Attaching Svellsongur to Aphelios will NOT cause Aphelios to trigger twice—correcting the previous Spiritforged FAQ ruling. Because the attach event resolves before Svellsongur copies effect text, Svellsongur does not have the copied ability at the time of attachment, so Aphelios's triggered ability cannot see a second attach event.
Citaat uit de bron: “the answer in the Spiritforged FAQ is no longer true: if you attach Svellsongur to Aphelios, he will not trigger twice.”
When Svellsongur is attached to Aphelios, Exalted, he gains a second copy of his triggered ability in time for both copies to trigger on that attach. The 'choose one that hasn't been chosen this turn' restriction applies separately to each instance of the ability, so the same option can be chosen for both, but tracking must be kept per-copy.
Citaat uit de bron: “He does have the second copy of his ability in time, and it will trigger. The 'one that hasn't been chosen this turn' restriction applies separately to each instance of his ability.”
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.”
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.”
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.”
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”
Target – 'must' be taken actions exclusion (Sigil of the Storm)
Units that use the 'must' wording (like Sigil of the Storm) are excluded from targeting. This category exists to allow cards to require something to happen and ensure it actually does, without making those objects targets.
Citaat uit de bron: “Actions that 'must' be taken are a new category to handle cards like Sigil of the Storm… its purpose is to make sure that we can make cards that require something to happen and make sure it actually d”
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.”
Ravenbloom Student's triggered ability checks whether a spell you control resolves, not whether you finalized it. Gaining control of an opponent's already-finalized spell (e.g., via Rebuttal on Stupefy) still causes the ability to trigger when that spell resolves.
Citaat uit de bron: “Ravenbloom Student's triggered ability checks whether a spell that you control resolves. You gained control of the Stupefy, and it resolved, so you will have triggered Ravenbloom Student's ability.”
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.”
Baron Nashor's passive generates a delayed replacement effect ('I enter there') that replaces his entering any other location with entering the Baron Pit, bypassing play-location restrictions such as Mageseeker Warden. Dragon Roost is only a permission on play location, not a replacement effect, and therefore cannot bypass such restrictions.
Citaat uit de bron: “Baron Nashor's passive ability generates a delayed replacement effect...This replacement effect replaces the event of him entering to any other location with him entering to the Baron Pit.”
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.”
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.”
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”
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”
When Stupefy (give -1M, minimum 1M) is cast while an empowered Mel, Newly Awakened is in play, Mel's replacement effect changes the -1M to -2M, but the replaced event inherits Stupefy's "to a minimum of 1M" modifier. A replacement effect inherits any modifications applied by the game effect that generated the replaced event, so a 2M unit becomes 1M.
Citaat uit de bron: “a replacement effect that replaces an event modified by the game effect that generated that event will inherit any of those modifications”
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.”
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”
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.”
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.”
If Stupefy is played on an empowered Gangplank, Naval who has exactly 1M, the -M value snapshots to -0M, meaning no actual -M event is generated. With no suitable event to replace, Gangplank's replacement effect does not trigger.
Citaat uit de bron: “In the case of Stupefy played on a 1 M unit, no -M is given; it is snapshot to -0 M. Thus, there is no suitable event for Gangplank's replacement effect to replace.”
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”
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”
Target – you and you alone choose (other players' choices excluded)
If another player is involved in the choice, the object is not a target. Cull the Weak has no targets because all players are instructed to choose and kill a unit — the choice is not made by you alone.
Citaat uit de bron: “Cull the Weak doesn't have any targets, because you're instructed to kill a unit as part of an instruction for all players to choose and kill a unit.”
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.”
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.”