跳至主要內容

學習 Riftbound

分頁式規則指南、關鍵字詞彙表,以及本模擬器的運作方式。

核心規則 · 第 300-399 節

Playing the Game

554 條規則

規則以 Riot Games 發布的官方英文原文顯示,未經翻譯。

300.Playing the Game

301.The Turn

302.Play continues cyclically until one player wins.

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.

304.The Turn Player is the player taking the current turn.

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.

306.The Turn Player changes when the current Turn Player reaches the End of all of the Phases of their Turn.

307.States of the Turn

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

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

308.1.a.Only cards and abilities with the Action or Reaction keywords can be played or activated in a Showdown State.

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

309.At any given time, the turn is in either an Open State or a Closed State.

309.1.If a Chain exists, the turn is in a Closed State.

309.1.a.Only cards and abilities with the Reaction keyword can be played or activated in a Closed State.

309.2.If no Chain exists, the turn is in an Open State.

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

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

310.1.a.By default, cards can be played and abilities activated only when a player has priority on their turn in a Neutral Open state.

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

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

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

311.Priority and Focus

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.A player receives Priority at the following times:

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

312.2.b.When the turn is in a Showdown State and they gain Focus.

312.2.c.When the turn is in a Closed State, all pending chain items finish being finalized, and they control the next item on the Chain.

312.2.d.When the turn is in a Closed State, they are the next Player in Turn Order, and the player with Priority passes.

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.

Example: A player with Focus may not play spells or activate abilities that don't have the Action or Reaction keywords.

313.2.A player who gains Focus also gains Priority.

313.3.A player who passes Priority retains Focus.

313.4.A player may not make discretionary actions with Focus unless they also possess Priority.

313.5.If the turn is in a Neutral State, no player has Focus.

314.Phases of the Turn

315.Start of Turn

315.1.Awaken Phase

315.1.a.The following Task becomes Outstanding:

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

See rule 415. Ready for more information.

315.2.Beginning Phase

315.2.a.Beginning Step

315.2.a.1.At the start of Beginning Phase game effects take place.

315.2.b.Scoring Step

315.2.b.1.The following Task becomes Outstanding:

315.2.b.2.1. The Turn Player Holds all Battlefields they Control.

See rule 467. Scoring for more information.

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.Channel Phase

315.3.a.The following Task becomes Outstanding:

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

See rule 430. Channel for more information.

315.3.b.1.If there are fewer than 2 runes in the Rune Deck, they channel as many as possible.

315.4.Draw Phase

315.4.a.The following Task becomes Outstanding:

315.4.b.1. The Turn Player draws 1.

315.4.b.1.If there are no cards remaining in their Main Deck to draw, the Turn Player has been Burned Out.

See rule 431. Burn Out for more information.

315.4.b.2.After completing the Burn Out the Turn Player still Draws 1.

316.Main Phase

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

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.A player 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.

316.5.b.1.In Modes of Play with teammates, the Turn Player's teammates may play spells and activate abilities, including ones without Action or Reaction. They can only do so when the Turn Player invites them to do so with their own Priority.

316.6.As a result of a player taking Discretionary Actions, one or more structured phases may occur.

316.7.Combat

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

316.7.b.This could be the result of a Standard Move Intrinsic Ability, a Spell, or other Game Effect.

316.7.c.The source effect does not change the structure or flow of Combat once initiated.

316.7.d.A Combat can only occur between two players.

See rule 459. Combat for more information.

316.7.e.Play proceeds following the steps of combat.

See rule 463. The Steps of Combat for more information.

316.7.f.Combat will also include a Showdown.

316.8.Showdowns

316.8.a.A Showdown occurs when a Combat occurs.

316.8.a.1.Showdowns that occur as a result of Combat are a Sub-Phase of Combat.

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

316.8.b.1.a.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.

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

See rule 341. Showdowns for more information.

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.

316.9.b.Play proceeds to the Ending Phase.

317.Ending Phase

317.1.Ending Step

317.1.a.At the end of the turn Game Effects take place.

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

317.2.Expiration Step

317.2.a.Invoke an Ending Special Cleanup.

See rule 318. Cleanups for more information.

317.2.b.Insert “3c. Heal all Units.”

