Arise! is revised to use a reflexive trigger: it first plays a 2 [M] Sand Soldier unit token for each Equipment you control, then 'Then do this:' readies up to two of them, allowing players to respond between the two effects.
Citaat uit de bron: “Play a 2 [M] Sand Soldier unit token for each Equipment you control. Then do this: Ready up to two of them.”
Gear cards enter play in the Ready state (not Exhausted), so they can be used immediately; Gear always enters at the controller's Base.
community (2 bronnen, trust 0.75, officieel bevestigd, status=unreviewed — nog niet gereviewd)
“Gear cannot hold or conquer battlefields, and can only exist in base. If a Gear card is played at a battlefield, it is immediately recalled to the base.”
Falling Star is no longer a reflexive trigger. All targets are chosen upfront before anything resolves; the opponent can react before resolution; then each chosen unit takes 3 damage on resolution. The same unit may be chosen for both instances.
Citaat uit de bron: “you pick all the targets up front, the other player can react before any of it resolves, and then each of the units affected take the damage on resolution”
When an Attacker destroys all Defending units and still has units remaining, they conquer the Battlefield and immediately score 1 point; additionally, every time a Battlefield is conquered without winning the game, the conquering player draws a card.
community (1 bron, trust 0.50, officieel bevestigd, status=unreviewed — nog niet gereviewd)
“every time you conquer a Battlefield but it doesn't win you the game, you get to draw a card”
Per rule 466.1.b, when a player tries to gain a point through a Score and their current total is one point from the Victory Score or higher, every such point becomes the 'final point': if from Conquering, the player draws 1 instead of gaining the point, unless they have scored each battlefield that turn.
Citaat uit de bron: “every point at or above the Victory Score becomes the final point”
During the Beginning Phase, each player channels 2 Runes from the top of their Rune Deck; the second player channels 3 Runes on their very first turn to compensate for going second.
community (1 bron, trust 0.50, officieel bevestigd, status=unreviewed — nog niet gereviewd)
“If you're going second on your very first turn, you get 3 Runes instead to help catch up.”
Icathian Rain is no longer a reflexive trigger. All six targets are chosen upfront before anything resolves; the opponent can react before resolution; then each chosen unit takes 2 damage on resolution. The same unit may be chosen for multiple instances.
Citaat uit de bron: “you pick all the targets up front, the other player can react before any of it resolves, and then each of the units affected take the damage on resolution”
Units with the Ganking ability may move directly from one Battlefield to another, whereas normal units can only move between their controller's Base and a Battlefield.
community (2 bronnen, trust 0.75, officieel bevestigd, status=unreviewed — nog niet gereviewd)
“only units with the Ganking ability may move between battlefields”
When Draven wins combat and conquers, his triggered ability resolves before you gain the regular point for scoring the battlefield and before any conquer effects trigger. Consequently, Draven's point is counted first—e.g., going from 6 to 7 points means the subsequent conquer gives a card draw instead of the 8th point.
Citaat uit de bron: “Draven's ability will trigger and resolve before you gain your regular point for scoring the battlefield and before any conquer effects are triggered.”
Each Battlefield can only award 1 point per turn; moving a unit away and replacing it with another unit in the same turn does not grant additional points.
community (2 bronnen, trust 0.75, officieel bevestigd, status=unreviewed — nog niet gereviewd)
“Moving away from a battlefield and back to it with another unit the same turn will not gain you a bonus point.”
Per rules 323.1 and 467, a player wins during a cleanup only if they have points ≥ the Victory Score AND more points than any opponent. If both players are tied at the Victory Score, neither wins; they must score additional points to satisfy both conditions.
Citaat uit de bron: “If both players are at 8 points, they have not fulfilled both requirements for winning the game. They will need to score additional points in order to win.”
Jax's Equipment everywhere have Quick-Draw: each gains [Reaction], meaning when you play it, you attach it to a unit you control. This is captured in the revised text.
Citaat uit de bron: “Your Equipment everywhere have [Quick-Draw]. (Each gains [Reaction]. When you play it, attach it to a unit you control.)”
Action Spells may be played during the controller's turn or during a Showdown; on an opponent's turn, a player may only play Action Spells during Showdowns.
community (1 bron, trust 0.50, officieel bevestigd, status=unreviewed — nog niet gereviewd)
“Most Spells are labeled Action, which means you can play them during your turn or during a Showdown. If it's not your turn, you can only play Action Spells during Showdowns.”
Rell, Magnetic is revised to use a reflexive trigger for Equipment attachment: when she attacks and you play a qualifying Equipment for free, 'then do this:' attaches it to her as a separate chain item, allowing players to respond before the attachment resolves.
