Change Log - Comprehensive Rules

31 May 2024 (2.8.0) [current]

1.7.1a Added a subrule that defines what it means to be a card “with” an ability or a base ability.

1.8.1a Added a subrule that defines what it means to be a card “with” an effect and what the value of that effect is. E.g. Chain Lightning is a card with an effect that deals 3 arcane damage, despite it being a conditional effect.

1.8.2. Updated moved specification of when you choose to generate an optional effect into a subrule.

1.8.2a Added new subrule about when you choose to generate an effect.

1.8.2b Added new rule that specifies that you must be able to do ALL of an optional effect at the time you choose to do so, in order to generate that effect. This is to prevent players from half-heaving, or banishing fewer than 3 traps with murky water etc.

1.12.4f Added chi symbol {c} definition.

1.13.5. Added chi point definition.

1.14.2.b Updated to specify that asset-costs must be paid in a specific order: chi, resource, life, action points. Moved specifically to align with layout of paying effect-costs. (originally 1.14.2.a)

1.14.2.b Updated to explain failure to pay asset-cost (originally 1.14.2c)

1.14.2.c Added rule on how to pay chi point costs.

1.14.2.d Added rule on how to pay resource point costs.

1.14.2.e Added rule on how to pay life point costs.

1.14.2.f Updated to specify how to pay action point costs.

1.14.3. Updated to add that the pitch property of a card determines the type of asset a card generates: i.e. resource or chi.

1.14.3b Updated restriction on pitching to specify that players can only pitch if they need assets to pay a cost, or if instructed by an effect.

2.7.1. Updated to make Pitch a non-numeric property that derives the pitch value of the card.

2.7.2. Updated to ensure that the type of socketed symbol dictates the type of asset it generates when pitched.

2.7.4. Updated to add {c}.

2.9.6b Updated to add Chi, Mercenary, Scroll, as a non-functional subtype.

2.10.6b Updated to add Mystic as a class supertype.

3.1. Inserted new section to cover arena rules - this moves other sections by 1. This is a conscious decision for visibility and categorization.

5.1.3a Updated to force the player to select X=0 for costs when using an effect that allows them to ignore paying the cost. E.g. If you play a card with X cost using Nuu’s ability, then you can only select X=0.

5.1.3c Updated to clarify situations where an effect interferes with alternative costs. E.g. Nuu vs an alternative cost.

5.4.4b Fixed to refer to asset-cost instead of resource cost.

7.2.3b Example Updated to be a little more clear.

8.3.35 Added Cloaked ability keyword

8.5.2b Updated to clarify that effects trigger when the token enters the arena as though the token was created first then enters the arena.

8.5.47. Added Amp effect keyword

8.5.48. Added Transcend effect keyword

9.1.3a Updated to remove reference to “standard”, as these types of cards are called “flip-cards”

9.1.3b Example Updated to change reference from “standard double-faced card” to “flip-card”.

9.1.5. Added a new rule that governs transcend-cards i.e. cards that will flip and stay flipped for the rest of the game.

2 February 2024 (2.7.0)

ALL Replaced all valid instances of “can not” with “cannot”

1.0.2. Updated to add in clarification for terminology regarding restrictions and allowances. Added in a third type of precedence “requirement” to cover effects like t-bone.

1.0.2. Example Added an example of each of the three types of rules/effects

1.0.2. Example Updated terminology.

1.0.2a Updated terminology.

1.0.2a Example Updated terminology.

1.0.2b Updated terminology.

1.0.2b Example Updated terminology.

1.7.5a Updated, changed “object” to “card”.

1.7.5b Updated activated ability exception to functional abilities to allow for costs to define whether it is functional. E.g. for activated abilities with a cost of “discard this” being functional while it is in your hand because the cost can only be paid while it is in your hand.

1.7.5b Example Added Mighty Windup as an example where the cost of an activated ability defines the functionality as an exception to the rule.

1.7.6. Updated, reworded definition of modal ability to be a list of possible abilities.

1.7.6a Updated, simplified to remove explicit mention of objects and just refer to when the object is added to the stack.

1.7.6b Updated to include limiting the maximum number of modes that can be selected to the available modes, and to have the order of multiple modes declared at the time they are selected.

1.7.6d Updated to include explicit mention of when modes aren’t selected. E.g. Enlightened Strike doesn’t have base go again.

1.8.5d Added a rule that specifies when to choose the order of compound events. E.g. When you banish your hand you choose the order of all banishes before the first card is banished.

1.12.3a Updated to clarify the value of * when there is no corresponding ability. E.g. For Teklovossen Mecropotent, the effect of Singularity is what defines the copyable value of {h}, and not any specific property-static ability.

3.0.4e Added a rule that governs private objects in public zones. Specifically, unless a rule or effect explicitly specifies objects that are private in the public zones, it does not refer to those private objects. E.g. If an effect lets you play/activate cards from your banished zone, but doesn’t specify face-down, you can’t play/activate cards that are face-down.

3.0.9 Updated wording by adding “reset” to aid with comprehension of what it means to become a new object.

3.0.9c Added a new rule that clarifies that how an object becomes a new object is preserved as part of its immediate history. E.g. Slithering Shadowpede.

3.5.4. Updated to redefine chain link as more of a concept separate from objects and zones, so there is more of a clear distinction between a chain link and the attack of that chain link.

3.5.4a Updated for 3.5.4., fixed current chain link to active chain link.

3.5.4b Updated for 3.5.4., added definitions for the properties, control, and ownership of a chain link into a single rule. Added clause for replacing an attack on a chain link (e.g. Uzuri). Fixed wording for last known information.

3.5.4c Updated for 3.5.4, with definition for what it means to be on a chain link and combat chain. Removed reference to the chain link being an an object with abilities etc. and obsolete reference to abilities being functional or not. Updated objects to cards.

3.5.4d Updated defending objects to defending cards, inline with previous updates regarding defending. Removed duplicate ruling of defending cards remaining on the chain link until the combat chain closes.

3.5.4d Removed definition of defending cards as a duplicate of 7.0.8.

3.5.4e Removed obsolete control rule for chain links.

3.5.4f Removed obsolete ownership rule for chain links.

4.1.8. Updated to include “until the stack is empty” condition.

4.1.8b Added a rule that explicitly clarifies that effects that only trigger during a player’s turn do not trigger during the start-of-game procedure as it’s not part of a player’s turn.

4.2.2. Updated to include “until the stack is empty” condition from the subsequent step.

4.2.3. Updated to move the “when the stack is empty” condition to the previous step in the phase.

4.4.2. Updated to include “until the stack is empty” condition from the subsequent step.

4.4.3. Updated to refer to game-state actions as opposed to just putting triggered-layers onto the stack. Moved the “when the stack is empty” condition to the previous step in the phase.

5.1.2a Example Fixed power symbol.

5.2.2. Fixed, removed duplicate clarification on the controller being the only player who can activate an activated ability.

5.4.4c Updated to mention the trigger explicitly referencing the playing of the card through the play-static ability. Added reference to triggered effects and fixed some grammar.

5.4.4c Note Updated to explicitly mention that this covers triggered effects with discrete effects.

5.4.4c Example Updated with Rifted Torment which is a more concrete example of a trigger in a play-static ability.

5.4.4d Updated definition to be a conditional continuous effect rather than a replacement effect (as none exist). Cards will now be distinguished between triggers “when you do” for discrete effects and “if you do” for regular continuous effects (e.g. The Golden Son).

5.4.4d Example Added example for play-static abilities conditional continuous effect.

6.4.7. Updated definition of self-replacement effects to be slightly simplified regarding language.

6.4.7. Example Updated example to use a discrete resolution ability where the self-replacement effect applies at the time the card resolves.

6.4.7b Added an explicit rule that governs when the condition of self-replacement effects are evaluated, taking into consideration effects like Weave Earth as an exception. Rulings are inline with the philosophy of evaluate and apply as soon as possible (similar to playing a card).

6.4.8. Updated identity-replacement effect syntax to be more general, and cover effects like Graven’s Call. E.g. “Equip this with a +1{p} counter” is considered a discrete effect and an identity-replacement effect.

6.4.8a Removed rule regarding the condition for identity-replacement effects now that the condition is more general.

6.6.5c Updated state-based triggered effects where the effect will trigger if it is generated when the game state matches the condition. This is to ensure that cards like Hyper Driver will be destroyed by their own trigger when they enter the arena with no steam counters.

6.6.5c Example Added example for state-based triggered effects using Hyper Driver.

7.0.2. Updated the language for the definition of an attack to lean slightly more towards a classification rather than an independent object, thus conveying objects to go in and out of being attacks more accurately (e.g. permanents). Moved list of objects that could be considered attacks into an example.

