[{"data":1,"prerenderedAt":1411},["ShallowReactive",2],{"keywords":3,"keyword-gaps":1277},{"generatedAt":4,"sources":5,"keywords":146},"2026-11-03T02:19:01.811Z",[6,13,19,25,31,37,47,54,60,68,74,80,86,92,98,104,110,116,122,128,134,140],{"slug":7,"title":8,"url":9,"updated":10,"sets":11},"usurp-the-shadow-throne","Usurp the Shadow Throne","https:\u002F\u002Ffabtcg.com\u002Frules-and-policy-center\u002Frelease-notes\u002Fusurp-the-shadow-throne\u002F",null,[12],"IAR",{"slug":14,"title":15,"url":16,"updated":10,"sets":17},"mastery-pack-warrior","Mastery Pack Warrior","https:\u002F\u002Ffabtcg.com\u002Frules-and-policy-center\u002Frelease-notes\u002Fmastery-pack-warrior\u002F",[18],"MPW",{"slug":20,"title":21,"url":22,"updated":10,"sets":23},"omens-of-the-third-age","Omens of the Third Age","https:\u002F\u002Ffabtcg.com\u002Frules-and-policy-center\u002Frelease-notes\u002Fomens-of-the-third-age\u002F",[24],"OMN",{"slug":26,"title":27,"url":28,"updated":10,"sets":29},"compendium-of-rathe","Compendium of Rathe","https:\u002F\u002Ffabtcg.com\u002Frules-and-policy-center\u002Frelease-notes\u002Fcompendium-of-rathe\u002F",[30],"PEN",{"slug":32,"title":33,"url":34,"updated":10,"sets":35},"super-slam","Super Slam","https:\u002F\u002Ffabtcg.com\u002Frules-and-policy-center\u002Frelease-notes\u002Fsuper-slam\u002F",[36],"SUP",{"slug":38,"title":39,"url":40,"updated":41,"sets":42},"mastery-pack-guardian-smash-palace","Mastery Pack: Guardian + Smash Palace","https:\u002F\u002Ffabtcg.com\u002Frules-and-policy-center\u002Frelease-notes\u002Fmastery-pack-guardian-smash-palace\u002F","August 8, 2025",[43,44,18,45,46],"MPA","MPG","SMP","SPW",{"slug":48,"title":49,"url":50,"updated":51,"sets":52},"high-seas","High Seas","https:\u002F\u002Ffabtcg.com\u002Frules-and-policy-center\u002Frelease-notes\u002Fhigh-seas\u002F","June 6 2025",[53],"SEA",{"slug":55,"title":56,"url":57,"updated":10,"sets":58},"the-hunted","The Hunted","https:\u002F\u002Ffabtcg.com\u002Frules-and-policy-center\u002Frelease-notes\u002Fthe-hunted\u002F",[59],"HNT",{"slug":61,"title":62,"url":63,"updated":10,"sets":64},"rosetta-1st-strike","Rosetta + 1st Strike","https:\u002F\u002Ffabtcg.com\u002Frules-and-policy-center\u002Frelease-notes\u002Frosetta-1st-strike\u002F",[65,66,67],"AUR","ROS","TER",{"slug":69,"title":70,"url":71,"updated":10,"sets":72},"part-the-mistveil","Part the Mistveil","https:\u002F\u002Ffabtcg.com\u002Frules-and-policy-center\u002Frelease-notes\u002Fpart-the-mistveil\u002F",[73],"MST",{"slug":75,"title":76,"url":77,"updated":10,"sets":78},"heavy-hitters","Heavy Hitters","https:\u002F\u002Ffabtcg.com\u002Frules-and-policy-center\u002Frelease-notes\u002Fheavy-hitters\u002F",[79],"HVY",{"slug":81,"title":82,"url":83,"updated":10,"sets":84},"bright-lights-round-the-table","Bright Lights + Round the Table","https:\u002F\u002Ffabtcg.com\u002Frules-and-policy-center\u002Frelease-notes\u002Fbright-lights-round-the-table\u002F",[85],"EVO",{"slug":87,"title":88,"url":89,"updated":10,"sets":90},"dusk-till-dawn","Dusk till Dawn","https:\u002F\u002Ffabtcg.com\u002Frules-and-policy-center\u002Frelease-notes\u002Fdusk-till-dawn\u002F",[91],"DTD",{"slug":93,"title":94,"url":95,"updated":10,"sets":96},"outsiders","Outsiders","https:\u002F\u002Ffabtcg.com\u002Frules-and-policy-center\u002Frelease-notes\u002Foutsiders\u002F",[97],"OUT",{"slug":99,"title":100,"url":101,"updated":10,"sets":102},"dynasty","Dynasty","https:\u002F\u002Ffabtcg.com\u002Frules-and-policy-center\u002Frelease-notes\u002Fdynasty\u002F",[103],"DYN",{"slug":105,"title":106,"url":107,"updated":10,"sets":108},"uprising","Uprising","https:\u002F\u002Ffabtcg.com\u002Frules-and-policy-center\u002Frelease-notes\u002Fuprising\u002F",[109],"UPR",{"slug":111,"title":112,"url":113,"updated":10,"sets":114},"everfest","Everfest","https:\u002F\u002Ffabtcg.com\u002Frules-and-policy-center\u002Frelease-notes\u002Feverfest\u002F",[115],"EVR",{"slug":117,"title":118,"url":119,"updated":10,"sets":120},"tales-of-aria","Tales of Aria","https:\u002F\u002Ffabtcg.com\u002Frules-and-policy-center\u002Frelease-notes\u002Ftales-of-aria\u002F",[121],"ELE",{"slug":123,"title":124,"url":125,"updated":10,"sets":126},"monarch","Monarch","https:\u002F\u002Ffabtcg.com\u002Frules-and-policy-center\u002Frelease-notes\u002Fmonarch\u002F",[127],"MON",{"slug":129,"title":130,"url":131,"updated":10,"sets":132},"crucible-of-war","Crucible of War","https:\u002F\u002Ffabtcg.com\u002Frules-and-policy-center\u002Frelease-notes\u002Fcrucible-of-war\u002F",[133],"CRU",{"slug":135,"title":136,"url":137,"updated":10,"sets":138},"arcane-rising","Arcane Rising","https:\u002F\u002Ffabtcg.com\u002Frules-and-policy-center\u002Frelease-notes\u002Farcane-rising\u002F",[139],"ARC",{"slug":141,"title":142,"url":143,"updated":10,"sets":144},"welcome-to-rathe","Welcome to Rathe","https:\u002F\u002Ffabtcg.com\u002Frules-and-policy-center\u002Frelease-notes\u002Fwelcome-to-rathe\u002F",[145],"WTR",[147,153,161,172,180,195,222,229,242,247,257,269,285,295,303,312,322,333,344,354,368,378,388,394,402,410,418,427,437,446,455,464,472,486,495,509,520,530,538,550,564,575,596,604,613,624,634,643,654,668,675,684,693,706,714,721,729,740,752,773,781,790,798,806,819,828,838,848,859,866,877,890,902,911,920,930,939,949,957,964,974,984,993,1006,1014,1024,1045,1055,1065,1078,1085,1095,1102,1123,1130,1138,1145,1153,1166,1177,1188,1196,1208,1216,1227,1250,1266],{"name":148,"text":149,"rulings":152,"src":135},"‘Non-attack’ action cards matter",[150,151],"There are multiple cards in Arcane Rising that reference or care about ‘non-attack’ action cards. A ‘non-attack’ action card is any card with card-type action that does not have sub-type attack.","Card-type and sub-type can be found center bottom of a card. A card’s sub-types are everything that comes after the hyphen in the card type box. For example Generic Action – Attack.",[],{"name":154,"text":155,"rulings":157,"src":105},"Affliction",[156],"An affliction enters the arena under an opposing hero’s control",[158,159,160],"If an object with subtype affliction enters the arena, it enters the arena under the control of an opposing hero to the player that owns the card.","When the control of an object changes, it does not change the owner of an object.","When an object would be sent to the graveyard, it is sent to the owner’s graveyard regardless of the current controller.",{"name":162,"text":163,"rulings":164,"src":55},"Agent of Chaos",[],[165,166,167,168,169,170,171],"The Hunted features a new category of cards called Agent of Chaos, which support Arakni, Marionette | Arakni, Web of Deceit.","There are 6 total unique Agent of Chaos cards. Each is identified by the tag “Agent of Chaos” printed below their name box.","Each Agent of Chaos card features a number 1 through 6 (as Roman numerals in English language product). Players can select a random Agent of Chaos by rolling a six-sided dice and becoming the Agent of Chaos with the corresponding number. Choosing a random Agent of Chaos this way does not count as rolling a dice for effects that consider or modify dice-rolls. Players can also use an equivalent method of randomization, as long as it meets tournament guidelines.","When playing as Arakni, Marionette | Arakni, Web of Deceit, you are required to have a physical copy of all 6 unique Agent of Chaos cards to play the hero. The corresponding card must be used to represent your hero if you become an Agent of Chaos.","When registering Arakni, Marionette | Arakni, Web of Deceit on your card-pool registration sheet, the Agents of Chaos do not need to be in your card-pool \u002F inventory.","When you become an Agent of Chaos, effects that apply to your hero persist (especially the Marked condition), and your life total remains the same.","Each Agent of Chaos has a life property that is represented by an * which is the base hero’s printed life value.",{"name":173,"text":174,"rulings":176,"src":81,"cards":179},"Ambush",[175],"While this is in your arsenal, you may defend with it.",[177,178],"Ambush is a static-ability keyword.","Ambush allows you to defend with the card from arsenal, but only if defending with it would otherwise be legal.",[173],{"name":181,"text":182,"rulings":184,"src":69,"cards":190},"Amp",[183],"The next time you would deal arcane damage this turn, instead deal that much plus 1.",[185,186,187,188,189],"Amp is an effect keyword.","Amp generates a replacement effect that applies to any one event of arcane damage that the player controls. This can include arcane damage events that are generated from actions, weapons (e.g. Kraken’s Aethervein), heroes (e.g. Brainstorm), etc.","If an effect would deal 0 arcane damage, it’s the same as no effect occurring, and therefore Amp does not apply to it.","For cards with an effect that deals arcane damage to multiple heroes\u002Fallies (e.g. Forked Lightning, Singe, Aether Arc), amp will only increase the damage dealt by the first arcane damage event from the effect. For example, if you target two different heroes with Forked Lightning, Forked Lightning’s effect will result in two arcane damage events. Amp will apply to the first arcane damage event against one of the targeted heroes, but will not apply to the other arcane damage event against the other hero.","If you have a melded split card that has an effect that deals arcane damage on each half of the card (e.g. Comet Storm||Shock), amp will be applied to the first available arcane damage event from that layer after the amp replacement effect has been generated. If an amp effect is active before the melded split card’s layer resolves for the first time, then that amp will apply to the arcane damage event produced by effect on the right side of the card. Similarly, if an amp effect is active before the melded split card’s layer resolves for the second time, then that amp replacement effect will apply to the arcane damage event produced by effect on the left side of the card.",[191,192,193,194],"Amp 1","Amp 2","Amp 3","Amp X",{"name":196,"text":197,"rulings":199,"src":135,"cards":217},"Arcane Barrier",[198],"is one of the most common ways to prevent arcane damage. If you would be dealt arcane damage you may pay X{r} instead to prevent X arcane damage that source will deal.",[200,201,202,203,204,205,206,207,208,209,210,211,212,213,214,215,216],"You can have multiple instances of arcane barrier.","You can only prevent one arcane damage per arcane barrier per source.","You can prevent arcane damage you do to yourself.","Players cannot respond to the prevention.","To fully prevent a card dealing 3 arcane damage, you would require 3 arcane barrier and 3 resources to prevent it. To fully prevent 3 Runechant tokens (3 instances of 1 damage). You would require 1 arcane barrier and 3 resources to prevent it.","Preventing arcane damage does not destroy the equipment with arcane barrier (unless otherwise specified).","Arcane barrier is a replacement effect. It does not use the chain. Players cannot respond to the prevention.","Each source of arcane barrier can replace damage 1 time