000Golden and Silver Rules
002
Card text supersedes rules text. Whenever a card fundamentally contradicts the rules, the card's indication is what is true.
051
Card text uses different terminology than rules. Card text should be interpreted according to these rules, not as though it were text within these rules.
052
Card , when written in card effects, is shorthand for " Main Deck card." Runes, legends, and battlefields are not considered cards when executing the abilities and effects of game objects. They are considered cards for the purposes of these rules.
054.1
Cards that forbid actions or effects, as a broad method of determination, supersede cards that allow or permit that same action or effect.
100Game Concepts
102
Riftbound is a Trading Card Game where a player must provide their own cards to play against other players.
103
To play Riftbound , a player must have two Decks, a Champion Legend , and a number of Battlefields determined by the Mode of Play.
103.1
1 Champion Legend
103.1.a
This is placed in the Legend Zone at the start of the game.
103.1.b
This will dictate the Domain Identity of the Main Deck.
103.1.b.1
Cards included in your Deck must abide by your Domain Identity.
103.1.b.2
Your deck’s Domain Identity is dictated by the domains of your Champion Legend. In the default card frame, these domains appear as symbols in the legend’s upper left corner.
103.1.b.3
If a card has a single Domain , then that card is permitted in the Domain Identity that corresponds to the same Domain.
103.1.b.4
If a card has more than one Domain , then that card is permitted only in a Domain Identity that contains all of the indicated Domains on that card.
103.2
A Main Deck of at least 40 cards 1 Chosen Champion Unit Units Gear Spells
103.2.a
Chosen Champion
103.2.a.1
This will be placed in the Champion Zone at the start of the game.
103.2.a.2
Must be a champion unit with a champion tag that matches the tag on your Champion Legend.
103.2.a.3
A player’s Chosen Champion is both the specific card chosen for this slot during Deck Building and also any Champion Unit with the same name as the specific card selected for this specific slot during the course of play.
103.2.c
Subject to Domain Identity.
103.2.d
Your deck may only contain 3 total Signature cards that have the same Champion tag as your Champion Legend.
106
The Play Area includes a space for Game Objects referred to as The Board.
106.1
The Board is divided into several Zones.
106.4
The Facedown Zones
106.4.a
Each Battlefield is associated with a sub-zone called a Facedown Zone , a single logical space that a card can be put facedown in through various Game Effects.
106.4.b
Each Facedown Zone has a maximum occupancy of one card.
106.4.c
Cards can only be placed in or occupy the Facedown Zone if the controller of the card also controls the associated Battlefield.
106.4.d
If the Hidden card's controller loses Control of the Battlefield , the card in the Facedown Zone is removed during the next Cleanup. See rule 318. Cleanups for more information. See rule 408. Hide for more information.
106.4.e
Facedown Zones are not locations.
107
The Play Area also includes Non-Board Zones.
107.1
The Trash
107.1.a
This space is where cards are placed when they are killed or discarded, when they finish being executed as spells, when they are moved to the trash as an effect, etc.
107.1.b
Represents cards that have been used or spent.
107.1.c
Each player has a separate trash.
107.1.d
A card owned by a player can never, for any reason, be put into a trash of another player. If it would be, it's put into its owner's trash instead.
107.1.e
The cards in the Trash are unordered. Their sequence does not matter, and they may be reorganized.
107.1.f
The cards in any player's Trash are Public Information. See rule 127. Privacy for more information.
107.5
Banishment
107.5.a
This space is where cards are placed when they are banished by a spell or effect.
107.5.b
Represents cards that have been removed from play in a more difficult-to-recover way, or a temporary space to hold cards while effects are being processed.
107.5.c
Each player has a separate banishment.
107.5.d
A card owned by a player can never, for any reason, be put into the banishment of another player. If it would be, it's put into its owner's banishment instead.
107.5.e
The cards in the banishment are unordered. Their sequence does not matter, and they may be reorganized.
107.5.f
The cards in any player's Banishment are Public Information. See rule 127. Privacy for more information.
107.5.g
Some spells or effects may reference cards placed into banishment directly.
107.5.h
Effects that reference cards in banishment only do so by means of also putting the cards there.
107.5.i
The effects or references to cards in banishment do not count as Choosing.
107.5.j
The effects or references to cards in banishment do not count as Attachment.
107.6
The Hand
107.6.a
Each player has a collection of cards they may Play cards from.
107.6.b
This is the location cards go when Drawn.
107.6.c
The cards in a player's hand are Private Information.
107.6.d
The number of cards in a player's hand is Public Information.
107.6.e
The hand can be targeted as a zone, and cards there can be affected by spells and effects when specified.
107.6.f
A card owned by a player can never, for any reason, be put into the hand of another player. If it would be, it's put into its owner's hand instead.
108
All Game Objects in the collective Play Areas are Public Information.
109
Whenever a Game Object changes zones to or from a Non-Board Zone , all Temporary Modifications of all kinds cease to be tracked on it in all capacities. Examples: Damage is cleared. Buffs are removed. Temporarily granted Keywords are no longer granted.
111
Each player separates their Champion Legend and places it in the Legend Zone.
112
Each player separates their Chosen Champion and places it in the Champion Zone.
115
Determine Turn Order using any fair random method agreed on by all players.
115.2
See the selected Mode of Play for any adjustments to each player's first turn. See rule 454. Modes of Play for more information.
116
Players each draw 4.
117
In turn order, players perform their Mulligan.
118
Begin play with the First Player taking their turn.
120
A Game Object is any game piece that can produce one or more Game Effects or grant prerequisites for players to take Game Actions.
121
A Game Object does not include nor preclude any inherent properties beyond the ability to produce, or act as the prerequisite for, Game Effects and Game Actions.
122
A Game Object can be a literal object or a logical object.
123
Game Objects include, but are not limited to, the following: Main Deck cards in any zone Runes in any zone Legends Battlefields Tokens Abilities of any type on the chain Buffs and other status markers
126.1
For gameplay purposes, a card's Owner is the player who brought it into the game, either as their Champion Legend , one of their Battlefields , or part of their Main Deck or Rune Deck . The legal owner of a card doesn't matter during gameplay.
127.1
A card will always exist in one of the many Zones described during Setup.
127.2
A card will have a different level of Privacy based on where it resides at a given time
127.3
Secret: This level of Privacy indicates that neither player may read or look at the face of the card.
127.4
Private: This level of Privacy indicates that only the controller of a card on the board or the owner of a card in any other zone may read or look at the face of the card.
127.5
Public: This level of Privacy indicates that any player may read or look at the face of the card.
128.1
The back side of a card is the side with the Riftbound logo.
128.2
There is a unique pattern of back side for each of the three categories of card: Main Deck cards, Rune Deck cards, and Battlefields and Champion Legends.
128.3
The back side of a card is presented to conceal information for Private and Secret information cards. For example, cards in the Main Deck and cards in hand have their back side presented.
128.4
The term facedown is used to describe the state during regular play of having a card's back side presented on the Board. A facedown card’s front side is considered Private Information.
129.1
The front side of a card is the opposite of its back.
129.2
This is also referred to as a front face.
129.3
This can be identified in situations where the back is not easily discernible by the presence of the Play Cost in the upper left corner of the card.
129.4
Cards, when played, are played with their front face presented.
129.5
The term face up is used to describe the state during regular play of having a card's front face presented
129.6
Cards are considered to be Public Information while in this state, even if obscured by other cards in a pile.
132.1
A card can have one or more Categories and Sub-Categories based on the properties of its front and back sides.
132.2
These Categories and Sub-Categories dictate the behaviors of the card during play.
132.3
Spells and other effects can refer to categories, sub-categories, supertypes, card types, tags, and other characteristics inclusively or exclusively.
132.4
Main Deck Cards begin the game in the Main Deck or (in the case of a Chosen Champion ) the Champion Zone.
132.6
Non-Deck Cards are not part of any deck and begin the game in a zone determined by their type.
132.7
Supertypes are Categories that may apply to game objects of multiple types. They are listed before a card’s type.
132.7.a
Champion is a supertype that applies exclusively to units. It impacts the rules for deckbuilding. See rule 103.2.a. Chosen Champion for more information.
132.7.b
Signature is a supertype that may apply to game objects of any card type. It impacts the rules for deckbuilding. See rule 103.2.d. for more information about Signature cards.
132.7.c
Token is a supertype applied to temporary game objects of any card type. See rule 170. Tokens for more information.
132.8
Tags are Categories that may apply to game objects of multiple types. They are listed after a card’s type.
133.1
Most cards belong to one or more of six Domains , identified by one or more symbols in the lower right corner.
