ACCELERATER.805
Unit Ability / Opt. Add. CostUnitsRedundant
"As you play me, you may pay [1] and 1 Power as an additional cost. If you do, I enter ready."
Power domain matching: If the unit has exactly one domain (e.g. Fury), the Power portion of the Accelerate cost must be paid with Power of that domain. If the unit has no domain or has multiple domains, the Power can be paid with [A] (any domain). R.805.1.a.1/.a.2
When you can pay it: Accelerate is declared and paid during the steps of Playing a Card (Optional Additional Cost step). You cannot pay it once the unit is already on the board. It has no function on the board. R.805.2/.2.a/.3
How it changes entry state: Normally, units enter the board exhausted (R.143.4). If Accelerate is paid, the unit enters ready directly. It never passes through the "exhausted" state at all. Because of this, it will NOT trigger any abilities that watch for "a unit becoming ready." R.805.6/.6.a
Multiple instances: Redundant. Paying once is enough; you cannot pay twice for extra benefit. R.805.4
ACTIONR.806
PermissiveCards / Abilities
[Action] on spells — [Action][>] on abilities
Cards: "This can be played during showdowns on any player's turn."
Abilities: "This can be activated during showdowns on any player's turn."
What it adds (in practical terms): Without Action, spells can only be played during the controller's Main Phase in an Open State, outside of any Showdown (R.308.1.a). With Action, the card/ability can also be played/activated during Showdowns, even when it is not the controller's turn. In practice, this means the Focus player can use Action cards to start chains during Showdown Open. However, once a chain exists (Closed State), only Reaction cards can be played on it (R.309.1.a). An Action card that starts a chain passes legality at step 5 because it was the card that Closed the state (R.358.3). R.806.1.b/.1.c / R.308.1.a / R.309.1.a
It does NOT restrict: Action is inclusive. It adds Showdowns on top of all default timings. A spell with Action can still be played normally during the Main Phase. R.806.2
It does NOT change what the card does: Action only grants timing permission. A Unit with Action can be played during a Showdown, but it still can only go to the controller's Base or a controlled Battlefield. R.806.3
Conditional Action: Some passive abilities grant Action under specific conditions. The card does not have Action unless those conditions are true. If conditions can only be met while on the chain, the card can still be played if doing so could fulfill them. If not met by step 5 (check legality), the play is undone and the card returns to its origin zone. R.806.4/.4.a/.4.b
ASSAULTR.807
Passive AbilityUnitsSummed
[Assault X]
"While I am an attacker, I have +X [M]."
Default value: If the card just says [Assault] without a number, X is 1. X is called the Assault Value. R.807.1.b.3/.b.2
When it is active: Assault only applies when the unit has the Attacker designation, gained during Combat Showdown setup (Step 1 of Combat). The bonus stays as long as the unit keeps that designation. It does nothing outside of combat or if the unit is a Defender. R.807.1.d/.d.1
Stacking: If a unit has printed Assault and is also granted Assault by another effect (e.g. "Give a unit [Assault 3] this turn"), all Assault Values from all sources are summed. Example: Petty Officer has Assault (1) and receives Assault 3. Total: +4 [M] while attacking. R.807.2
DEATHKNELLR.808
Triggered AbilityPermanentsSeparate
[Deathknell][>] [Effect]
"When I die, [Effect]."
Trigger condition: The permanent is Killed and sent to the Trash. The death event itself triggers Deathknell. R.808.1.d
Replacement prevention: If the death is prevented or replaced (e.g. Zhonya's replaces death with a recall), the permanent is not sent to Trash, so Deathknell does NOT fire. R.808.1.d.1
Chain timing: The Deathknell trigger is added to the chain as a Pending Item BEFORE the card physically moves to the Trash. This matters because the trigger needs to reference the card's state while it was still on the board. R.808.1.d.2
Snapshot rule: Before the card moves to the Trash, note its location, attributes, and any relevant details. These are used when the trigger resolves, even though the card is already in the Trash by then. R.808.1.d.3
Multiple instances: Each Deathknell triggers separately. The controller chooses the order to add them to the chain. R.808.2/.2.a
DEFLECTR.809
Passive AbilityPermanentsSummed
[Deflect X]
"Spells and abilities an opponent controls that choose me cost an amount of Power equal to [Deflect Value] more to play as an additional cost for each time they choose me."
Default value: If the card just says [Deflect] without a number, X is 1 (the Deflect Value). R.809.1.b.3/.b.2
What it costs the opponent: When an opponent plays a spell or activates an ability that chooses (targets) this permanent, they must pay extra Power equal to the Deflect Value as a Mandatory Additional Cost. This is added during Step 3 (Determine Total Cost). They cannot decline: if they can't afford it, they can't legally play the spell targeting this permanent. R.809.1.c/.1.d
Any Domain Power: The Power used to pay the Deflect cost can be of any Domain. It does not need to match the Domain of the spell or the permanent with Deflect. For example, a Fury spell targeting an Order unit with Deflect can pay with Calm Power. R.809.1.c.1
"For each time they choose me": If a single spell targets the same Deflect permanent multiple times, the cost is paid for each instance of targeting. R.809.1.c
Stacking: If a permanent has Deflect from multiple sources, all Deflect Values are summed. R.809.2
GANKINGR.810
Passive AbilityUnitsRedundant
"I may move to a battlefield from another battlefield with a standard move."
What Standard Move normally allows: Without Ganking, a unit's Standard Move (R.144) can only go Base to Battlefield or Battlefield to Base. Moving between two Battlefields is not allowed by default. R.144.4.a/.4.b
What Ganking adds: A third option: Battlefield to Battlefield. The unit can now move directly from one BF to another using its Standard Move. R.810.1.b/.1.c
What it does NOT do: It does not remove existing options (Base-to-BF and BF-to-Base still work). It has no activation cost beyond the normal Standard Move cost (exhausting the unit). It does not grant additional movement actions; the unit still only gets one Standard Move per Main Phase and still must exhaust to move. R.810.1.c.1/.c.2/.c.3
Multiple instances: Redundant. Having Ganking twice gives no extra benefit. R.810.2
HIDDENR.811
PrerequisiteSpells / Units / GearRedundant
"While this card is in your hand or in your 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."
Hide is a Discretionary Action, not a Play: Hiding does NOT open a chain, does NOT count as playing a card, and cannot be responded to. Playing a card FROM facedown, however, does open a chain and can be responded to. R.811.1.c.1/.c.2/.c.3
Gains Reaction when facedown: A hidden card gains Reaction while facedown or being played from facedown. This means it can be played at Reaction timing (during Closed States, on any turn). This property is not publicly known to opponents. R.811.6/.6.a
Targeting restrictions when played from facedown: A hidden permanent must be played to the same Battlefield where it was hidden (this includes Gear, overriding the normal Base restriction). If a hidden spell or play effect chooses targets, those targets must be at that Battlefield, unless the ability has a targeting restriction that explicitly makes this impossible (e.g. "choose a unit at another location"). If a hidden spell causes you to play a unit, that unit must also be played there. R.811.1.d.1/.d.1.a/.d.2/.d.3
Non-targeting instructions are unaffected: Parts of the card that are not targeting choices (e.g. "Buffs give +1 to all friendly units this turn") work everywhere as normal. R.811.2
Can still be played normally: A card with Hidden can always be played from hand for its normal cost, at its normal timing, with no targeting restrictions. Hiding it is optional. R.811.3
LEGIONR.812
Dependent KeywordCards
[Legion][>] [Text]
"If you have played another card this turn, this card gains [Text]."
How Dependent Keywords work: Legion is made up of two parts: (1) the keyword itself, which represents a condition, and (2) the Dependent Ability (the [Text] after [>]). The Dependent Ability is Inactive until the condition is met: it does not trigger, does not apply, and cannot be activated. As soon as the condition becomes true, the Dependent Ability becomes Active. R.727.1.a/.1.b
Legion's condition: A card different from the one with Legion must have been Finalized (completed all 6 steps of Playing a Card) on the same turn. Just putting a card on the chain as Pending is not enough. R.812.1.c
All Legion abilities share the same condition: If you control multiple cards with Legion, playing one other card satisfies all of them at once. R.812.2
Dependent Ability can be any type: Passive (begins applying immediately when condition becomes true), Triggered (must be Active for its trigger to be evaluated), or Activated (can be activated after condition is met). R.727.1.c
REACTIONR.813
PermissiveCards / Abilities
[Reaction] on cards — [Reaction][>] on abilities
Cards: "This can be played during Closed States on any player's turn."
Abilities: "This can be activated during Closed States on any player's turn."