per source. To fully prevent a card dealing 3 arcane damage, you would require arcane barrier 3 and 3 resources to prevent it. To fully prevent 3 Runechant tokens (3 instances of 1 damage). You would require arcane barrier 1 and 3 resources to prevent it.","If a card has Arcane Barrier 2, you must pay the full two resources even if it only prevents one damage. You cannot choose to pay one resource to prevent one damage.","You can have multiple instances of arcane barrier, for example Nullrune Hood, Nullrune Cloak, and Nullrune Gloves.","Arcane barrier can be used every time you would be dealt arcane damage. It’s not limited to once per turn.","Each instance of arcane barrier you control can be used 1 time only, each time a source would deal arcane damage to you. For example if a source would deal 5 arcane damage to you, and you control two cards with arcane barrier 1, you will in total be able to prevent 2 arcane damage this source would deal to you.","To fully prevent a card dealing 3 arcane damage, you would require 3 arcane barrier and 3 resources to prevent it. To fully prevent the arcane damage from 3 Runechant tokens (3 instances of 1 damage), you would require 1 arcane barrier and 3 resources to prevent it.","A equipment with arcane barrier does not move to the chain when arcane barrier is used.","You can prevent arcane damage you would deal to yourself.","Players cannot respond to the prevention. Arcane barrier is a replacement effect, not an activated or triggered ability.","To fully prevent a card dealing 3 arcane damage, you would require 3 arcane barrier and 3 resources to prevent it. To fully prevent 3 runechant tokens (3 instances of 1 damage from difference sources). You would require 1 arcane barrier and 3 resources to prevent it.",[218,219,220,221],"Arcane Barrier 1","Arcane Barrier 2","Arcane Barrier 3","Arcane Barrier X",{"name":223,"text":224,"rulings":226,"src":135},"Arcane Damage",[225],"Arcane damage is a new form of dealing damage that is introduced in Arcane Rising. It is primarily dealt by spellcasters and requires unique ways for the opponent to prevent the damage.",[227,228],"Arcane damage cannot be defended using the defense value of cards in hand or with defense reactions.","Arcane damage must be prevented with arcane barrier (more details below) or cards that specify preventing arcane damage or (any) damage.",{"name":230,"text":231,"rulings":233,"src":61,"cards":240},"Arcane Shelter X",[232],"If you would be dealt arcane damage, destroy this to prevent X of that damage.",[234,235,236,237,238,239],"Arcane Shelter is a static ability that generates a fixed-prevention effect.","The amount of arcane damage prevented by this ability’s prevention effect is determined by the number directly following the arcane shelter keyword.","The prevention effect is not optional. It applies whenever arcane damage would be dealt to your hero.","If another prevention effect reduces a damage event to 0, the replacement condition is no longer met (damage would not be dealt), so arcane shelter will not apply.","The prevention amount applies to a single arcane damage event. The leftover prevention amount does not apply to any future damage that would be dealt to your hero.","If the damage prevention can not be applied due to an effect, the object with arcane shelter on it is still destroyed as part of the replacement effect application (similar to Ward).",[241],"Arcane Shelter 1",{"name":243,"text":244,"rulings":245,"src":32},"Aura of Suspense",[],[246],"Aura of Suspense is a thematic representation of an object with the Aura subtype in its type box and with the “suspense” keyword in its text box.",{"name":248,"text":249,"rulings":251,"src":87,"cards":256},"Awaken",[250],"Flip it.",[252,253,254,255],"Awaken is a discrete effect keyword.","To awaken a double-sided card, you flip it so its back-face becomes its active face.","You can not awaken a single-sided card, or a double-sided card that already has its back-face active.","When the back-face becomes active on a double-sided card, the card is considered to have all of the properties on that back-face, and no longer has the properties of its front-face.",[248],{"name":258,"text":259,"rulings":261,"src":141,"cards":268},"Battleworn",[260],"Equipment that wear down after each time they are used to defend. If you defend with a card with Battleworn, put a -1{d} counter on it when the combat chain closes.",[262,263,264,265,266,267],"When you defend with a card it remains on the combat chain until the chain closes, therefore you cannot defend with an equipment multiple times on the same combat chain.","A -1{d} counter stays on the card until the card is destroyed or the game ends.","If the defense of a card that is defending is below zero, its defense value is considered to be zero.","When this card is destroyed, it is sent to your graveyard. (Not when it has 0{d})","When this card is destroyed, it is sent to your graveyard.","If the defense of a card that is defending is below zero, calculate as if its defense is zero.",[258],{"name":270,"text":271,"rulings":273,"src":7,"cards":284},"Binds",[272],"to an ally permanent you control.",[274,275,276,277,278,279,280,281,282,283],"Bind is a static effect keyword.","When a card with bind (the binding-card) becomes a permanent in the arena you must choose another card that matches the bind description to bind to (the bound-card). The binding-card is bound to the bound-card for as long as both cards exist.","If a card with bind becomes a permanent in the arena and there are no valid cards to bind it to, it is cleared as a game state action.","If a card with bind is played, you choose at the time it resolves and moves into the arena. If a card with bind is simply put into the arena, you choose at the time it is put there.","When the bound-card ceases to exist (e.g. leaves the arena), all of its binding-cards are cleared as a game state action.","If a binding-card loses its abilities, it is still considered bound to the bound-card.","If a card enters the arena without the bind ability (and is unbound), and then gains the bind ability, you choose the bound-card as though it had just entered the arena.","A binding-card is not a sub-card under the bound-card – it is a permanent of its own right and can be targeted as such.","A binding-card must be placed adjacent to the bound-card to avoid confusion about which card it is bound to. It may be partially under the bound-card, as long as it is not confused with any sub-cards.","A card with bind is not considered to be a defending card even if the ally it is bound to is the target of an attack.",[270],{"name":286,"text":287,"rulings":289,"src":141,"cards":293},"Bladebreak",[288],"Equipment that are fragile and break after being used to defend. If you defend with a card with Blade Break, destroy it when the combat chain closes.",[262,266,290,291,292],"The ability becomes a layer on the chain when the combat chain closes.","The Blade Break ability becomes a layer on the chain when the combat chain closes.","The ability goes on the stack when the combat chain closes.",[294],"Blade Break",{"name":296,"text":297,"rulings":298,"src":81},"Block",[],[299,300,301,302],"Block is a type.","Block cards can not be played.","Block cards can not defend from arsenal, unless otherwise specified.","Block cards are not defense reactions. They are declared as defending cards as if they were any other type of card with a defense value during the defense step of combat. Defense reactions are played during the reaction step of combat.",{"name":304,"text":305,"rulings":307,"src":123,"cards":311},"Blood Debt",[306],"Blood Debt is a new keyword existing on Shadow cards. Shadow cards can inflict a loss of life to access a greater power. At the end of your turn, you lose 1{h} for each blood debt card in your banished zone.",[308,309,310],"You only lose life at the end phase. Players do not have priority during the end phase.","If you have multiple cards with blood debt, you lose 1{h} for each instance of blood debt at the end of turn.","Only face-up cards banished with blood debt counts and will lose you {h}. Face-down banished cards have no effects or stats.",[304],{"name":313,"text":314,"rulings":316,"src":135,"cards":321},"Boost",[315],"Boost is a Mechnologist mechanic that allows a Mechanologist attack action card to gain go again if a Mechanologist card is banished from the top of the deck as an additional cost to play the card.",[317,318,319,320],"You choose if you want to boost or not at the time you play the card.","You may only boost once per instance of boost.","Boost is an additional cost. You choose if you want to boost or not at the time you play the card.","You are considered to have boosted regardless of whether the boost was successful or not.",[313],{"name":323,"text":324,"rulings":326,"src":117,"cards":329},"Channel",[325],"Channel is a new keyword that uses Element cards to maintain a powerful aura that requires a larger commitment each turn to maintain the channel.",[327,328],"Cards with the keyword ‘Fusion’ are not classified as their respective element. E.g a card with Lightning Fusion is not considered to be a Lightning card. Therefore cannot be used to pay the cost of ‘Channel’.","You choose the order of the cards you put on the bottom of your deck. The cards that are put to the bottom are open information to your opponent while the order of the cards are hidden information from your opponent.",[330,331,332],"Channel Earth","Channel Ice","Channel Lightning",{"name":334,"text":335,"rulings":337,"src":123,"cards":343},"Charge",[336],"Charge is a new keyword that exist on Light Warrior attacks. This showcases Boltyn’s eagerness to engage in battle and charge his soul in the process. As an additional cost to playing a card with charge you may put a card from your hand into your hero’s soul. This would turn on powerful effects that care about if you have charged this turn. (You may elect to not pay the additional cost of charge – however this would mean you did not charge.)",[338,339,340,341,342],"Charging is optional. You may play the card without charging.","You may only charge up to one card unless otherwise specified.","A card may not charge itself. (You cannot put the card you are playing, into your hero’s soul as a part of its own cost)","The charged card is put face up under your hero.","You are only considered to have charged if a card goes into your hero’s soul from a card with charge. Having a card go into your hero’s soul from another method is not the same.",[334],{"name":345,"text":346,"rulings":348,"src":69},"Chi",[347],"Mystic Resource – Chi",[349,350,351,352,353],"Chi is a subtype keyword.","Resource cards with the subtype Chi can be pitched to gain {c} (chi points) which can be used to pay for {c} costs or {r} costs.","When paying resource costs, any {c} the player has is used first before any {r} the player has. After using all available {c} and {r}, if additional {r} are required to fulfil the asset cost of playing a card, cards