133.2
Each Domain has an associated color, a unique symbol, and a shorthand used to represent that symbol in written text.
133.2.a
Fury is associated with the color red and represented by a circular symbol with three projecting points. Its shorthand is [R].
133.2.b
Calm is associated with the color green and represented by a symbol resembling a leaf. Its shorthand is [G].
133.2.c
Mind is associated with the color blue and represented by a symbol resembling a sun and moon. Its shorthand is [B].
133.2.d
Body is associated with the color orange and represented by a blocky diamond-shaped symbol. Its shorthand is [O].
133.2.e
Chaos is associated with the color purple and represented by a hexagonal symbol with swirls emanating from its center. Its shorthand is [P].
133.2.f
Order is associated with the color yellow and represented by an angular winged symbol. Its shorthand is [Y].
134.1
All cards have a section that describes how they affect the game. This section is known as the Rules Text of the card.
134.2
This section may contain:
134.2.e
Symbols
134.2.e.1
Rules text sometimes contains symbols that express game concepts. Each symbol also has a shorthand used to represent it in written text.
134.2.e.2
The cost of Exhausting a Permanent is represented by the “exhaust symbol,” which resembles a card turning sideways. Its shorthand is [E]. (Some previous rules information has given its shorthand as [T].)
134.2.e.3
Might is represented by the “Might symbol,” which resembles a sword and shield. Its shorthand is [M]. (Some previous rules information has given its shorthand as [S].)
134.2.e.4
Power of a specific Domain is represented by its domain symbol and the corresponding shorthand. See rule 133. Domain for more information.
134.2.e.5
Power of any Domain is represented by a swirling rainbow symbol. Its shorthand is [A].
134.2.e.5.a
When required as a cost, [A] can be paid by Power of any Domain .
134.2.e.5.b
When Added to a player’s Rune Pool, [A] can be spent to pay a Power cost of any Domain.
134.2.e.6
Power of a domain corresponding to a card’s own Domain is not represented by a symbol, but appears in these rules similarly to other symbols. Its shorthand is [C].
134.2.e.6.a
When a [C] shorthand is printed on a card as reminder text, it assumes that card’s usual Domain , but it still means “one Power of this card’s Domain .”
134.2.e.6.b
A [C] shorthand on a card with no Domain or with multiple Domains is processed as [A] instead.
134.3
Rules text can be blank.
136.1
Each card has an illustration. It conveys no gameplay information.
138.1
A Game Object
138.1.a
While on the Board :
138.1.a.1
Units are at one of several Locations while on the Board : a Battlefield or their Base.
138.1.a.2
Units and their details are Public Information while on the Board.
138.1.a.3
Units can be chosen, affected, or manipulated by spells, affects, or game actions that specify Units.
138.1.a.4
Units can be Killed. See rule 415. Kill for more information.
138.1.b
While in the Trash:
138.1.b.1
Units are treated as Cards , similar to when in the Hand.
138.1.b.2
They retain the properties of being a Unit , but are not on the Board and thus cannot take actions or be affected by spells, abilities, or game actions that target Units on the Board.
138.1.b.3
Units can be affected by spells and game effects that target Units in the Trash.
140
Units have multiple Intrinsic Properties unique to them:
140.2
Might : The combat statistic of a Unit . Used to determine a Unit's contribution to Combat , as well as when it is Killed by damaging effects.
141
Units have the Inherent Ability to perform a Standard Move.
142
Units may have Activated Abilities.
142.1
Activated Abilities are Game Effects that are written as Costs followed by a ":", and then succeeded by an effect. See rule 369. Activated Abilities for more information.
142.2
The Activated Ability of Units may be executed at any time during the controlling player's Action Phase during an Open State , and not during a Showdown.
143.1
A Game Object
143.1.a
While on the Board.
143.1.a.1
Gear can only be played to a player's Base.
143.1.a.2
Gear and their details are Public Information while on the Board.
143.1.a.3
Gear can be chosen, affected, or manipulated by spells, effects, or game actions that specify Gear.
143.1.a.4
Gear can be Killed. See rule 415. Kill for more information.
143.1.b
While in the Trash
143.1.b.1
Gear are treated as Cards before Game Objects , similar to the Hand.
143.1.b.2
They retain the properties of being Gear , but are not on the Board and thus cannot take actions or be affected by spells, abilities, or game actions that affect Gear on the Board.
143.1.b.3
Gear can be affected by spells and game effects that affect Gear in the Trash.
144
Gear have several Intrinsic Properties unique to them.
145
Gear may have Activated Abilities.
145.1
Activated Abilities are Game Effects that are written as Costs followed by a ":", and then succeeded by an effect. See rule 369. Activated Abilities for more information.
145.2
The Activated Ability of Gear may be executed at any time during the controlling player's Action Phase during an Open State , and not during a Showdown.
147
Spell is a card type.
148
A spell can be played during an Open State Outside of Showdowns on its controller's turn.
149
A spell is controlled by the player who played it.
150
A spell creates a game effect according to its instructions and is then placed in the Trash of the player who owns it.
151
When a spell is successfully played, a player executes the rules text of the spell. This is called Resolving the spell.
151.1
Spells have their rules text executed from top to bottom when they are Resolved.
151.2
If a later part of a spell applies a Replacement Effect that alters earlier parts of the spell, apply those replacement effects as appropriate.
151.3
While a spell or ability on the chain is Resolving , no other spells or abilities can be finalized on the chain or resolved, including triggered abilities or game effects that would occur as a result of the execution of the spell.
151.3.a
Finish resolving all effects of a spell before addressing anything the spell may have triggered or caused through execution.
157.1
There are six Basic Runes , each with a Domain corresponding to its name: Fury Rune Calm Rune Mind Rune Body Rune Chaos Rune Order Rune
159
The Rune Pool is a conceptual collection of a player's available Energy and Power available to pay Costs.
159.1
When a card adds Energy or Power, it is added to the controlling player's Rune Pool .
159.2
Players must first add Energy and Power to their Rune Pool in order to be able to spend it to play cards or pay for Abilities with costs.
159.3
Energy and Power do not have a physical marker or tracker, although players may wish to use a physical tracker if they are retaining unspent Energy and Power over the course of their turn.
161
All Abilities that include the action " Add " are abilities that are adding Energy or Power to the Rune Pool. See rule 416. Add for more information.
163
Battlefields are Game Objects.
163.1
Battlefields are Owned by a player.
163.3
Battlefields cannot be Killed during the course of regular play.
163.4
Battlefields cannot be Moved.
163.6
Any number of Units can be present at a Battlefield.
163.7
Battlefields can be targeted by spells or game effects.
163.8
Battlefields can have Passive Abilities. See rule 360. Passive Abilities for more information.
163.9
Battlefields can have Triggered Abilities. See rule 375. Triggered Abilities for more information.
164
Battlefields are not Permanents.
165
The number of Battlefields on the Board is determined by the Mode of Play.
167
Legends are Game Objects.
167.1
Legends are Owned by a player.
167.3
Legends cannot be Killed during the course of regular play.
167.4
Legends cannot be Moved.
167.5
Legends can be targeted by spells or game effects.
167.6
Legends can have Passive Abilities. See rule 360. Passive Abilities for more information.
167.7
Legends can have Triggered Abilities. See rule 375. Triggered Abilities for more information.
167.8
Legends can have Activated Abilities. See rule 369. Activated Abilities for more information.
168
Legends are not Permanents.
171
Tokens are Game Objects created by spells and abilities during play.
172
Tokens can be represented by anything. Printed tokens are included in Riftbound booster packs, but they are not required to play a token.
173
A token's controller is the controller of the spell or ability that created it, unless the token's type innately determines control or that spell or ability specifies that a different player is the token's controller.
174
A token's owner is the player who controlled the effect that created it.
175
The effect that creates a token may specify the conditions or circumstances under which it enters the board. These stipulations may alter the usual steps for playing a card.
176
Tokens are not cards.
176.1
Tokens have some properties in common with cards.
176.1.a
Tokens are played by their owner if their card type is played, following all the applicable steps for playing a card plus any restrictions or modifications from the effect that created the token. See rule 346. Playing Cards for more information.
176.1.b
Token units have a Might .
176.1.c
Tokens may have one or more tags .
176.1.d
Tokens have a type . They follow all rules for their type unless otherwise specified.
178
The spell or ability that creates a token specifies some of its characteristics. It may have other characteristics, as listed below.
180
Control is the concept of a player having influence of a Game Object and applies differently to different card types.
181.1
Control is established over Battlefields through the course of play.