Reaction is a superset of Action: Reaction grants everything Action gives (playable during Showdowns on any turn), plus one more thing: the card/ability can also be played/activated during Closed States. A Closed State exists whenever a Chain is active (i.e. cards/abilities are being resolved). Action only works during Showdown Open; Reaction also works while the chain is processing. R.813.1.b/.1.c
In practical terms: A card with Reaction can be played (1) normally during your Main Phase, (2) during Showdowns like Action, and (3) in response to any card or ability being played by any player, at any point in the game, as long as a chain exists. This is what makes it the "instant speed" keyword. R.813.2
It does NOT change what the card does: Like Action, Reaction only grants timing permission. A unit with Reaction still must go to the controller's Base or a controlled Battlefield. Instructions, costs, and targeting are unchanged. R.813.3/.3.a
Conditional Reaction: Some effects grant Reaction only under specific conditions (e.g. Ambush, Hidden). The card does not have Reaction unless the conditions are true. If conditions can only be met while on the chain, the card can still be played if doing so could fulfill them. If not met by step 5 (check legality), the play is undone. R.813.4/.4.a/.4.b
SHIELDR.814
Passive AbilityUnitsSummed
[Shield X]
"While I am a defender, I have +X [M]."
Default value: If the card just says [Shield] without a number, X is 1 (the Shield Value). R.814.1.b.3/.b.2
When it is active: Shield only applies when the unit has the Defender designation, gained during Combat Showdown setup. The bonus stays as long as the unit keeps that designation. It does nothing outside of combat or if the unit is an Attacker. Shield is the defensive counterpart to Assault. R.814.1.d/.d.1
Stacking: If a unit has Shield from its printed text and receives Shield from another effect (e.g. Block says "Give a unit [Shield 3] and [Tank] this turn"), all Shield Values are summed. Example: Stalwart Poro has Shield (1) + Shield 3 from Block = Shield 4 (+4 [M] while defending). R.814.2
TANKR.815
Passive AbilityUnitsRedundant
"I must be assigned lethal damage before any other unit with the same controller as me that does not have [Tank] during the Combat Damage step."
How damage assignment works: During the Combat Damage step, each player assigns their total damage among the opponent's units. They must assign lethal damage (damage >= unit's Might) to one unit before moving to the next. They cannot spread damage evenly. R.460.2.c.3/.c.4
What Tank changes: The assigning player MUST assign lethal damage to all units with Tank before assigning any damage to units without Tank. Non-Tank units are simply invalid targets for assignment until all Tank units have lethal damage. R.815.1.c/.c.1/.c.2
Multiple Tanks: If there are several Tank units, the assigning player chooses the order among them. They just cannot touch non-Tank units until all Tanks have lethal. R.815.1.c.2
Conflicting abilities: If a unit has both Tank ("must be first") and another ability like "must be assigned last" (e.g. Caitlyn, Patrolling), these are exclusionary. The assigning player chooses one to fulfill. They cannot assign in between. R.460.2.c.7
Units that cannot take damage: If a unit cannot be dealt damage (e.g. Kayn, Unleashed while he has moved twice), no amount is lethal. Such a unit is ignored for mandatory assignment. R.460.2.c.9
TEMPORARYR.816
Triggered AbilityPermanentsRedundant
"At the start of this permanent's controller's Beginning Phase, before scoring, kill this."
When it triggers: At the very start of the controller's Beginning Phase, before any scoring (Conquer/Hold). This means Temporary permanents are killed before they could contribute to scoring for that turn. R.816.1.b/.c
Multiple instances: Redundant. Even with multiple instances of Temporary, it only triggers once. The permanent is killed once. R.816.2/.2.a
Equipment interaction (Inactive): When a Gear with Temporary is attached to a unit (e.g. Spinning Axe), its Rules Text becomes Inactive (R.724), so Temporary does not trigger. However, the keyword is still present for reference: a spell saying "Destroy a gear with [Temporary]" could still choose that attached Gear. R.722.1
VISIONR.817
Triggered AbilityPermanentsSeparate
"When this is played, look at the top card of your Main Deck. You may recycle it."
Step by step: When the permanent enters the Board, Vision triggers. You privately look at the top card of your Main Deck (opponents do not see it). You then choose: leave it on top, or recycle it (put it on the bottom). R.817.1.b/.c
Multiple instances: Each triggers and resolves independently. For each trigger, you look at the top card and make a separate choice. If you choose not to recycle on the first trigger and nothing else happens between triggers, the second trigger will show you the same card again (giving you another chance to recycle it). R.817.2/.2.a/.2.b
EQUIPR.818
Activated AbilityGear (Equipment)Separate
[Equip Cost]
"[Cost]: Attach this gear to a unit you control."
Target: The unit you choose for Equip is a Target (can be responded to, checked for legality). That unit becomes the Top-Most Card for the Attach action. R.818.1.b.1/.b.2
Triggered abilities during activation: If paying Equip's costs or making choices causes other triggered abilities to fire (e.g. exhausting a unit to pay a cost triggers "when I exhaust"), those triggers are placed on the chain above the Equip ability in a Pending state. They will resolve before Equip does. R.818.1.c.1
Costs: Equip costs may include resource costs (Energy, Power) and non-resource costs (exhaust, kill, etc.). The ability text may also alter the cost, timing, or targeting of Equip. R.818.1.c.3/.c.4/.c.5
"Equipped" state: When the Attach completes, the unit is "Equipped." This is a specific referenceable event (e.g. "When a unit is Equipped..."). A unit is Equipped as long as at least one Equipment is Attached to it. R.818.2/.2.a/.3.b
Inactive reference: Whether a Gear has Equip can be checked even when its Rules Text is Inactive (e.g. already attached to a unit). This exception allows Weaponmaster to reference the Equip cost. R.818.5.a
Multiple instances: Each Equip on a card is a separate Activated Ability, activated independently. R.818.4
QUICK-DRAWR.819
Triggered + PermissiveGear (with Equip)Redundant
"[Reaction]" and "When you play this, attach it to a Unit you control."
Dual nature: Quick-Draw is both a Triggered Ability keyword (the "attach on play" part) and a Permissive keyword (the Reaction part). R.819.1
Inherent Reaction: Cards with Quick-Draw inherently have Reaction. You can play the Equipment from hand at Reaction timing (during Closed States, on any turn), and it attaches to a unit you control as it enters play. No need to pay the Equip cost; the attachment is part of the Play Effect. R.819.1.b/.1.c/.1.d
Equip timing is separate: Quick-Draw only affects when you can PLAY the card from hand. It does NOT change when you can USE the Equip activated ability. Equip still follows normal activated ability timing (controller's turn, Open State, not during Showdown unless it has Action/Reaction). Spiritforged Patch Notes
Multiple instances: No additional effect beyond the first. R.819.2
REPEATR.820
Optional Additional CostSpellsSeparate
[Repeat Cost]
"You may pay [Cost] as an additional cost as you play this spell. If you do, execute the instructions of this spell one additional time."
How it works: When you play the spell, you may choose to pay the Repeat cost (declared at Step 2, paid at Step 4). If you do, when the spell resolves, its entire set of instructions is executed a second time after the first. R.820.1.d/.d.1
Choices can differ: Targets, modes, and other choices for the second execution are made alongside the first execution's choices during Step 2. You can pick different targets or modes for the second execution. Example: Rocket Barrage lets you choose "Deal 4 to a unit in a base" or "Kill a gear." With Repeat, you can pick one mode first time and a different mode second time, or the same mode with a different target. R.820.2/.2.a
Each Repeat cost payable only once: You cannot pay the same Repeat cost twice for three executions. R.820.1.c.3
Spell is only Played once: Even with multiple executions, the spell is considered "played" once. Effects triggering on "when you play a spell" only fire once. R.820.3.a
Multiple Repeat instances: If a spell has more than one Repeat keyword (each with its own cost), each can be paid independently. One extra execution per Repeat cost paid. R.820.1.c.2/.3
WEAPONMASTERR.821
Triggered (Play Effect)UnitsSeparate
"When you play me, you may choose a Card you control with the Equipment tag. Necessary portions of its Rules Text are no longer Inactive if currently Inactive. Pay the cost of its Equip ability, reduced by [A], to attach it to this unit."
Can choose any Equipment: Can target an Equipment you control with or without an Equip ability. Can even choose one already attached to a different unit. R.821.1.c.1
How the cost works: The Equip cost is calculated as though you were activating Equip targeting the Weaponmaster unit. Cost-altering abilities apply. R.821.1.c.2
Discount: Reduced by [A]. If the Equip cost has no [A], you can still pay it, but it will not be reduced. R.821.1.c.3
No Equip cost: If the Equipment has no Equip ability, there is nothing to pay, so it cannot be attached this way. R.821.1.c.4