7.0.2. Example Added examples of objects that are considered to be attacks because they have attack-targets.

7.0.2a Added a rule that clarifies that if something refers to an object as an attack, it only only applies to the object while it is considered an attack.

7.0.2b Added a rule that clarifies that if an object is no longer considered an attack (or it becomes a different attack, like on another chain link), effects that apply to it as an attack do not remain.

7.0.4. Fixed grammar.

7.0.5b Fixed reference to attack-target and some rewording.

7.0.6. Updated to add a reference to active chain link definition and fixed grammar.

7.0.8a Updated definition of defending to include explicitly moving the card to the chain link before the defend event occurs (consistent with how attacks move to the combat chain and then become attacking). This means that effects like Barraging Beatdown will be evaluated before triggered effects on Boulder/Buzzsaw/Inertia Trap will trigger.

7.2.3. Updated to explicitly state what the attack-source of the three types of attacks on a stack are.

7.2.3a Updated, rephrased to include parameters transferring to the attack-source (to ensure that the attack-source becomes a legitimate attack), as well as effects and abilities. Condensed language a lot.

7.2.3a Example Updated language.

7.2.3a Example Moved example to 7.2.3b because it’s more relevant for the purposes of go again abilities.

7.2.3b Updated, completely rewritten. Removed redundant ruling now that 7.0.2a and 7.0.2b exist. Replaced with a rule that governs resolution abilities. This rule has been added to address the specific situation with Burn Them All and Reality Refractor, to ensure that the attacks do not have go again.

7.2.3b Example Added example to show that Burn Them All doesn’t not have go again for things like Reality Refractor when attacking.

7.2.3c Updated language.

8.3.32. Added Beat Chest ability keyword.

8.3.33. Added REDACTED ability keyword.

8.3.34. Added Universal ability keyword.

8.5.19. Updated search effect keyword to allow for searching for a card in multiple specified zones.

8.5.32. Updated wording to refer to defending card instead of object.

8.5.41b Updated to ensure that cards can’t be equipped if they are already equipped to a zone of the same type. This in turn prevents Graven’s Call from gaining multiple counters from multiple activations.

8.5.45. Added Clash effect keyword.

8.5.46. Added Wager effect keyword.

8.6.25. Fixed grammer.

8.6.26. Fixed grammer.

8.6.27. Fixed grammer.

8.6.28. Added Agility token keyword.

8.6.29. Added Cintari Sellsword token keyword.

Glossary. Many minor updates.

6 October 2023 (2.6.0)

1.1.1a Updated, expanded on play-space a little here so that the official (and longer) definition can be moved from the CR to the TRP.

1.1.2. Updated to add reference to new hero-card definition.

1.1.3. Updated explicit reference to deck-cards and arena-cards

1.1.4. Updated, removed definition of play-space (now a responsibility of the TRP to define), and replaced it with a definition of a party, with a subrule and example that clarifies being a party-of-1.

1.1.5. Updated definition to rely on the definition of a party, regarding what an opponent is.

1.2.1. Updated, removed token because it is no longer distinct from a card.

1.2.2. Updated, removed token because it is no longer distinct from a card.

1.2.4c Updated, removed token because it is no longer distinct from a card.

1.2.4f Removed separate object identity for token, as it now comes under a card type for the purposes of object identity. This decreases subsequent object identity numbers by 1.

1.2.5. Updated, removed the initialism because it is unused throughout the document.

1.2.6. Updated, removed token because it is no longer distinct from a card.

1.2.7. Updated, removed token because it is no longer distinct from a card.

1.3.1a Updated, added definition of token-card properties and rephrased copyable properties. Note that the latest English Printing is the card to be used.

1.3.1b Updated, split deck-cards and arena-cards definition into 4 subrules. Hero-card (1.3.1b), token-card (1.3.1c), deck-card (1.3.1d), arena-card (1.3.1c). Explicitly added Block as a type of deck-card.

1.4.X Removed most rules regarding tokens (they were moved to other sections of the document), and replaced with a single rule that defers to relevant sections.

1.8.1. Fixed grammar.

1.8.3. Updated to have conditional effects to encompass a list of effects with the conditions instead of singular effects for text like “if X, do Y and do Z”.

1.8.3a Updated to allow “otherwise” conditional effects to be conditional on the failure of an immediately preceding effect.

1.8.5c Added subrule to clarifies effects that have insufficient legal parameters (but not zero).

1.8.7. Updated rule to account for “counts as” effects.

1.8.7. Example Added an example to clarify how rules and effects are altered by effects like “counts as”.

1.8.8 Updated to clarify that all of the events of an effect must fail for the effect to have failed.

1.10.2c Added new game state action for determining a cards a player may look at from effects. Prevents players from looking at the top of their deck while modifying the top of their deck with another process.This increases subsequent game state actions letters by 1.

1.10.2d Updated trigger ordering rules to reference the specifics in the trigger section. Included clause about state-based triggered effects triggering on game state actions (fixing hyper driver issue).

1.10.2e Fixed rule reference text

1.13.2a Updated rule to restrict gaining action points to during the player’s action phase.

1.13.2b Updated rule to restrict gaining action points to during the player’s action phase.

2.9.6b Updated, added Angel, Base, Evo, Fiddle, Song, and Wrench as non-functional subtypes.

2.13.6a Updated, added Block and Token as a type.

3.0.1. Updated, removed reference to “play-space” as that’s now defined by tournament rules.

3.0.9. Remove extra “that” at the beginning of subrule to increase clarity of statement

3.0.14. Term “sub-object” changed to “sub-card”. Specified that “technically” you can have sub-cards for layers on the stack (Evo Equipment before it gets equipped)

3.0.14a Updated to also include “rules that make objects sub-cards”.

3.0.14b Updated to clarify that objects that become sub-cards are considered new objects with no relation to their previous existence (similar to objects that leave the arena+stack or become private)

3.0.14c Updated to clarify that sub-cards also become sub-cards under another permanent when their top-object becomes a sub-card. For example, cards under a base will be transferred and remain “sub-cards” when the base is transformed into an evo.

3.1.1 Updated to specify that the Arms zone is an equipment zone.

3.4.1 Updated to specify that the Chest zone is an equipment zone.

3.8.1 Updated to specify that the Head zone is an equipment zone.

3.9.1 Updated to specify that the Legs zone is an equipment zone.

3.15.2a Updated, removed italic formatting and added quiver as another option to equip to a weapon zone.

4.1.8. Updated to clarify that each player starting with the first turn player equips their weapons and equipment in clockwise order.

4.5.1 Updated rules when a player loses the game, they remove all cards they own from the game, instead of leaving some cards in the game under control of another player (e.g. Frost Hex).

4.5.3a Updated clause for losing the game to include when a player doesn’t control a hero.

5.1.2a Updated rule for effects that apply to cards being played when their parameters are still being determined. E.g Goliath Gauntlet on an X cost attack, or +{p} to a boosted card.

5.1.2a Example Added an example specifically for Goliath Guantlet and an X cost attack.

5.3.2a Added a new rule that states static abilities become functional before any resolution abilities generate their effects. This is important for interactions like Fog Down + Eloquence, and Conduit of Frostburn + any arcane damage card. This increases subsequent subrule numbers by 1.

5.3.2b Fixed grammar and added an exception for go again.

5.3.2c Fixed grammar

5.3.2d Fixed grammar

5.3.2e Fixed grammar

5.3.3 Update to generalize that the abilities of a layer (static and resolution abilities) do not generate their effects when the layer fails to resolve, not just resolution abilities.

6.2.2a Updated subrule to clarify a duration is locked in when it is first generated and does not change even if the parameters of its duration would change.

6.4.8a Updated with reference to the specified object rather than the source of the effect.

6.4.8b Updated with reference to the specified object rather than the source of the effect.

6.4.10X Updated terminology from Protected to “shielded” due to the use of “protected” as a keyword.

6.5.2. Updated to remove “remaining” because it’s redundant/unnecessary. Added clockwise order for consistency.

6.6.5f Example Fixed incorrect double quotes for example text

6.6.6a Example Added an example that exemplifies a triggered effect that has both a mode and targets for each mode.

6.6.6b Added a new rule that governs how triggered effect ordering functions. Turn player chooses a player, then each player decides on the order that their own triggered effects are added to the stack. Addresses misordering issues with Diadem of Dreamstate.

7.0.7. Added an explicit exception for attack actions to be played/activated during the link step of combat, instead of just actions.

7.0.8. Updated to specify defending card rather than defending object, as tokens are now considered cards.

7.0.8a Updated to specify defending card rather than defending object, as tokens are now considered cards.

7.0.8b Added a rule that explicitly forbids defending cards from defending for multiple attack-targets, and allows the controller of an effect to determine what attack-target a card will defend for in any ambiguous cases.

