28 Novemeber 2022 (2.3.0) [latest]
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.
History
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.