Failure: If the cost can't be paid, or the Equipment can't be attached, it stays where it is. R.821.1.c.5
Not an Equip activation: This is NOT activating the Equip ability. The Weaponmaster unit is NOT "chosen" as a target of Equip. Effects referencing Equip activation/targets do not apply. R.821.1.c.6
No board function: Play Effect only. Does nothing while on the board. R.821.2
Multiple instances: Each triggers separately, can choose different Equipments. Same Equipment chosen by multiple instances resolves separately each time. R.821.1.c.7/.1.d
AMBUSHR.822
Passive AbilityUnitsRedundant
"I may be played to a battlefield where you control Units" and "I have [Reaction] as long as I'm being played to a battlefield where you control Units."
Play location expansion: Normally you can only play units to your Base or a BF you control. Ambush adds "any BF where you already have units" as a valid location during Step 2 (Make Relevant Choices). R.822.1.c
Conditional Reaction: Reaction only applies while the unit is being played to a qualifying BF (one where you control units). Playing it to Base gives no Reaction. R.822.1.b
Friendly units leave before Finalization: If your units at the chosen BF are all removed before the Ambush unit finishes being played, the location is no longer valid. The Reaction also fails. R.822.3
Other permissions: Even if Ambush's permission fails, other effects might still allow the unit there. But Ambush itself will not be the source. R.822.3.a
Legality check: If the conditional Reaction is not met by step 5, all actions are undone and the card returns to its origin zone. R.806.4.b
HUNTR.823
Triggered AbilityUnitsSummed
[Hunt X]
"When I Conquer or Hold, my controller gains X XP."
Dual trigger: Hunt is both a Conquer effect and a Hold effect. It fires whenever the unit's controller Conquers or Holds the Battlefield where this unit is present, during the scoring step at that BF. R.823.1.b
Default value: If the card just says [Hunt] without a number, X is 1 (the Hunt Value). R.823.1.c.2/.c.3
What is XP? XP is a publicly tracked resource on each player. It is gained and spent by various effects. XP is what Level abilities check against. Some cards allow spending XP like Energy or Power. R.728-730
Stacking: If a unit has Hunt from multiple sources, all Hunt Values are summed. A unit with Hunt 1 that receives Hunt 2 grants 3 XP on Conquer or Hold. R.823.2
LEVELR.824
Dependent KeywordCards
[Level N][>] [Text]
"While you have [N] or more XP, this card gains [Text]."
How it works: Level is a Dependent Keyword, like Legion. The [Text] after [>] is the Dependent Ability. As long as the controller has N or more XP, the Dependent Ability is Active. If the controller drops below N XP (e.g. by spending it), the Dependent Ability immediately becomes Inactive. R.824.1.b/.c/.d
Dynamic check: Level continuously checks the controller's XP. It can turn on and off multiple times per turn as XP is gained or spent. R.824.1.c/.d
Controller change: If control of the card changes, the Dependent Ability is re-evaluated based on the new controller's XP. R.824.1.c.1
Dependent Ability types: Like Legion, the [Text] can be passive, triggered, or activated. Same rules from R.727.1.c apply. R.727.1.c
UNIQUER.825
Deck ConstraintCards
Deck Construction restriction: only one copy of a given card name with Unique in the deck.
Deck building rule: Unique is not functionally short for any rules text. It is purely a Deck Construction restriction. If a card has Unique, your deck can only contain one copy of that card name. Checked before the game, not during. R.825.1/.2/.2.a
Signature + Unique: Signature cards normally allow up to three copies. If a Signature card also has Unique, the deck can have up to three Signature cards total, but still only one of each Unique card name. R.825.2.b
No in-game effect: Once the game begins, Unique does nothing. No benefit or restriction during gameplay. R.825.3
Still referenceable: Despite having no gameplay effect, Unique is still a keyword that other effects can check (e.g. hypothetically, "Choose a card with Unique"). R.825.4
BACKLINER.826
Passive AbilityUnitsRedundant
"I must be assigned lethal damage after any other unit with the same controller as me that does not have [Backline] during the Combat Damage step."
The opposite of Tank: Where Tank forces the assigning player to assign damage FIRST, Backline forces them to assign damage LAST. The assigning player must give lethal damage to all non-Backline units before assigning any to Backline units. R.826.3/.4
Lethal damage rule still applies: The assigning player must still assign lethal damage to each unit before moving to the next. They cannot partially damage a non-Backline unit and then skip to the Backline unit. R.826.4.a
Multiple Backline units: If there are several Backline units, the assigning player chooses the order among them once all non-Backline units have lethal damage. R.826.4.b
Multiple instances: Redundant. Having Backline twice gives no extra benefit. R.826.5
PLAYING A UNITR.349-359 / R.337.1.c
Permanent (Unit)
Units are Permanents. They resolve immediately when Finalized (R.337.1.c) and do not wait for the FEPR Execute/Pass/Resolve cycle. They enter the Board exhausted.
1Put on Chain — Remove card from zone, put onto Chain. Closes the State. Becomes Pending. R.354
If another effect is resolving or Tasks outstanding, finish first. R.354.3/.4
2Make Relevant Choices — Choose a valid Location. R.355.2
Default: controller's Base or controlled Battlefield. R.355.2.a
Effects may grant other locations (Ambush, Hidden). R.355.2.b
"As I am played" choices. Targets for play effects. R.355.1/.5
Optional additional costs (Accelerate) declared. R.356.2.b
Choices locked. R.355.15
3Determine Total Cost R.356
Base mods. Mandatory add. costs (Deflect). Optional add. costs (Accelerate). Increases. Discounts (component first, total after). Cannot go below 0. R.356.1-.5
4Pay Costs — Energy + Power. Non-standard. Reaction Add usable. R.357
5Check Legality — Targets? State? Timing? If illegal: undone. R.358
6Finalize — No longer Pending. Leaves Chain, becomes Game Object. R.359.1/.2
Passives active. Execute rules text top to bottom. R.359.2.a/.2.b
Unit enters Board EXHAUSTED at chosen Location. R.359.2.c / R.143.4
If Accelerate paid: enters READY directly. No "becoming ready" trigger. R.805.6/.6.a
Units resolve immediately when Finalized. No Execute/Pass/Resolve. No Reaction window. R.337.1.c
PLAYING A GEARR.349-359 / R.337.1.c / R.148-151
Permanent (Gear)
Gear are Permanents. Like Units, they resolve immediately when Finalized (R.337.1.c). They enter the Board Ready at the controller's Base by default.
1Put on Chain — Closes State. Pending. R.354
2Make Relevant Choices — "As I am played" choices. Targets. R.355.1/.5
Gear do NOT choose Location. Fixed: controller's Base. R.148.1.a.1 / R.149.2
Exception: Hidden Gear goes to the Battlefield, overriding Base. R.811.1.d.1/.d.1.a
3Determine Total Cost R.356
4Pay Costs R.357
5Check Legality R.358
6Finalize — Leaves Chain, becomes Game Object. R.359.1/.2
Gear enters Board READY at player's Base. R.359.2.d / R.149.1
Unattached Gear at BF during cleanup: recalled to Base. R.149.3
Quick-Draw: "When you play this, attach to unit" fires as play effect. R.819.1.d
Gear resolve immediately. No Reaction window. R.337.1.c
PLAYING A SPELLR.349-359 / R.337-340 / R.152-158
Spell
Spells are NOT Permanents. They linger on the Chain as Finalized Chain Items and go through the full FEPR cycle. Opponents CAN React before resolution.
1Put on Chain — Closes State. Pending. R.354
2Make Relevant Choices — Targets, modes, move destinations. Declare Repeat. R.355.1/.3/.4/.5
Valid targets required (R.355.8). Repeat choices can differ. R.820.2/.2.a
Choices locked. R.355.15
3Determine Total Cost R.356
4Pay Costs R.357
5Check Legality — Timing: if Showdown Closed and this card created the chain, needs Action or Reaction. If played into an already Closed state, needs Reaction. R.358.3
6Finalize — Lingers on Chain — Becomes Finalized Chain Item. R.359.1/.3/.3.a
Other Pending: their controllers finish Steps 2-5 first. R.359.3.b
Spell does NOT resolve yet. Lingers as Finalized Chain Item.
FEPR: Controller of newest item gets Priority. R.337.1.c.3
All players: Reaction window (Execute R.338). Pass until all pass (R.339).
Resolve (R.340): rules text top to bottom. R.157.1
Replacement Effects in later text alter earlier parts. R.157.2
While resolving, nothing else finalizes or resolves. R.157.3
Invalid target: instructions not executed. Partial: followed as much as possible. Null info ignored. R.359.3.e.8/.e.11/.e.12
After resolution: Spell to owner's Trash. R.351.2
If countered: NOT Played. R.419.4.b
PLAYING / ACTIVATING ABILITIESR.376-381 / R.398-406
Activated & Triggered Abilities
Activated and Triggered Abilities follow the same 6 steps as playing cards (R.399). Once finalized, they linger on the Chain like Spells: they go through the full FEPR cycle, and opponents can React. Exception: abilities with the [Add] action resolve immediately when finalized, like Permanents (R.400.2).
When can you activate?
By default, only on the controlling player's turn, during an Open State, and not during a Showdown. R.381 / R.145.2 / R.150.2
Action overrides this: allows activation during Showdowns on any turn. R.806
Reaction overrides further: allows activation during Closed States on any turn. R.813
Card text refers to activating with the word "use." R.377.2