181.3
Control can be Contested through the course of play.
181.3.a
Contested is a temporary status applied to the battlefield when a Unit controlled by a Player who does not currently Control that Battlefield Moves or otherwise becomes present there.
181.3.a.1
Units moving to or being played to a battlefield apply Contested status if that battlefield is not already contested and that Unit ’s controller does not already control that battlefield.
181.3.b
A Battlefield remains Contested until Control is established or re-established.
181.3.c
While a Battlefield remains Contested, Control of a Battlefield cannot change.
181.3.d
The state of a Battlefield being Contested is used to determine when Combat should occur, when a Showdown without a Combat should occur, and when Control will change.
181.3.e
At this time Game Effects cannot reference this status.
181.4
Control is established by having Units at a Battlefield at the end of a Showdown or Combat after applying the contested status.
181.4.a
If a player controls Units at a Battlefield, outside of Combat , they maintain Control of that Battlefield for as long as they have Units at that Battlefield.
181.4.b
A player maintains control of a Battlefield while it is being Contested by an opponent.
181.4.c
If a player has no Units at a Battlefield, they lose Control of that Battlefield immediately, unless it is Contested.
181.5
Control is a constant state.
181.6
Control of a Battlefield determines Control of its Abilities.
181.6.a
While a Battlefield is Controlled , its Controller controls its Abilities . That player takes responsibility for adding them to the Chain if applicable, and makes all choices required by them unless otherwise specified.
181.6.b
While a Battlefield is Uncontrolled , its Abilities are also Uncontrolled. The Turn Player takes responsibility for adding them to the Chain if applicable, makes all choices required by them unless otherwise specified, and is treated as their Controller if any game rule or effect requires one.
181.6.c
“You” in a battlefield’s abilities refers to the battlefield’s Controller , as does the implied “you” in instructions like “draw 1.” If the battlefield has no Controller , “you” refers to no one, and all such instructions are ignored.
182.1
When a player Plays a Card , they are established as that Game Object's Controller.
182.3
For Permanents and Runes , when they Enter the Board , that player is assigned as that Game Object's Controller.
182.3.a
That player may make decisions about the Game Object's Inherent Abilities.
182.3.b
That player may make decisions about the Game Object's Unique Abilities.
182.3.c
That player may make decisions about any game effects or decisions necessary while the card is being played.
182.3.d
That player may make decisions about any game effects created from "When you play me" effects of Permanents.
100Introduction
200Definitions
300Playing the Game
302
Play continues cyclically until one player wins.
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.
308
At any given time, the turn is in either a Neutral State or a Showdown State.
310
These descriptions can be combined, such that the turn is always in one of these four states:
312
At any given time, up to one player has Priority.
312.1
Priority is the permission to take Discretionary Actions. See rule 398.1. Discretionary Actions for more information.
312.2
A player receives Priority at the following times:
312.2.a
When the turn is in a Neutral Open State during their Action 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 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.
316.1
When all steps of the Start of Turn have been completed, the Action Phase begins.
316.2
The Action Phase has no defined structure.
316.2.a
A player may take any number of Discretionary Actions they are able to perform during this phase. See rule 398.1. Discretionary Actions for more information.
316.2.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.
316.2.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.
316.2.c
In Modes of Play with Teammates, spells may be played by Teammates of the Turn Player during this time, but the actions of the Turn Player take precedence.
316.3
As a result of a player taking Discretionary Actions , one or more structured phases may occur.
316.4
Combat
316.4.a
A Combat phase occurs as a result of Units controlled by opposing players being present at the same Battlefield .
316.4.b
This could be the result of a Standard Move Standard Action , a Spell , or other Game Effect.
316.4.c
The source effect does not change the structure or flow of Combat once initiated.
316.4.d
A Combat can only occur between two players. See rule 433. Combat for more information.
316.4.e
Play proceeds following the steps of combat. See rule 437. Steps of Combat for more information.
316.4.f
Combat will also include a Showdown.
319.1
After the game transitions to or from an Open or Closed state
319.2
After the game transitions between Phases
319.3
After a Pending Item becomes a Legal Item on the Chain
319.4
After a Chain Item is removed from the Chain for any reason
319.5
After any number of Game Objects enter or leave the Board
319.6
After the status of any number of Game Objects changes for any reason
319.7
After a Move is completed
321
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
When a Cleanup occurs, the following steps occur in order:
322.1
1. If a player has as many points as the Victory Score , that player wins.
322.2
2. All Units that have non-zero Damage marked on them equalling or exceeding their Might are killed and placed in their owners' Trash.
322.3
3. Assign or Remove the Attacker or Defender designation from Units as needed if there is a Combat in progress
322.3.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
322.3.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
322.3.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
322.4
4. Battlefields with no Units occupying them and no Contested status become Uncontrolled.
322.5
5. Recall all Gear at Battlefields. Remove all Hidden cards from all Battlefields that are not controlled by the same player and place them in their owner's Trash.
322.6
6. Mark a Showdown as Staged at each Battlefield that Contested was applied to that is Uncontrolled .
322.8
8. Finalize any Pending Items on the Chain
322.9
9. If the current state is a Neutral Open State and one or more Showdowns are Staged , the Turn Player chooses one of those Battlefields. A Showdown begins there.
322.10
10. If the current state is a Neutral Open State and Combat is Staged at one or more Battlefields , the Turn Player chooses one of those Battlefields . Combat begins there.
323
Special Cleanups are Cleanup steps invoked at specific times that have additional steps not present in a normal Cleanup.
332
Whenever a card or token is played or an ability is activated or triggered, a Chain is created.
333.1
If one or more Items are Pending , their controllers must complete the steps of Playing those Pending Items until they are Finalized Items or leave the Chain.
333.1.a
This process does not pass Priority.
333.1.b
Each Item is Finalized in the order it was appended to the Chain.
333.1.c
Abilities that Add resources, Units , and Gear resolve immediately when Finalized and do not progress to Step 2: Execute. See rule 346. Playing Cards for more information.
333.1.c.1
If the Chain is empty, play proceeds in an Open State.
333.1.c.2
If the Chain is not empty and there are one or more Pending Items , repeat Step 1.
333.1.c.3
If the Chain is not empty and there are no Pending Items , the controller of the newest item on the chain gains Priority and becomes the Active Player. Proceed to Step 2: Execute.
334.1
The Active Player may do any the following:
334.1.a
Play a Card that is legally timed.
334.1.a.1
Cards , by default, cannot be played during a Closed State.
334.1.a.2
A Legally Timed Card would be a Card with Reaction.
334.1.a.3
Other exceptions may be created during regular play.
334.1.a.4
The card will be added to the chain as a Pending Item , following the steps of playing a card.
334.1.a.5
This can be an additional card to the item that Started the Chain in the case of the first Active Player after creating the Chain.
334.1.a.6
Whether a Card is legally timed is evaluated during the “Check Legality” step of Playing a Card. See rule 346. Playing Cards for more information.
334.1.a.7
Playing a card will create one or more Pending Items . Return to Step 1: Finalize.
334.1.b
Activate Abilities of Game Objects that are legally timed. See rule 386. Playing or Activating Abilities for more information.
336.1
The newest item on the Chain resolves. Execute its game effects in their entirety. See rule 346. Playing Cards for more information on resolving spells. See rule 386. Playing or Activating Abilities for more information on resolving abilities.
336.2
If the Chain is empty, play proceeds in an Open State.
336.3
If the Chain is not empty and there are one or more Pending Items , return to Step 1: Finalize.
336.4
If the Chain is not empty and there are no Pending Items , the controller of the newest item on the chain gains Priority and becomes the Active Player. Return to Step 2: Execute.
340
A Showdown begins when Control of a Battlefield is Contested and the turn is in a Neutral Open State.
340.1
If Control of a Battlefield is Contested between two players, then a Showdown will be opened as the first step of Combat. See rule 433. Combat for more information.
340.2
If Control of a Battlefield is Contested and the Battlefield in question is uncontrolled when it becomes Contested , a Showdown is opened during the Cleanup at the end of the action that caused the Battlefield to become Contested.
341
As a Showdown begins, the player who applied Contested status to the Battlefield gains Focus.
342
When a Showdown begins, it may or may not begin with an Initial Chain.
342.1
Showdowns that open as a result of Combat may have an Initial Chain of Triggered Abilities.
342.1.a
These Triggered Abilities should be put on the chain first by the player with Focus , then proceeding with players without the Defender designation in Turn Order. Finally, the player with the Defender designation will add their Triggered Abilities , if any, to the Chain.