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

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

318.Cleanups

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

319.3.After a Pending Item is added to the Chain

319.4.After a Pending Item becomes a Finalized Item on the Chain

319.5.After a Chain Item is removed from the Chain for any reason

319.6.After any number of Game Objects enter or leave the Board

319.7.After the status of any number of Game Objects changes for any reason

319.8.After a Move is completed

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.

322.1.These new Cleanups are themselves Outstanding Tasks.

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.

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

323.2.a.If there are Units present at the Battlefield the Combat is taking place at, but do not have a designation, they gain the same designation as their Controller now

323.2.b.If there are Units present at the Battlefield the Combat is taking place at, but have the opposite designation of their controller, they lose that designation, and gain the same designation as their controller now

323.2.c.If there are Units at locations other than the Battlefield that the Combat is taking place at, but have either Attacker or Defender designations, they lose those designations now

323.3.3. Handle outstanding board state

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.

323.6.4. Players lose control of any controlled Battlefields without their Units occupying them if the turn is in an Open State and there is no Showdown or Combat ongoing 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.

323.8.6. Mark a Showdown as Staged at each Battlefield that Contested was applied to.

323.8.a.The Showdown remains Staged at that Battlefield as long as it is Contested and has units present controlled by the player that applied Contested.

323.9.7. Mark a Combat as Staged at each Battlefield that Contested was applied to that have Units present controlled by opposing players.

323.9.a.The Combat remains Staged at that Battlefield as long as there are Units present from two opposing players there.

323.10.7a. If Units of two opposing players are no longer present at a Battlefield that has a Combat Staged before it has opened, the Combat will cease being Staged

323.11.8. Remove Contested status from each Battlefield without Units controlled by the player who applied Contested to that Battlefield and without a Showdown or Combat ongoing there.

323.11.a.If as a result of the removal of Contested status there are Units located at an uncontested Battlefield that their controller does not control, their controller applies Contested status to that Battlefield.

323.12.9. 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.

323.14.10a. 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.Special Cleanups are Cleanup steps invoked at specific times that have additional steps not present in a normal Cleanup.

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 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.

324.2.If events during a Special Cleanup require another Cleanup, a normal Cleanup is invoked, not another iteration of the Special Cleanup.

325.Chains and Showdowns

326.Players can act during the following Windows of Opportunity that occur during the course of regular play:

326.1.During a Chain

326.2.During a Showdown

327.Chains

328.The Chain is a Non-Board Zone that temporarily exists whenever a card is played or an ability is activated.

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

See rule 349. The Process of Play for more information. See rule 360. Abilities for more information on Abilities.

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

329.1.Pending Items are on the Chain.

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.The Chain exists as long as a Chain Item is on it.

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.

331.The State of the Turn is partially determined by whether or not the Chain currently exists.

331.1.The turn is said to be in a Closed State if a Chain exists.

331.1.a.Cards of all Categories, by default, cannot be played during a Closed State.

331.1.b.Card abilities, by default, cannot be played during a Closed State.

331.2.The turn is said to be in an Open State if no Chain exists.

332.Handling Tasks and Resolving Chain Items

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 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.

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.

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

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

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.

337.1.b.Chain Items are Finalized in the order they were appended to the Chain.

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.

337.3.If, after finalizing the Chain Item, there are still Pending Chain Items, return to step 1. Finalize.

337.4.If, after finalizing the Chain Item, there are no more items on the chain to be Finalized, the controller of the next item on the chain gains Priority. Move to step 2: Execute.

338.Step 2: Execute

338.1.The player with Priority may do any the following:

338.1.a.Play a Card or Activated Ability that is legally timed.

338.1.a.1.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 one with Reaction or one that will have Reaction when played under appropriate circumstances.

338.1.a.3.Other exceptions may be created during regular play.

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

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.a.7.Playing a Card or Activated Ability will create one or more Pending Items. Return to Step 1: Finalize.

338.1.b.Pass Priority

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

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

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.

340.3.If the Chain is not empty and there are one or more Pending Items, return to Step 1: Finalize.

340.4.If the Chain is not empty and there are no Pending Items, the controller of the newest item on the chain gains Priority. Return to Step 2: Execute.

