Riftbound Rules

Master the complete rules of Riftbound, from deck building to combat mechanics, including core rules, gameplay guide, card Q&A, card errata Q&A, and latest judge rulings

457. Sanctioned Modes

458. 1v1 (Duel)

  • 458.1. 2 Players

  • 458.2. 1v1 1 opponent each No teams

  • 458.3. Victory Score: 8

  • 458.4. Battlefield Count: 2

    • 458.4.a. Each player provides three (3) Battlefields, included in their deck during deck building. Only 1 will be used, chosen during setup.
  • 458.5. Setup: Each player randomly selects one (1) of their three (3) Battlefields. The other two are removed and will not be used for this game. The selected Battlefields are placed in the Battlefield Zone.

  • 458.6. Format: Best of 1. The first player to reach the Victory Score in Points wins the Match.

  • 458.7. First Turn Process: The player going second channels an extra Rune from their Rune Deck during their first Channel Phase of the game.

459. 1v1 (Match)

  • 459.1. 2 Players

  • 459.2. 1v1 1 opponent each No teams

  • 459.3. Victory Score: 8

  • 459.4. Battlefield Count: 2

    • 459.4.a. Each player provides three (3) Battlefields, included in their deck during deck building. Only 1 will be used, chosen during setup.
  • 459.5. Setup: Each player selects one (1) of their three (3) Battlefields. The other two are set aside and will not be used for this round of play. The selected Battlefields are placed in the Battlefield Zone. After this game, the Battlefields that were used are to be removed and not selected again for this Match. One of the remaining Battlefields that were set aside must be chosen instead.

  • 459.6. Format: Best of 3. The first player to reach the Victory Score in Points wins the game. The winner of that game earns One Set Point. Players then reset the game state, remove the Battlefields in play from the game, choose new Battlefields from those set aside, and play again. The first player to earn Two Set Points wins.

  • 459.7. First Turn Process: The player going second channels an extra Rune from their Rune Deck during their first Channel Phase of the game.

460. FFA3 (Skirmish)

  • 460.1. 3 Players

  • 460.2. FFA 2 opponents each No teams

  • 460.3. Victory Score: 8

  • 460.4. Battlefield Count: 3

    • 460.4.a. Each player provides three (3) Battlefields, included in their deck during deck building. Only 1 will be used, chosen during setup.
  • 460.5. Setup: Each player randomly selects one (1) of their three (3) Battlefields. The other two are discarded and will not be used for this game. The selected Battlefields are placed between the three Players before play and will be used for this game.

  • 460.6. Format: Best of 1. The first player to reach the Victory Score in Points wins the Match.

  • 460.7. First Turn Process: The player going first does not draw a card during their first Draw Phase of the game. The player going last channels an extra Rune from their Rune Deck during their first Channel Phase of the game.

461. FFA4 (War)

  • 461.1. 4 Players

  • 461.2. FFA 3 opponents each No teams

  • 461.3. Victory Score: 8

  • 461.4. Battlefield Count: 3

    • 461.4.a. Each player provides three (3) Battlefields, included in their deck during deck building.

    • 461.4.b. The player who is taking the first turn removes their Battlefields. They will not be used.

  • 461.5. Setup: Each player who is not going first randomly selects one (1) of their three (3) Battlefields. The other two are removed and will not be used for this game. The selected Battlefields are placed between the players before play and will be used for this game.

  • 461.6. Format: Best of 1. The first player to reach the Victory Score in Points wins the Match.

  • 461.7. First Turn Process: The player going first does not draw a card during their first Draw Phase of the game. The player going last channels an extra Rune from their Rune Deck during their first Channel Phase of the game.

462. 2v2 (Magma Chamber)

  • 462.1. 4 Players

  • 462.2. 2v2 2 opponents each 1 teammate

  • 462.3. Victory Score: 11

  • 462.4. Battlefield Count: 3

    • 462.4.a. Each player provides one (1) Battlefield, included in their deck during deck building.

    • 462.4.b. The player who is taking the first turn removes their Battlefields. They will not be used.

  • 462.5. Setup:

    • 462.5.a. Each player who is not going first randomly selects one (1) of their three (3) Battlefields. The other two are removed and will not be used for this game. The selected Battlefields are placed between the players before play and will be used for this game.