342.1.b
If there are no such Triggered Abilities present during a Combat -initiated Showdown then no Initial Chain is created, but the Showdown will still proceed.
345
If all players pass Focus without playing a spell or activating an ability, then the Showdown Closes.
345.1
If this Showdown opened as a result of Combat, proceed with the remaining steps of Combat to resolve the phase. See rule 437. The Steps of Combat for more information.
345.2
If this Showdown opened as a result of Contested being applied to a Battlefield without a controller, do one of the following:
345.2.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 179. Control for more information on Control . See rule 442.1. for more information on Conquering .
345.2.a.1
This results in a Conquer if that player has not yet scored that Battlefield this turn.
345.2.b
If two players’ Units remain at the Battlefield , Control cannot be established and the Battlefield remains Contested . This results in a Staged Combat . See rule 433. Combat for more information.
345.2.b.1
The player who applied Contested to the Battlefield will be the Attacker in the subsequent Combat.
351
1. Remove the card from the zone you are playing it from and put it onto the Chain.
352
2. Make necessary choices.
352.1
If the card is a spell, or has an effect that specifies a choice "As I am played," those choices are made now.
352.2
For Units , choose a valid Location where that Unit will be placed upon being Played.
352.3
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.
352.4
If a card requires you to specifically choose one or more Game Objects , that choice is made now.
352.5
Targeting
352.6
When a card Chooses one or more specific Game Objects to affect, it is Targeted.
352.7
In order to put a spell or ability on the chain, valid choices must be made for all targets.
352.8
A target is a valid choice if it meets all of the following requirements:
352.8.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.
352.8.a.1
“Unit,” “gear,” and “rune” refer to objects on the Board unless specified otherwise.
352.8.a.2
“Spell” and “ability” refer to objects on the Chain unless specified otherwise.
352.8.a.3
“Facedown card” refers to a card in a Facedown Zone unless specified otherwise.
352.8.a.4
“Legend” refers to a legend in the Legend Zone.
352.8.a.5
“Chosen Champion” and “unit in the Champion Zone” refer to a unit in the Champion Zone unless specified otherwise.
352.8.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.
352.8.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.
352.9
If a spell or ability requires one or more players to choose objects, players, or zones that are not targets, those choices are made on resolution.
352.10
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:
352.10.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.
352.10.a.1
Public zones are Battlefield Zones, Bases, Trashes, Legend Zones, Champion Zones, and Facedown Zones.
352.10.b
It is included only as part of a targeting restriction for another choice. 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., “Move a unit to a battlefield” targets both a unit and a battlefield.
352.10.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.
352.10.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.
352.10.d
It is programmatically selected based on its characteristics rather than chosen by the spell or ability’s controller. e.g., “Kill all units at a battlefield” targets a battlefield, but does not target any units. e.g., “Kill all units at battlefields” doesn’t target anything. e.g., “Destroy a unit. Its controller draws 2 cards” 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.
352.10.d.1
This exception applies solely to objects for which no choice is ever possible.
352.10.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.
352.10.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.
352.10.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.
352.11
Some cards identify a group of Targets with Targeting Requirements that must be met by the group as a whole.
352.11.a
As they’re finalized on the chain, such cards can choose any group of valid targets that collectively fulfill the targeting restriction.
352.11.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.
352.12
If a card specifies that a player may choose some number of Game Objects to be affected by a card, then all choices are considered targeted and chosen independently.
352.13
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.
352.14
Splitting
352.14.a
If a card specifies that an amount of damage may be split among some number of Units , then each Unit chosen is Targeted.
352.14.b
The Targets are chosen when the spell or ability is finalized on the chain.
352.14.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.
352.14.d
Each Target is valid, and contributes to Chosen triggers individually.
352.14.e
The choice of how much damage is divided across the split is not decided until the resolution of the spell or ability.
352.14.f
Each Target must receive a valid amount of damage.
352.14.g
Valid damage is a positive integer amount, greater than or equal to 1 damage.
352.14.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.
352.14.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.
352.15
These choices cannot be changed after this step.
352.16
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.
353
3. Determine Total Cost.
353.1
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.
353.1.a
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.
353.1.b
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.
353.1.c
Further additional costs and/or cost increases applied in subsequent steps may raise the card's Total Cost above zero.
353.2
Apply additional costs in any order.
353.2.a
Mandatory Additional Costs
353.2.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."
353.2.a.2
The cost imposed by the Deflect keyword is a Mandatory Additional Cost. See rule 725. Deflect for more information.
353.3
Apply cost increases.
353.4
Apply discounts in any order.
353.5
Energy and Power costs can't be reduced below 0.
353.6
Costs may be Energy costs, Power costs, or non-standard costs.
354
4. Pay the card's costs.
354.1
In total, pay the combined Energy cost (if any) and Power cost (if any).
354.1.a
During this step, the spell's controller can use activated abilities with the Reaction tag that Add resources to add Energy and Power to pay the spell's costs. See rule 158. Rune Pools and rule 416. Add for more information.
354.3
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.
355
5. Check legality.
355.1
Check that all chosen targets are legal.
355.2
Ensure that the outcome of the effect of this card being played would not create an illegal state.
355.3
If the card, if continued to be played, would create an illegal state, or if a choice or action at this state is illegal, the actions taken in this process are undone and the action is cancelled.
356
6. Finalize this card and proceed with the card's category of Play.
356.1
This card is no longer Pending .
356.2
A Permanent leaves the Chain and becomes a Game Object.
356.3
A Spell lingers on the Chain.
356.3.a
This card becomes a Finalized Chain Item.
356.3.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 326. Chains for more information .
356.3.c
Other players have an opportunity to play Reactions before the resolution of spells. See rule 326. Chains for more information.
356.3.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.
356.3.e
Handling illegal and impossible instructions
356.3.e.1
The spell resolves even if some or all of its targets are illegal.
356.3.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.
356.3.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.
356.3.e.4
If a target changes Zones to or from a Non-Board Zone and then returns to its original zone, it is no longer a legal target, because it's not treated as the same object. Examples: An enemy unit at a battlefield is no longer a legal target if it is no longer an enemy, no longer a unit, or no longer at a battlefield. A unit with 3 or less Might is no longer a legal target if it is no longer a unit or if its Might is greater than 3. Something that's exhausted is no longer a legal target if it is no longer exhausted. (It can't stop being "something.") A spell that's played from hidden has the additional targeting requirement "here." A target for such a spell ceases to be a legal target if it moves from the battlefield where that spell was played, even if the spell has no location targeting requirement otherwise.
356.3.e.5
If any of the spell's targets are no longer legal, those targets are unaffected by the spell as it resolves.
356.3.e.6
Instructions that can't be followed, either because of illegal targets or other circumstances, are ignored.
356.3.e.7
If all of an instruction's Targets become Invalid or Unavailable by the time the spell is finished being played, that instruction will not execute.
356.3.e.8
If an instruction has more than one Target and fewer than all of the Targets become Invalid or Unavailable by the time the spell is finished being played, the instruction will execute, with only the Targets available and valid being operated on.
356.3.e.9
The process for a card's choice becoming Invalid or Unavailable is referred to as mistargeting.
356.3.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.
356.3.e.11
Instructions that can be partially followed are followed as much as possible and ignored otherwise.
356.3.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 reveals the top 5 cards of their Main Deck, but can’t choose any unit from among them.
356.3.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.
361
Conditions, rules, constraints, or statements that affect the course of regular play.
362.1
Passive Abilities of Permanents are typically only active while on the Board.
370
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 346. Playing Cards for more information.
371
The controlling player chooses when and whether to activate an Activated Ability.
372
Activated abilities are present on Game Objects and some Spells.
373
Can primarily be activated while on the Board.
374
All Activated Abilities can only be activated on the Controlling Player's Turn and during an Open State.
376
Triggered Abilities are repeatable effects that happen when a Condition is met.
376.1
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.”
376.1.a
The phrases that identify triggered abilities do not always appear at the beginning of sentences or abilities.
376.1.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.
376.2
Triggered Abilities have a Condition and an Effect.
376.2.a
The Condition follows the When.
376.2.b
The Effect is the Instruction that follows the comma after the Condition.
376.2.c
The Condition of a Trigger is evaluated after a potentially inciting event has been processed.
376.2.c.1
If a Game Object with 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.
376.2.c.2
A Game Object will not be able to successfully be able to 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.
376.3
When a Condition is met, a Triggered Ability behaves like an Activated Ability and is placed on the Chain.
376.3.a
Triggered Abilities can be put on the Chain during Closed States or Open States on any player's turn.