Citaat uit de bron: “If you do, then do this: Attach it to me.”
Yone's ability checks the control status of the battlefield immediately before he conquers it. He triggers at the end of a noncombat showdown in which he conquers an uncontrolled battlefield. He also triggers in 'surprise defense' scenarios where units move during a showdown and he ends up defending a battlefield he doesn't control—if he conquers it, the battlefield was uncontrolled before he conquered it.
Citaat uit de bron: “We're tweaking his text to cue off the control status of the battlefield immediately before conquering it.”
Janna, Savior's play trigger is revised to 'move up to one enemy unit,' making the enemy-unit selection optional. This allows her triggered ability to be placed on the chain and heal your units even when no enemy units are present at the battlefield.
Citaat uit de bron: “heal your units here, then move up to one enemy unit from here to its base.”
Signature Cards are Legend-specific cards that can only be included in a deck matching their designated Legend, with a maximum of 3 total Signature Cards permitted across the entire deck.
community (1 bron, trust 0.50, officieel bevestigd, status=unreviewed — nog niet gereviewd)
“You can only use them with their matching Legend, and you can't put more than 3 total Signature Cards in your deck.”
Deflect is a mandatory additional cost: you must pay it if you want to finalize a spell or ability that chooses a unit with Deflect. The fact that you can choose not to finalize triggered abilities (to avoid paying) does not make the cost optional. Ezreal, Prodigy cannot reduce Deflect costs.
Citaat uit de bron: “Deflect is a mandatory additional cost, meaning you must pay it if you want to finalize a spell or ability that chooses something with Deflect.”
Cards that instruct you to play a card from your Main Deck must first banish that card, then play it from banish. This gives the game a defined zone for the card while it is being played and a place to return it if it cannot be played for any reason. This applies to Rek'Sai Swarm Queen, Void Burrower, Void Rush, and Reinforce.
Citaat uit de bron: “banishing the card ensures that the game has a place to put the card until it's actually played, and a place to send the card back to if it can't be played”
Ravenborn Tome's Bonus Damage effect now applies only to the next spell played 'this turn,' preventing the bonus from carrying forward to future turns.
community (1 bron, trust 0.50, officieel bevestigd, status=unreviewed — nog niet gereviewd)
“The next spell you play this turn deals 1 Bonus Damage.”
Rule 344.2 updated: a Showdown is opened during the Cleanup at the end of the action that caused the Battlefield to become Contested if there aren't units controlled by different players at that Battlefield — replacing the old condition of 'the Battlefield is uncontrolled when it becomes Contested.'
Citaat uit de bron: “If Control of a Battlefield is Contested and there aren't units controlled by different players there, a Showdown is opened during the Cleanup at the end of the action.”
Rule 316.5.b is corrected to read: 'A Showdown is marked as staged at a battlefield in the cleanup after the Contested status is applied to that battlefield.' The old wording incorrectly implied a Showdown is only staged at an uncontrolled battlefield; the corrected wording allows Showdowns to be staged while the battlefield is still controlled by a player.
Citaat uit de bron: “A Showdown is marked as staged at a battlefield in the cleanup after the Contested status is applied to that battlefield.”
When Baited Hook resolves, kills the targeted unit (the sole unit at a battlefield), and the player plays a unit from the top 5 cards, that unit goes pending on the chain. The outstanding cleanup cannot strip battlefield control while a chain item is pending, so the finalized unit can be played to the same battlefield where the kill occurred.
Citaat uit de bron: “I can't lose control of the battlefield because the played unit is on the chain pending”
A target must be in a Public zone: a player, a unit on the board, a spell on the chain, or a card in the trash can all be targets. A card in a player's hand cannot be a target because it is not in a Public zone; if you must choose a card from your hand, you do so as the spell or ability resolves.
Citaat uit de bron: “A card in your hand cannot be a target, because it's not in a Public zone.”
Repulse counts all targeting relationships ('arrows') pointing from a spell to friendly units, regardless of whether those targets currently meet the spell's targeting restrictions. Units moved to base by Flash are still targeted by Alpha Strike (arrows are 'grayed out' but present), so Repulse counts them and cannot counter Alpha Strike unless all remaining targeted units have moved to a non-board zone.
Citaat uit de bron: “Repulse cares about the number of those arrows that point to friendly units, not the color of the arrows.”
Accelerate creates a delayed replacement effect that causes the card to enter ready. This delayed replacement effect persists on the card even after the Accelerate keyword itself is no longer present when the card resolves.
Citaat uit de bron: “Accelerate creates a delayed replacement effect that causes Atakhan to enter ready. Although he lacks the Accelerate keyword when he resolves, he still has the delayed replacement effect”