341.Showdowns

342.A Showdown is a Window of Opportunity in which Players have an Open State in which they may play Spells in an alternating fashion.

342.1.Each spell played this way creates a Chain as normal.

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

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

343.1.a.Cards of all Categories, by default, cannot be played during a Showdown State.

343.1.b.Card abilities, by default, cannot be played during a Showdown State.

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

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 459. Combat for more information.

344.2.If Control of a Battlefield is Contested, there aren’t units controlled by different players there, and the turn is in a Neutral Open State, a Showdown is opened during the next Cleanup.

See rule 318. Cleanups for more information.

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.Play a Card or Activated Ability that is legally timed.

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.

348.1.If it is a Combat Showdown, proceed with the remaining steps of Combat to resolve the phase.

See rule 463. The Steps of Combat for more information.

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

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 188. Control for more information on Control.

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.

349.Playing Cards

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

350.1.A card is Played when it has finished this process in its entirety.

350.2.Tokens are not cards, but can still be Played.

See rule 179. Tokens for more information.

351.Cards have different behaviors when played.

351.1.Permanents become Game Objects when Played.

351.2.Spells create game effects that are executed, then the card is placed in the trash when Played.

352.Cards have different states during the process of being played.

352.1.When initially being played cards are Pending, as Pending Chain Items.

352.2.Near the end of the process cards will cease being Pending and become Finalized Chain Items.

353.The Process of Play

354.1. Move the card from its current zone to the Chain.

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.

355.2. Make relevant choices.

355.1.If the card has an effect that specifies a choice "As I am played," those choices are made now.

355.1.a.This includes the choice of whether or not to pay an Optional Additional Cost.

355.2.For Units, choose a valid Location where that Unit will enter upon being Played.

355.2.a.By default, Valid locations include the controller’s Base or a Battlefield the controller controls.

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

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

355.4.For Spells and Abilities that Move one or more Units, choose a valid Location as the Move Destination for each Move that will be performed.

355.4.a.A valid Location for a Move Effect is one other than the Units’ current Location where they are allowed to be present.

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

355.5.a.This does not include cards that affect one or more Game Objects based on criteria.

Example: "Stun a unit at a battlefield" is a Choice.

Example: "Kill all gear" is not 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.

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.

355.6.Targeting

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.A target is a valid choice if it meets all of the following requirements:

355.9.a.It is a permanent or rune on the board, a spell or ability on the chain, a player or zone, or specified explicitly or implicitly as being in some other zone.

e.g., “Kill a unit” targets a unit on the board.

e.g., “Recycle a unit from your trash” targets a unit card in your trash.

355.9.a.1.“Unit,” “gear,” and “rune” refer to objects on the Board unless specified otherwise.

355.9.a.2.“Spell” and “ability” refer to objects on the Chain unless specified otherwise.

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., 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.

355.9.c.It is not the spell or ability itself. e.g., A spell that says “Counter a spell” cannot target itself. e.g., An ability of a permanent can target that permanent, because abilities and their sources are separate objects.

355.10.A game object, player, or zone mentioned in the text of a spell, activated ability, or triggered ability is a target UNLESS any of the following are true:

355.10.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 I hold, 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.e.It is part of a set of objects chosen in whole or in part by other players. e.g., “Each player kills a unit they control” does not target. Each player, including the one who played the spell, chooses a unit to kill as the spell or ability resolves.

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

355.11.a.As they’re finalized on the chain, such cards can choose any group of valid targets that collectively fulfill the targeting restriction.

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: A player plays Fox-Fire, a spell that says in part “Kill any number of units at a battlefield with total Might 4 or less.” That player chooses four 1 [M] Recruit tokens at a single battlefield. As a Reaction, another player gives two of those Recruits +1 [M], so the Recruits’ Mights are 1, 1, 2, and 2. Then Fox-Fire resolves. The Recruits no longer have total Might 4 or less, so Fox-Fire’s controller must choose a legal subset of the original targets to affect. They could choose to kill the two 2 [M] Recruits, or the two 1 [M] Recruits plus one 2 [M] Recruit. The units they choose are Fox-Fire’s remaining legal targets. They can’t choose to affect units at the same battlefield that weren’t initially chosen as targets. They can, however, choose to affect units that were initially chosen as targets that left the chosen battlefield before Fox-Fire resolved as long as those units are all located at the same battlefield.