    • 462.5.b. Turn order alternates teams.

      • 462.5.b.1. The first player will be followed by an opponent, then the first player's teammate, then the first opponent's teammate, and so on.

      • 462.5.b.2. If allies are sitting across from each other, turn order proceeds clockwise as normal.

      • 462.5.b.3. If allies are sitting next to each other, turn order is passed across the table.

  • 462.6. Format: Best of 1. The first team to reach the Victory Score in Points wins the Match.

    • 462.6.a. Teammates win or lose together.

      • 462.6.a.1. If one player Concedes, then the entire team loses.

      • 462.6.a.2. If one player Loses, then the entire team loses.

      • 462.6.a.3. If one player Wins, then the entire team wins.

  • 462.7. First Turn Process: The player going first does not draw a card during their first Draw Phase of the game. The player going last channels an extra Rune from their Rune Deck during their first Channel Phase of the game.

  • 462.8. Unique Rules

    • 462.8.a. Players may play spells during their Teammate's Turn.

    • 462.8.b. Battlefields controlled during the Beginning Phase of a player's turn by that player's teammate are disqualified from being scored by that Team, that turn. Example: A player may not induce their partner to retreat, and then conquer a Battlefield their teammate was controlling.

    • 462.8.c. Control is not shared.

      • 462.8.c.1. Players may not Hide cards at Battlefields controlled by their Teammate.

      • 462.8.c.2. Players may not issue Standard Movement to their Teammate's Units.

    • 462.8.d. Friendly describes controlled Game Objects by a player or their Teammate. Example: "When I am played, ready a friendly unit" could target a player's own Units or their teammate's Units.

    • 462.8.e. Hands are still Private Information.

      • 462.8.e.1. Players are not restricted in what they say to their Teammate, however.

        • 462.8.e.1.a. Feel free to openly communicate, honestly or cryptically.

        • 462.8.e.1.b. Revealing Cards is still a game action and cannot be done unless instructed. See rule 411. Reveal for more information.

    • 462.8.f. The Final Point has an adjustment to the criteria when scoring.

      • 462.8.f.1. When scoring the Final Point from Conquer, a player must Score each Battlefield in the same turn, excepting any that were occupied by their ally during that turn’s Beginning Phase.

      • 462.8.f.2. No other changes to Final Point restrictions.

    • 462.8.g. Teammates may not utilize the same Champion Legend.

    • 462.8.h. Teammates may not utilize the same Battlefields.

649. Conceding

650. A player may concede at any time.

651. When a player concedes, they are removed from the game in progress.

  • 651.1. If only one other player is remaining after a player has conceded, the player remaining Wins.

  • 651.2. If more than one player remains after a concession, follow the steps for the Removal of a Player.

  • 651.3. Removal of a player involves them no longer being able to make choices or otherwise influence the game.

  • 651.4. If the player has Teammates due to the Mode of Play, that player’s Teammates also lose and are removed from the game.

652. If the game continues, follow these steps for Removal of a Player.

  • 652.1. Banish all permanents and runes they currently control and all permanents and runes they own.

  • 652.2. Remove the Battlefield they contributed to the game if it is in use.

    • 652.2.a. If it was in use, replace it with a token battlefield with no abilities.

    • 652.2.b. Any units or hidden cards there do not move and are otherwise unaffected by this process.

    • 652.2.c. If the removed battlefield was applying any continuous effects, those continuous effects immediately cease, which may cause changes in the characteristics of units or hidden cards there. Example: A battlefield reads "Units here have +1 [M]." If that battlefield's owner concedes and the battlefield is removed from the game as a result, units there immediately cease to get +1 [M].

  • 652.3. Remove all cards they own from the game.

  • 652.4. Counter all spells and abilities of all types controlled by the player that has conceded.

  • 652.5. Proceed with the game.

    • 652.5.a. Turn

      • 652.5.a.1. If the removed player was the Turn Player, play proceeds in Turn Order to the next available player in order.
    • 652.5.b. Focus

      • 652.5.b.1. If the removed player had Focus in a Showdown, the next Player in order receives Focus.