7.2.2. Updated rule to only close the chain if all attack-targets no longer exist or are illegal. If at least one target of the attack exists and is legal, the combat chain will not close.

7.3.1. Updated to specify defending card rather than defending object, as tokens are now considered cards.

7.3.2X Updated to specify defending card rather than defending object (as tokens are now considered cards) and rule and subrules for declaring defending cards. Added ability to declare defending cards where rules or effects specify (7.3.2a). Compressed exclusions for defending into a single subrule (7.3.2b). Simplified subrule for determining order of defending cards for a single player / attack-target (7.3.2c). Rephrased subrule clarifying defending as a compound event (7.3.2d). Defined subrule for ordering multiple players declaring defending cards for a single attack-target (7.3.2e). Defined subrule for ordering for declaring defending cards for multiple attack-targets (7.3.2f).

7.4.2b Updated for there to be multiple defending heroes.

7.4.2d Updated to explicitly specify that when a defense reaction resolves it becomes a defending card for its controller’s hero.

7.5.2. Updated for calculating damage for multiple attack-targets, and to specify defending card rather than defending object, as tokens are now considered cards.

7.5.2 Example Fixed reference to attack-target not just target.

7.5.2d Added subrule that clarifies damage events to occur separately for each attack-target and that the order of damage is determined by the attacker.

7.5.3. Fixed grammar.

7.8.2 Updated example to remove Phantasm as having an effect that closes the combat chain.

8.1.X Updated type keywords to reference token- hero- deck- and arena-card definitions.

8.1.4 Updated Equipment definition to clarify it cards with the equipment type and no other types are arena-cards.

8.1.8. Added Token type keyword. This increases subsequent type keyword numbers by 1.

8.1.10. Fixed Mentor to be a deck-card

8.1.11b Fixed with clarification about demi-heroes being considered heroes for rules and effects for the rest of the game and added a clause that clears a demi-hero if the player already controls a hero.

8.1.12. Added Block type keyword.

8.3.13. Updated Phantasm keyword to mean that the source is destroyed but the combat chain isn’t explicitly closed. This means phantasm triggers when the attack hasn’t resolved yet (before the damage step), the combat chain still closes, but when the attack has resolved (after the damage step, or on a previous chain link), the combat chain does not close as a result.

8.3.13b Added subrule for Phantasm that clarifies that if the attack has not resolved, the combat chain will close (because the attack ceases to exist before resolution)

8.3.19a Remove empty subrule for Quell

8.3.20a Remove empty subrule for Ward

8.3.21. Added missing Ephemeral keyword. This increases subsequent ability keyword numbers by 1.

8.3.26a Fixed Incomplete subrule regarding who and what have/is considered runegated.

8.3.27. Added Ambush ability keyword

8.3.28. Added Crank ability keyword

8.3.29. Added Modular ability keyword

8.3.30. Added Protect ability keyword

8.3.31. Added Scrap ability keyword

8.4.7. Fixed Contract by removing by incorrect technical term.

8.4.11. Added Evo Upgrade label keyword

8.4.12. Added Galvanize label keyword

8.4.13 Added Tower label keyword

8.5.11d Added new subrule to reference the objects being specified by location being determined as a game state action.

8.5.25c Fixed Spelling

8.5.29a Added subrule that describes what is considered charged.

8.5.35. Added missing Gain (control) keyword. This increases subsequent effect keyword numbers by 1.

8.5.44. Added Pitch effect keyword

8.6.25. Added Hyper Driver token keyword

8.6.26. Added Might token keyword

8.6.27. Added Vigor token keyword

9.1.3. Updated to explicit reference the front-face for determining what type of card it is.

9.1.4. Updated to explicit reference a combination of both faces for determining what type of card it is.

History

14 July 2023 (2.5.0)

1.0.2b Added rule that prevents rules or effects from retroactively changing the game state to ensure that the rule/effect is met.

1.1.3. Updated to clarify that non-hero cards are all deck-cards and arena-cards for inclusion in the card-pool.

1.3.1b Updated definition for arena-cards to be a catch-all for any non-hero non-deck-card.

1.8.4e Fixed grammar and wording.

1.8.4f Added rule that governs how targets may be modified. Specifically that Taipanis can not cause heroes to attack themselves, because that’s not a legal target for the original effect/attack.

1.8.5a Updated how the order of parameters of an effect is determined when it involves two or more players. Specifically that if the event was created by an effect, the controller of the effect is the one to determine their parameters first.

1.8.5a Example Added an example of an effect that requires decisions from two or more players.

1.9.1a Fixed grammar.

1.9.1b Added a rule that explicitly covers events that do nothing. I.e. deal 0 arcane damage.

1.9.1c Added a rule that more generally allows events to be able to fail if the failure can not be verified by the opponent.

1.9.2c Updated how the order of events occurs for players when it involves two or more players. Specifically that if the event was created by an effect, the controller of the effect is the one to execute their event first.

1.9.2c Example Updated example to reflect minor changes in the order of events occurring for two or more players.

1.10.1. Updated definition of transitions between game states to be events, especially now that all effects (including the application of continuous and replacement effects are considered events). Added definition of a priority event so that game-state actions are performed only when a player would receive priority.

1.10.2. Updated game-state actions to be performed only before priority states, not all game-states.

1.10.2c Updated to remove grammar that makes this the final game state action.

1.10.2d Added a new game state action, so that when an effect resolving would cause the combat chain to close, the layer finishes resolving before the combat chain closes as a game-state action. This is especially important for technical interactions involving allies and instants.

1.13.1 Updated with “life points” as a third type of asset.

1.13.4. Added definitions for a “life point” asset that is paid from the hero’s life total.

1.13.4a Added clarification on how a player can gain life points (i.e. increase their life total)

2.0.5. Fixed grammar.

2.9.6a Updated to add figment as a functional subtype.

2.12.1. Updated to allow one or more types in addition to having zero types.

2.13.6a Updated to add demi-hero as a type.

3.0.1a Updated to include that an empty zone is a zone that does not have anything equipped to it.

3.0.6. Removed all rules specifying zone location, as that is now specified by the tournament rules and policy instead.

4.1.8. Updated to refer to game-state actions as opposed to just putting triggered-layers onto the stack.

4.2.2. Updated to refer to game-state actions as opposed to just putting triggered-layers onto the stack.

4.4.2. Updated to refer to game-state actions as opposed to just putting triggered-layers onto the stack.

4.4.3d Fixed terminology.

4.5.1a Updated multiplayer rules regarding what happens when afflictions and similar objects are involved when a player leaves the game.

4.5.1a Example Added example to showcase situations with afflictions in multiplayer games.

5.3.2. Fixed, removed unnecessary parenthesis around an otherwise important clause and rephrased for following subrule list.

5.3.2X Replaced rules with a list of steps that a layer goes through upon resolution. First is becomes a permanent (if a rule or effect specifies that), then it generates effects, then go again is evaluated, and finally if it is still on the stack it is cleared.

5.3.3. Updated to clarify what happens to a layer when it fails to resolve, before listing the ways a layer can fail to resolve.

5.3.3c Fixed, completed sentence for consistency.

5.3.3d Added rule that prevents defense reaction cards from resolving on the stack if they can not defend on the current chain link

6.4.6. Updated and clarified what happens to an event when it is modified regarding triggering effects and causing other replacement effects to be active.

6.4.8. Fixed grammar.

7.0.8. Added rule that clarifies what a defending object is and how it becomes one

7.0.8a Added subrule that clarifies that the defending event occurs when a card becomes defending (however it happens, effect, rule, resolution etc.)

7.3.2. Updated to hyphenate non-defense-reaction. Clarified that only public equipment permanents can be declared alongside cards from hand, and removed redundant rules around defend events now covered in earlier rules.

7.4.2c Updated to remove “activated” and “ability” because you can’t defend with abilities.

7.4.2d Updated to remove redundant rules around defend events now covered in earlier rules.

7.5.2c Added rule that explicitly calls out that no game state actions occur during the damage step and that any triggered layers are added as game state actions during the resolution step instead.

7.5.3d Added a subrule that clarifies when a Chain Link is considered to have hit.

7.7.1. Fixed, rephrased.

7.8.2. Fixed grammar and consistency.

7.8.2a Fixed grammar and consistency.

7.8.2b Fixed grammar and consistency.

7.8.2c Updated to use game-state action to close the combat chain.

7.8.2d Updated to use game-state action to close the combat chain.

7.8.4. Updated to refer to game-state actions as opposed to just putting triggered-layers onto the stack.

  1. Major reformatting, rephrasing, and renumbering.
  • Split type/subtype as a keyword category
  • Added clarification about effects creating corresponding events when generated or applied.
  • Ephemeral cards can no longer be included in a player’s card-pool.
  • Clarified deck-cards vs arena-cards for types.
  • Updated references to new defending object rules (especially with dominate).
  • Added the following keywords: Demi-Hero, Figment, Mirage, Rune Gate, Solflare, Unity, Awaken, Courage, Eloquence, Nasreth the Soul Harrower.