376.3.b
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.
376.3.b.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.
376.4
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.
376.4.a
Play Effects are Triggered Abilities with the Condition that the Permanent that has the Play Effect being played to the board.
376.4.a.1
These are commonly structured as “When you play me…” for Units and “When you play this…” for Gear.
376.4.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.
376.4.a.3
These Triggered Abilities can be referred to as Play Effects.
376.4.a.4
Abilities that trigger when another object is played are not considered Play Effects.
376.4.b
Conquer Effects are Triggered Abilities with a Condition of a Unit participating in, and successfully Conquering a Battlefield.
376.4.b.1
These are commonly structured as “When I conquer…” and “When you conquer…”
376.4.b.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.
376.4.b.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.
376.4.b.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.
376.4.b.2.c
If the act of gaining one point from Conquering is negated or replaced in any way, the Conquer Effect will still trigger.
376.4.b.3
These Triggered Abilities can be referred to as Conquer Effects.
376.4.c
Hold Effects are Triggered Abilities with a Condition of a Unit being present at a Battlefield during the Beginning phase when a player scores Victory Points from Holding.
376.4.c.1
These are commonly structured as “When I hold…” or “When you hold…”
376.4.c.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.
376.4.c.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.
376.4.c.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.
376.4.c.2.c
If the act of gaining one point from Holding is negated or replaced in any way, the Hold Effect will still trigger.
376.4.c.3
These Triggered Abilities can be referred to as Hold Effects.
376.4.d
Attack Triggers are Triggered Abilities that trigger when a Unit gains the Attacker designation for the first time during a combat.
376.4.d.1
These are commonly structured as “When I attack…”
376.4.d.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 .
376.4.d.2.a
These triggers can only become fulfilled once per combat, despite a Unit being able to gain and lose the Attacker designation multiple times in the same combat.
376.4.d.3
These Triggered Abilities can be referred to as Attack Triggers.
376.4.e
Defend Triggers are Triggered Abilities that trigger when a Unit gains the Defender designation for the first time during a combat.
376.4.e.1
These are commonly structured as “When I defend…”
376.4.e.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 .
376.4.e.2.a
These triggers can only become fulfilled once per combat, despite a Unit being able to gain and lose the Defender designation multiple times in the same combat.
376.4.e.3
These Triggered Abilities can be referred to as Defend Triggers.
380
Reflexive Triggers are a type of Triggered Ability that create one or more Chain Items when their condition is met.
381
Reflexive Triggers use the Chain.
381.1
A new ability is created and added to the chain as a Pending Item . See rule 386. Playing or Activating Abilities for more information.
381.2
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 386. Playing or Activating Abilities for more information.
383
Delayed Abilities are a type of Ability whose trigger Condition identifies a specific time during a turn or a specific event that can occur during a specific timeframe.
383.1
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.
383.2
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.
383.3
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.
383.4
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.
384
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.
385
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.
389.1
Add a Pending Item to the chain representing the Ability that is either being Activated or Triggered. Notably, although this Chain Item will not have a card representing it, this will create a Closed State. See rule 346. Playing Cards for more information.
389.2
If there is currently a game effect being resolved, continue resolving the game effect instead of continuing the following steps.
390.1
Make all choices required for this ability, such as targets, options, or other relevant decisions. See rule 346. Playing Cards for more information
390.2
If legal options are not available for an Activated Ability, it is not legal to activate it.
390.3
If there are not enough options to make legal choices for a Triggered Ability that has been put on the chain, remove it from the Chain now. It ceases to be a Pending Item but never becomes a Chain Item.
392.1
Pay costs as determined in the prior step. See rule 346. Playing Cards for more information.
394.1
This Ability is no longer Pending.
394.2
This Ability becomes a Chain Item.
394.3
If there are other Pending Items on the Chain, their controllers perform the remaining steps of playing now.
394.4
Other players have an opportunity to play Reactions before the resolution of spells. See rule 326. Chains for more information.
394.5
Otherwise, execute the Ability just like a Spell , then clear the Chain Item from the Chain.
398.1
Discretionary Actions
398.2
Limited Actions
398.2.a
A Limited Action is a game action that a spell, ability, or circumstance of the turn's progression causes the player to perform. A player cannot perform these actions at-will.
398.2.b
These actions can only be taken when a player is instructed to do so as the execution of an effect or during their specified occasion during the turn.
401.1
Exhausting is an action that marks a non-spell Game Object as "spent."
401.1.a
To mark it, rotate the card 90 degrees opposite of Readying , so that the orientation of the card is lengthwise in front of you.
401.1.b
A Unit that is already Exhausted cannot be Exhausted again.
401.1.c
If a Unit is instructed to be Exhausted while it is already Exhausted , nothing additional happens.
401.2
"Exhausted" is a state for Game Objects that other game effects and rules can reference.
401.4
When Exhausting is listed as a Cost , then the Action must be able to be completed for the cost to be paid.
401.5
In abilities, the Exhaust symbol represents the cost "Exhaust this" or "Exhaust me." It resembles a card turning sideways.
403.1
Recycling cards is the action in which a player takes one or more cards from a specific zone and then puts it on the bottom of the corresponding deck.
403.3
When Recycling is listed as a Cost , the action must be able to be completed for the cost to be paid.
403.4
When Recycling is part of an effect, a player must Recycle as many cards as possible from the specified zone or zones.
403.6
This action, when instructed, is sometimes formatted as " Recycle X from [Zone]." That means to take X cards of the instructed player's choice from the relevant zone and recycle them.
404.1
Spells, Units, Abilities, and other game effects may Deal Damage to units.
404.1.a
Assigning Damage during Combat Resolution is not Dealing Damage, but will cause Damage to be Dealt when assignment is complete.
404.1.b
To Deal Damage to Units, mark the specified amount of Damage on the Unit.
404.1.c
Damage is marked on each unit separately.
404.1.d
Damage can be Dealt to more than one Unit at the same time.
404.2
Only Damage can be Dealt.
404.4
Dealing can have the intrinsic property of Bonus Damage.
404.5
Bonus Damage is a property granted to the action of Dealing and alters the amount of Damage distributed by this action. See rule 712. Bonus Damage for more information.
404.6
Deal actions can originate from one or more sources.
404.6.a
If a game effect does not specify a source, the game effect describing the Deal action is the source.
404.6.b
If a game effect does specify a source, then that source is what is considered the origin of the Damage for this Deal action.
404.6.b.1
Units and Spells can be the source of Damage for Deal actions.
404.6.b.2
Abilities can be the source of Damage for Deal actions.
404.6.b.2.a
When an Ability is the source of Damage for a Deal action, it is in addition to the Spell or Unit that created that Ability.
404.6.b.3
When a spell or ability specifies a Unit as the source of the Damage for the Deal action, it is not in addition to the spell or ability that specified it.
404.7
Deal actions can distribute Damage as part of combat actions or non-combat actions.
405.2
More than one Unit can be Healed at the same time.
406.1
A player Plays cards by paying costs associated with that card. See rule 346. Playing Cards for more information.
406.3
Game effects may result in cards being played as part of their resolution.
406.4
Some Abilities trigger when cards are played or otherwise check whether cards have been played.
406.4.a
These abilities trigger when the act of playing the card has been completed by the resolution of the card.
406.4.b
If a game effect prevents the resolution of the card—for example, because the card was countered —the card wasn't played and no abilities that trigger on playing cards trigger. See rule 412. Counter for more information.
407.1
Moving is the act of a Game Object moving between two Locations on The Board.
408.1
Hiding a card is the act of placing a card facedown at a Battlefield you control.
408.3
Cards that are facedown at Battlefields have their gameplay properties and permissions defined by the effect that put them there.
408.4
If a facedown card would be put into a zone whose Privacy is Private or Secret , or if the game ends, its owner reveals it to all players. See rule 127. Privacy for more information.
409.1
Discarding a card is moving it from a player's hand directly into their trash without activating or executing its normal rules text.
409.3
When Discarding is listed as a Cost , then the Action must be able to be completed for the cost to be paid.
409.4
When Discarding is part of an effect, then a player must Discard as many cards as possible from their hand. If instructed to discard more cards than they have in their hand, further discard instructions are ignored.
409.5
This action is formatted as "Discard X."
411.2
Revealing is a Limited Action.
411.2.a
Players may only Reveal cards from Private or Secret zones when instructed to do so by Game Effects.
411.2.b
During the course of a game of Riftbound , a player may choose to show Private information to one or more other players. This does not count as revealing and does not trigger any effects that trigger when cards are revealed.