Triggered Abilities are not manually activated. They trigger when their Condition is met and are placed on the Chain automatically. They follow the same steps below but with key differences noted at each step.
1Activate or Trigger — Add a Pending Item to the chain representing the ability. This creates a Closed State even though no card represents it. R.401.1
If a game effect is currently resolving, finish resolving it first. R.401.2
2Make Relevant Choices — Make all required choices: targets, modes, or other decisions. Same targeting rules as Playing Cards apply (R.355.6-355.17). R.402.1
Activated: If no legal options are available for the required choices, the ability is not legal to activate in the first place. You cannot even begin Step 1. R.402.2
Triggered: If there are not enough legal options to make required choices for a Triggered Ability already on the chain, remove it from the Chain now. It ceases to be a Pending Item but never becomes a Chain Item. This is NOT the ability being countered. If legal options exist, the controller must choose them (they cannot decline). R.402.3 / .3.a / .3.b
3Determine Total Cost R.403
Activated: Cost is listed before the ":" in the ability text. R.403.1.a
Triggered: Typically no base cost. However, if the ability has a cost within instructions (e.g. "[do X] to [do Y]"), [do X] is treated as the base cost. R.403.1.b / .1.b.1
Apply cost increases and decreases as necessary. R.403.2 / .3
4Pay Costs — Pay as determined in Step 3. R.404.1
Triggered only: If a Triggered Ability has incurred a cost (from Step 3), the player may decline to pay it at this stage. If they decline, the ability is removed from the Chain (never becomes a Chain Item). This is NOT the ability being countered. R.404.2 / .2.a
5Check Legality — Targets still legal? Would the effect create an illegal state? R.405
6Finalize — The ability is no longer Pending. It becomes a Chain Item. R.406.1 / .2
If other Pending Items exist on the Chain, their controllers perform remaining steps now. R.406.3
The ability lingers on the Chain like a Spell.
Other players have an opportunity to play Reactions before it resolves. R.406.4
When it resolves, execute its effect, then clear the Chain Item from the Chain. R.406.5