may be pitched as normal.","Players lose any remaining {c} they have at the end of each turn at the same time they would lose their remaining {r} and action points.","Effects that increase or decrease {r} costs do not modify the {c} costs.",{"name":355,"text":356,"rulings":358,"src":75,"cards":367},"Clash",[357],"Clashing heroes reveal the top card of their deck. The hero that reveals the card with greatest {p} wins.",[359,360,361,362,363,364,365,366],"Clash is an effect keyword.","Effects that modify {p} values of cards in your deck are considered when clashing (e.g. Kayo, Mutated Mass, etc.)","If you win a clash, the opponent is considered to have failed to win the clash.","If no one wins a clash, you’re both considered to have failed to win the clash.","If both you and the opponent reveal a card with the same {p}, no one wins the clash.","If both you and the opponent reveal a card without {p} and\u002For don’t reveal any card, no one wins the clash.","If you reveal a card with {p} and the opponent reveals a card without {p}, you win the clash.","If you reveal a card with {p} and the opponent doesn’t reveal any card, you win the clash.",[355],{"name":369,"text":370,"rulings":372,"src":69,"cards":377},"Cloaked",[371],"Equip this face-down.",[373,374,375,376],"Cloaked is an ability keyword.","Cloaked is a game rule that changes how permanents are equipped. Cards with Cloaked that are equipped are placed face-down in the appropriate zone.","Unless otherwise stated by the abilities themselves, abilities are not functional and cannot be activated\u002Ftriggered\u002Fused while the equipment is face-down (e.g. Ward).","If any Equipment with the Cloaked keyword remains equipped face-down through the end of the game, opponents in the game\u002Ftournament staff\u002Fjudges at the event may ask its owner to reveal those face-down equipment cards. If asked, owners must turn the equipment face-up to allow the requesting party to validate the equipment card and the equipment zone its equipped to.",[369],{"name":379,"text":380,"rulings":382,"src":141,"cards":387},"Combo",[381],"A ninja mechanic that showcases the power of playing multiple attacks in a perfect sequence. Combo cares about the last (previous) attack that was played in the combat chain.",[383,384,385,386],"The last attack does not have to have hit for combo to be active.","Only the name of the last attack matters, other variables such as the pitch cost does not matter.","You may still play the attack even if combo isn’t active.","The last attack does not have to have hit.",[379],{"name":389,"text":390,"rulings":391,"src":48},"Companion",[],[392,393],"Companion is a type keyword.","A Companion is a new type that will represent allies that start the game in play. When paired with an off-hand subtype, the Companion must be equipped to a weapon slot to start in play.",{"name":395,"text":396,"rulings":398,"src":99},"Construct",[397],"Constructs resolve flipped as a permanent in the arena.",[399,400,401],"If a card with the subtype construct resolves as a layer on the stack, it enters the arena flipped.","The card face with the subtype construct is considered the front-face for a double-faced card (DFC).","When a DFC construct is put into a zone other than the stack or the arena, it becomes a new object, and resets to using the front-face to determine its properties (e.g. when it is sent to the graveyard, a DFC will revert to being a construct again)",{"name":403,"text":404,"rulings":405,"src":99,"cards":409},"Contract",[],[406,407,408],"Contract is both a label keyword and an effect keyword. As a label keyword it represents a static ability that generates a continuous effect and a triggered effect. As an effect keyword it is a continuous effect.","When a player is contracted, they are given a set of instructions to complete. If they perform those instructions, they are considered to have completed the contract.","Unless otherwise specified, contracts can be completed any number of times while they are active. For most cards, this means while the card is face-up in the arena on the combat chain and not defending.",[403],{"name":411,"text":412,"rulings":414,"src":81,"cards":417},"Crank",[413],"As this enters the arena, you may remove a steam counter from it. If you do, gain an action point.",[415,416],"Crank is a static-ability keyword.","You can only gain action points during your own action phase. You may still Crank an item and remove a steam counter, but you do not gain the action point if it isn’t during your action phase.",[411],{"name":419,"text":420,"rulings":422,"src":141,"cards":426},"Crush",[421],"A guardian mechanic that showcases the strength of the guardian. When an attack with crush deals 4 or more damage to a hero, an effect is applied.",[423,424,425],"Crush only checks the amount of damage dealt to the hero. Prevented damage does not count.","Crush is not optional, if the card does 4 or more damage, the effect will apply.","Crush is a (conditional) hit effect.",[419],{"name":428,"text":429,"rulings":431,"src":7,"cards":436},"Decay",[430],"At the beginning of your end phase, put a -1{h} counter on this.",[432,433,434,435],"Decay is a static ability keyword.","A card with decay triggers during its controller’s beginning of their end phase. When this trigger resolves, you will put a -1{h} counter on the card with decay. This can cause permanents that are living objects to die or otherwise be cleared and trigger other effects.","Counters that are put on a permanent in this way will persist until the permanent leaves the arena.","Decay triggers and resolves before allies heal at the end of the turn. For example, if a 3 life ally with decay has 2 damage marked on it, then that ally will die when the decay trigger resolves. Effects that trigger on-death will trigger from this.",[428],{"name":438,"text":439,"rulings":441,"src":61,"cards":445},"Decompose",[440],"– You may banish 2 Earth cards and an action card from your graveyard. If you do, [EFFECT].",[442,443,444],"Decompose is a label keyword.","Decompose is an optional effect and the effect itself does not target. When the effect resolves, you may choose the cards in your graveyard to banish. If you choose to resolve the decompose effect, you must be able to banish 2 Earth cards and an action card from your graveyard.","To decompose, you need to banish 3 cards in total: two Earth cards, and one action card. The Earth cards may be action cards, and the action card may be an Earth card. Banishing an Earth action card will count towards either one of the two Earth cards being banished or the action card being banished, not both at the same time.",[438],{"name":447,"text":448,"rulings":449,"src":87},"Demi-Hero",[],[450,451,452,453,454],"Demi-hero is a type.","Demi-hero cards can not be used in place of your hero at the start of the game.","Demi-hero cards do not start the game in your deck (they start in your inventory).","When you become a demi-hero, the demi-hero becomes your hero, your life total resets to the demi-hero’s specified life, and you play the rest of the game as that demi-hero. This is not considered gaining or losing life for the purposes of rules or effects (e.g. Poison the Well).","When you become a demi-hero, effects that applied specifically to your previous hero, do not apply to your demi-hero. However, it is still considered to be a hero for the purposes of rules and effects.",{"name":456,"text":457,"rulings":459,"src":141,"cards":463},"Dominate",[458],"An attack that is difficult to defend. Cards with dominate cannot be defended with more than 1 card from the defending hero’s hand.",[460,461,462],"You can still defend with equipment and defense reactions played from arsenal in addition to up to 1 card from hand.","Playing a defense reaction from your hand counts towards the 1 card from your hand restriction. You cannot defend with a card in your hand then play a defense reaction from your hand.","You can still block with equipment and defense reactions played from arsenal in addition to up to 1 card from hand.",[456],{"name":465,"text":466,"rulings":468,"src":61,"cards":471},"Earth Bond",[467],"– If an Earth card was pitched to play this, [EFFECT].",[469,470],"Earth Bond is a label keyword.","Existing resource points generated from pitching Earth cards do not satisfy the condition for Earth Bond. You must pitch an Earth card while paying for the costs of the card being played.",[465],{"name":473,"text":474,"rulings":479,"src":117},"Elemental",[475,476,477,478],"Elemental is the new talent featured in Tales of Aria. There are currently three elements that exist, Earth, Ice and Lightning.","Tales of Aria introduces cards with the Elemental card type, which can be played by any Elemental hero. It also introduces Elemental Class cards, which can be played only by Elemental heroes of that specific class.","Tales of Aria also includes cards that represent each of the 3 elements (Earth, Ice, Lightning), which can only be included in a deck if that hero has that specific essence. A hero’s essence can be found as a keyword in their text box.","Here’s an example of all the cards an Elemental Runeblade with essence of Earth and essence of Lightning could include in their deck:",[480,481,482,483,484,485],"Runeblade cards","Elemental cards","Elemental Runeblade cards","Earth cards","Lightning cards","Generic cards",{"name":487,"text":488,"rulings":490,"src":99,"cards":494},"Ephemeral",[489],"If this would be put into a graveyard from anywhere, instead it ceases to exist.",[491,492,493],"Ephemeral is a static ability that generates a replacement effect.","Ceasing to exist means that the object is removed from the game.","If a card is removed from the game, it is not in any zone, and can no longer be interacted with. If the card was originally part of the player’s registered deck, it does not go into the player’s sideboard.",[487],{"name":496,"text":497,"rulings":499,"src":117,"cards":502},"Essence",[498],"Essence is a new keyword that exists on Elemental hero cards showing what Elements that hero specializes in and what Element cards can be included in the deck.",[500,501],"An Elemental Runeblade with essence of Earth and essence of Lightning can play with Generic cards, Elemental cards, Runeblade cards, Earth cards, Lightning cards and Elemental Runeblade cards. (Note: You cannot play with any card with the supertype Ice, as you do not have the supertype Ice or essence of Ice on your hero)","Your hero must have the essence of Earth for you to play Earth cards but any Elemental hero can play Elemental cards with Earth Fusion. (You wouldn’t have any Earth cards to fuse it though)",[503,504,505,506,507,508],"Essence of Earth","Essence of Earth and Ice","Essence of Earth and Lightning","Essence of Ice","Essence of Ice and Lightning","Essence of Lightning",{"name":510,"text":511,"rulings":512,"src":81},"Evo Equipment",[],[513,514,515,516,517,518,519],"This is a deck-card. It can be included in your deck at the start of the game, but you can not start the