355.12.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.Splitting

355.14.a.If a card specifies that an amount of damage may be split among some number of Units, then each Unit chosen is Targeted.

355.14.b.The Targets are chosen when the spell or ability is finalized on the chain.

355.14.c.A number of Targets can only be chosen up to, and not exceeding, the initial amount of damage available when the spell is played.

Example: A player playing a spell that instructs them to "Split 5 damage" may only choose up to 5 units, but may choose fewer.

355.14.d.Each Target is valid, and contributes to Targeting Effects individually.

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.

See rule 417. Deal for more information.

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: A player plays Alpha Strike, which reads in part “Choose a friendly unit. It deals damage equal to its Might split among enemy units at battlefields.” They target their 5 [M] unit and five 1 [M] enemy Recruits at battlefields. In reaction, their opponent plays Feral Strength targeting one of their recruits, and Frigid Touch targeting the 5 [M] unit. When Alpha Strike resolves, they have 3 damage to split, and must choose which targets cease being targets. They can’t choose for 4 of the units to cease being targets so that they can deal 3 to the 3 [M] recruit. They can only choose at most 2 of the targets to cease being targets.

355.14.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.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 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.

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.

356.3. Determine Total Cost.

356.1.Apply base cost modifications in any order.

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

356.1.b.If an ability or instruction allows you to "ignore" one or more of a card's costs, set the appropriate Base Cost(s) of the card to zero.

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.2.If a card instructs a player to play a card "ignoring its Energy cost" or "ignoring its Power cost," only the appropriate cost is set to zero, and the remaining cost still applies.

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. A player 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.

356.1.c.Effects that refer to the Base Cost of the card refer to the Printed or Copied Base Cost of said card, and not the modified Base Cost that is used when determining the total cost of the card.

356.2.Apply additional costs in any order.

356.2.a.Mandatory Additional Costs

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."

Example: A unit has the passive ability "As an additional cost to play me, kill a friendly unit." To play that unit, a player must kill a friendly unit.

See rule 363. Passive Abilities for more information.

356.2.a.2.The cost imposed by the Deflect keyword is a Mandatory Additional Cost.

See rule 809. Deflect for more information.

356.2.b.Optional Additional Costs

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."

Example: A unit has the ability "As you play me, you may discard 1 as an additional cost. If you do, reduce my cost by [2]." While playing the unit, its controller declares their intention to pay the additional cost in 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.

See rule 363. Passive Abilities for more information.

356.3.Apply cost increases.

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.b.Discounts may say that cards "cost [amount] less" or that one or more of their costs are "reduced by [amount]."

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

Example: Ezreal, Prodigy reads “optional additional costs you pay cost [1] or [A] less.”

When playing a Frigid Touch and choosing to pay the additional cost in step 2, as soon as the additional cost is added to the cost of the spell, Ezreal, Prodigy’s discount is applied to it.

356.4.c.1.Discounts that apply to a given component of a spell’s cost may be applied in any order to that component.

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

356.4.d.1.These discounts may be applied in any order as long as they are applied after component discounts.

356.4.e.If a discount applies a minimum cost, that minimum applies only to that discount.

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]." A player 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.Discounts can reduce additional costs, including to 0.

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." A player controls a card that says "Units you play cost [A] less." That player plays Clockwork Keeper and chooses to pay the optional additional cost of [C]. They will draw a card, even though the optional additional cost was reduced to 0.

356.5.Apply modifications to the total cost in any order.

356.5.a.If an effect allows a player to play a card ignoring “any and all costs,” set the total cost to [0], including any non-standard costs.

356.6.Energy and Power costs can't be reduced below 0.

356.7.Costs may be Energy costs, Power costs, or non-standard costs.

Example: A card reads "As an additional cost to play me, kill a friendly unit." Killing a friendly

unit is an additional cost to play that card.

357.4. Pay the card's costs.

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

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.

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.

357.2.a.Costs that are replaced with other events by replacement effects are still considered paid.