9.1.1. Updated, simplified double-faced cards as cards with two sets of properties.

9.1.1a Removed definition of a standard double-faced card in favor of a separate definition of flip-cards.

9.1.2a Fixed reference to double-faced card.

9.1.2b Fixed, simplified language.

9.1.2c Fixed, simplified language.

9.1.2c Example Updated reference to flip-card, fixed grammar.

9.1.3. Updated to define flip-cards (instead of standard double-faced card).

9.1.3a Updated reference to flip-card.

9.1.3b Updated reference to flip-card.

9.1.4 Added rule and subrules for twin-cards, to cover Levia, Redeemed // Blasmophet, Levia Consumed. In contrast with a flip-card, a twin-cards (a.k.a. Schrödinger’s card) is a quantum superposition of two cards, where the waveform collapses into a single cards when it goes on the stack or enters the arena.

17 April 2023 (2.4.0)

1.1.1a Updated deck to card-pool, and added “a way to generate uniform random values” as a requirement for playing the game, due to the increase in randomization

1.1.3. Updated deck to card-pool

1.1.3. Example Updated deck to card-pool

1.1.3a Updated deck to card-pool

1.1.3b Removed because inventory is defined at the start of the game, and card-pool encompasses both deck and arena cards. Note that this change (and the wording of 1.1.3a) technically affects Taylor: equipment of other classes and talents must start the game in the inventory (not equipped).

1.1.3b Added hybrid card exception to the card-pool inclusion rule with reference to the associated rule in the properties chapter

1.2.5a Fixed grammar and spelling errors

1.2.5c Example Fixed grammar

1.3.1b Updated arena-cards to not include heroes so that we don’t have issues with tournament rules including heroes in card-pools in addition to the actual hero

1.3.3. Updated card ownership to include who owns created crouching tigers

1.4.1c Updated deck to card-pool

1.6.3a Fixed grammar

1.6.3b Fixed grammar

1.7.5f Fixed grammar

1.7.5g Fixed reference to link to rules on while-static abilities

1.7.5h Example Updated example to use Conduit of Frostburn which better showcases static abilities that are functional on the stack when the layer is resolving

1.7.6c Example Fixed grammar

1.7.7c Fixed grammar

1.8.3a Example Fixed spelling

1.8.3c Fixed spelling

1.8.3d Removed subrule that is now irrelevant due to continuous effects being applied as events.

1.8.4 Fixed grammar

1.8.4a Fixed grammar

1.8.5. Fixed grammar

1.8.6 Example Fixed grammar

1.8.6a Fixed grammar

1.9.2a Fixed grammar

1.9.2c Added rule to clarify that when multiple players are instructed to perform an action, it is performed as a compound event which starts with the turn player and goes in clockwise order. (E.g. drawing a card from This Round’s on Me)

1.9.3c Fixed error that involves the hit event as being an exception to the rule for composite events

1.11.5 Fixed grammar

1.12.1b Updated, clarified selecting numbers for effects that specify “up to” to be inclusive of the specified range.

1.12.2c Fixed grammar

1.14.2c Fixed grammar

1.14.4. Fixed grammar

1.14.5. Fixed grammar

1.15.1. Fixed reference to “value and symbol” to ensure that -1{p} and +1{p} counters are not considered identical

2.0.1. Fixed grammar

2.0.3b Updated subrule to compensate for continuous effects being applied as events

2.0.3b Example Updated example for the new ruling on how Korshem works (specifically with multiple continuous effects that increase or decrease power).

2.0.5. Fixed grammar

2.2.4b Fixed grammar

2.6.3b Fixed grammar

2.6.3c Added new subrule that ensures names do not match to cards that have a moniker that matches the name. (i.e. the name Bravo doesn’t match “Bravo, Showstopper”)

2.6.5. Added rule to ensure that exact matches are required (for future-proofing)

2.8.2a Fixed grammar

2.9.6a Updated to remove Trap as a functional subtype keyword and add Quiver as a function subytpe keyword

2.9.6b Updated to add Lute, Shuriken, and Trap as non-functional subtype keywords

2.11.5. Fixed grammar and added the term “self-reference”

2.11.6. Fixed to refer to objects instead of just cards. Added an exception for creation to references for creation

2.12.1b Added definition of hybrid cards, what supertypes those cards have, and how they can be included in card-pools

3.0.4d Fixed grammar

3.0.6c Fixed terminology

3.0.10. Fixed grammar

3.5.4b Example Fixed grammar

4.0.1. Fixed grammar and made it more clear that a game isn’t started at the beginning of the start-of-game procedure

4.1.5b Updated, rephrased for easier reading

4.1.4. Updated deck to card-pool, and rephrased for easier reading

4.1.5. Updated deck to card-pool, and rephrased for easier reading

4.1.5a Updated to refer to arena-cards as a generalization instead of, specifically, equipment and weapon cards

4.1.5b Updated to remove “starting” because it is not redundant thanks to the introduction of “card-pool”

4.1.6. Updated deck to card-pool, sideboard to inventory, and rephrased for easier reading

4.1.6. Updated sideboard to inventory, and clarified that the inventory is considered to be “in the game”, in contrast to cards like Crouching Tiger that get created (added to the game) and then removed from the game

4.1.6b Updated sideboard to inventory and rephrased to make it more clear and consistent

4.1.6c Added a rule that clarifies that cards that fail to meet the start of game specification of a rule or effect simply aren’t considered to be in the game (including the inventory)

4.1.8a Fixed grammar

4.5.1a Added rule that covers what happens in a game when a player loses and the game doesn’t end

5.1.1. Fixed grammar and clarified what playing a card means, making it more consistent with following rules and sections.

5.1.1a Updated language to make it more clear and consistent with how activating abilities is worded

5.1.2a Removed old delayed continuous effect reference

5.2.2. Updated to make it clear that you can only activate an ability if the ability is functional and you control/own the source

5.2.3X Updated and reworked to elaborate on more complex additional activations of activated abilities in different contexts, as well as clarifying the significance of having two or more effects that do similar but distinct things regarding additional activations

5.3.4a Fixed hyphenation

5.3.4b Fixed hyphenation

5.4.3a Example Fixed grammar

5.4.7. Updated while-static abilities to be preceded with an if-condition to allow for flexibility when it comes to syntaxes like combo

6.1.1. Fixed grammar

6.1.2. Example Fixed grammar

6.1.3. Fixed grammar

6.2.3c Fixed grammar and hyphenation

6.2.5. Added new rule that covers that continuous effects are applied as events and can be modified by replacement effects and trigger triggered effects

6.3.2. Fixed grammar

6.3.3. Fixed grammar

6.3.5. Updated rule to be specific to how the application of continuous effects is dynamic.

6.3.5. Example Removed example because it's now irrelevant

6.3.5a Example Fixed missing value and

6.3.7. Example Updated and removed “derived sentence” to make it clear

6.4.1a Added a rule that covers the existence of sub-events and when they occur

6.4.5. Fixed grammar

6.4.6. Fixed, removed “original” as this needs to apply to events that are already modified away from the “original event”

6.4.10. Fixed grammar

6.4.10a Fixed grammar

6.4.10b+ Added missing subrule that covers unspecified prevention amount. All other subrules shift down by one.