Exception: [Add] abilities (e.g. "[E]: Add [1]") resolve immediately when Finalized, like Units and Gear. They skip the Execute/Pass/Resolve cycle entirely. Focus and Priority do not pass on resolution of Add abilities. R.400.2 / R.337.1.c

RIFTBOUND COMBAT FLOW TIMELINE

Move to occupied battlefield through combat resolution — scroll right →

STANDARD CLEANUP PROCEDURE 323 (click to expand)
Every cleanup executes the same steps in the same order. All cleanups in the timeline below follow this exact sequence.

1. Win check: player with points ≥ Victory Score and more than any opponent wins 323.1
2. Assign or remove Attacker/Defender designations (only if a combat is in progress) 323.2
3a. Units with lethal damage AND Deathknell: note their location, attributes, and relevant state info. Deathknell triggers become Pending Items 323.4, 808.1.d.3
3b. ALL units with lethal damage die, placed in owner's Trash 323.5
► COMBAT SPECIAL CLEANUP inserts here:
    3c. Heal all units 461.1.a.1
    3d. Recall Attackers present at the BF if Defenders are still present 461.1.a.2

► END OF TURN SPECIAL CLEANUP inserts here:
    2c. Heal all units 317.2.b
    2d. All "this turn" effects expire simultaneously 317.2.c
    2e. Each player's Rune Pool empties. Unspent Energy and Power are lost 317.2.d

4. If turn is in Open State: BFs with no units and no ongoing Showdown/Combat become Uncontrolled 323.6
5. Recall all unattached non-unit Gear at BFs. Recall permanents/runes in opponent bases. Remove hidden cards from BFs not controlled by their owner 323.7
6. Mark a Showdown as Staged at each Contested BF 323.8
7. Mark a Combat as Staged at each Contested BF with units from opposing players 323.9
7a. If opposing players no longer present before combat opened, Combat ceases being Staged 323.10
8. If Neutral Open State and Showdowns are Staged: turn player initiates one 323.11
8a. If Showdown + Combat staged at same BF: opens as Combat Showdown 323.12
9. If Neutral Open State and Combat Staged: turn player initiates 323.13
9a. If Showdown Open and Combat staged: becomes Combat Showdown 323.14