      • 652.5.b.2. If the player being removed creates a state where all Players have Passed their Focus, the Showdown ends and play proceeds as necessary, E.G. Combat is resolved or a Cleanup is completed.

    • 652.5.c. Priority

      • 652.5.c.1. If the removed player had Priority during a Chain, the next Player in order receives Priority.

      • 652.5.c.2. If the player being removed creates a state where all Players have passed Priority, then the most recent spell or ability on the Chain will resolve with Priority being re-established as appropriate for the state after the resolution of that spell or ability.

700. Additional Rules

701. Buffs

702. Buffs are objects placed on Units.

  • 702.1. Buffs can be tracked with a buff reminder card from a Riftbound booster pack or with any spare object in your surroundings.

  • 702.2. Buffs can be added or spent.

    • 702.2.a. To Buff a Unit, a player chooses a Unit and then places a buff on it. That Unit is Buffed for as long as the buff remains on it.

    • 702.2.b. Spending a Buff removes a single Buff counter from a Unit.

      • 702.2.b.1. A buff cannot be spent from a Unit that does not have a buff.

      • 702.2.b.2. A player can only spend buffs on units they control.

  • 702.3. There can only be one Buff on a Unit at a time.

    • 702.3.a. If a Buff is added, or instructed to be added, on a Unit that already has a Buff, it is not placed instead.

703. Each Buff individually contributes +1 Might to a Unit.

704. Buffs are Game Objects and may be referenced, counted, or targeted by other effects as specified.

705. If a Unit leaves play, remove all Buffs from it.

  • 705.1. Champions do not retain Buffs in the Champion Zone, even if they return there somehow.

706. Mighty

707. Mighty is a description that applies to some units. Other game effects can check whether a unit is Mighty.

708. A Unit "is Mighty" as long as its Might is 5 or greater.

709. A Unit "becomes Mighty" at the moment its Might changes from being less than 5 to being 5 or greater. Example: A Unit with Might 4 that gets +1 [M] becomes Mighty. Example: A Unit with Might 5 that gets +1 [M] does not become Mighty, because it was already Mighty.

710. Units on the board are evaluated according to their current Might. Example: A unit with a base Might of 3 is targeted by a spell that reads "A unit gets +3 [M] this turn." As that spell resolves, its Might changes from 3 to 6, and it becomes Mighty. When that effect expires at the end of the turn, it will no longer be Mighty.

711. Units in Non-Board Zones are evaluated according to their inherent Might. Example: A unit in the trash is Mighty if its printed Might is 5 or greater. It doesn't matter if there were effects raising or lowering its might while it was on the board.

712. Bonus Damage

713. Bonus Damage is an intrinsic property that can be granted to Deal actions that influence the amount of Damage that the action is distributing.

714. If more than one instance of Bonus Damage is applied or granted to a Deal action, all instances are summed and applied once.

  • 714.1. Bonus Damage can only be a positive value, and can only increase the amount of Damage being distributed.

  • 714.2. If, for any reason, Bonus Damage would be a negative number, then no Bonus Damage is applied to the action.

715. Bonus Damage applies to the total damage Dealt by one instance of the action.

  • 715.1. If the Deal action has a single target, the amount of Damage to that target will be increased by the Bonus Damage granted to it.

  • 715.2. If the Deal action has multiple targets, the amount of Damage dealt to each target is increased by Bonus Damage individually and separately. Example: Singularity is a spell that says “Deal 6 to each of up to two units.” A player plays Singularity while they also control Annie, Fiery, a unit that says “Your spells and abilities deal 1 Bonus Damage.” Singularity deals 1 Bonus Damage to both of its targets, dealing 7 to each.

  • 715.3. If the Deal action Splits damage, then the Bonus Damage applies to the amount of Damage that will be Split. This can alter the number of targets eligible to be chosen. Example: Volibear, Furious is a unit that says in part “When I attack, deal 5 damage split among any number of enemy units here.” A player attacks with Volibear, Furious while they also control Annie, Fiery, a unit that says “Your spells and abilities deal 1 Bonus Damage.” Volibear, Furious now deals 6 damage split among any number of enemy units at its location, and can choose to split that damage among up to 6 units rather than the usual 5.

716. Keywords

717. A Keyword is a specific term that appears on Cards that acts as a shorthand for a specific game effect, or ability of any variety.