Example: A player plays Cruel Patron, which says "As an additional cost to play me,

kill a friendly unit." They also control Zhonya’s Hourglass, which says “If a friendly unit would die, kill this instead. Heal that unit, exhaust it, and recall it.” They choose to kill a friendly unit during 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.A player may not pay costs during this step that will deterministically result in illegal choices or actions later in this process unless they have no choice.

Example: A player plays 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.

358.5. Check legality.

358.1.Check that all chosen targets are legal.

358.2.Check that all costs were paid.

358.3.Check that the outcome of the effect of this card being played would not create an illegal state.

Example: Check that a spell's execution does not create a state where a Battlefield has Units

controlled by 3 different players.

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: A player plays Here to Help when their opponent controls a Mageseeker Warden at a battlefield. Here to Help is legal to play under these circumstances. On resolution, no unit will be played.

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

Example: If the state is Showdown Closed and the card was the one that Closed the state,

ensure that it has [Action] or [Reaction].

Example: If the state is Closed and the card wasn’t the one that Closed the state, ensure that it has [Reaction].

358.5.If any of the above checks fail, the actions taken in this process are undone and the action is cancelled.

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

359.1.This card is no longer Pending.

359.2.A Permanent leaves the Chain and becomes a Game Object.

359.2.a.Any passive abilities become active.

359.2.b.Execute all rules text on the card, from top to bottom.

359.2.c.If it is a Unit, it enters the Board exhausted at the Location that was chosen.

359.2.d.If it is a Non-Unit Gear, it enters the Board Ready at the player's Base.

359.3.A Spell lingers on the Chain.

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.

See rule 327. Chains for more information.

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

See rule 327. Chains for more information.

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.Handling illegal and impossible instructions

359.3.e.1.The spell resolves even if some or all of its targets are illegal.

359.3.e.2.A target is illegal as the spell resolves if it no longer meets the targeting requirements of the spell, or if it has changed Zones to or from a Non-Board Zone.

359.3.e.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: A spell targets "a unit at a battlefield." A player 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.

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.")

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: 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 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.

Example: Singularity reads “deal 6 to each of up to two units.” The instruction will execute even if one of those units is made unavailable before the spell begins.

359.3.e.9.The process for a card's choice becoming Invalid or Unavailable is referred to as mistargeting.

Example: A spell has the instruction "Deal 2 to a unit at a battlefield."

Before that instruction can execute, the chosen unit is moved to its base.

The instruction will not be executed, because it specifies that the unit it chooses must be at a Battlefield, and by the time it attempted to execute, the unit was no longer valid as a choice.

359.3.e.9.a.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: A player 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.

Example: A player plays a spell that says "Discard 2, then draw 2." If their hand is empty, the instruction to discard 2 will be ignored. They'll still draw 2. If they had 1 card in hand, they would discard it and draw 2.

359.3.e.12.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 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.13.A spell or ability that moves something to a different zone as a cost or effect can "look back" at its characteristics before it changes zones.

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, 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: A spell reads “Deal 3 to an enemy unit at a battlefield. If you do, heal units you control at the same location as that unit.” If some but not all of that damage is prevented, the later linked instruction will still execute.

Example: A spell reads “Banish an enemy unit at a battlefield, then play it to any battlefield. Then if you do, do this: stun all enemy units there.” A player plays it targeting a unit that has a passive replacement effect that reads “I enter in base.” The replacement effect causes the unit to enter in base, but this does not prevent the reflexive trigger of the spell from being placed on the chain. All that matters is that the unit was played.

359.3.e.15.A spell or ability that leaves the chain during the process of its resolution will cease further execution of its instructions. This immediately causes the spell or ability to finish resolving.

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 I leave the board. If it's an Equipment, attach it to me.” If Akshan leaves the board in reaction to his play effect, the delayed passive ability “You control it until I leave the board,” will not be generated. You will not gain control of the targeted gear even for a moment.

359.3.f.Referents

359.3.f.1.Some information used by abilities is referenced from the source of those abilities, or from one or more targets of a spell or ability. This can usually be recognized by the presence of words like “here,” “my,” or “its.”

359.3.f.2.Information referenced in an instruction in this way will be checked on execution of the instruction.

Examples: ​

A player moves Yasuo, Remorseful to an occupied enemy battlefield and initiates combat there. In reaction to the Yasuo, Remorseful attack trigger, their opponent plays Fight or Flight from hidden targeting Yasuo, moving him back to base. When the attack trigger resolves, “here” is no longer the battlefield where combat is ongoing and the attack trigger mistargets.