411.3
This action is formatted as "Reveal cards from [zone]."
413.3
This action is formatted as " Buff [one or more units]." e.g., "Buff a unit." e.g., "Buff a friendly unit." e.g., "Buff two friendly units at the same battlefield."
414.1
Banishing is the action of placing a card from any zone to Banishment. See for more information.
414.5
This action is formatted as "Banish [one or more permanents or cards]." e.g., "Banish a card from your hand." e.g., "Banish 2 cards from your trash." e.g., "Look at the top 2 cards of your Main Deck. Draw one of them and banish the other."
415.1
Killing is the action of a Permanent going to the trash from the board.
415.4
Killing can also be the result of resolving a Cleanup.
415.5
Killing can be attributed to one or more Game Objects.
415.5.a
The Killed Unit or Gear is said to be Killed by that Game Object.
415.5.b
A spell or ability that contains a Kill instruction is responsible for Killing the Unit or Gear.
415.5.c
When one or more Units is killed due to a Cleanup , the spell or ability that resolved immediately prior to that Cleanup that applied damage to the Unit or Units is responsible for that Kill action.
415.5.d
Abilities originating from Game Objects that are responsible for Kill Actions are responsible in addition to the Game Object that created them.
415.6
This action is formatted as "Kill [one or more permanents]." e.g., "Kill an enemy unit." e.g., "Kill this, [2]: Draw 1." e.g., "Kill all gear."
416.1
Adding is the action of putting resources into a player's Rune Pool.
416.3
Activated abilities that Add resources and have the Reaction tag can be activated during the playing or resolution of other spells and abilities, any time that those spells or abilities require that resources be paid.
416.5
This action is formatted as "Add [one or more resources]." e.g., "Add [2]." means "Add 2 Energy." e.g., "[E]: Add [Y]." means "Add 1 Power of the Order domain." e.g., "Add [1][G]." means "Add 1 Energy and 1 Power of the Calm domain."
417.1
Channeling is the action of taking one or more Runes from the top of a player's Rune Deck and putting them on the board.
417.2
The Game Effect that instructs a player to channel 1 or more runes may specify the conditions or circumstances under which those runes enter the board.
417.4
This action is formatted as "Channel X rune(s)," optionally followed by conditions or stipulations. e.g., "Channel 1 rune." e.g., "When you play me, channel 1 rune exhausted." e.g., "Channel 2 runes exhausted. If you couldn't channel 2 runes this way, draw 1."
418.1
Burning Out is an action a player must perform if they attempt to move one or more cards from their Main Deck to any other zone in excess of the number of cards remaining in their Main Deck:
418.1.a
If a player must Draw cards in excess to the number of cards in their deck, they will Draw as many as possible, perform this action, then Draw the remaining amount instructed.
418.1.b
If a player must put one or more cards from their Main Deck in any other zone, such as the Trash , in excess of the number of cards in their deck they will do so as much as possible, perform this action, and then complete the remaining number required by the instruction.
418.1.c
If an instruction directs a player to look at or reveal cards in excess to the number of cards in a player’s Main Deck , that player looks at or Reveals as many as possible, but does not Burn Out, then proceeds with the rest of the instruction.
418.1.c.1
If there are insufficient cards among the looked at or revealed cards to perform subsequent actions to the revealed or looked at cards, any further instructions are ignored. This does not cause a Burn Out , even if those instructions would cause those cards to change zones. Reminder: Cards are considered in the zone of origin while being looked at or revealed, in this case the Main Deck .
418.2
To Burn Out , a player does the following in sequence:
418.2.a
Performs as much of the prescribed action as possible.
418.2.b
Recycles their trash into their Main Deck. Reminder: When multiple cards are Recycled to the Main Deck at the same time, those cards must be randomized
418.2.c
Chooses an opponent to gain 1 point.
418.2.d
Completes the remainder of the action that caused them to burn out.
418.3
A player's Main Deck may remain empty as they Burn Out , usually because their trash is also empty. When they attempt to perform the original action again, it will cause another Burn Out .
418.3.a
Unless some effect intervenes, this will result in them burning out repeatedly, giving 1 point to an opponent each time, until an opponent passes the Victory Score and wins the game.
418.5
Burning Out is a Replacement Effect. See rule 364. Replacement Effects for more information.
421
Moving is defined by the Origin and Destination of the Permanent that is changing locations.
421.1
The Origin is where the Permanent is starting from.
421.2
The Destination is where the Permanent is going to.
421.2.a
In Modes of Play with more than two players, Battlefields with Staged Combats or Combats in Progress are Invalid Destinations for Moves of all kinds ( Standard Moves or otherwise) by Units controlled by Players who don't already have permanents at that Battlefield .
421.2.b
If an action would require a Move that would cause a Unit to become present in a Location where it cannot move for any reason, such as a Battlefield with two players that are not the controller of the Unit performing this Move action are in a Combat or such a Combat is Staged , it instead Recalls. See rule 428. Recalls for more information.
421.3
Units are the only Permanents that can Move.
422
Players may choose to move their Units with the Standard Move. See rule 140. for more information on the Standard Move.
424
The Destination becomes Contested if it is a Battlefield not controlled by the controller of the Unit or Units that moved.
427
When a Move action is complete, perform a Cleanup.
434
A Combat occurs when a Cleanup occurs, there are no items on the Chain , and a Battlefield has Units controlled by two opposing players.
435
Combat is considered Staged if there are units controlled by two opposing players at a Battlefield but the Steps of Combat have not been initiated.
436
Combat can only occur between Units controlled by exactly two players.
436.1
In Modes of Play with more than two players, Battlefields with Staged Combats or Combats in Progress are Invalid Destinations for Moves of all kinds ( Standard Moves or otherwise) by Units controlled by Players who don't already have permanents at that Battlefield. See rule 421.2.a. for more information on Invalid Destinations.
436.2
In Modes of Play with more than two players, Battlefields with Staged Combats or Combats in Progress are Invalid to be chosen as a location to play one or more Units by a player not involved in that Combat by any means
436.2.a
If an effect would require a Unit be played to a Battlefield with a Staged Combat or a Combat in Progress , where the controller of the played unit is not a participant, instead the Unit is played to its controller's Base.
436.2.b
Any subsequent reference to "here" in the corresponding effect is reassigned to the Controller's Base , where the Unit was played. Any further effects that may be invalidated are invalidated as if the effect was mistargeted. See rule 352.5. Targeting for more information on Mistargeting.
436.3
All choices that would result in a Combat occurring between more than two players simultaneously are invalid and ineligible to be completed.
438.1
A Showdown opens at this time.
438.1.a
Establish who is Attacker and who is Defender.
438.1.a.1
The Attacker is the player whose unit(s) applied the Contested status to the Battlefield. They gain the Attacker designation now.
438.1.a.1.a
This player gains Focus as this Showdown begins.
438.1.a.2
The Defender is the player who did not apply the Contested status to the Battlefield. They gain the Defender designation now.
438.1.a.3
Units at the Contested Battlefield controlled by the Attacker gain the Attacker designation now.
438.1.a.3.a
If a Unit controlled by the Attacker becomes present at this Battlefield after this moment, it will gain the Attacker designation during the Cleanup phase following the action that caused it to become present
438.1.a.4
Units at the Contested Battlefield controlled by the Defender gain the Defender designation now.
438.1.a.4.a
If a Unit controlled by the Defender becomes present at this Battlefield after this moment it will gain the Defender designation during the Cleanup phase following the action that caused it to become present
438.1.b
Finalize items on the Initial Chain if establishing Attacker and Defender has caused Triggered Abilities to become Pending.
438.1.b.1
The Attacking player, who has Focus , places Triggered Abilities on the Chain first, followed by all non- Defender players in Turn Order , followed by the Defending Player.
438.1.d
Players proceed with any play on the Chain as normal.
438.1.e
Focus does not pass upon closure of the Initial Chain, if any.
439.1
When the Showdown closes, Attackers and Defenders resolve Combat Damage at the Battlefield that was attacked, using their current Might.
439.1.b
Sum the Might of all Attacking Units.
439.1.c
Sum the Might of all Defending Units.
439.1.d
Starting with the Attacker , each player assigns an amount of damage equal to their summed Might among the other's Units.
439.1.d.1
Assigning Damage is not Dealing Damage.
439.1.d.1.a
When all Damage is assigned, it will be Dealt simultaneously. These actions are not synonymous.
439.1.d.2
Abilities or effects may influence the order in which damage is assigned. Reminder: Lethal Damage is non-zero damage equaling or exceeding the Might of a Unit.
