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.”
Draven, Vanquisher reads 'When I attack or defend, you may pay C. If you do, …' — because 'you may pay C' does not fall in the expected cost-within-instructions sequence position, the resource payment is not the base cost of the triggered ability. It is paid on resolution of the ability (not during finalization) and functions as a game action checked by 'if you do', not as a cost.
Citaat uit de bron: “those resources are not a cost and are paid on resolution of the ability and not finalization.”
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.”
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.”
Dragon Form sets a unit's base Might to 5 via the Trait-Altering layer; existing arithmetic modifiers (e.g., Stupefy's -1) are applied in the Arithmetic layer. Layer evaluation is instantaneous—there is no window where the unit momentarily exists at 5 Might before the modifier is applied. A unit under both Dragon Form and Stupefy is immediately 4 Might; Fiora, Grand Duelist will not trigger.
Citaat uit de bron: “this process happens instantaneously; there is no window while evaluating layers for the unit to see itself become 5 M and then go down to 4 M”
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.”
When two mandatory positive requirements conflict on where to play a unit (e.g., Elder Dragon's AA instructing play to Dragon Roost and another effect specifying a different location), the player chooses one requirement and ignores all others. This only applies to mandatory positive requirements that specify a location or method without also preventing play elsewhere.
Citaat uit de bron: “the player chooses one of those requirements and ignores all others”
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.”
Rumble, Hotheaded can choose a Mech token to recycle. Tokens inherit the recycle destination of their type—a token that is a unit or gear is recycled to the Main Deck. The token then vanishes (as tokens do whenever they leave the board), but it still counts as 'the unit you recycled,' so Rumble can check its Might.
Citaat uit de bron: “tokens 'inherit' the recycle destination of their type(s), so a token that's a unit or gear is recycled to your Main Deck… it still counts as 'the unit you recycled' and Rumble can check its Might.”
If Counter Strike (or any prevent effect) completely prevents Elder Dragon's 1 damage to a unit, that damage is never dealt per rule 437.2.a. Since no damage is dealt, Elder Dragon's passive ability—which redefines lethal damage thresholds for units that have damage marked on them by its controller—has no opportunity to apply to that unit.
Citaat uit de bron: “If the damage is entirely prevented, it is never dealt per rule 437.2.a., and thus there is no opportunity for the passive ability of Elder Dragon to apply”
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.”
Swain, Visionary's conquest ability scores 1 extra point by checking whether you've played a non-token unit, a non-token gear, and a spell this turn. These three conditions can be satisfied by different cards; a single card satisfies only its own types.
Citaat uit de bron: “Swain only checks whether you've played a non-token unit, a non-token gear, and a spell. Checks like that do not care whether they were satisfied by multiple cards or a single card.”
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”
Elder Dragon's passive ('Any amount of your damage is enough to kill enemy units') alters the lethal damage threshold for units with damage marked by Elder Dragon's controller to any non-zero amount. As a result, Elder Dragon can check damage marked on units before it enters the board, and its controller need only assign one damage per unit during the Combat Damage step.
Citaat uit de bron: “Elder Dragon can check damage marked on units by its controller before it enters the board, and that players need only assign one damage to units during the Combat Damage step while they control Elder”
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”
If Perched Grimwyrm cannot be legally finalized (no valid play location due to its own restriction), all actions taken as part of playing it are undone and it is returned to the zone it was played from. If you have conquered a different battlefield this turn you may play it there without paying Dragon Roost's additional cost, but not to Dragon Roost itself unless you've conquered it.
Citaat uit de bron: “The actions taken as part of playing Perched Grimwyrm will be undone and it will be returned to the zone it was played from.”
When Deceiver's reflexive trigger copies Zilean, Time Mage, the two Reflection tokens resolve and become copies of Zilean. However, there is no subsequent 'play token' game action for Zilean's replacement effect to apply to, so no further tokens are produced and the loop does not repeat.
Citaat uit de bron: “there is no subsequent play game action involving tokens to apply their replacement effects to”
In Riftbound, 'can't' beats 'can.' Perched Grimwyrm's restriction (can't be played except to a battlefield conquered this turn) is a prohibition that Dragon Roost's permission to play a dragon there cannot overcome.
Citaat uit de bron: “In Riftbound, 'can't' beats 'can.'...Dragon Roost's ability tries to give the Grimwyrm permission to be played to the Roost, but that can't overcome Perched Grimwyrm's own restriction.”
Astral Heron's triggered ability discounts the next card played (added to the chain and queued for finalization) this turn after the ability resolves. Erratum wording: 'When you play your first card each turn, if I'm at a battlefield, the next card you play this turn costs [2]AA less.'
Citaat uit de bron: “It discounts the next card played (added to the chain and queued for finalization) this turn after the ability resolves.”
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.”
Reflexive triggers, identified by 'then do this:' language, create new chain items to handle effects that need to offer players a chance to react between two effects, or that must happen after the rest of a spell or ability resolves.
Citaat uit de bron: “Reflexive triggers, identified by 'do this:' language, create new chain items to handle things that need to offer players a chance to react, or just need to happen later”
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.”
While a spell or ability has at least one target that is a unit located at Heisho, Shell of the World, all instances of Deflect on all units are treated as inactive when paying costs for that spell or ability. This applies only to that specific spell or ability instance; a subsequent spell or ability targeting units not at Heisho must still pay for Deflect normally.
Citaat uit de bron: “While your spell or ability chooses a unit at Heisho, Shell of the World, you ignore deflect while paying for the spell.”
If a player kills their only unit at a battlefield to pay Cruel Patron's additional cost, a cleanup is triggered, but control of the battlefield is not lost because Cruel Patron is on the chain. The player may then choose to play Cruel Patron to that same battlefield.
Citaat uit de bron: “because there is an item on the chain (Cruel Patron) I don't lose control of the battlefield”
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”