In reaction to a Yasuo, Remorseful attack trigger, an opponent plays Stupefy targeting Yasuo. When Yasuo’s attack trigger resolves, it will deal damage equal to his current Might of 5.

359.3.f.2.a.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 I move from a location, play a 3 [M] Sprite token with Temporary there.” If Lillia moves to a battlefield, her triggered ability will be placed on the chain and it will note the location she moved from when it does so. If she moves to a non-board zone in reaction to the triggered ability on the chain, it will not affect where the Sprite token will be played when the triggered ability resolves.

359.3.f.3.a.In 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 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.

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 I attack, deal damage equal to my Might to an enemy unit here.” Yasuo moves to an occupied enemy battlefield and his attack trigger goes on the chain. In reaction to the attack trigger, the defending player plays a hidden Hostile Takeover and gains control of Yasuo. The triggered ability is unaffected by Yasuo changing controllers, and “enemy” is in reference to the triggered ability itself, so it will resolve with no issue.

Example: In reaction to the same Yasuo, Remorseful trigger, say the defending player had instead played a spell that reads “[Reaction]. Gain control of a triggered ability. You may make new choices for it.” They chose the attack trigger. When Yasuo’s attack trigger resolves, if they didn’t make new choices for the trigger, the controller of the triggered ability will no longer be an enemy to the targeted unit, so the triggered ability will mistarget and do nothing. If they instead chose Yasuo with the attack trigger, he would be an enemy unit to the triggered ability and so it would deal damage equal to his Might to himself.

360.Abilities

361.An Ability is the structured rules and capabilities of Game Objects or Spells.

361.1.An Ability has multiple structures.

Passive Abilities Replacement Effects Activated Abilities Triggered Abilities Delayed Abilities

362.A card can have more than one Ability and more than one type of Ability.

363.Passive Abilities

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

364.1.These abilities have a wide variety of formats to recognize.

Example: "I get +1 [M] while you have 2 or more cards in your hand."

Example: "Friendly Yordles at my battlefield have [Shield]."

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, I have +2 [M]."

Example: "If an opponent controls a battlefield, I enter ready."

365.Presence on Permanents

365.1.Passive Abilities of Permanents are typically only active while on the Board.

366.Presence on Card outside of the Board

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.

366.2.Passive Abilities can alter the costs of cards as they are played.

366.2.a.These apply at all times in any zone from which the card with the ability can be played.

367.Replacement Effects

368.An ability that alters the application of another game effect or game rule.

368.1.Passive Abilities can be Replacement Effects.

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: Zhonya's Hourglass reads "The next time a friendly unit would die, kill this instead.

Heal that unit, exhaust it, and recall it." This is a replacement effect that alters the execution of any Game Effect that would kill a friendly unit.

Example: Undertitan is a unit that reads in part “As I’m revealed from your deck, [Add] [2].”

This is a replacement effect that alters the execution of any Game Effect that reveals Undertitan from your deck.

369.2.Some Game Actions are themselves Replacement Effects.

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: Master Yi, Honed reads “I enter ready.” This applies a replacement effect to the way that units normally enter. The event of him entering exhausted is replaced by one where he enters ready.

Example: Baron Nashor reads “As you play me, add the Baron Pit battlefield token to the board if it's not there already. If you do, I enter there.” The last sentence of his ability is a replacement effect that replaces the event of him entering at his original play location with him entering at the Baron Pit if it was created.

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

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: Zhonya’s Hourglass reads in part “If a friendly unit would die, kill this instead. Heal that unit, exhaust it, and recall it.” A unit’s death being replaced by Zhonya’s Hourglass is the same as the kill action that caused that death not occurring.

Example: A card reads in part “The next time an enemy unit would become Mighty this turn, banish it instead. Its controller plays a 3 [M] Mech unit token to its location.” A unit becoming Mighty being replaced by this effect means the unit never became Mighty—no effects that trigger on units becoming Mighty will trigger.

370.1.a.2.An event can occur simultaneously with other events only when those events are all the result of the same Game Action or change in state occurring.