  • 717.1. A Keyword can be an ability.

  • 717.2. Keywords can be identified by having a colored highlight behind them.

    • 717.2.a. The color of the highlight has no effect on gameplay.
  • 717.3. Keywords can be referenced or specified by other Game Effects.

    • 717.3.a. Other effects may grant Keywords.

      • 717.3.a.1. The definition and rules of the specific Keyword will determine the behavior if a Keyword is granted while it is already present.

      • 717.3.a.2. The effect that granted the Keyword will specify the duration for which it is granted.

      • 717.3.a.3. If an effect that grants a Keyword does not specify a duration, the duration is as long as that Game Object remains on the Board or in its current Non-Board Zone.

    • 717.3.b. Other effects may remove Keywords.

      • 717.3.b.1. The effect that removed the Keyword will specify the duration it is removed.

      • 717.3.b.2. If an effect that removes a Keyword does not specify a duration, the duration is as long as that Game Object remains on the Board or in its current Non-Board Zone.

718. A card can have any number of Keywords.

719. Similar to other rules text, execute any effects of Keywords in the order listed when reading the card from top to bottom of the rules text.

720. Keyword Glossary

721. Accelerate

  • 721.1. Accelerate is a Unit ability.

    • 721.1.a. Accelerate is functionally short for "As you play me, you may pay [1] and 1 Power as an additional cost. If you do, I enter ready."

      • 721.1.a.1. If the unit has a single domain, the Power portion of the Accelerate cost can be paid only with a Power that matches the domain of the unit.

      • 721.1.a.2. If the unit has no domain or more than one domain, the Power portion of the Accelerate cost can be paid with [A] (a Power of any domain).

  • 721.2. Accelerate is an Optional Additional Cost to be paid as a player plays the unit with the ability.

    • 721.2.a. Accelerate costs cannot be paid while the unit is on the board, only as part of the steps of playing a card.
  • 721.3. Accelerate has no function while on the board.

  • 721.4. Multiple instances of Accelerate are redundant.

  • 721.5. Accelerate, and whether or not a unit has Accelerate, is a characteristic of the Unit and may be checked or referenced by other Game Effects.

  • 721.6. Accelerate influences the state of the unit entering the Board. It does not enter exhausted and then become ready.

    • 721.6.a. Accelerate will not interact with, or trigger, abilities that are affected by units becoming ready.

722. Action

  • 722.1. Action is a Permissive keyword.

    • 722.1.a. It can be present on Spells, Units, Rune Abilities, Legend Abilities or Permanent Abilities.

    • 722.1.b. Action grants the corresponding card or effect permission to be played or activated during Showdowns, even when it is not the Controlling player's turn.

    • 722.1.c. Action is functionally short for the following:

      • 722.1.c.1. On Spells and Units: "This can be played during showdowns on any player's turn."

      • 722.1.c.2. On Rune, Legend, or Permanent Abilities: "This can be activated during showdowns on any player's turn."

  • 722.2. The card or effect with this keyword is not restricted to showdowns. This permission is inclusive of all other timings and options available to the ability as written or by default.

  • 722.3. Action does not alter the function of any instruction of the corresponding card or effect it is on. It is only permission. Example: Playing a Unit with Action still has the inherent restrictions of playing Units without Action. It can only be played to the controlling player's base or a battlefield they control.

  • 722.4. Action is a referenceable characteristic.

    • 722.4.a. Whether or not a Game Object has Action is a characteristic of that Game Object and may be checked or referenced by other Game Effects.

    • 722.4.b. Whether or not a Spell has Action is a characteristic of that Spell and may be checked or referenced by other Game Effects.

    • 722.4.c. Whether or not an Ability has Action is a characteristic of that Ability and may be checked or referenced by other Game Effects.

723. Assault

  • 723.1. Assault is a Passive Ability keyword.

    • 723.1.a. It is present on Units.

    • 723.1.b. Assault is formatted as "Assault [X]".

      • 723.1.b.1. The X is referenced in the functional text of the ability.

      • 723.1.b.2. The X is referred to as the Assault Value.

      • 723.1.b.3. If X is omitted, it is presumed to be 1.

    • 723.1.c. It is functionally short for "While I am an attacker, I have +X [M]."