game with this equipped.","This is considered both an action\u002Finstant AND an equipment for the purposes of rules and effects. E.g. overpower, piercing, Warmongers Diplomacy, Stony Woottonhog, etc.","When this is not equipped, you may defend with this card from hand as normal. If you do, effects on it do not resolve\u002Ftrigger, and it is not considered an equipment “you control” for the purposes of T-Bone etc.","You may play these cards, even if you don’t have the required components to transform. If you do not have the respective base equipped when this resolves, nothing is transformed into this and this is not equipped – this just goes to the graveyard upon resolution.","When you transform a base into this, that base (and any cards under that base) become cards underneath this. When this is transformed into another card, all of the cards under this also go underneath the card this transforms into. I.e. this and all the cards underneath it are transformed and go underneath the new card.","When a base goes underneath this, it becomes a “new” object. Any counters on it are removed and any effects that applied to it no longer apply – they do not transfer onto this.","When you transform a defending base into this, the defending base is removed from the chain link to be put under this, and this goes straight back to the respective equipment zone. If a defending base with Battleworn\u002FTemper\u002FBlade Break is transformed before the chain link closes, the respective effect will not trigger because that base no longer exists anymore (it’s under this).",{"name":521,"text":522,"rulings":525,"src":81,"cards":529},"Evo Upgrade",[523,524],"(Evo Upgrade – […] for each Evo you have equipped)","(Evo Upgrade – […] where X is the number of Evos you have equipped.)",[526,527,528],"Evo Upgrade is an ability label keyword.","Evo Upgrade effects count the number of cards you have equipped that have the subtype Evo.","Effects such as Teklovossen, the Mechropotent, increase the count by 4, even though it is not an Evo that is equipped.",[521],{"name":531,"text":532,"rulings":533,"src":87},"Figment",[],[534,535,536,537],"Figment is a subtype.","A card with the figment subtype is typically a double-sided card, with the front-face having the figment subtype.","A figment card enters the arena when it resolves on the stack.","A figment becomes a permanent when it enters the arena.",{"name":539,"text":540,"rulings":542,"src":55},"Flicking",[541],"Many cards in The Hunted have a similar effect that we refer to as “flicking”. Flicking effects typically take a variation of the following syntax: “Target dagger you control deals 1 damage to target hero. If damage is dealt this way, the dagger has hit. Destroy the dagger.”",[543,544,545,546,547,548,549],"“Flicking” the dagger itself this way is not considered an attack for the purposes of cards and effects.","If damage is dealt, it is considered a “hit event” with the dagger considered to have hit.","If the dagger hits this way, the attack on the active chain link is not considered to have hit. This is relevant for effects that are conditional only on the attack hitting (e.g. Benji, on-hit effects on the attack etc.)","If the dagger hits this way, the active chain link (but not the attack) is considered to have hit. This is relevant for effects that are conditional on a chain link hitting instead of an attack hitting (e.g. Mask of Momentum, Whirling Mist Blossom, etc.)","The dagger is destroyed regardless of whether it hits.","When the dagger is destroyed, it is put into the graveyard (or ceases to exist if it’s a token). It is neither put into your inventory nor continues to exist in the arena.","If the dagger hits this way, the attack on the active chain link is not considered to have hit. This is relevant for effects that are conditional only on the attack hitting (Benji, on-hit effects on the attack etc.)",{"name":551,"text":552,"rulings":554,"src":20,"cards":563},"Fragment",[553],"Whenever a card with 2 or more {d} defends this, this gets -2{p}",[555,556,557,558,559,560,561,562],"Fragment is an ability keyword.","Fragment will trigger each time a card with 2 or more {d} is added as a defending card on its chain link. If multiple cards are added as defending cards at the same time (e.g. the defend step), the Fragment ability will trigger for each defending card being added that fits its triggering condition.","Fragment has an event-based triggering condition: its triggered effect will still resolve even if the defending card that triggered it has less than 2{d} or no longer exists at the time it resolves.","If a defending card doesn’t have 2 or more {d}, and then it gets 2 or more {d}, fragment doesn’t trigger because the card didn’t have 2 or more 2{d} at the time it was defending.","When a Fragment triggered effect resolves on the stack, that card with the ability fragments. A card that fragments can be used for the purposes of other cards and effects (e.g. “Whenever this fragments”). If there are multiple Fragment triggered effects on the stack, a card fragments each time one of those triggered effects resolves on the stack.","If a card or effect requires an object that has fragmented (e.g. attack that has fragmented), it is looking for an object where its fragment triggered effect has triggered and resolved.","A card still fragments if resolving the triggered effect would put the card’s {p} to less than or equal to zero.","If a card gains Fragment while there are cards with 2 or more {d} already defending it (e.g. Lunar Mirage), Fragment will not trigger retroactively. It will only trigger when additional defending cards that meet its condition are added to the chain link.",[551],{"name":565,"text":566,"rulings":568,"src":105,"cards":574},"Freeze",[567],"A frozen object can not be played or activated.",[569,570,571,572,573],"Freeze is a continuous effect.","An object under the effect of “freeze” is considered frozen.","A frozen object can not be played and its activated abilities can not be activated until it is no longer frozen.","It is recommended that frozen objects should be physically indicated by the use of a counter or token on the object, or by orienting the object in a way that clearly communicates that it is frozen.","If the effect “unfreeze” applies to an object, that object is no longer frozen and the freeze effect ends.",[565],{"name":576,"text":577,"rulings":579,"src":117,"cards":586},"Fusion",[578],"Fusion is a new keyword that fuses one or more elements with an elemental card to give an additional effect.",[580,581,582,583,584,585],"You cannot reveal a card you are using to pitch to play the card. You pay resource costs before additional costs.","You may still play the card without paying the additional cost of Fusion.","You cannot reveal multiple cards to Fusion unless the card states you can (i.e a card with dual Fusion).","You cannot reveal a card that does not fit the criteria i.e you cannot reveal an Ice card to a Lightning Fusion card.","An Elemental card with Lightning Fusion is not a Lightning card\u002FElement card. E.g you cannot fuse an Entwine Lightning with Entwine Lightning.","Defending with a card is not the same as playing and therefore you cannot fuse while defending with a card with fusion. Note, defense reactions are played in order to defend, paying their cost to do so. You can fuse a defense reaction card that has Fusion.",[587,588,589,590,591,592,593,594,595],"Earth Fusion","Earth and Ice Fusion","Earth and Lightning Fusion","Earth and\u002For Ice Fusion","Earth and\u002For Lightning Fusion","Ice Fusion","Ice and Lightning Fusion","Ice and\u002For Lightning Fusion","Lightning Fusion",{"name":597,"text":598,"rulings":600,"src":81,"cards":603},"Galvanize",[599],"Galvanize – When this defends, you may destroy an item you control. If you do, […]",[601,602],"Galvanize is an ability label keyword.","You may only destroy one item each time this triggers.",[597],{"name":605,"text":606,"rulings":607,"src":117},"General notes (Tales of Aria)",[],[608,609,610,611,612],"You may play Elemental cards in your deck even if they have a fusion ability of a different element. For example an Elemental action card with Earth fusion can be played in a deck, even if the hero does not have essence of Earth, however an Earth card cannot be played in a deck without essence of Earth.","An Elemental Class card, such as an Elemental Guardian card, can only be included in a deck if the hero is both Elemental and Guardian.","Your hero must have the essence of Earth to put Earth cards in your deck.","Your hero must have the essence of Ice to put Ice cards in your deck.","Your hero must have the essence of Lightning to put Lightning cards in your deck.",{"name":614,"text":615,"rulings":616,"src":48},"Give",[],[617,618,619,620,621,622,623],"Give is an effect keyword.","When a player is instructed to give something to another player, they choose what to give, and the other player gains control of it.","Any objects given to the other player will remain in its current state (e.g. tapped\u002Funtapped, existing counters, etc.).","If a player is instructed to give an object that is equipped, the other player must have a respective empty zone and must be able to equip that object to that zone. If that other player does not have the required empty zone and\u002For the zone already has another object equipped to it, the give effect will fail and the object will stay where it is.","Giving an equipped object to another player will cause them to equip the object. This can satisfy any conditions and can trigger any effects that specifically look at when the object is equipped.","The effect of giving control of an object does not satisfy any conditions nor trigger any effects that specifically look at when the object enters the arena or is played because the object is already in the arena and the control of the object is simply changing.","Giving control of an object does not count as the other hero stealing that object for the purposes of rules or effects.",{"name":625,"text":626,"rulings":628,"src":141,"cards":633},"Go again",[627],"Go again allows multiple actions to be played in a turn when usually playing an action with use up your action point, and therefore end your turn. A card with go again gives the controller of that card or activated ability 1 action point when it resolves.",[629,630,631,632],"When an action with go again resolves, its controller gains 1 action point.","Multiple instances of go again on the same card or activated ability do not stack. If a card or activated ability has multiple instances of go again when it resolves its controller gains 1 action point only.","If an action with go again does not resolve, its controller does not gain 1 action point.","You cannot reveal a card with no {p} to Belittle. The card must have a value to its power that is 3 or less. (0 is a value)",[625],{"name":635,"text":636,"rulings":638,"src":48,"cards":642},"Go Fish",[637],"– **Go Fish** – When this hits a hero, they choose and reveal