Example: A spell reads in part “Kill up to two units at battlefields.” When that spell resolves, the units targeted are killed simultaneously because their deaths result from the same game action.

Example: A spell reads in part “Kill a friendly unit. If you do, kill an enemy unit with no more Might than it.” When that spell resolves, the units are not killed simultaneously. There are two kill game actions being performed in the instructions of the spell. The friendly unit is killed first, followed by the enemy unit.

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

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

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 “N times 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.

Example: Two units die simultaneously. One of those units has their death replaced by being healed, exhausted, and recalled. The healing, exhausting, and recalling of that unit will be performed before the other dies.

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 I would die, kill Guardian Angel instead. Heal me, exhaust me, and recall me” to Soraka’s rules text. There are several possible ways to order the Replacement Effects being applied to the various events: If Soraka’s Replacement Effect is applied first, it saves the Recruits at the same battlefield as her but not the Recruits in base. If the Replacement Effect appended by Guardian Angel then saves Soraka, she cannot apply her Replacement Effect to the Recruits in base as her Replacement Effect has already been applied to an event simultaneous with it dying. If the Replacement Effect appended by Guardian Angel is applied first, it saves Soraka and recalls her - then when Soraka’s Replacement Effect is applied, it can only save the Recruits in base.

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

373.2.a.1.A Replacement Effect that replaces an event or Game Action that is part of another Replacement Effect will not interrupt the sequence of the replaced Replacement Effect’s application.

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 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.

376.Activated Abilities

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.

Example: "[2]: Draw 1" is an activated ability. The cost is 2 energy. The effect is to draw 1 card.

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

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.Proceed with executing the Chain.

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.

377.3.b.3.If no further action is taken, execute the Activated Ability.

378.The controlling player chooses when and whether to activate an Activated Ability.

379.Activated abilities are present on Game Objects and some Spells.

380.Can primarily be activated while on the Board.

381.All Activated Abilities can only be activated on the Controlling Player's Turn and during an Open State.

382.Triggered Abilities

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.

Examples:

"When you conquer here, you may spend a buff to draw 1."

"At the end of your turn, ready 2 runes."

“The first time I move each turn, you may ready something else that's exhausted.”

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.

Example: Wraith of Echoes reads “The first time another friendly unit dies each turn, draw 1.” That ability hasn’t triggered yet this turn. Two other friendly units die simultaneously (say, due to combat damage). The Wraith’s controller chooses one of those deaths to trigger Wraith’s ability.

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.

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 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.

Example: Tideturner reads “When you play me, you may choose a unit you control at another location. Move me to its location and it to my original location.” This “you may” appears as the first part of its effect, so the choice represents whether or not to perform the triggered ability.

383.3.a.1.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 I hold, look at the top 4 cards of your Main Deck. You may reveal a gear from among them and draw it. Then recycle the rest.” This “you may” does not appear as the first part of its effect, so the choice is made on resolution. The ability is always finalized to the chain.

383.3.b.If a Triggered Ability contains a cost within instructions at the beginning of the effect or immediately following the “you may” or “they may” that appears as the first part of the effect, that cost is treated as the base cost of the Triggered Ability.

Example: Ekko, Recurrent reads “[Deathknell][>] Recycle me to ready your runes.” In this case, “recycle me to ready your runes” is a cost within instructions that appears at the beginning of the effect of the ability, and thus “recycle me” is taken as the base cost of the triggered ability.

Example: Insightful Investigator reads “When you play me, choose an opponent.

They reveal their hand. You may pay 2 XP to choose a card from their hand. If you do, they discard that card and draw 1.” The “pay 2 XP” is a cost within instructions, but because it does not appear in the first part of the effect, it is not taken as the base cost of the triggered ability. Paying 2 XP is performed on resolution.

383.3.b.1.The cost must be paid in order to finalize the Triggered Ability to the Chain.

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.If more than one Triggered Ability is Triggered simultaneously, then the player that controls the Abilities selects the order to place them on the Chain.

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 “N times 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: A player controls a unit that reads in part “Once each

turn, when an enemy unit dies, you may banish it.” When an enemy Recruit token dies, the triggered ability goes on the chain. If they choose not to perform the ability on finalization, it is removed from the chain. When a Stalwart Poro dies later in the turn, they can choose to trigger it then.