6.4.10h Example Fixed grammar

6.6.1a Fixed grammar

6.6.1c Updated to clarify that the trigger condition does not include the condition of any if-conditional effects the triggered-layer would generate. (i.e. no intervening-if)

6.6.2 Example Fixed grammar

6.6.5d Example Fixed grammar

6.6.5f Fixed grammar

6.6.5f Example Fixed grammar

7.2.3b Fixed grammar

7.3.2e Examples removed old delayed continuous effect example

7.5.3b Examples Fixed grammar

7.7.3. Fixed to refer to just “attacks” to cover all cases where a player can add an attack to the stack

7.8.3. Update, simplified language, added language to encompass attack-proxy

8.1.2b Updated Attack Reaction to go the graveyard instead of remaining on the active chain link. This unifies the idea of it being like an instant that can only be played by the attacking player during the reaction step of combat. There is no reason for it to remain on the chain link after resolution

8.2.4b Fixed, becomes a permanent when it enters the arena, except as a defending card

8.2.5b Fixed, becomes a permanent when it enters the arena, except as a defending card

8.2.7a Removed Trap as a functional subtype keyword. Added a note for future readers

8.2.9b Fixed, becomes a permanent when it enters the arena, except as a defending card

8.2.10. Fixed capitalization of Off-Hand

8.2.11b Fixed, becomes a permanent when it enters the arena, except as a defending card

8.2.11c Updated to ensure that if an affliction is played by an opponent, the opponent can select its owner as the player that gains the affliction

8.2.12b Fixed, becomes a permanent when it enters the arena, except as a defending card

8.2.14. Added Quiver subtype keyword

8.3.5b Fixed Go again ability to resolve at the beginning of the link step of combat

8.3.21b Fixed, added the word “no” for no further interaction

8.3.24. Added Stealth ability keyword

8.5.13i Updated reveal keyword to account for revealing until a certain card is revealed

8.5.18d Added new rule that covers what is legal to name with the name effect

8.5.24d Added clarification to ensure that infinite loops created by the repeat process stop when the effect reaches its natural limit (i.e. Beast Within, with no cards in the deck, and the player reaches 0 life total)

8.5.35d Fixed equip keyword by clarifying that the zone also has to be empty

8.6.19. Added Bloodrot Pox token

8.6.20. Added Frailty token

8.6.21. Added Inertia token

Glossary

  • Updated Heave entry to match effect
  • Removed Trap
  • Added Stealth, Quiver, Bloodrot Pox, Frailty, and Inertia

28 Novemeber 2022 (2.3.0)

1.1.2b Fixed some grammar, replacing “and” with a period.

1.2.4 Updated to use the new terminology for attack-proxies and attack-layers.

1.2.4d Example Updated to use the new terminology for attack-proxies and attack-layers.

1.3.1b Added distinctions between deck-cards and arena-cards for use throughout document.

1.5.1. Updated description to refer to “two or more” rather than “multiple”.

1.6.2. Updated to use the new terminology for attack-proxies and attack-layers. More specifically the name for activated-layers with the attack keyword is now “attack-proxies” as it represents but is distinct from the weapon/ally used to create it. All of the typical rules for weapon/ally attacks still apply (nothing has functionally changed there), but definitions are being updated to use the new terminology.

1.6.2 Example Added an example of a attack-proxy layer

1.6.2a Updated to use the new terminology for attack-proxies

1.6.2a Example Updated to use the new terminology for attack-proxies

1.6.2b Updated to use the new terminology for attack-proxies

1.6.2b Example Updated to use the new terminology for attack-proxies

1.6.2c Removed rule as its a duplicate of existing rules described in Chapter 7

1.6.3.+ Inserted new definition for objects with the attack effect keyword, and named them “attack-layers”. Serves as a platform for solving issues with the Emperor’s activated ability. Moved other rules down to compensate.

1.7.4. Fixed styling to use “three” instead of 3.

1.7.5e Updated to ensure that cards (with play-static abilities) can be announced to be played when they are face up in zones other than the hand or arsenal, but not when they are face down in those other zones. This change prevents cards like Tome of Torment being played when it is banished face down.

1.8.5b Fixed grammar “includes” changed to “include”

1.8.7. Fixed grammar by removing a stray “to”.

1.9.3. Example Updated example to replace hit-event with discard as a composite event.

1.9.3b Example Removed hit-event example from the composite event section as it is no longer considered a composite event.

1.11.5. Fixed description of priority to avoid misunderstanding that players do not retain priority when playing cards/activating abilities.

1.12.3. Fixed missing “-” for meta-static ability.

1.12.4b Fixed grammar by changing “a” to “an”.

1.15.1. Fixed counters to be able to be placed on objects that are not in the arena. Fixes mentors and new aim counter mechanics. Also added that numerical value is paired with a symbol for counter identity to prevent +1{p} and -1{p} counters from being equivalent.

1.15.2a Added clarification about how counters with numerical value + symbol modify the object that it’s on.

1.15.3. Fixed counters being removed from an object when the object ceases to exist, rather than just when the object leaves the arena. Added reference to objects moving between zones.

2.0.3a Example Fixed to remove duplicate and unused effect keywords.

2.9.6a Added Ash, Construct to functional subtypes.

2.9.6b Removed Ash, and added Book, Rock, to non-functional subtypes.

2.10.6a Updated added Assassin to class supertypes.

2.10.6b Updated added Royal to talent supertypes.

2.12.1. Updated, added “(if any)” to the typebox breakdown to cover invoked dragons.

2.13.1.+ Inserted missing Type rule that describes what the types property is, to be consistent with supertypes and subtypes. This shifts all subsequent rules up by 1.

3.0.3. Updated public/private to be classified as a state of visibility of an object.

3.0.3a Updated to allow players to look at cards that they own when they are private but are not in a zone that they own (such as the combat chain, stack, or permanent zone).

3.0.4. Updated public/private zone definitions to reference the terms “default” and “visibility” to increase comprehension.

3.0.8. Fixed grammar by hyphenating “face-up”.

3.0.9. Updated to explicitly state that the object ceases to exist and becomes a new object.

3.0.9b Example Fixed spelling error “If” to “It”.

3.1.2. Updated arms zone to only be able to hold its equipped object.

3.1.2a Added subrule to define that only arms objects can be equipped to the arms zone.

3.1.3. Update syntax to use the new equip keyword.

3.2.2. Updated to include any deck-card owned by the player to accommodate Crouching Tiger.

3.4.2. Updated chest zone to only be able to hold its equipped object.

3.4.2a Added subrule to define that only chest objects can be equipped to the chest zone.

3.4.3. Update syntax to use the new equip keyword.

3.6.2. Updated to include any deck-card owned by the player to accommodate Crouching Tiger.

3.8.2. Updated to include any deck-card owned by the player to accommodate Crouching Tiger.

3.9.2. Updated head zone to only be able to hold its equipped object.

3.9.2a Added subrule to define that only head objects can be equipped to the head zone.

3.9.3. Update syntax to use the new equip keyword.

3.10.5. Updated to include tokens in the hero’s soul.

3.11.2. Updated legs zone to only be able to hold its equipped object.

3.11.2a Added subrule to define that only legs objects can be equipped to the legs zone.

3.11.3. Update syntax to use the new equip keyword.

3.13.2. Updated to include any deck-card owned by the player to accommodate future cards.

3.15.2. Updated weapon zone to only be able to hold its equipped object.

3.15.2a Added subrule to define that only weapon objects can be equipped to the weapon zone and updated reference to 2H weapons being equipped to two weapon zones.

3.15.3. Update syntax to use the new equip keyword.

4.0.1. Fixed grammar by hyphenating “start-of-game”.

4.1.1. Updated start-of-game procedure to ensure that no players get priority. Fixed grammar by hyphenating “start-of-game”.

4.1.4. Updated to reference arena-cards in general and not specifically weapons and equipment.

4.1.4a Updated to reference arena-cards, added references, and fixed minor grammar issues.

4.1.4b Updated to ensure that the cards and their number are considered private to their player. Fixed grammar by hyphenating “face-down”.

4.1.4b Updated to reference deck-cards.

4.1.5b Updated to ensure that the cards and their number are considered private to their player. Fixed grammar by hyphenating “face-down”.

4.1.8. Updated so that players equip their weapons at the start of the game, and start of game triggers (such as Yorick) trigger and resolve automatically as players should not have priority.

4.1.8a Added clarification that the first turn player chooses the order that triggered layers are added if there is more than one (relevant as the game has not yet started and there is no “turn player” yet).

4.2.2. Fixed reference from “abilities” to “effects” regarding triggers.

4.3.1. Fixed reference from “abilities” to “effects” regarding triggers.

4.3.2a Fixed reference from “abilities” to “effects” regarding triggers.

4.4.2. Fixed reference from “abilities” to “effects” regarding triggers.

4.4.3. Fixed grammar by hyphenating “end-of-turn”.

4.4.3b Fixed grammar by hyphenating “face-down”.

5.1.2b Added subrule to ensure that cards (with play-static abilities) can be announced to be played when they are face up in zones other than the hand or arsenal, but not when they are face down in those other zones. This change prevents cards like Tome of Torment being played when it is banished face down.

5.1.3c Updated description to refer to “two or more” rather than “multiple”.

5.2.3a Updated description to refer to “two or more” rather than “multiple”.

5.3.2. Example Updated description to refer to “two or more” rather than “multiple”.

5.3.3c Updated to better reflect the when an attack actually doesn't resolve stack. When the attack-source doesn't exist, the attack may still resolve, but the combat chain will just close.

5.4.7. Updated to reflect changes to while-static abilities only functioning under stricter circumstances. Fixed capitalization of “while-static ability” following a period.

5.4.7a Update to explicitly specify when while-static abilities are functional regarding object visibility and specifications of the ability's while-condition. Added supporting examples. This ensures that things like blood debt don't trigger when the card is face-down in arsenal (which can happen in weird edge cases of the rules).