a card from their hand. If it’s [ADJECTIVE] they discard it and you create a Gold token.",[639,640,641],"Go Fish is a label keyword.","In High Seas, Go Fish is associated with triggered-static abilities that appear on attacks, which trigger when the attack hits a hero. That hero must choose and reveal a card from their hand when the triggered effect resolves. If that hero reveals a card that is described by the conditional effect this way (e.g. If it’s an action card,…), then that hero will discard the card and you will create a Gold token.","If an effect prevents that hero from revealing cards, no cards are discarded and no Gold tokens are created from resolving this triggered effect.",[635],{"name":644,"text":645,"rulings":647,"src":75,"cards":653},"Guardwell",[646],"When the combat chain closes, if this defended, put -1{d} counters on it equal to its {d}",[648,649,650,651,652],"Guardwell is an ability keyword.","If a card with Guardwell has 0{d} when Guardwell resolves, no counters are put on the card.","A card cannot have negative {d}. If an effect would reduce a card to less than 0{d} it only reduces it to 0.","If the card with Guardwell has defended and has 0{d} when the combat chain closes, no counters are put on the card when the trigger resolves.","Guardwell’s effect resolves before effects that last for “the\u002Fthis combat chain” end. E.g. Shred’s effect will still continue to apply to the defending card when Guardwell is resolving.",[644],{"name":655,"text":656,"rulings":658,"src":111,"cards":665},"Heave X",[657],"At the beginning of your end phase, if this is in your hand and you have an empty arsenal zone, you may pay X and put this face up into your arsenal. If you do, create X Seismic Surge tokens.",[659,660,661,662,663,664],"Heave is a hidden triggered ability. The card must be be shown when the triggered effect is triggered for its effect to resolve.","Heave triggers during the end phase of a turn. There is no priority in the phase to respond to Heave’s triggered layer.","You cannot use heave from arsenal. Heave can only be used from hand.","You do not need to play the card you heaved the following turn.","If you decide to pay the cost, both the costs must be paid in full. You must pay the resource cost AND put the source card face up into an empty arsenal zone; you can not pay just one or the other.","You cannot heave if you don’t have an empty arsenal zone.",[666,667],"Heave 2","Heave 3",{"name":669,"text":670,"rulings":671,"src":123},"Hero’s soul",[],[672,673,674],"The hero’s soul is located under the hero card.","The number of cards and what cards in a hero’s soul is public information and known to both players.","The order of the cards in a hero’s soul is not relevant.",{"name":676,"text":677,"rulings":679,"src":48,"cards":683},"High Tide",[678],"– If there are 2 or more blue cards in your pitch zone, [EFFECT].",[680,681,682],"High Tide is a label keyword","High Tide’s continuous effect is constantly checking if there are 2 or more blue cards in your pitch zone.","Unless otherwise stated, High Tide is not functional on cards while defending.",[676],{"name":685,"text":686,"rulings":688,"src":7,"cards":692},"Incarnate",[687],"This can’t start in your deck. If this would die, instead it ceases to exist.",[689,690,691],"Incarnate is a static ability keyword.","A card with incarnate cannot start the game in your deck. You cannot register a card with incarnate as part of a decklist.","An ally permanent with incarnate that would die instead ceases to exist and is removed from the game. The die event does not occur. Effects that trigger from the die event will not trigger from an ally permanent with incarnate being removed from the game this way.",[685],{"name":694,"text":695,"rulings":697,"src":141,"cards":705},"Intimidate",[696],"A brute mechanic that showcases how frightening a brute is to its enemies. Intimidate removes a random card from a hero’s hand until the end of turn, making it more difficult to defend.",[698,699,700,701,702,703,704],"The player who owns the banished card may look at it.","The card banished from intimidate is returned to hand at the beginning of the end phase. This is before players draw up to your {i} (hand size).","You may target yourself with this ability. However you will receive the card back into your hand before drawing up to your {i} (hand size). (Intimidating yourself is a very rare circumstance.)","You may target a hero with no cards in hand.","If there are other banished cards that aren’t from intimidate, it is encouraged to keep intimidated cards seperate from these cards.","The card banished from intimidate is returned to hand at the beginning of the end phase. This is before players draw up to hand size.","You may target yourself with this ability. However you will receive the card back into your hand before drawing up to your hand size.",[694],{"name":707,"text":708,"rulings":710,"src":105},"Invocation",[709],"Invocations resolve flipped as an ally in the arena.",[711,712,713],"If a card with the subtype invocation resolves as a layer on the stack, it enters the arena flipped.","The card face with the subtype invocation is considered the front-face for a double-faced card (DFC).","When a DFC invocation is put into a zone other than the stack or the arena, it becomes a new object, and resets to using the front-face to determine its properties (e.g. when it is sent to the graveyard, a DFC will revert to being an invocation again)",{"name":715,"text":716,"rulings":718,"src":48},"Legend of the Watery Grave",[717],"You may only have one of this card in your constructed deck. When this is put into your graveyard from the arena, turn it face-down.",[719,720],"Legend of the Watery Grave is a thematic representation of the two ability keywords of “Legendary” and “Watery Grave.”","A card with Legend of the Watery Grave functions in the same ways as their keywords: You may only have 1 of that card in your constructed deck. The same rules related to Watery Grave applies here as well.",{"name":722,"text":723,"rulings":725,"src":61,"cards":728},"Lightning Flow",[724],"– If you’ve played a Lightning card this turn, [EFFECT].",[726,727],"Lightning Flow is a label keyword.","Activating the ability of a Lightning card, or playing just the non-Lightning side of a split card is not considered playing a Lightning card. You must play a card with the Lightning type.",[722],{"name":730,"text":731,"rulings":732,"src":61},"Macro",[],[733,734,735,736,737,738,739],"Macros are a new type of object that exist in Flesh and Blood. They are game objects whose abilities interact with other objects in the game. They are not cards, or tokens, or permanents etc.","Macros are given to players to use under special circumstances such as playing a Rosetta limited format.","You cannot name a macro for effects that require you to name a card.","You cannot choose a macro for effects that allow you to choose cards\u002Ftokens. Similarly, you cannot choose it for effects that require a target card\u002Ftoken.","When a macro leaves the arena, it ceases to exist.","Macros cannot exist in a player’s card-pool.","Macros exist in the game before player’s present their hero.",{"name":741,"text":742,"rulings":744,"src":55,"cards":751},"Mark",[743],"(You are marked until a hero hits you.)",[745,746,747,748,749,750],"Marked is a new state for a hero.","In The Hunted, there are effects that mark a hero. Some cards and their effects may depend on whether a hero is marked or not.","A hero is marked until they are hit. Once they are hit, the marked status is immediately removed and they are no longer marked. This is not a triggered effect or a game-state process.","Marking a marked hero does nothing.","If a marked hero becomes a different hero or reverts to their base hero (e.g. Arakni, Marionette; Shiyana), their marked condition persists after they become \u002F revert their specified hero.","If a marked hero transforms into a different hero (e.g. Teklovossen, the Mechropotent; Levia, Redeemed), that hero is not marked.",[741],{"name":753,"text":754,"rulings":756,"src":61,"cards":772},"Meld",[755],"You may play 1 or both halves of this card. Each costs X.",[757,758,759,760,761,762,763,764,765,766,767,768,769,770,771],"Meld is an ability keyword and is found on split cards in this set.","When you play a split card with the Meld ability, you must announce if you will meld the split card or announce which side of the split card will be played. If you choose to meld a split card, it is considered to be a single card with the properties (name\u002Ftextbox\u002Ftypebox) of both sides.","After you announce the melded card, continuous effects that apply to either side of the split card will apply to the melded card.","After you announce the melded card, continuous effects that apply to either side based on their properties (name\u002Ftextbox\u002Ftypebox) apply to the melded card. E.g. a melded card that has Wizard on one side and Earth on the other, is subject to effects that apply to either Wizard or Earth cards.","You may only play a melded card if you meet the requirements for playing a card with the combined properties of both.","If you want to play a melded card that has the action type on one of its sides, you can only do so on an empty stack and it will cost 1 action point, even if the other side has the instant type. If an effect would allow you to play the melded card as an instant, you do not need to play it on an empty stack or pay an action point.","The base cost of a melded card remains the same as the printed cost.","The starting resource cost to play a melded card is TWICE the base cost of the card (i.e. you start with paying for the base cost for each side you’re playing). Then you apply cost modifications.","Effects that increase\u002Fdecrease the {r} cost of playing a card (e.g. Frostbite), only increase\u002Fdecrease the overall {r} cost required to play the melded card. For example, you want to play a melded card with a base cost of 2 and you control a Frostbite. The total resource cost to pay is 5{r}: 2{r} for each half, plus 1{r} due to the Frostbite effect.","When playing a melded card, the card will be placed as a single layer onto the stack. This layer will be resolved twice. The first time the layer resolves on the stack, the right-side of the split card will resolve its abilities and generate effects first. The second time the layer resolves on the stack, the left-side of the split card will resolve its abilities and generate their effects.","Players get priority between the resolution of each side of the card. The turn player receives priority after the melded card resolves the first time (i.e. right-side of the card), but before it gets resolved the second time (i.e. left-side of the card).","The melded card stays on the stack after resolving the first time. It can be targeted by effects such as negate.","If a melded card is negated or otherwise fails to resolve a second time while on the stack, the controller does not gain an action point