383.4.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.1.These are commonly structured as “When you play me…” for Units and “When you play this…” for Gear.

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.a.3.These Triggered Abilities can be referred to as Play Effects.

383.4.a.4.Abilities that trigger when another object is played are not considered Play Effects.

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.b.3.Although these abilities say “choose” in their Condition, they trigger specifically when an appropriate Game Object is Targeted.

See rule 355.6. Targeting for more information on what counts as Targeting.

383.4.b.4.These Triggered Abilities can be referred to as Targeting Effects.

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 I conquer…” and “When you conquer…”

383.4.c.2.This category of Triggered Abilities encompasses only those that are triggered from Units that were present during the Conquer action, or Abilities that reference the player that performed the Conquer action.

383.4.c.2.a.The Conquer Abilities of Units are put on the Chain as Pending Items after the Unit(s) these effects correspond to are present at a Battlefield when a player gains control of it and gains 1 Victory Point from Conquering.

383.4.c.2.b.The Conquer Abilities of anything that references the player Conquering is put on the Chain as a Pending Item when the Condition that the player that controls the triggering source has performed a Conquer and gained 1 Victory Point.

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 I hold…” or “When you hold…”

383.4.d.2.This category of Triggered Abilities encompasses only those that are triggered from Units that were present during the Hold action, or Abilities that reference the player that performed the Hold action.

383.4.d.2.a.The Hold Abilities of Units are put on the Chain as Pending Items after the Unit these effects correspond to are present at a Battlefield when a player maintains control of it and Gains 1 Victory Point during their Beginning Phase from Holding.

383.4.d.2.b.The Hold Abilities of anything that references the player Holding is put on the Chain as a Pending Item when the Condition that the player that controls the triggering source has performed a Hold and gained 1 Victory Point.

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 I attack…” 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.2.a.These triggers will only have their condition checked once per combat, despite a Unit being able to gain and lose the Attacker designation multiple times in the same combat.

383.4.e.2.b.If the trigger condition contains other requirements besides attacking and if those requirements are not fulfilled when the unit gains the Attacker designation, it will not trigger in that combat.

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 I defend…” 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.2.a.These triggers will only have their condition checked once per combat, despite a Unit being able to gain and lose the Defender designation multiple times in the same combat.

383.4.f.2.b.If the trigger condition contains other requirements besides defending and if those requirements are not fulfilled when the unit gains the Defender designation, it will not trigger in that combat.

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.

Example: A spell reads “Activate the play effects of your gear.” For each gear you control, you will treat it as if you had just played the gear and check the other conditions of that gear. If all of the conditions are fulfilled for a play effect, it is placed on the chain as if it had just triggered.

384.Presence on Permanents

384.1.Typically active while on the Board.

384.2.Triggered Abilities of Permanents are only able to have their Conditions evaluated while on the Board.

385.Presence on Cards outside of the Board

385.1.Triggered Abilities on cards outside of the Board rely on the Information Level of the zone they are in.

385.2.Triggered Abilities outside of the Board will self-describe their context.

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.

386.Reflexive Triggers

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 “N times.” The Reflexive Trigger will thus be added to the chain N times when its condition is met.

387.1.b.“Do one of the following” can instead be “Do X of the following” or “Do the following”. The effect will specify which of the related Reflexive Triggers will go on the chain when the condition is met.

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.Reflexive Triggers use the Chain.

388.1.A new 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.

389.Delayed Abilities

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.b.If the Delayed Linked Ability references the source of the abilities, its window will be as long as the source is in an appropriate zone.

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.

392.Delayed Abilities are not associated with Units or Gear; they are created by other Abilities or Spells. As such they are executed when their condition and/or specified time occurs regardless of whether the source of the Delayed Ability is still on the board or not.

393.Linked Abilities

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.

396.Linked Abilities can contain component Abilities of any type.

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.

398.Playing or Activating Abilities

399.Playing or activating Abilities follows the same steps of playing cards.

關於本文

轉換自 Riot Games 發布的官方文件。規則編號與措辭均未改動,僅移除了分頁和換行。如本頁與官方文件不一致,以官方文件為準。

最後更新:2026-07-16

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