.”