6.1.2. Updated description to refer to “two or more” rather than “multiple”.

6.3.2a Example Fixed error when referencing the relevant stages for effects that apply to Thump.

6.3.3. Fixed specification of substage 3 to refer to “multiply” rather than “multiple”.

7.0.2. Updated the definition of an attack as an object that has an attack target. Expanded to include all terms that describe attacks on the stack, including attack cards, attack-proxies, attack-layers, and attack objects on the combat chain.

7.0.3. Updated to specify that the combat chain starts the game closed.

7.0.4. Fixed, reworded to make a little more coherent sense.

7.0.5. Updated to include new terminology for attacks, including attack-proxies.

7.0.6. Updated to refer to the new terminology of active chain links. Fixes semantic issues with rupture.

7.2.3. Updated to have the resolution abilities be resolved first to ensure that the attack-source may exist for attack-layers before the attack-source is moved to the combat chain as a chain-link. This is an important distinction for Emperor. Also added terminology for attack-proxies and active chain links.

7.2.3. Example Removed this example as it was an incorrect showcase for resolution abilities on an attack.

7.2.3a Update wording to read better and to use the new terminology for attack-proxies.

7.2.3a Example 1 Updated to use the new terminology for attack-proxies.

7.2.3a Example 2 Updated to use the new terminology for attack-proxies and base go again.

7.2.3b Example 1 Updated to use the new terminology for attack-proxies.

7.2.3c Updated to refer to the new terminology of resolved chain links.

7.2.3d Added new explicit rule and example for when the combat chain closes when attack-source does not exist.

7.2.4. Updated to use the new terminology for attack-source.

7.2.4. Example Fixed apostrophe to be the correct curly apostrophe.

7.2.4a Update rule to remove redundant instructions for moving the attack-source and it becoming attacking. Repurposed to ensure that attack-sources that attack on multiple chain links are always considered attacking.

7.2.4b Updated to generalize the application of the rule. Added that effects that refer to attacking hero are “sticky” and will continue to refer to the same hero even if the term “attacking hero” no longer applies after chain link resolution.

7.2.4c Update to specify that only if a hero is targeted, that they are a defending hero (because only a defending hero can declare defending cards during the defend step). Added that effects that refer to defending hero are “sticky” and will continue to refer to the same hero even if the term “defending hero” no longer applies after chain link resolution (along with example).

7.3.2. Updated to refer to the new terminology of active chain links.

7.3.2b Updated to refer to the new terminology of resolved chain links.

7.3.2e Updated to refer to the new terminology of active chain links.

7.5.1. Updated to refer to the new terminology of active chain links.

7.5.2. Updated to refer to the new terminology of active chain links.

7.5.2b Fixed changed "effect" to "event" as effects are typically generated by abilities, not game rules.

7.5.3. Updated the hit-event to be identical to a deal damage event instead of a composite event. This reduces unnecessary complexity regarding composite events and makes it more intuitive for future design space.

7.5.3a Updated to refer to the new terminology for attack-target and attack-source.

7.5.3b Updated to be a single explanation of what happens when a hit-event is modified and how it can be reduced to a deal damage event and not be considered a hit. Remove old 7.5.3c as a result

7.5.3c Updated as a rewrite, to explicitly describe interactions with prevention of triggered effects regarding damage for hit-events.

7.6.1. Updated to refer to the new terminology of active and resolved chain links.

7.6.2. Updated to refer to the new terminology of active and resolved chain links.

7.8.2b Updated to use the new terminology for attack-target.

7.8.2c Updated to use the new terminology for attack-source, and added an explicit reference to the attack-source not existing at the time it becomes a chain link on the combat chain.

7.8.3. Updated to ensure that the combat chain doesn’t close until the close step actually ends.

7.8.5. Updated that permanents, like weapons and equipment, return to their respective zones that they are equipped to, to compensate for cards that are equipped during a game.

7.8.5. Updated to use the new terminology for weapons and equipment being equipped.

7.8.7. Updated to ensure the combat chain closes at the end of the close step and explicitly state that effects that last for the combat chain end here.

8.1.2b Updated to refer to the new terminology of active chain links.

8.1.3b Updated to refer to the new terminology of active chain links.

8.1.4a Fixed grammar by hyphenating “start-of-game”.

8.1.8a Fixed grammar by hyphenating “start-of-game”.

8.2.2b Updated to move most of the rules regarding 2H restrictions to other subrules in the document and to use the new equip syntax.

8.2.12+ Inserted missing Ash subtype keyword. This shifts all subsequent subtype keywords up by 1, to ensure every keyword is in its correct location by set and then alphabetically.

8.2.13a (new) Updated Invocation definition to refer to active face semantic update for double-faced cards.

8.2.14. Added Construct subtype keyword.

8.3.1a Updated to use the new terminology for attack-proxy.

8.3.1b Updated to use the new terminology for attack-proxy.

8.3.1c Updated to use the new terminology for attack-proxy.

8.3.1d Updated to use the new terminology for attack-proxy.

8.3.4a Fixed wording ordering issue for dominate meaning.

8.3.5c Fixed weird structure where go again keyword had an additional enumeration section under one of the subrules.

8.3.6a Fixed missing “-” for meta-static ability.

8.3.7a Fixed missing “-” for meta-static ability.

8.3.11a Fixed blood debt, making it a while-static ability to function when faceup in the banished zone.

8.3.9b Fixed missing “card” from entry.

8.3.21. Added Emphemeral ability keyword.

8.3.22. Added Overpower ability keyword.

8.3.23. Added Piercing ability keyword.

8.4.1a Updated to refer to the new terminology of active chain links.

8.4.1b Updated to refer to the new terminology of active chain links.

8.4.7. Added Contract label keyword.

8.4.8. Added Surge label keyword.

8.5.1e Added a subrule to clarify "banish until" effect of Tranquil Passing.

8.5.2b Updated to include the creation of cards.

8.5.2e Added to define what the properties of a created card are.

8.5.2f Added to define that a created card does not have to exist before entering the game.

8.5.5d Fixed grammar and removed duplicate “the”.

8.5.12 Fixed ordering with "Add" for adding objects to a chain link as defending cards. Should be after “Put/Return” because it was introduced in a later set.

8.5.12b Updated to remove "Add" and “on” for counters.

8.5.12c Fixed grammar and swapped "to/into" for counters.

8.5.12e Added move keyword expansion for moving tokens from one object to another.

8.5.20c Updated description to refer to “two or more” rather than “multiple”.

8.5.21b Fixed grammar by hyphenating “face-up” and “face-down”.

8.5.33. Added Attack effect keyword.

8.5.34. Added Contract effect keyword.

8.5.35. Added Equip effect keyword.

8.6.1a Updated Quicken text to match errata.

8.6.3a Updated Runechant text to match errata.

8.6.16. Added Gold token keyword.

8.6.17. Added Ponder token keyword.

8.6.18. Added Spellbane Aegis token keyword.

9.1.1 Updated wording to make double-faced cards more generic. Left definitions of double-faced cards to subrules.

9.1.1a Update categorization of both invocation and construct under “standard” double-faced card. Defined that standard double-faced cards have one of a set of types on their front-face, thus defining their front-face and back-face. Removes the need for a subrule per subtype, which would be a duplication of the keyword section.

9.1.2. Updated to specifically mention printed properties.

9.1.2b Updated wording to read better

9.1.2c Added subrule to clarify how effects apply to double-faced cards when their active face changes from front to back or vice versa.

9.1.3. Updated terminology to use “active face” to make rules more concise.

9.1.3a Updated to use the new terminology for double-faced cards.

9.1.3b Updated to use the new terminology for double-faced cards. Combined 9.1.4c into a single rule that governs which face is active during a game.

Glossary Various grammar corrections and updates to reflect main document changes.

11 August 2022 (2.2.1) [latest]

6.2.1. Updated continuous effect definition to remove abilities (covered under modifying the properties of objects) and added the modification of the state of an object to cover control effects.

6.3.1. Updated clarify that continuous effects that modify the game rules apply before effects that modify the state and/or properties of objects. This means that effects that “change” the game state are subject to effects that prevent changes (e.g. Hypothermia retroactively preventing effects from giving “go again” to objects).

6.3.2. Updated staging to use the term “modify” rather than “affect” to more accurately reflect the continuous effects that are applied in the staging system.

6.3.5. Updated to refer to continuous effects, and to refer to modifications to the game state as opposed to just modifications to objects.

6.3.5. Example Fixed “Talisman” spelling error.

6.3.6. Updated to refer to continuous effects.

6.3.7. Updated to refer to continuous effects.

10 August 2022 (2.2.0)

1.7.5h Fixed previous edit to make sure Conduit of Frostburn works as intended. The rule relates to static abilities in general and not just static abilities with identity replacement effects.