    • 723.1.d. Being an attacker means the Unit has gained the Attacker designation during Combat. See rule 433. Combat for more information.

      • 723.1.d.1. Assault remains in effect as long as the Unit maintains the Attacker designation.
  • 723.2. If a Unit has Assault or has been granted Assault and is granted Assault by an additional source, the Assault Value of all granted Assault keywords is summed. Example: Petty Officer has Assault. It is chosen as the target of Cleave, which says "Give a unit [Assault 3] this turn." After Cleave resolves, Petty Officer has Assault 4 this turn.

  • 723.3. Assault, and whether or not a unit has Assault, is a characteristic of the Unit and may be checked or referenced by other Game Effects.

724. Deathknell

  • 724.1. Deathknell is a Triggered Ability keyword.

    • 724.1.a. It is present on Permanents.

    • 724.1.b. It is formatted as "Deathknell — [Effect]".

      • 724.1.b.1. [Effect] is the rules text for the specific instance of Deathknell. This is referred to as the Deathknell effect.
    • 724.1.c. It is functionally short for "When I die, [Effect]."

      • 724.1.c.1. [Effect] is the rules text of the Deathknell effect.
    • 724.1.d. The Trigger for this effect is the Permanent being Killed and sent to the Trash.

      • 724.1.d.1. If the Permanent with the effect is not sent to the Trash, for example because its "killed" event was replaced with a recall, the Deathknell will not occur.
  • 724.2. Each instance of Deathknell a Permanent may have will trigger separately.

    • 724.2.a. The controller will choose the order to add these Triggers to the chain.
  • 724.3. Deathknell, and whether or not a permanent has Deathknell, is a characteristic of the permanent and may be checked or referenced by other Game Effects.

725. Deflect

  • 725.1. Deflect is a Passive Ability keyword.

    • 725.1.a. It is present on Permanents.

    • 725.1.b. It is formatted as "Deflect [X]".

      • 725.1.b.1. The X is referenced in the functional text of the ability.

      • 725.1.b.2. The X is referred to as the Deflect Value.

      • 725.1.b.3. If X is omitted, it is presumed to be 1.

    • 725.1.c. It is functionally short for "Spells and abilities an opponent controls that choose me cost an amount of Power equal to [Deflect Value] more to play as an additional cost."

      • 725.1.c.1. The Power used to pay this cost may always be of any Domain. Example: A Fury spell targets an Order unit with Deflect. The Power used to pay the Deflect cost can be any Domain; it does not need to match the Domain of the spell or the target.
    • 725.1.d. It is an effect that imposes a Mandatory Additional Cost on Spells and Abilities that choose the permanent that has this ability. See rule 346. Playing Cards for more information.

  • 725.2. If a Unit has Deflect, or has been granted Deflect, and is granted Deflect by an additional source, the Deflect Value of all granted Deflect keywords is summed.

  • 725.3. Deflect, and whether or not a permanent has Deflect, is a characteristic of the permanent and may be checked or referenced by other Game Effects.

726. Ganking

  • 726.1. Ganking is a Passive Ability keyword.

    • 726.1.a. It is present on Units.

    • 726.1.b. It is functionally short for "I may move to a battlefield from another battlefield."

    • 726.1.c. It is a passive ability that adds permissions to the Unit's Standard Move.

      • 726.1.c.1. It does not restrict or remove options from the Unit's Standard Move.

      • 726.1.c.2. It does not have an activation cost.

      • 726.1.c.3. It does not give additional abilities or activations of Movement, only new options for the Standard Move.

  • 726.2. Multiple instances of Ganking are redundant.

  • 726.3. Ganking, and whether or not a unit has Ganking, is a characteristic of the Unit and may be checked or referenced by other Game Effects.

727. Hidden

  • 727.1. Hidden is a keyword that acts as a prerequisite to perform the Hide Discretionary Action.

    • 727.1.a. It is present on Spells, Units, and Gear.

    • 727.1.b. It is functionally short for "While this card is in your hand or in the Champion Zone on your turn during an Open State, you may pay [A] to hide this facedown at a battlefield you control that doesn't already have a facedown card hidden there for as long as you control that battlefield. Beginning on the next turn, this gains [Reaction] and you may play this, ignoring its base cost."