Special Cleanups insert additional steps at specific points (shown above in coral and purple). If a Special Cleanup needs to repeat, a normal cleanup repeats instead 324.1-2
Cleanups repeat until one occurs with no state change 322
A. THE MOVE
1. Turn player declares move of unit to the occupied BF 440
2. Move is instantaneous, unit arrives at destination 441.3
3. BF becomes Contested 445
4. "When I move" trigger fires, becomes Pending Chain Item (chain now exists) 382, 329.1
5. Move complete 448
Cleanup #1 triggered (319.8: after move completed)
C. FEPR: "WHEN I MOVE" TRIGGER
Outstanding Tasks done, pending items now processed (335.2)
14. Finalize the trigger 337
15. Execute: controller of newest item gets Priority 338
16. [Reaction] window for both players 338
17. Pass: both players pass 339
18. Resolve: trigger effect applies 340
19. Item removed from chain, chain empties 319.5
Cleanup #2 triggered (319.1: state transition to Open)
E. STEP 1: COMBAT SHOWDOWN
27. Attacker designated = player who applied Contested 459.2.b.1
28. Defender designated = the other player 459.2.b.2
29. Units at BF gain their controller's designation 459.2.b.3-4
30. Attacker receives Focus 459.2.c
31. "When I attack" / "When I defend" triggers fire (once per combat) 383.4.e-f
1. Initial Chain 459.2.d
Attacker places triggers first, then Defender 459.2.d.1
"When I attack" "When I defend" [React] Def [React] Atk [React] Def [React] Atk
Defender controls newest item on chain, so Defender gets Priority first 337.1.c.3
Focus does NOT pass after Initial Chain resolution 459.2.g
Cleanup between each item resolving 319.5
2. Attacker has Focus
Start chain [Action]/[Reaction] [React] Atk [React] Def [React] Atk [React] Def [React] Atk [React] Def
Cleanup between each item resolving
3. Defender has Focus
Start chain [Action]/[Reaction] [React] Def [React] Atk [React] Def [React] Atk [React] Def [React] Atk
Cleanup between each item resolving
Focus alternates between Attacker and Defender until all players pass in sequence without starting a new chain. The showdown is not limited to three chains. When all pass, the showdown closes. 347-348
F. STEP 2: COMBAT DAMAGE
32. Sum Attacker Might 460.2.a
33. Sum Defender Might 460.2.b
34. Attacker assigns damage first among defending units (respecting lethal, Tank, Patrolling...) 460.2.c
35. Defender assigns damage among attacking units 460.2.c
36. All damage dealt simultaneously 460.2.d
37. Skip FEPR, proceed to Resolution Step 460.3
No cleanup, no FEPR. Straight to Resolution.
G1. COMBAT SPECIAL CLEANUP
Special Cleanup invoked 461.1
38. Win check 323.1
39. Attacker/Defender designations updated 323.2
40. Units with lethal damage AND Deathknell: note their current location, attributes, and relevant state info before death. Deathknell triggers become Pending Items 323.4, 808.1.d.3
41. ALL units with lethal damage die, placed in owner's Trash 323.5
42. Heal all surviving units 461.1.a.1
43. Recall Attackers IF Defenders still present at BF 461.1.a.2
44. Empty BFs become Uncontrolled 323.6
45. Recall unattached Gear, opponent hidden cards 323.7
46. Showdown/Combat staging check 323.8-9
If state changed, a normal cleanup repeats (not the special one) (324.2)
If Deathknell triggers are pending (from step 40):
FEPR Finalize each Deathknell trigger using the pre-death state info noted at step 40. Execute: controller of newest item gets Priority, [Reaction] window for both players. Resolve: Deathknell effects apply. 335.2, 808.1.d
Cleanup between each item resolving 319.5
The Deathknell ability is added to the chain before the card moves to Trash. The pre-death info (location, attributes) is used when the trigger resolves. 808.1.d.2-3
G2. COMBAT RESULT
47. One player has units at BF = Won 461.3.a
48. Other player = Lost 461.3.b
49. Units at BF inherit their controller's combat result 461.3.c
50. Both players or neither have units = No Result. If both still have units: new Combat Staged 461.3.d
If "when I win/lose combat" triggers fire:
FEPR Process each trigger. Cleanup between each item
G3. ESTABLISH CONTROL
51. Contested status removed 461.5.a
52. If no units remaining: BF becomes Uncontrolled 461.5.b
53. Remove opponent hidden cards at this BF to Trash 461.5.c
54. Player with units establishes control 461.5
55. If not yet scored this BF this turn: Conquer (+1 point) 461.5.d, 464.1
56. Does not require being the player who applied Contested 461.5.e
If "when I/you conquer" triggers fire 383.4.c, 466.2.a:
Conquer Effects from units present at BF become Pending 383.4.c.2.a
Conquer Effects referencing the conquering player also trigger 383.4.c.2.b
FEPR Finalize, Execute ([Reaction] window), Resolve. Cleanup between each item 319.5
G4. COMBAT ENDS
57. All Attacker/Defender designations removed from all units and players 461.7.a
58. All "this combat" effects expire simultaneously 461.7.b
H. AFTER COMBAT
59. Return to Neutral Open State 310.1
60. Turn player receives Priority in Main Phase 335.3
61. Opponent has no action window (not their turn, no showdown, no chain)
B. CLEANUP #1 (POST-MOVE)
State = Closed (chain exists with pending trigger)
6. Win check 323.1
7. Attacker/Defender designations: no combat in progress, skip 323.2
8. Deathknell triggers if units have lethal damage 323.4
9. Units with lethal damage die, go to Trash 323.5
10. Empty BFs become Uncontrolled 323.6
11. Recall unattached Gear, opponent hidden cards 323.7
12. Showdown Staged + Combat Staged at Contested BF 323.8-9
13. "If Neutral Open State, initiate..." NO, state is Closed. Showdown cannot open. 323.11
D. CLEANUP #2 (POST-TRIGGER)
State = Neutral Open (no chain, no showdown)
20. Win check 323.1
21. Attacker/Defender designations: no combat, skip 323.2
22. Deathknell + deaths if applicable 323.4-5
23. Empty BFs become Uncontrolled 323.6
24. Recall unattached Gear, hidden cards 323.7
25. Showdown + Combat still Staged 323.8-9
26. "If Neutral Open State..." YES. Showdown + Combat staged at same BF: opens as Combat Showdown 323.11-12
EXAMPLE: IMPERIAL DECREE + ZHONYA'S HOURGLASS
Imperial Decree is [Action]: it can be played in phase 2 or 3 of the showdown, when the player has Focus and the state is Showdown Open. When it resolves, it creates a Delayed Triggered Ability that remains active for the rest of the turn: "When any unit takes damage this turn, kill it." 389-392