from go again.","If either half of a melded card gets go again, the entire melded card has go again. When a melded card is fully resolved (i.e. it resolves the second time), if the card has go again the controller gains an action point.","If a continuous effect would grant a melded card an ability that triggers when a card resolves, that ability would resolve when the melded card’s layer resolves on the stack a second time.",[753],{"name":774,"text":775,"rulings":777,"src":87,"cards":780},"Mirage",[776],"When this is defending a non-Illusionist attack with 6 or more {p}, destroy this.",[778,779],"Mirage is a triggered-ability keyword.","Mirage’s trigger condition looks at the state of the game. The condition must be true at the time it triggers for the trigger layer to be put on the stack AND it must be true at the time the triggered-layer resolves for it to resolve successfully. I.e. as long as it is still defending a non-illusionist attack with 6 or more power at the time the trigger resolves, it will be destroyed.",[774],{"name":782,"text":783,"rulings":785,"src":81,"cards":789},"Modular",[784],"This may be equipped to any equipment zone. It has the subtype of the zone it’s equipped to.",[786,787,788],"Modular is a static-ability keyword.","Modular does not allow you to equip any other heroes equipment zones, only your own.","Equipment zones include the Arms, Chest, Head, and Legs zones. The weapon zones are not considered equipment zones. You can not equip a card using the Modular ability as though it were an off-hand or quiver equipment etc.",[782],{"name":791,"text":792,"rulings":794,"src":129,"cards":797},"Negate",[791,793],"is a new keyword that exists in Crucible of War. Negating a card on a layer of the chain will prevent the card from resolving.",[795,796],"Negating an instant will prevent the card from resolving. The card will go to its owner’s graveyard and the effects of the card do not happen.","You can only target a card on a layer of the chain.",[791],{"name":799,"text":800,"rulings":802,"src":75},"Notes (Heavy Hitters)",[801],"Beat Chest (As an additional cost to play this, you may discard a card with 6 or more {p}.)",[803,804,805],"Beat Chest is an ability keyword.","The card discarded to pay for the additional cost is not randomly selected. The player who uses Beat Chest selects the card to be discarded from their hand.","You are only considered to have beaten chest if you have paid the additional cost from the Beat Chest ability. You have not beaten chest if you’ve only discarded due to other effects or other costs.",{"name":807,"text":808,"rulings":810,"src":135,"cards":814},"Opt X",[809],"Opt X is a keyword that allows you to look at the top X cards of your deck and put any number of them to the top or bottom of your deck in any order.",[811,812,813],"The number of cards you place on top and bottom of your deck is known to your opponent, the order of the cards are not.","You may put all of the cards on the top or all of the cards on the bottom if you so wish.","You may put all of the cards on the top or all of the cards on the bottom if you wish.",[815,816,817,818,807],"Opt 1","Opt 2","Opt 3","Opt 4",{"name":820,"text":821,"rulings":823,"src":99,"cards":827},"Overpower",[822],"The defending hero can’t defend this with more than one action card.",[824,825,826],"Overpower is a static ability that generates a continuous effect.","A player can not declare more than one defending action card against an attack with overpower.","Overpower does not prevent additional action cards being added as defending cards through effects (e.g. Amulet of Havencall).",[820],{"name":829,"text":830,"rulings":832,"src":48,"cards":837},"Perched",[831],"This can be equipped in addition to a 2H weapon. This can’t be attacked while it’s equipped.",[833,834,835,836],"Perched is an ability keyword.","Like a Quiver, this can be equipped with a 2H weapon as long as the weapon slot is otherwise empty.","While it is equipped, it cannot be attacked. This means something with Perched can exist unequipped in the arena.","Allies with Perched cannot be attacked while equipped; however, they can be targeted and damaged by cards and effects.",[829],{"name":839,"text":840,"rulings":842,"src":123,"cards":847},"Phantasm",[841],"Phantasm is a new keyword that exists on Illusionist attacks. Illusionist attacks with phantasm are powerful but fragile. When an attack with phantasm is defended by a 6{p}+ non-Illusionist attack action card, the attack is destroyed and the combat chain closes.",[843,844,845,846],"If an attack action is destroyed, it does not resolve. Hit triggers and effects that require the action resolving such as go again do not resolve.","Both players have priority during the defending step. Note: This is a new rule introduced with the release of Monarch.","When an attack with phantasm is defended by a 6{p}+ non-Illusionist attack action, a trigger to destroy the attack is put on the chain. Players can respond to this. When it resolves it checks if the attack action still fulfills the requirements to destroy the attack.","Phantasm only triggers when the game state changes from false to true. It does not trigger from true to true. (For example: if a defending card goes from 5{p} to 6{p} it will create a trigger, but a card going from 6{p} to 7{p} will not create another trigger.)",[839],{"name":849,"text":850,"rulings":852,"src":99,"cards":857},"Piercing X",[851],"If this is defended by an equipment, it has +X{p}.",[853,854,855,856],"Piercing X is a static ability that generates a continuous effect.","If an attack with Piercing is defended by multiple equipment, it does not gain +X{p} for each defending equipment.","If an attack has multiple instances of Piercing X, each effect is evaluated and applied separately.","If an attack with Piercing is no longer defended by an equipment, it loses its +X{p} bonus.",[858],"Piercing 1",{"name":860,"text":861,"rulings":862,"src":123},"Play from banished zone",[],[863,864,865],"You cannot play face-down cards that are in the banished zone.","The card goes to the graveyard when the combat chain closes or the card resolves. (Unless otherwise specified).","You may still play the card normally from hand. (Unless otherwise specified).",{"name":867,"text":868,"rulings":870,"src":135},"Playing ‘non-attack’ actions as though they were an instant",[869],"There are multiple cards in Arcane Rising that allow you to play an action as though it were an instant.",[871,872,873,874,875,876],"You can play an instant anytime you have priority.","You do not need an action point to play an instant.","If you play an action with go again as an instant, you will gain 1 action point when it resolves. If you play Rifting, it hits and you have no action points remaining, you could play an action with go again as an instant (during your action phase), and when that action resolves, you will gain 1 action point.","The action phase ends when both players pass in succession on an empty chain, NOT when a player has no action points. Using the above example, you can go from having zero action points to 1 action point during your action phase, by playing a card with go again as an instant.","If you play an action with go again during an opponents action phase, you will NOT gain an action point when it resolves. You an only gain action points during your own action phase.","Although you are playing the action card “as though it were an instant”, it’s card type is still action. Effects that interact with actions being played, are still applied.",{"name":878,"text":879,"rulings":881,"src":81,"cards":889},"Protect",[880],"You may defend any hero attacked by an opponent with this.",[882,883,884,885,886,887,888],"Protect is a static-ability keyword.","You are considered to have protected if you defend an attack with a card with Protect.","When a hero is attacked, first they declare their defending cards (if any), then you may declare any cards with Protect to add as defending cards for them.","You may not add a card with Protect as a defending card if it would violate any restrictions for defending. E.g. If the defending player has already defended with a card from hand against an attack with dominate, you can not add a card with Protect as a defending card for them.","Cards the defending hero declares and cards with Protect become defending cards at the same time and are considered to defend together for the purposes of rules and effects e.g. Unity.","If you defend an attack against another hero using a card with Protect from hand, it does not meet the condition for Reprise because you are not considered the defending hero.","You are considered to control a card with Protect when it is a defending card.",[878],{"name":891,"text":892,"rulings":894,"src":105,"cards":900},"Quell X",[893],"If your hero would be dealt damage, you may pay X to prevent X of that damage. If you do, destroy Quell at the beginning of the end phase.",[895,896,897,898,899],"Quell is a static ability that generates a fixed-prevention effect.","The prevention effect is optional. When the effect is applied, the controller chooses whether to pay the amount. If they do, the prevention effect reduces the damage, and creates a delayed triggered-effect that destroys the source object at the beginning of the End Phase.","If another prevention effect reduces a damage event to 0, the replacement condition is no longer met (damage would not be dealt), so Quell would not apply.","The prevention amount applies to a single damage event. The leftover prevention amount does not apply to any future damage that would be dealt to your hero.","If the damage prevention can not be applied due to an effect, the delayed triggered effect is still created as part of the replacement effect application and will still destroy the source at the beginning of the End Phase.",[901],"Quell 1",{"name":903,"text":904,"rulings":906,"src":20,"cards":910},"Quickstrike",[905],"Quickstrike – If this has go again, [EFFECT].",[907,908,909],"Quickstrike is a label keyword.","Quickstrike’s continuous effect is constantly checking if the card with Quickstrike has go again.","Unless otherwise stated, Quickstrike is not functional on cards while defending.",[903],{"name":912,"text":913,"rulings":914,"src":93},"Quiver",[],[915,916,917,918,919],"Quiver is a subtype keyword written on the type box of a card.","A quiver can be equipped in the weapon slot in addition to a 2H bow as a special exception to equip rules.","Only 1 quiver can be equipped at a time, similar to off-hand equipment.","A quiver occupies a weapon slot. It cannot be equipped with two 1H weapons if there are only two weapon zones.","A quiver can be equipped by itself without a weapon.",{"name":921,"text":922,"rulings":924,"src":135,"cards":929},"Reload",[923],"is a Ranger mechanic that allows you to put a card from your hand face down into your arsenal when the card resolves.",[925,926,927,928],"You may elect to put no cards from your hand to your arsenal.","Your arsenal must be empty to