439.1.d.3
Units must have lethal damage assigned to them in full before damage is assigned to a different Unit.
439.1.d.4
Units cannot have more damage assigned to them than the minimum required to constitute lethal damage unless no further units remain to have damage assigned to them.
439.1.d.5
A player must obey all requirements and restrictions on damage assignment if able.
439.1.d.6
If multiple Units have abilities or effects that require a player to assign them damage with the same priority, that player may assign damage to those units in any order.
439.1.d.7
If a Unit has one or more Abilities or effects applying to it that demand it be assigned damage in a specific way that is exclusionary, then the assigning player chooses only one of those abilities to apply when assigning damage.
439.1.d.8
If there is more than one unit in which this situation applies to, each unit is dealt with individually. The assigning player chooses which ability or effect applies, and then resolves the assignment. If this creates a situation where now more than one unit must be assigned with the same priority, those units may be assigned damage in any order as normal within that priority.
439.1.d.9
If a unit cannot be dealt damage, then no amount of damage can be considered lethal. Such a unit is exempt from any considerations of mandatory assignment.
439.1.e
Deal Damage to each unit equal to the amount assigned to it.
444.1
The player earns up to one Point , depending on their current score.
444.1.b
When a player tries to earn a Point through a Score , and their current Point Total is 1 point from the Victory Score of the Mode of Play , the following occurs:
444.1.b.1
If the player has Scored through Hold , that player scores the Final Point.
444.1.b.2
If the player has Scored through a Conquer and has Scored every Battlefield through either method this turn, that player scores the Final Point . If the player has Scored through a Conquer and has not Scored every Battlefield this turn, that player draws a card.
444.2
Trigger Score abilities at the Battlefield that Scored.
445
When a player accrues Points equal to the Victory Score for their Mode of Play , they Win the Game immediately.
447
Layers are the mechanism in which Game Effects alter the Traits, Intrinsic Abilities, or other properties of Game Objects.
449
The layers are applied repeatedly until all effects operating on objects have been applied once and no changes have been processed.
449.1
Layers are applied in sequence. Each effect in them is applied as soon as able, and only a single time across all sequences.
449.2
When a sequence of applications completes, recur the process, and evaluate each layer again applying any effects that may now be applicable.
449.3
The removal or disqualification of an effect is separate from the application of the effect, but still can only be applied once.
450.2
2. Ability-Altering Effects
450.2.a
This layer deals with effects that grant, remove, or replace the abilities or rules text of Game Objects . Keywords Passive Abilitie Appending rules text Removing rules text Duplicating Rules Text from one Game Object to another
450.2.b
Effects for this layer can be identified by the phrase "become(s)," "give," "lose(s)," "have," "has," "is," or "are" in the text.
450.3
3. Arithmetic
450.3.a
This layer deals with the mathematics of increasing and decreasing the numeric values of the traits of Game Objects. Might Energy Cost Power Cost
450.3.b
When an arithmetic effect has a limitation that applies, it is limited at the time of its application, and is “remembered” at that limited level for the duration of its effect. This process is called “snapshotting.”
452
To determine which effect Depends on another, determine which of the prior criteria applies, and then also which effect’s evaluation is altered by the sequence of applications. That effect is said to Depend on the other.
452.1
To resolve a dependency, the effects within the same layer that created the dependency must be applied such that: 1. Identify which effect Depends on the other within the Layer. 2. Apply the effect that is depended on first. 3. Immediately apply the effect that Depends on the first effect next.
455
There are multiple methods of playing Riftbound.
456
A Mode of Play must define several variables for the game.
458.1
2 Players
458.2
1v1 1 opponent each No teams
458.3
Victory Score: 8
458.5
Setup: Each player randomly selects one (1) of their three (3) Battlefields . The other two are removed and will not be used for this game. The selected Battlefields are placed in the Battlefield Zone.
458.6
Format: Best of 1. The first player to reach the Victory Score in Points wins the Match.
458.7
First Turn Process: The player going second channels an extra Rune from their Rune Deck during their first Channel Phase of the game.
459.1
2 Players
459.2
1v1 1 opponent each No teams
459.3
Victory Score: 8
459.5
Setup: Each player selects one (1) of their three (3) Battlefields . The other two are set aside and will not be used for this round of play. The selected Battlefields are placed in the Battlefield Zone . After this game, the Battlefields that were used are to be removed and not selected again for this Match . One of the remaining Battlefields that were set aside must be chosen instead.
459.6
Format: Best of 3. The first player to reach the Victory Score in Points wins the game. The winner of that game earns One Set Point. Players then reset the game state, remove the Battlefields in play from the game, choose new Battlefields from those set aside, and play again. The first player to earn Two Set Points wins.
459.7
First Turn Process: The player going second channels an extra Rune from their Rune Deck during their first Channel Phase of the game.
460.1
3 Players
460.2
FFA 2 opponents each No teams
460.3
Victory Score: 8
460.5
Setup: Each player randomly selects one (1) of their three (3) Battlefields . The other two are discarded and will not be used for this game. The selected Battlefields are placed between the three Players before play and will be used for this game.
460.6
Format: Best of 1. The first player to reach the Victory Score in Points wins the Match.
460.7
First Turn Process: The player going first does not draw a card during their first Draw Phase of the game. The player going last channels an extra Rune from their Rune Deck during their first Channel Phase of the game.
461.1
4 Players
461.2
FFA 3 opponents each No teams
461.3
Victory Score: 8
461.5
Setup: Each player who is not going first randomly selects one (1) of their three (3) Battlefields . The other two are removed and will not be used for this game. The selected Battlefields are placed between the players before play and will be used for this game.
461.6
Format: Best of 1. The first player to reach the Victory Score in Points wins the Match.
461.7
First Turn Process: The player going first does not draw a card during their first Draw Phase of the game. The player going last channels an extra Rune from their Rune Deck during their first Channel Phase of the game.
462.1
4 Players
462.2
2v2 2 opponents each 1 teammate
462.3
Victory Score: 11
462.5
Setup:
462.5.a
Each player who is not going first randomly selects one (1) of their three (3) Battlefields . The other two are removed and will not be used for this game. The selected Battlefields are placed between the players before play and will be used for this game.
462.5.b
Turn order alternates teams.
462.5.b.1
The first player will be followed by an opponent, then the first player's teammate, then the first opponent's teammate, and so on.
462.5.b.2
If allies are sitting across from each other, turn order proceeds clockwise as normal.
462.5.b.3
If allies are sitting next to each other, turn order is passed across the table.
462.6
Format: Best of 1. The first team to reach the Victory Score in Points wins the Match.
462.7
First Turn Process: The player going first does not draw a card during their first Draw Phase of the game. The player going last channels an extra Rune from their Rune Deck during their first Channel Phase of the game.
462.8
Unique Rules
462.8.a
Players may play spells during their Teammate's Turn.
462.8.b
Battlefields controlled during the Beginning Phase of a player's turn by that player's teammate are disqualified from being scored by that Team, that turn.
462.8.d
Friendly describes controlled Game Objects by a player or their Teammate.
462.8.e
Hands are still Private Information.
462.8.e.1
Players are not restricted in what they say to their Teammate, however.
462.8.e.1.a
Feel free to openly communicate, honestly or cryptically.
462.8.e.1.b
Revealing Cards is still a game action and cannot be done unless instructed. See rule 411. Reveal for more information.
462.8.f
The Final Point has an adjustment to the criteria when scoring.
462.8.g
Teammates may not utilize the same Champion Legend .
462.8.h
Teammates may not utilize the same Battlefields .
650
A player may concede at any time.
651
When a player concedes, they are removed from the game in progress.
651.1
If only one other player is remaining after a player has conceded, the player remaining Wins.
651.2
If more than one player remains after a concession, follow the steps for the Removal of a Player.
651.3
Removal of a player involves them no longer being able to make choices or otherwise influence the game.
651.4
If the player has Teammates due to the Mode of Play , that player’s Teammates also lose and are removed from the game.
652
If the game continues, follow these steps for Removal of a Player.
652.1
Banish all permanents and runes they currently control and all permanents and runes they own.
652.2
Remove the Battlefield they contributed to the game if it is in use.
652.2.a
If it was in use, replace it with a token battlefield with no abilities.
652.2.b
Any units or hidden cards there do not move and are otherwise unaffected by this process.
652.2.c
If the removed battlefield was applying any continuous effects, those continuous effects immediately cease, which may cause changes in the characteristics of units or hidden cards there.
652.3
Remove all cards they own from the game.
652.4
Counter all spells and abilities of all types controlled by the player that has conceded.