Zhonya's Hourglass has [Hidden]: it can be played from facedown as [Reaction] at any point during the showdown chains (Showdown Closed state). It enters the BF it was hidden at 151.2. Its Replacement Effect is now active: "The next time a friendly unit would die, kill this instead. Recall that unit exhausted." This is a one-time use: "the next time" means the first death event consumes it. 369
AT STEP 36: IMPERIAL DECREE TRIGGERS FIRE
At step 36, all damage is dealt simultaneously. Every unit that took damage (lethal or not) fulfills the condition of Imperial Decree's delayed triggered ability.

Each "kill it" becomes a Pending Chain Item. However, step 37 says "Skip FEPR": these kill triggers stay pending and are NOT resolved yet. They wait until the Resolution Step, where FEPR processes them after the Combat Special Cleanup (G1).

This is the critical timing gap that makes the Zhonya's interaction so tricky.
ZHONYA'S + DECREE: THREE CASES
At step 41: unit with lethal damage "would die" during the Combat Special Cleanup. Zhonya's replacement effect activates 369: Zhonya's Hourglass is killed instead, the unit is recalled exhausted to base. Zhonya's is consumed ("the next time" = one use only).
Step 42: all surviving units are healed, including the recalled unit at base.

After G1: FEPR processes all pending items (Deathknell triggers + Imperial Decree kill triggers). Cleanup between each item resolving 319.5

Case A: Unit took LETHAL damage (Zhonya's already consumed at step 41)
Imperial Decree kill trigger resolves: "kill it." The unit is at base (recalled by Zhonya's). Kill instruction applies. No Zhonya's left to save it.
UNIT DIES

Case B: Unit took NON-LETHAL damage (Zhonya's still available)
Unit survived step 41 (no lethal damage, no death event). Healed at step 42. Imperial Decree kill trigger resolves: "kill it." The unit "would die." Zhonya's activates NOW: kill Zhonya's instead, recall unit exhausted to base.
UNIT SURVIVES

Case C: 1 unit LETHAL + 1 unit NON-LETHAL, only 1 Zhonya's
Step 41: Zhonya's saves the lethally damaged unit (consumed). After G1: Imperial Decree kills the lethally damaged unit at base (no Zhonya's left). Imperial Decree also kills the non-lethally damaged unit (no Zhonya's left either).
BOTH UNITS DIE
KEY TAKEAWAY: ZHONYA'S VS IMPERIAL DECREE
Zhonya's Replacement Effect triggers on "would die", NOT on "takes damage".
It intercepts the death event, whenever it occurs in the sequence:

During Combat Cleanup (step 41): if the unit has lethal damage, it "would die" here. Zhonya's fires at this point. But then it's consumed and no longer available for the Imperial Decree kill that comes after G1.

During FEPR (Imperial Decree kill, after G1): if the unit survived the cleanup (non-lethal damage only), it didn't "would die" earlier. Zhonya's is still available and fires here instead, saving the unit from Imperial Decree's kill.

One Zhonya's = one save. The order of death events determines which one it blocks.
The worst case for the Zhonya's player: it protects against the "natural" combat death (lethal damage) and loses the protection against the "artificial" death (Imperial Decree kill) that arrives right after.

RIFTBOUND COMBAT FLOW

Move to occupied battlefield through combat resolution

A. THE MOVE
1. Turn player declares move to the occupied BF 440
2. Move is instantaneous, unit arrives at destination 441.3
3. BF becomes Contested 445
4. "When I move" trigger fires, becomes Pending Chain Item (chain exists) 382, 329.1
5. Move complete 448
Cleanup #1 triggered (319.8: after move completed)
B. CLEANUP #1 (POST-MOVE)
State = Closed (chain exists with pending trigger)
6. Win check 323.1
7. Attacker/Defender designations: no combat in progress, skip 323.2
8. Deathknell triggers if units have lethal damage 323.4
9. Units with lethal damage die, go to Trash 323.5
10. Empty BFs become Uncontrolled 323.6
11. Recall unattached Gear, opponent hidden cards 323.7
12. Showdown Staged + Combat Staged at Contested BF 323.8-9
13. "If Neutral Open State..." NO, state is Closed. Showdown cannot open. 323.11
C. FEPR: "WHEN I MOVE" TRIGGER
Outstanding Tasks done, pending items processed (335.2)
14. Finalize the trigger 337
15. Execute: controller gets Priority 338
16. [Reaction] window for both players 338
17. Pass: both players pass 339
18. Resolve: trigger effect applies 340
19. Item removed, chain empties 319.5
Cleanup #2 triggered (319.1: state transition to Open)
D. CLEANUP #2 (POST-TRIGGER)
State = Neutral Open (no chain, no showdown)
20. Standard cleanup steps (win check, deaths, recalls...) 323.1-7
21. Showdown + Combat still Staged 323.8-9
22. "If Neutral Open State..." YES. Opens as Combat Showdown 323.11-12
E. STEP 1: COMBAT SHOWDOWN
23. Attacker = player who applied Contested 459.2.b.1
24. Defender = the other player 459.2.b.2
25. Units at BF gain their controller's designation 459.2.b.3-4
26. Attacker receives Focus 459.2.c
27. "When I attack" / "When I defend" triggers fire (once per combat) 383.4.e-f
1
Initial Chain (459.2.d)
→ Activation order (Attacker places first, then Defender). Defender controls newest item, gets Priority first 337.1.c.3
"When I
attack"
"When I
defend"
[Reaction]
Defender
[Reaction]
Attacker
[Reaction]
Defender
[Reaction]
Attacker
← Resolution order (LIFO) Cleanup between each item resolving 319.5
Focus does NOT pass after Initial Chain resolution 459.2.g