3.0.9. Fixed interaction cards being affected by effects outside the arena, then being played (put onto the stack) and not becoming new objects, by adding “moving to the stack” as an exception to the rule.

3.5.4c Fixed specification of defending objects rather than defending cards, and inlined the reference.

3.5.4d Updated definition of defending object to be more comprehensive, including references.

6.3.2. Updated definition of staging. Reassigned definitions of stages and listed them as bullet points rather than individual rules per stage. Of note, the supertypes substage is applied after types, and the abilities substage is applied after supertypes.

6.3.2a-g (old) Extracted staging definitions into 6.3.2.

6.3.2a (new) Updated definition of dependent effect to be if it is conditional on the same or subsequent stage that would change its first application to the object.

6.3.2a Example (new) Updated numbers to match with new definitions of stages and substages.

6.3.2c (new) Updated that parts of dependent effects are also applied in their respective stages.

6.3.3. Updated substage order. For copyable/control effects, and non-numeric properties effects, the substage order is now entirely defined by dependence. For numeric property effects, the substage order is defined by BEDMAS (approximately), while following the idea of setting first, then increasing, then decreasing.

6.3.4. Updated timestamp order to be defined by when an effect is generated, not when it applies to an object, in order to reduce the number of situations where the order is decided by the turn player.

6.3.4a Updated definition of a timestamp to be inline with 6.3.4. And provided references specifically to layer and static continuous effects.

6.3.5. (old) Combined with 6.3.6. (old), due to an overlap of rulings regarding how effects apply and how the application of effects makes other effects active/inactive.

6.3.5. Note Added example to explain changes in state that trigger abilities like Tasliman of Featherfoot.

6.3.5a Example (new) Updated example with Minnowism to have better wording.

6.3.6 (new) Added a new rule that clarifies how effects (e.g. “lose”) that remove properties or parts of properties do not remove the modifications of other effects. This explicitly allows the Erase Face vs Brand with Cinderclaw interaction introduced in Uprising. Essentially this makes the interaction between “gains/has/is” and “loses” independent of the staging system.

6.3.7 Added a new rule that clarifies how effects (e.g. “can’t gain”) prevent properties from being added, removed, or otherwise modified.

6.4.9. Fixed standard-replacement effects to refer to modifying the event rather than a copy-paste explanation of modifying the object entering the arena (from identity replacement effects).

7.5.2. Fixed, added missing word “attack” mid-sentence.

8.6.8. Fixed, added missing supertype illusionist.

17 July 2022 (v2.1.1)

2.9.6a Updated to add Affliction and Invocation functional subtypes.

2.9.6b Updated to add Ash, Dragon non-functional subtype.

2.10.6b Updated to add the Adjudicator and Bard classes.

2.10.6b Updated to add the Draconic talent.

3.0.2. Note Added note to clarify past syntax regarding ownership vs control of zones. Only a few cards were affected by the syntax changes and no functional errata are required.

3.5.4c Added clarification that only non-permanent defending objects have non-functional abilities.

4.1.4. Fixed grammar, removed plural of “deck”

4.1.8. Fixed inconsistency for cards that start the game in a zone that is not the deck zone and is not in the arena.

4.4.3b Updated to refer to the arsenal zone the player owns rather than “controls” so that it is technically correct (the best kind of correct) with 3.0.2.

5.3.4b Updated to add Invocation as a reference for the resolution of a layer becoming a permanent in the arena.

6.4.9. Updated typical syntax for standard-replacement effect to exclude “when” and “whenever”, which are used only for triggered effects. Added a note for previous printings using those terms.

7.5.2. Updated damage step process which incorrectly defined a “hit” as the power being greater than the total sum defense. The definition of a “hit” is now entirely defined by 7.5.3. Instead.

7.5.2a Updated to include reference to the hit-event definition.

8.2.11c Fixed grammar “a” to “an”.

8.3.12. Note Added to clarify that the mentor type makes the mentor ability obsolete.

8.3.20a Fixed Ward keyword ability definition to be generic to the value of N instead of 1.

8.4.1c-d Fixed capitalization of EFFECT.

8.5.9a Updated added missing period and explicit definition of plurals to help explain the effect keyword “are” and how it differs from “become/becomes”.

8.5.27b Fixed changed “token” to “counter” to correctly describe what the keyword does.

8.5.27c Removed rule that was an error from copy-pasting an existing definition for creating tokens.

8.6.5+ Inserted “Zen State” as a token keyword that had not been included in Crucible of War. This shifts all subsequent token keywords up by 1, to ensure every keyword is in its correct location by set and then alphabetically.

Glossary fixed Activated Ability, Instant, Negate, Resolution Ability, Static Ability, Trigger Condition, Triggered Effect, Turn Player, to refer to “stack” instead of “chain” zones.

Glossary added entries for ability keywords (attack, essence, fusion, heave, legendary quell, ward), effect keywords (become, copy, deal, distribute draw, freeze, gain, ignore, intimidate, look, lose, pay, put, remove, repeat, reroll, turn, unfreeze), event (damage), keywords (ability, effect, label, token), keyword labels (material, rupture), subtypes (affliction, invocation, landmark, off-hand, trap), tokens (aether ashwing, ash, embodiment of earth, embodiment of lightning, frostbite, zen state) and removed editor entry.

Glossary reworded various glossary entries to be more consistent.

24 June 2022 (v2.1.0)

1.4.2. Updated to ensure that tokens don’t prematurely cease to exist when they are put under permanents in the arena.

1.7.5h Updated static abilities to function as its source is resolving as a layer on the stack to ensure that the ability granted by Conduit of Frostburn works as intended.

1.7.5j Added rule to ensure replacement effects, such as that on Drone of Brutality function when the abilities would otherwise be non-functional.

1.8.3b Note Added note to help with comprehension of conditional effects that include “unless”.

1.8.4a Example Swapped order of arena and stack to match the rule order.

1.8.5b Added new rule that restricts the choice of objects for the parameters of an effect to be public. This prevents cards like Steadfast and Oasis Respite from applying to sources in arsenal/hand/deck if they are currently private.

1.9.1a Fixed spelling of “within” missing an “n”

3.0.6. Fixed error where the deck zone is mentioned instead of the pitch zone.

3.0.9. Updated to ensure that objects that become private are considered new objects with no relation to their previous existence. This ensures that continuous effects do not continue to apply to objects that can’t be verified by the opponent.

3.0.11. Updated to clarify that this is a catch-all that applies to rules, not effects. If an effect tries to do something impossible, it simply fails.

3.0.14 Updated to explicitly include tokens, changed terminology as sub-objects and top-objects to generically reference both cards and tokens without duplicating terminology.

3.0.14X Updated terminology as sub-objects and top-objects to generically reference both cards and tokens without duplicating terminology.

3.0.14c Updated to explicitly mention the top-object remaining the same object when moving, to ensure that 3.0.14e takes precedence when the object leaves the arena and ceases to remain the same object.

3.2.2a Added a rule to clarify that when an effect tries to put a card into a non-empty arsenal zone, the effect simply fails.

5.3.3c Fixed failure to resolve scenario that was missing the word “legal” at the end of the sentence.

6.6.3a Updated to elaborate that delayed-triggered effects that trigger on a change in state or phase last until they trigger.

7.0.5b Updated to clarify that the attack target remains the target of the attack specifically, and not of the entire combat chain. The player does not have to specify the same target for every attack on the combat chain.

8.1.2c Added a rule that classifies attack reaction cards and abilities as “reactions”

8.1.3c Added a rule that classifies defense reaction cards and abilities as “reactions”

8.2.11. Added Affliction subtype keyword

8.2.12. Added Invocation subtype keyword

8.3.8a Updated Arcane Barrier ability keyword text to more accurately reflect the syntax intended for replacement effects.

8.3.8a Updated Arcane Barrier ability keyword text to more accurately reflect the syntax intended for replacement effects.

8.3.15a Updated Spellvoid ability keyword text to more accurately reflect the syntax intended for replacement effects.

8.3.18X Updated Heave ability keyword effect to incorporate the correct undefined value of N as part of its definition.

8.3.19. Added Quell ability keyword

8.3.20. Added Ward ability keyword

8.4.5. Added Material label keyword

8.4.6. Added Rupture label keyword

8.5.2d Added rule to clarify that tokens enter the arena when they are created, to ensure that creating a copy of Ice Hex via Mirraging Metamorph works correctly to put it under your opponent’s control.

8.5.12X Updated put effect terminology to include “add” and “return”, which are synonyms of “put”.

8.5.12e Added new rules that define adding a card to a chain link as a defending card, to cover the discrete effect of Amulet of Havencall.

8.5.21+ Inserted “Turn” as an effect keyword that had not been included in Arcane Rising. This shifts all subsequent effect keywords up by 1, to ensure every keyword is in its correct location by set and then alphabetically.