    • 727.1.c. It allows the player to take the Discretionary Action Hide.

      • 727.1.c.1. Hide is not a subset of Play.

      • 727.1.c.2. Hiding a card does not open a chain.

      • 727.1.c.3. Playing a card from facedown (or "from Hidden") does open a chain.

    • 727.1.d. Some choices made while playing a card from Hidden are restricted to the battlefield where it was hidden. A card cannot be played from Hidden if it is a spell with no valid targets under these restrictions. See rule 352.5. Targeting for more information.

      • 727.1.d.1. A hidden unit must be played to that battlefield.

      • 727.1.d.2. If a hidden spell or a play effect of a hidden permanent chooses any targets, those targets must be chosen from among options at that battlefield, unless the ability explicitly restricts targeting in a way that makes this impossible. Example: Blastcone Fae is a unit with Hidden and “When you play me, give a unit -2 [M] this turn, to a minimum of 1 [M].” Because this is a play effect, its target must be chosen from among units at the same battlefield if Blastcone Fae was played from Hidden. Example: Tideturner is a unit with Hidden and “When you play me, you may choose a unit you control at another location. Move me to its location and it to my original location.” Because its play ability has a targeting restriction that can never be fulfilled by a unit at its battlefield, its target may be chosen freely from among the available options.

      • 727.1.d.3. If a hidden spell or a play effect of a hidden permanent causes you to play a unit, you must choose to play that unit at that battlefield.

  • 727.2. Abilities and instructions of hidden cards other than the choices listed above function as normal. Example: Stand United is a spell that has Hidden and says “Buff a friendly unit. Buffs give an additional +1 might to friendly units this turn.” If it’s played from Hidden, the first part of its ability must choose a friendly unit at the same battlefield, but the second part of its ability affects all friendly units with buffs, no matter where they are.

  • 727.3. Instead of being hidden, a card with Hidden may be played for its cost as normal, at its normal timing with no restrictions on targeting.

  • 727.4. Multiple instances of Hidden are redundant.

  • 727.5. Hidden, and whether or not a card has Hidden, is a characteristic of the card and may be checked or referenced by other Game Effects.

    • 727.5.a. This is independent of the state of being facedown.
  • 727.6. A card that is Hidden gains Reaction while facedown, and may be played any time a card with Reaction may be played as a result.

    • 727.6.a. The property is granted to the card in its facedown state, and is not publicly known.

728. Legion

  • 728.1. Legion is a Conditional Keyword.

    • 728.1.a. It can be present on Spells, Units, Rune Abilities, Legend Abilities and Permanent Abilities.

    • 728.1.b. It is formatted as "Legion — [Text]".

    • 728.1.c. Starting from the Keyword to the end of the clause, the entire statement is the Legion Ability.

      • 728.1.c.1. On spells and on play effects of permanents, it is functionally short for “If you have played another Main Deck card before this one already this turn, apply [Text].”

      • 728.1.c.2. On other abilities and instructions, it is functionally short for “If you have played a Main Deck card this turn, apply [Text].”

      • 728.1.c.3. This is called the Legion condition.

      • 728.1.c.4. Legion's conditional can apply to passive abilities, activated abilities, spell instructions, or even abilities active in zones outside of the board.

  • 728.2. All instances of Legion on cards a player controls are satisfied by that player playing a single card. Example: One card has three different Legion Abilities. The Legion Text of all three abilities apply as long as one card has been played by the card's controller earlier in the same turn.

  • 728.3. Legion, and whether or not a card has Legion, is a characteristic of the card and may be checked or referenced by other Game Effects.

729. Reaction

  • 729.1. Reaction is a Permissive keyword.

    • 729.1.a. It can be present on Spells, Units, Rune Abilities, Legend Abilities and Permanent Abilities.

    • 729.1.b. Reaction grants the corresponding card or effect all abilities and permissions of Action.

    • 729.1.c. Reaction, additionally, is functionally short for the following:

      • 729.1.c.1. On Spells: "This can be played during Closed States on any player's turn."

      • 729.1.c.2. On Units: "This can be played during Closed States on any player's turn."

      • 729.1.c.3. On Rune, Legend, or Permanent Abilities: "This can be activated during Closed States on any player's turn."