2
Attacker has Focus
→ Activation order
Start chain
[Action]/[React]
[Reaction]
Attacker
[Reaction]
Defender
[Reaction]
Attacker
[Reaction]
Defender
[Reaction]
Attacker
[Reaction]
Defender
← Resolution (LIFO) Cleanup between each item

3
Defender has Focus
→ Activation order
Start chain
[Action]/[React]
[Reaction]
Defender
[Reaction]
Attacker
[Reaction]
Defender
[Reaction]
Attacker
[Reaction]
Defender
[Reaction]
Attacker
← Resolution (LIFO) Cleanup between each item

Focus alternates until all players pass in sequence without starting a new chain. Not limited to three chains. When all pass, showdown closes. 347-348
Example: Imperial Decree + Zhonya's Hourglass timing

Imperial Decree is [Action]: played here in phase 2 or 3 when the player has Focus (Showdown Open). It resolves and creates a Delayed Triggered Ability active for the rest of the turn: "When any unit takes damage this turn, kill it." 389-392

Zhonya's Hourglass has [Hidden]: can be played from facedown as [Reaction] during any showdown chain (Showdown Closed). It enters the BF it was hidden at. 151.2 Its Replacement Effect is now active: "The next time a friendly unit would die, kill this instead. Recall that unit exhausted." 369

F. STEP 2: COMBAT DAMAGE
28. Sum Attacker Might 460.2.a
29. Sum Defender Might 460.2.b
30. Attacker assigns damage first (lethal, Tank, Patrolling...) 460.2.c
31. Defender assigns damage 460.2.c
32. All damage dealt simultaneously 460.2.d
33. Skip FEPR, proceed to Resolution Step 460.3
No cleanup, no FEPR. Straight to Resolution.
At step 32: Imperial Decree triggers fire

Every unit that took damage triggers Imperial Decree's delayed ability. Each "kill it" becomes a Pending Chain Item. But step 33 skips FEPR: these kills stay pending, NOT resolved yet. They wait for the Resolution Step.

G. STEP 3: RESOLUTION STEP
G1. Combat Special Cleanup (Task 1) 461.1
Special Cleanup invoked
34. Win check 323.1
35. Attacker/Defender designations updated 323.2
36. Units with lethal damage AND Deathknell: note state info, triggers become Pending 323.4, 808.1.d.3
37. ALL units with lethal damage die, placed in Trash 323.5
38. Heal all surviving units 461.1.a.1
39. Recall Attackers IF Defenders still present at BF 461.1.a.2
40. Empty BFs become Uncontrolled 323.6
41. Recall unattached Gear, opponent hidden cards 323.7
42. Showdown/Combat staging check 323.8-9
If state changed, a normal cleanup repeats (not the special one) (324.2)
At step 37: Zhonya's and lethal damage

Unit with LETHAL damage "would die." Zhonya's replacement effect activates 369: Zhonya's is killed instead, unit is recalled exhausted to base. Zhonya's consumed (one use).

Step 38: surviving units healed (including the recalled unit at base).

If Deathknell triggers are pending (step 36):
FEPR Finalize each trigger (noting pre-death state). Execute: Priority + [Reaction] window. Resolve: Deathknell effects apply. 335.2, 808.1.d
Cleanup between each item resolving 319.5
Imperial Decree kill triggers resolve here

Case A: Unit took LETHAL damage (Zhonya's already consumed at step 37)
Imperial Decree trigger resolves: "kill it." Unit is at base (recalled by Zhonya's). Kill instruction applies. No Zhonya's left to save it.
UNIT DIES

Case B: Unit took NON-LETHAL damage (Zhonya's still available)
Unit survived step 37 (no lethal damage). Healed at step 38. Imperial Decree trigger resolves: "kill it." Unit "would die."
Zhonya's activates NOW: kill Zhonya's instead, recall unit exhausted to base.
UNIT SURVIVES

Case C: 1 unit LETHAL + 1 unit NON-LETHAL, only 1 Zhonya's
Step 37: Zhonya's saves the lethally damaged unit (consumed). After G1: Imperial Decree kills the lethally damaged unit (no Zhonya's left). Imperial Decree also kills the non-lethally damaged unit (no Zhonya's).
BOTH UNITS DIE

G2. Determine Combat Result (Task 2) 461.3
43. One player has units at BF = Won 461.3.a
44. Other = Lost 461.3.b
45. Units inherit their controller's combat result 461.3.c
46. Both or neither have units = No Result. If both: new Combat Staged 461.3.d
If "when I win/lose combat" triggers fire:
FEPR Process triggers. Cleanup between each item
G3. Establish Control (Task 3) 461.5
47. Contested removed 461.5.a
48. If no units: BF becomes Uncontrolled 461.5.b
49. Remove opponent hidden cards to Trash 461.5.c
50. Player with units establishes control 461.5
51. If not yet scored this BF this turn: Conquer (+1 point) 461.5.d, 464.1
52. Does not require being the one who applied Contested 461.5.e
If "when I/you conquer" triggers fire 383.4.c, 466.2.a:
Conquer Effects from units at BF + player references become Pending 383.4.c.2.a-b
FEPR Finalize, Execute ([Reaction] window), Resolve.
Cleanup between each item 319.5
G4. Combat Ends (Task 4) 461.7
53. All Attacker/Defender designations removed 461.7.a
54. All "this combat" effects expire simultaneously 461.7.b
H. AFTER COMBAT
55. Return to Neutral Open State 310.1
56. Turn player receives Priority in Main Phase 335.3
57. Opponent has no action window (not their turn, no showdown, no chain)
Key takeaway: Zhonya's vs Imperial Decree

Zhonya's Replacement Effect triggers on "would die", NOT on "takes damage".
It intercepts the DEATH EVENT, whenever it occurs:

During Combat Cleanup (step 37): if unit has lethal damage, Zhonya's fires HERE. But then it's consumed and unavailable for the Imperial Decree kill that follows.

During FEPR (Imperial Decree kill): if unit survived cleanup, Zhonya's is still available and fires HERE, saving the unit.

One Zhonya's = one save. The order of death events determines which one it blocks.

Fjord | RC Lille 2026 | All rules from RUP3 Core Rules + Unleashed Patch Notes