8.5.30. Added Freeze effect keyword

8.5.31. Added Transform effect keyword

8.5.32. Added Unfreeze effect keyword

8.6.7a Updated Spectral Sheild token to have the “Ward 1” ability keyword.

8.6.9a Updated Frostbite token ability text to more accurately reflect the syntax intended for cost-increasing effects.

8.6.13. Added Ash token keyword

8.6.14. Added Aether Ashwing token keyword

9.1. Added new section for Double-Faced Cards.

9 May 2022 (v2.0.2)

1.9.1 Elaborated that events can be modified by replacement effects, and can trigger triggered effects.

1.9.1a Added clause about effects outside the game that prevents Go Banana's + Korshem pay-to-win infinite combo in formats where those cards are legal.

1.11.3. Fixed clause about priority in the Damage Step and Close Step by adding a "not".

2.5.3b Fixed double reference to the same rule.

2.6.1. Fixed typo with referencing.

3.0.5a Elaborated that objects that enter the permanent zone are considered permanents.

3.0.9. Example Fixed typo for Snapdragon Scalers.

6.3.2h Example Fixed stage numbers for Thump example.

8.3.9.a Fixed boost keyword definition.

8.3.18a Fixed heave keyword definition.

8.5.3e Updated reference to "Damage Step", instead of "Damage Calculation Step".

Glossary Fixed entries for (2H), Channel, Crush, Combo, and Reprise.

18 March 2022 (v2.0.1)

1.15.4. Removed extraneous “do”, after example.

5.2.1d Changed activated abilities to specify the base abilities of the activated-layer instead of strictly resolution abilities. This allows the term “base abilities” to be used by 7.2.3a and opens the future design space for non-resolution abilities on attack-layers (such as dominate).

4.4.3e. Fixed logical error where a player draws their entire deck if they have more cards in hand than intellect at the end of the first turn or their own turn.

6.6.3. Example Fixed unfinished example that stopped in the middle of a sentence.

7.2.3. Moved explanation that the attack-layer ceases to exist from here instead, as it is more relevant to the general process.

7.2.3a Included that the attack-source is considered to have the base abilities (such as go again) of the attack-layer for the chain link, to accommodate existing cards such as Edge of Autumn, Zephyr Needle, and Iris of Reality.

7.2.3a Example Added example for base abilities of attack-layers using Edge of Autumn.

7.3.2e Example Updated defense marker with braces. (d -> {d})

14 March 2022 (v2.0)

Complete Rewrite

11 February 2022 (v1.5)

11.1.7 Clarified that cards are put into the arsenal zone face down unless otherwise specified.

20.1.2 Clarified that an attack layer on the chain, created by an activated ability, is an extension of its source for the purposes of rules and effects.

20.8.3c-d Modified the Chain Link Resolution, such that playing/activating a non-attack action card/ability does not close the combat chain. You now have to close the combat chain first before playing/activating a non-attack action card/ability.

Added Heave Glossary entry

24 September 2021 (v1.4)

11.1.2 Added that you may only have 1 off-hand equipment in the weapon zones.

15.5.3c Removed the term “additional” to clarify that all non-resource point costs are paid at this step (e.g. alternative costs), and not just additional costs.

19.5 Clarified that the player that is instructed by an effect, is the one who makes any choices when that effect resolves.

20.4.3 Clarified that turn player gains priority, and made the language consistent with similar rules.

Added Channel, Essence, and Fusion Glossary entries.

Additional clarifications for Discard Glossary entry

Changed the definition of Boost to clarify that it’s an additional cost with a triggered ability, to be consistent with similar additional/alternative costs

19 August 2021 (v1.3)

11.7, 11.7.1, and 11.7.2 New rules that lay out the definition of object identity. Addresses interactions that involve objects that are subjects of effects before moving into or out of the arena.

13.2.5 and 14.6 Clarified that the combat chain must be closed before passing in succession would end the action phase.

16.2.1 Clarified that when a modal triggered effect is added to the chain that mode must be chosen, which is consistent with triggered effects that target.

20.4.2 and removal of 20.4.4b Moved the window for effects that apply to attacks to be consistent with the playing/activating of the attack rather than its resolution. 20.4.4c has become 20.4.4b and 20.4.4e has become 20.4.4d.

20.4.4 Changed the definition of attacking hero to mean the player when attacking with a non-ally attack, and limited the window of attacking hero and defending hero to be per chain link rather than per combat chain.

21.2 Clarified that non-combat related layers, such as instants and triggered effects will still resolve despite the combat chain closing.

15 July 2021 (v1.2)

20.1.1 A new rule that covers cases where the source of an attack ability is destroyed while the attack is undergoing resolution as a chain link. This is particularly relevant for Spectral Shields, with Iris of Reality or Luminaris.

20.6.4a Clarified the term “defend” as a verb when it comes to playing defense reactions. This modification reflects how this has been played up until now and will help when processing interactions that rely on the “defended” clause for effects during the reaction step of combat.

20.8.3d An addition that clarifies that ‘non-attack’ action cards and abilities close the combat chain after chain link resolution (with the exception of ‘non-attack’ actions played as instants). This addition reflects how this has been played up until now.

Reprise Glossary definition updated to reflect how this has been played up until now. Specifically that reprise is checked when you play the card with reprise, not when it resolves.

4 June 2021 (v1.1)

4.1.3 Deck requirements: Mentor and Resource were missed off the list of card types that can be included in a Blitz deck. Wording updated to not specify the card types, but simply state "...exactly 40 cards that can begin the game in your deck zone must be registered." Section 5.2.3 already defines all the card types which can start the game in your deck zone.

4.1.3a Deck requirements: The italic example text incorrectly stated a Blitz could have up to 3 copies of Sink Below, contradicting the section this example was supporting, which correctly stated a deck may contain up to 2 copies of each unique card.

6.4.4 Card Types - Hero / Text box: Updated to more correctly state the text box defines the abilities and/or effects of a hero card.

6.4.6 Life: Updated from "starting life total" to "base life".

6.4.6a: Updated to define what a hero's life is at any point during the game, which covers off what happens when Shiyana shapeshifts into a hero who has a different base life to Shiyana's.

6.4.6b: Updated from "starting life total" to "base life".

7.2.4 Card Types - Weapon / Text box: Updated to more correctly state the text box defines the abilities and/or effects of a weapon card.

8.2.3a Card Types - Equipment / Sub-types: Typo fixed referencing hero that should have said equipment.

8.2.4 Card Types - Equipment / Text box: Updated to more correctly state the text box defines the abilities and/or effects of an equipment card.

9.2.4 Card Types - Action, Instant, Attack Reaction, Defense Reaction, Mentor, Resource / Text box: Updated to more correctly state the text box defines the abilities and/or effects of these card types.

9.2.7 Color Strip: Updated to remove "pearl" as a color strip value. Cards with no pitch value are considered to have no color strip, such as Mentors and Landmarks.

10.4.4 Card Types - Tokens / Text box: Updated to more correctly state the text box defines the abilities and/or effects of a token.

11.2.2 Zones and The Arena: Expanded to include tokens and effects in the definition of the words "you control".

11.2.3 Zones and The Arena: Expanded to include tokens and effects in the definition of the words "controlled by an opposing hero".

11.5 Zone and The Arena: Added to clarify that each player controls their own instance of all the zones, with the exception on the chain, which is a shared zone.

11.6 Zone and The Arena: Added to clarify that the order of cards is not relevant in any zone other than the deck zone.

13.3.3e: Superfluous annotation removed.

15.5c Playing Cards and Activating Abilities: Added to define that attack reaction cards and abilities can only be played or activated by an attacking hero, and only during the reaction step of a combat chain link.

15.5d Playing Cards and Activating Abilities: Added to define that defense reaction cards and abilities can only be played or activated by a defending hero, and only during the reaction step of a combat chain link.

15.5.4c Playing Cards and Activating Abilities: Added to define that an activated ability with an attack effect, such as a weapon, has power equal to power value of the source of that created the attack effect.

20.4.4b Combat Chain / Attack Step: Updated for clarity.

20.4.4e Combat Chain / Attack Step: Updated to clarify that all "When you attack" effects trigger here, not just effects of the attack itself, such as when you control a Runechant or Quicken and attack with a weapon.

20.4.6 Combat Chain / Attack Step: Updated for clarity that the attack step ends when both players pass priority in succession on layer 1 of the chain link (the attack itself).

20.9 Combat Chain: Updated to reflect that the combat chain will close if both players pass priority in succession when there are no layers waiting to resolve.

26.6 Damage, Damage Types, and Prevention: Added to clarify that effects that cause loss of life, such as blood debt, can not be prevented with damage prevention effects.