put a card into your arsenal. (Even if you have an empty arsenal zone)","Your arsenal must be empty to put a card into your arsenal.","You may choose to put no cards from your hand to your arsenal.",[921],{"name":931,"text":932,"rulings":934,"src":141,"cards":938},"Reprise",[933],"A warrior mechanic that showcases the prowess a warrior has when they are engaged in close combat. Reprise effects “turn on” if the defending hero has defended with a card from their hand.",[935,936,937],"Reprise cares about the current chain link not the whole combat chain. If a previous attack was defended by a card in hand, it will have no effect on reprise for the current chain link.","Reprise is checked at the time you play the card. If a card with reprise is played then a defense reaction is played from hand, the effect will not apply retroactively.","Equipment and cards from arsenal that defend an attack do not turn on reprise.",[931],{"name":940,"text":941,"rulings":943,"src":55,"cards":948},"Retrieve",[942],"(Pay {r} to equip it.)",[944,945,946,947],"Retrieve is a discrete effect keyword.","When resolving a retrieve effect, you must have the appropriate empty zone with nothing equipped to it. If you don’t, you will not pay the {r} and you won’t equip a dagger from your graveyard. For example, you cannot retrieve a dagger from your graveyard if both your weapon zones are already equipped with a weapon(s).","You will be able to pay {r} when the effect is generated (assuming you can equip the object successfully).","Retrieving an object can cause any “when you equip” triggered effects to trigger for that object.",[940],{"name":950,"text":951,"rulings":953,"src":55},"Return to the Brood",[952],"(Revert to your base hero.)",[954,955,956],"Return to the Brood is a new discrete effect keyword.","When resolving Return to the Brood, your current hero returns to being the base hero you began the game with. Effects that apply to your hero persist (especially the Marked condition), and your life total remains the same.","If you became an Agent of Chaos on your turn (e.g. Shiyana) with an ability that would require you to Return to the Brood, you will revert to your base hero. For example, Shiyana copies Arakni, Funnel Web at the beginning of their turn. At the end of phase of the Shiyana player’s turn, triggered effect that causes the copy of Arakni, Funnel Web to Return to the Brood will trigger for that Shiyana, and they will revert to their base hero.",{"name":958,"text":959,"rulings":961,"src":135},"Reveal the top card of your deck",[960],"There are multiple cards in Arcane Rising that reveal the top card of your deck and checks its pitch value.",[962,963],"The pitch value is located in the top left corner.","If there are no cards left in the deck, the ability does not resolve. Ravenous Rabble’s power will be 5.",{"name":965,"text":966,"rulings":968,"src":87,"cards":973},"Rune Gate",[967],"If you control Runechants equal to or greater than THIS’s {r} cost, you may play it from your banished zone without paying its {r} cost.",[969,970,971,972],"Rune gate is a play-static ability keyword.","Unless otherwise specified by another effect, you may play cards with rune gate as normal from your hand and arsenal by paying its resource cost.","When you play a card using rune gate, it must be done by playing it from the banished zone while it is face-up. You can not rune gate a card from hand or arsenal.","When you rune gate a card, its resource cost to play is set to 0 and then any effects that increase and then decrease resource costs are applied. E.g. if you have a Frostbite, you would still have to pay {r} to rune gate a card.",[965],{"name":975,"text":976,"rulings":978,"src":81,"cards":983},"Scrap",[977],"As an additional cost to play this, you may banish an item or equipment from your graveyard.",[979,980,981,982],"Scrap is a static-ability keyword.","Scrap is optional. You must declare whether you will pay the additional cost before paying any other costs (i.e. before pitching).","The card that is banished to pay a Scrap cost is considered scrapped.","You can not pay a Scrap cost if you can not banish an item or equipment from your graveyard.",[975],{"name":985,"text":986,"rulings":988,"src":7},"Shadow Resist N",[987],"If you would be dealt damage by a Shadow hero, you may destroy this to prevent N of that damage.",[989,990,991,992],"Shadow Resist is a static ability keyword.","Shadow Resist is an ability that generates an optional prevention effect: if you are being dealt damage by a Shadow hero, you may choose to destroy the source of Shadow Resist and prevent N of that damage. If you are dealt damage by a non-Shadow hero, you cannot choose to destroy the source of this.","You are dealt damage by a Shadow hero if the source of that damage is controlled by a hero with the Shadow type. This includes weapons and allies controlled by a Shadow hero, and also includes attacks or damage effects from cards that do not have the Shadow type, but are controlled by the Shadow hero (e.g. Generic attack action cards controlled by a Shadow hero).","Shadow Resist prevention can only apply to damage events, and will not prevent loss of life effects (e.g. blood debt).",{"name":994,"text":995,"rulings":997,"src":26,"cards":1005},"Sharpen",[996],"Put a +1{p} counter on the object. Remove all +1{p} counters from that object at the end of turn.",[998,999,1000,1001,1002,1003,1004],"Sharpen is a new effect keyword available on some cards in Compendium of Rathe.","Sharpen is a discrete effect and a delayed-triggered effect. When you are instructed to sharpen, you will put a +1{p} counter on the targeted object or object specified after the sharpen keyword. At the end of the same turn you sharpened that object, sharpen’s delayed triggered effect triggers. You will remove all +1{p} counters on the sharpened object when that triggered effect resolves","When resolving Sharpen’s triggered effect, you will remove not only the +1{p} counter put on the object by the Sharpen effect, but all other +1{p} counters on the object are removed as well. All other counters remain on that object.","Non-sharpen effects that put +1{p} on an object do not count for the purposes of determining if an object was sharpened.","Resolving a sharpened effect on an object results in that object having been sharpened for the purposes of cards and effects.","When resolving a sharpen effect, if you are unable to put a +1{p} counter on the object, it will still count as having been sharpened. (This is similar to intimidating an opponent with an empty hand).","An object can have +1{p} counters and -1{p} counters at the same time. Adding +1{p} counters to an object that already has -1{p} counters does not cancel the existing token out.",[994],{"name":1007,"text":1008,"rulings":1010,"src":87,"cards":1013},"Solflare",[1009],"Solflare – When this is charged to your hero’s soul, […]",[1011,1012],"Solflare is an ability label keyword.","A solflare ability triggers when the card with the solflare ability is charged to your hero’s soul. It does not trigger if it is put into your hero’s soul any other way, and does not trigger if it is charged to another hero’s soul.",[1007],{"name":1015,"text":1016,"rulings":1018,"src":123,"cards":1023},"Spectra",[1017],"Spectra is a new keyword that exists on Illusionist Aura cards. When a player is deciding who to target for an attack they may elect to target an Aura with the keyword spectra. When an Aura with spectra is attacked, destroy it and close the combat chain. The attack will not resolve and the combat chain closes.",[1019,1020,1021,1022],"Attacks that target a card with spectra do not resolve. Any hit triggers or effects that card has such as go again do not resolve.","An attack targeting a spectra card does not resolve. It will open a combat chain and become a chain link but is destroyed when the spectra becomes a target","Additional costs and resource cards still need to be paid.","Attacking a spectra is not considered attacking a hero.",[1015],{"name":1025,"text":1026,"rulings":1034,"src":123,"cards":1040},"Spellvoid",[1027,1028,1029,1030,1031,1032,1033],"Spellvoid is a new keyword primarily on equipment or items. Spellvoid is a one time use effect that prevents arcane damage.","Shock Charmers","Lightning Equipment – Arms","Instant","– {r}{r}: The next time an attack action card you control hits a hero this turn, it deals 1 damage to them.","Spellvoid 2 (If your hero would be dealt arcane damage, you may destroy Shock Charmers instead. If you do, prevent 2 arcane damage that source would deal.)","Defense: 0",[1035,1036,1037,1038,1039],"Spellvoid does not go on the chain as it is not a trigger. It is a replacement effect. There is no time to respond after the decision to destroy the card and prevent that damage.","Spellvoid is optional. You choose whether to use spellvoid or not at the time the arcane damage resolves.","If a card has Spellvoid 2 but only prevents 1 arcane damage, there will not be a leftover prevention shield. Note: It can only defend arcane damage from a single source, Spellvoid 2 cannot prevent one arcane damage each from two different sources.","Spellvoid does not go on the chain as it is not a trigger. It is a replacement effect. There is no opportunity to respond after the decision to destroy the card and prevent that damage.","If a card dealing arcane damage is fully prevented by spellvoid (Or in conjunction with other preventions) it would not be considered to have dealt arcane damage and would not trigger effects that rely on arcane damage being dealt.",[1041,1042,1043,1044],"Spellvoid 1","Spellvoid 2","Spellvoid 3","Spellvoid X",{"name":1046,"text":1047,"rulings":1048,"src":61},"Split Cards",[],[1049,1050,1051,1052,1053,1054],"A split card is a card that has two names\u002Ftextboxes\u002Ftypeboxes.","A split card is considered a single card, with two names and a combination of all the properties from its two textboxes\u002Ftypesboxes, except when it is played.","You can only include a split card in your card-pool if you can include it with BOTH typeboxes. E.g. if one typebox has “Wizard” and the other has “Earth”, you can only include it in your card-pool if you can include “Earth Wizard” cards.","When you play a split card, you must announce which side of the split card will be played. At that point it is considered to be a single card with the properties (name\u002Ftextbox\u002Ftypebox) of the chosen side.","After you announce which half of the split card you are playing, continuous effects will apply to the card based on the properties (name\u002Ftextbox\u002Ftypebox) of that half.","You are only allowed to play a split card as one of its halves if it would be a legal play allowed by a game rule or effect. For example, if you play a split card as its side of the card with the “action” type, you would only be able to play the split card as that action card whenever you could legally play an action, regardless if the other half of the card has the “instant” type. In this case, you could