652.5
Proceed with the game.
652.5.b
Focus
652.5.c
Priority
652.5.c.1
If the removed player had Priority during a Chain , the next Player in order receives Priority .
652.5.c.2
If the player being removed creates a state where all Players have passed Priority , then the most recent spell or ability on the Chain will resolve with Priority being re-established as appropriate for the state after the resolution of that spell or ability.
450.3.d.1
Positive values, or increases, to Might are applied first.
450.3.e.1
If there is a restriction or limitation to this increase, the limitation is “snapshotted” for the duration of the effect.
450.3.e.2
2. Decreases
450.3.f.0.a
Negative values, or decreases, to Might are applied last.
450.3.g.1
If there is a restriction or limitation to this decrease, the limitation is snapshotted for the duration of the effect.
300Eligibility
400Policies
500Communication
600Competition Formats
700Additional Rules
702
Buffs are objects placed on Units.
703
Each Buff individually contributes +1 Might to a Unit.
704
Buffs are Game Objects and may be referenced, counted, or targeted by other effects as specified.
707
Mighty is a description that applies to some units. Other game effects can check whether a unit is Mighty.
708
A Unit "is Mighty" as long as its Might is 5 or greater.
709
A Unit "becomes Mighty" at the moment its Might changes from being less than 5 to being 5 or greater.
710
Units on the board are evaluated according to their current Might.
711
Units in Non-Board Zones are evaluated according to their inherent Might.
713
Bonus Damage is an intrinsic property that can be granted to Deal actions that influence the amount of Damage that the action is distributing.
714
If more than one instance of Bonus Damage is applied or granted to a Deal action, all instances are summed and applied once.
715
Bonus Damage applies to the total damage Dealt by one instance of the action.
715.1
If the Deal action has a single target, the amount of Damage to that target will be increased by the Bonus Damage granted to it.
715.2
If the Deal action has multiple targets, the amount of Damage dealt to each target is increased by Bonus Damage individually and separately.
715.3
If the Deal action Splits damage, then the Bonus Damage applies to the amount of Damage that will be Split . This can alter the number of targets eligible to be chosen.
717
A Keyword is a specific term that appears on Cards that acts as a shorthand for a specific game effect, or ability of any variety.
717.1
A Keyword can be an ability.
717.3
Keywords can be referenced or specified by other Game Effects.
717.3.a
Other effects may grant Keywords.
717.3.a.1
The definition and rules of the specific Keyword will determine the behavior if a Keyword is granted while it is already present.
717.3.a.2
The effect that granted the Keyword will specify the duration for which it is granted.
717.3.a.3
If an effect that grants a Keyword does not specify a duration, the duration is as long as that Game Object remains on the Board or in its current Non-Board Zone.
718
A card can have any number of Keywords.
719
Similar to other rules text, execute any effects of Keywords in the order listed when reading the card from top to bottom of the rules text.
721.3
Accelerate has no function while on the board.
721.4
Multiple instances of Accelerate are redundant.
721.5
Accelerate, and whether or not a unit has Accelerate, is a characteristic of the Unit and may be checked or referenced by other Game Effects.
722.2
The card or effect with this keyword is not restricted to showdowns. This permission is inclusive of all other timings and options available to the ability as written or by default.
722.3
Action does not alter the function of any instruction of the corresponding card or effect it is on. It is only permission.
722.4
Action is a referenceable characteristic.
722.4.a
Whether or not a Game Object has Action is a characteristic of that Game Object and may be checked or referenced by other Game Effects.
722.4.b
Whether or not a Spell has Action is a characteristic of that Spell and may be checked or referenced by other Game Effects.
722.4.c
Whether or not an Ability has Action is a characteristic of that Ability and may be checked or referenced by other Game Effects.
723.2
If a Unit has Assault or has been granted Assault and is granted Assault by an additional source, the Assault Value of all granted Assault keywords is summed.
723.3
Assault, and whether or not a unit has Assault, is a characteristic of the Unit and may be checked or referenced by other Game Effects.
725.2
If a Unit has Deflect, or has been granted Deflect, and is granted Deflect by an additional source, the Deflect Value of all granted Deflect keywords is summed.
725.3
Deflect, and whether or not a permanent has Deflect, is a characteristic of the permanent and may be checked or referenced by other Game Effects.
726.2
Multiple instances of Ganking are redundant.
726.3
Ganking, and whether or not a unit has Ganking, is a characteristic of the Unit and may be checked or referenced by other Game Effects.
727.1
Hidden is a keyword that acts as a prerequisite to perform the Hide Discretionary Action.
727.1.a
It is present on Spells, Units, and Gear.
727.1.b
It is functionally short for "While this card is in your hand or in the Champion Zone on your turn during an Open State, you may pay [A] to hide this facedown at a battlefield you control that doesn't already have a facedown card hidden there for as long as you control that battlefield. Beginning on the next turn, this gains [Reaction] and you may play this, ignoring its base cost."
727.1.d
Some choices made while playing a card from Hidden are restricted to the battlefield where it was hidden. A card cannot be played from Hidden if it is a spell with no valid targets under these restrictions. See rule 352.5. Targeting for more information.
727.1.d.1
A hidden unit must be played to that battlefield.
727.1.d.2
If a hidden spell or a play effect of a hidden permanent chooses any targets, those targets must be chosen from among options at that battlefield, unless the ability explicitly restricts targeting in a way that makes this impossible.
727.1.d.3
If a hidden spell or a play effect of a hidden permanent causes you to play a unit, you must choose to play that unit at that battlefield.
727.2
Abilities and instructions of hidden cards other than the choices listed above function as normal.
727.3
Instead of being hidden, a card with Hidden may be played for its cost as normal, at its normal timing with no restrictions on targeting.
727.4
Multiple instances of Hidden are redundant.
728.1
Legion is a Conditional Keyword.
728.1.a
It can be present on Spells, Units, Rune Abilities, Legend Abilities and Permanent Abilities.
728.1.b
It is formatted as "Legion — [Text]".
728.1.c
Starting from the Keyword to the end of the clause, the entire statement is the Legion Ability.
728.1.c.1
On spells and on play effects of permanents, it is functionally short for “If you have played another Main Deck card before this one already this turn, apply [Text].”
728.1.c.2
On other abilities and instructions, it is functionally short for “If you have played a Main Deck card this turn, apply [Text].”
728.1.c.3
This is called the Legion condition.
728.1.c.4
Legion's conditional can apply to passive abilities, activated abilities, spell instructions, or even abilities active in zones outside of the board.
728.2
All instances of Legion on cards a player controls are satisfied by that player playing a single card.
728.3
Legion, and whether or not a card has Legion, is a characteristic of the card and may be checked or referenced by other Game Effects.
729.1
Reaction is a Permissive keyword.
729.2
The corresponding card or effect with this keyword is not restricted to Closed States or Showdowns . This permission is inclusive of all other timings and options available to the ability as written, Action's permissions, or by default.
729.3
Reaction does not alter the function of any instruction of the Card, Rune, or Effect it is on. It is only Permission.
729.3.a
Playing Units with Reaction still has the inherent restrictions of playing Units without Reaction. It can only be played to the controlling player's base or a battlefield they control.
729.4
Reaction is a referencable characteristic.
729.4.a
Whether or not a Game Object has Reaction is a characteristic of that Game Object and may be checked or referenced by other Game Effects.
729.4.b
Whether or not a Spell has Reaction is a characteristic of that Spell and may be checked or referenced by other Game Effects.
729.4.c
Whether or not an Ability has Reaction is a characteristic of that Ability and may be checked or referenced by other Game Effects.
730.2
If a Unit has Shield, or has been granted Shield, and is granted Shield by an additional source, the Shield Value of all granted Shield keywords is summed.
730.3
Shield, and whether or not a unit has Shield, is a characteristic of the Unit and may be checked or referenced by other Game Effects.
731.1
Tank is a Passive Ability keyword.
731.1.a
It is present on Units.
731.1.b
It is functionally short for "I must be assigned lethal damage before any other unit with the same controller as me that does not have [Tank] during combat resolution."
731.1.c
It alters how players can elect to assign combat damage during combat.
731.1.c.1
Players must still assign lethal damage to a unit before moving to the next when assigning their damage.
731.1.c.2
If more than one unit with Tank is present with the same controller in Combat, damage may be assigned to any of them. Units without Tank are invalid assignments until all units with Tank have lethal damage assigned to them.
731.2
Multiple instances of Tank are redundant.
731.3
Tank, and whether or not a unit has Tank, is a characteristic of the Unit and may be checked or referenced by other Game Effects.