  • 729.2. The corresponding card or effect with this keyword is not restricted to Closed States or Showdowns. This permission is inclusive of all other timings and options available to the ability as written, Action's permissions, or by default.

  • 729.3. Reaction does not alter the function of any instruction of the Card, Rune, or Effect it is on. It is only Permission.

    • 729.3.a. Playing Units with Reaction still has the inherent restrictions of playing Units without Reaction. It can only be played to the controlling player's base or a battlefield they control.
  • 729.4. Reaction is a referencable characteristic.

    • 729.4.a. Whether or not a Game Object has Reaction is a characteristic of that Game Object and may be checked or referenced by other Game Effects.

    • 729.4.b. Whether or not a Spell has Reaction is a characteristic of that Spell and may be checked or referenced by other Game Effects.

    • 729.4.c. Whether or not an Ability has Reaction is a characteristic of that Ability and may be checked or referenced by other Game Effects.

730. Shield

  • 730.1. Shield is a Passive Ability keyword.

    • 730.1.a. It is present on Units.

    • 730.1.b. Shield is formatted as "Shield [X]".

      • 730.1.b.1. The X is referenced in the functional text of the ability.

      • 730.1.b.2. The X is referred to as the Shield Value.

      • 730.1.b.3. If X is omitted, it is presumed to be 1.

    • 730.1.c. It is functionally short for "While I am a defender, I have +X [M]."

    • 730.1.d. Being a defender means the Unit has gained the Defender designation during Combat. See rule 433. Combat for more information.

      • 730.1.d.1. Shield remains in effect as long as the Unit maintains the Defender designation.
  • 730.2. If a Unit has Shield, or has been granted Shield, and is granted Shield by an additional source, the Shield Value of all granted Shield keywords is summed. Example: Stalwart Poro has Shield. It is chosen as the target of Block, which says "Give a unit [Shield 3] and [Tank] this turn." After Block resolves, Stalwart Poro has Shield 4 this turn.

  • 730.3. Shield, and whether or not a unit has Shield, is a characteristic of the Unit and may be checked or referenced by other Game Effects.

731. Tank

  • 731.1. Tank is a Passive Ability keyword.

    • 731.1.a. It is present on Units.

    • 731.1.b. It is functionally short for "I must be assigned lethal damage before any other unit with the same controller as me that does not have [Tank] during combat resolution."

    • 731.1.c. It alters how players can elect to assign combat damage during combat.

      • 731.1.c.1. Players must still assign lethal damage to a unit before moving to the next when assigning their damage.

      • 731.1.c.2. If more than one unit with Tank is present with the same controller in Combat, damage may be assigned to any of them. Units without Tank are invalid assignments until all units with Tank have lethal damage assigned to them.

  • 731.2. Multiple instances of Tank are redundant.

  • 731.3. Tank, and whether or not a unit has Tank, is a characteristic of the Unit and may be checked or referenced by other Game Effects.

732. Temporary

  • 732.1. Temporary is a Triggered Ability keyword.

    • 732.1.a. It is present on Permanents.

    • 732.1.b. It is functionally short for "At the start of this permanent's controller's Beginning Phase, before scoring, kill this."

    • 732.1.c. The Trigger Condition is the controller of the permanent's Beginning Phase occurring.

  • 732.2. Multiple instances of Temporary are redundant.

  • 732.3. Temporary, and whether or not a permanent has Temporary, is a characteristic of the permanent and may be checked or referenced by other Game Effects.

733. Vision

  • 733.1. Vision is a Triggered Ability keyword.

    • 733.1.a. It is present on Permanents.

    • 733.1.b. It is functionally short for "When this is played, look at the top card of your Main Deck. You may recycle it."

    • 733.1.c. The trigger is the permanent entering the Board.

  • 733.2. Multiple instances of Vision trigger separately.

    • 733.2.a. The player may choose to recycle or not recycle for each instance of Vision separately.

    • 733.2.b. If the player does not recycle the top card and nothing else happens in between the triggers resolving, each instance of Vision will see the same card.

  • 733.3. Vision, and whether or not a permanent has Vision, is a characteristic of the permanent and may be checked or referenced by other Game Effects