only play it when you have priority, if you have an action point, and only as the first layer on the stack. However, if you have an effect that would allow you to play an action as though it were an instant, you could play the split card as its action half whenever you have priority and as any layer on the stack.",{"name":1056,"text":1057,"rulings":1059,"src":20,"cards":1064},"Starfall",[1058],"If an instant has been put into your graveyard this turn, [EFFECT].",[1060,1061,1062,1063],"Starfall is a label keyword.","Starfall abilities in Omens of the Third Age are resolution abilities that are conditioned on whether or not an instant has been put into your graveyard this turn. Whether or not you meet the condition is checked when you begin to generate the effect, typically when the card begins to resolve.","Some Starfall abilities are targeted effects. If you play a card with a Starfall ability that generates a targeted effect, you must target the required object when playing the card regardless of whether a card with the instant type has been put into your graveyard this turn. Doing so will add the played card to the stack. Whether or not you meet the Starfall condition is checked when the card begins to resolve and you generate the Starfall effect. When the card resolves, if you meet the Starfall condition, you will generate the effect involving the targeted object.","When a card resolves on the stack, unless a rule or effect allows it to become a permanent in the arena or a defending card on the combat chain, it will clear the stack and be moved to graveyard once it is finished resolving. This will not cause the effect from the Starfall ability on that card to be retroactively generated if its condition wasn’t met before then.",[1056],{"name":1066,"text":1067,"rulings":1068,"src":48,"cards":1077},"Steal",[],[1069,1070,1071,1072,1073,1074,1075,1076],"Steal is an effect keyword.","When a player is instructed to steal something from another player, they choose what to steal and they gain control of it.","Any objects stolen from the other player will remain in its current state (e.g. tapped\u002Funtapped, existing counters, etc.).","If a player is instructed to steal an object that is equipped, that player must have a respective empty zone and must be able to equip that object to that zone. If that player does not have the required empty zone and\u002For the zone already has another object equipped to it, the steal effect will fail and the object will stay where it is.","Stealing an equipped object from another player will equip the object. This can satisfy any conditions and can trigger any effects that specifically look at when the object is equipped.","The effect of stealing an object does not satisfy any conditions nor trigger any effects that specifically look at when the object enters the arena or is played because the object is already in the arena and the control of the object is simply changing.","Stealing an object does not count as giving control of an object for the purposes of rules or effects.","Stealing an object counts as gaining control of an object for the purposes of rules or effects; however, gaining control of an object does not count as stealing for the purposes of rules or effects.",[1066],{"name":1079,"text":1080,"rulings":1081,"src":93,"cards":1084},"Stealth",[],[1082,1083],"Stealth is an ability keyword written on the text box of a card.","There is no meaning to the keyword ability itself. It is used as an “empty” ability that is used by other abilities.",[1079],{"name":1086,"text":1087,"rulings":1089,"src":32,"cards":1094},"Suspense",[1088],"This enters the arena with 2 suspense counters. At the start of your turn, remove a suspense counter from it. When it has none, destroy it",[1090,1091,1092,1093],"Suspense is a new keyword ability featured on several Guardian cards in Super Slam","Suspense has several effects associated with it. The first effect the ability generates is a self-replacement effect that occurs as it enters the arena (e.g. resolves on the stack or when it is put into the arena from another card’s effect), which will put 2 suspense counters on the card.","Suspense’s second effect triggers at the beginning of your start phase. Neither player receives priority during the start phase of a turn. You will remove a suspense counter from it when the triggered effect resolves.","Suspense’s third effect triggers when it has no suspense counters on its card. As this is also a state-based triggering condition, the card must also have no suspense counters on it at the time the triggered effect begins to resolve. You will destroy that card when the triggered effect resolves. This can cause other effects to trigger (e.g. when this leaves the arena, etc). If this happens during the start phase of a turn, then neither player receives priority; however, if not having suspense counters on the object is triggered during the action phase, players will receive priority as normal. If a suspense counter is added before this effect resolves, then this triggered-layer will fail to resolve and the aura will not be destroyed.",[1086],{"name":1096,"text":1097,"rulings":1099,"src":123},"Talents",[1098],"Monarch introduces talents. Monarch will feature two talents: Light and Shadow.",[1100,1101],"A Light Warrior hero can play with Generic cards, Light cards, Warrior cards and Light Warrior cards.","A Warrior hero cannot play with Light Warrior cards.",{"name":1103,"text":1104,"rulings":1105,"src":48},"Tap\u002FUntap",[],[1106,1107,1108,1109,1110,1111,1112,1113,1114,1115,1116,1117,1118,1119,1120,1121,1122],"Tap\u002FTapping\u002FTapped and Untap\u002FUntapping\u002FUntapped are new terms for actions and states debuting in High Seas.","{t} means “Tap” as a verb","{u} means “Untap” as a verb","By default, cards are untapped when they enter into the arena as a permanent.","When a player taps a card, it is rotated 90 degrees, and is considered tapped.","When a player untaps a card, it is rotated back to its original orientation and is considered untapped again.","During the end phase of your turn, these are the steps you take:","You may place a card in your arsenal (if you have an empty arsenal slot)","Put cards in your pitch zone on the bottom of your deck","Untap all tapped permanents you control","Draw cards from your deck up to your hero’s intellect value.","During the end phase of the very first turn of the game, only the player whose turn it is will untap their permanents","When you are instructed to {t} or {u}, only permanents in the arena are able to be tapped or untapped (e.g. any zone that is in the arena which includes the combat chain). This includes defending equipment cards, weapons on the combat chain, or even allies on the combat chain. Non-permanent cards in the arena can not be tapped\u002Funtapped (e.g. attack action cards, defense reactions, blocks)","If a cost requires you to {t} an object, you must {t} an untapped object to fulfill this cost. You cannot {t} an already tapped object to pay for the costs in these situations. The same applies to costs that require you to {u} objects.","If an effect requires you to {t} objects when the effect resolves, you are allowed to select an object that is already tapped; however, that {t} effect will fail and will not satisfy any condition nor trigger any effects that look at whether you’ve tapped an object.","If an effect requires you to {u} objects when the effect resolves, you are allowed to select an object that is untapped; however, that {u} effect will fail and will not satisfy any condition nor trigger any effects that look at whether you’ve untapped an object.","Objects with abilities that require you to {t} themselves as part of paying a cost or resolving an effect may be done in the same turn you played them.",{"name":1124,"text":1125,"rulings":1127,"src":129,"cards":1129},"Temper",[1126],"Temper is a new keyword that exists on equipment in Crucible of War. Usually high in defense, Temper equipment presents a choice when it is down to 1{d}, of whether to defend with it one last time and see it destroyed, or save it to use for its ability.",[1128],"If the equipment gains a -1{d} in a different way other than defending, it would not be destroyed even if it has 0{d}.",[1124],{"name":1131,"text":1132,"rulings":1133,"src":32},"The Crowd Cheers You \u002F The Crowd Booes You",[],[1134,1135,1136,1137],"Crowds love to cheer for their favorite heroes and boo the heroes’ despicable actions. These two discrete effects are new effects featured in Super Slam.","Each time the crowd cheers you or the crowd boos you, there is no material effect either on their own produces; however, several cards and effects look to see if you’ve been cheered or booed this turn for their additional effect, satisfy triggering conditions and activation\u002Fplay requirements.","The crowd cheering you and the crowd booing you in a single turn does not cancel each other.","The crowd can cheer and boo you multiple times in a single turn.",{"name":1139,"text":1140,"rulings":1142,"src":81,"cards":1144},"Tower",[1141],"Tower – If this has 13 or more {p}, […]",[1143],"Tower is an ability label keyword.",[1139],{"name":1146,"text":1147,"rulings":1149,"src":69,"cards":1152},"Transcend",[1148],"Put this into its owner’s hand flipped.",[1150,1151],"Transcend is an effect keyword.","If a card transcends, it is put into its owner’s hand flipped and you are considered to have transcended. A player can transcend multiple times in a game or even a turn.",[1146],{"name":1154,"text":1155,"rulings":1158,"src":105,"cards":1165},"Transform",[1156,1157],"Put the X under this\u002Fit\u002Fhim\u002Fher","Create a Y and put the X under it.",[1159,1160,1161,1162,1163,1164],"Transform is a discrete effect.","To transform subject objects into a specified object, first create the specified object in the arena if it does not yet exist, then put the subjects under it.","To transform objects into a token that does not exist yet, first create the token, then put the objects underneath it.","To transform objects into an existing permanent, just put the objects underneath it.","When used in conjunction with cards that flip (e.g. Invocations), the card is first flipped and becomes a permanent in the arena, then the transform will refer to that permanent as the specified object to transform into (the permanent to put cards under).","The transform fails if there are no transform subjects, or if they can not be put under the specified object for whatever reason.",[1154],{"name":1167,"text":1168,"rulings":1170,"src":7,"cards":1176},"Traverse",[1169],"Flip this.",[1171,1172,1173,1174,1175],"Traverse is a static discrete effect.","In Usurp the Shadow Throne, the hero’s ability will indicate under what conditions it will flip to its other side. When a hero is instructed to traverse, you will flip the hero to its other side.","If multiple traverse effects are generated from the same ability on one of the sides of the hero, this will not result in your hero flipping back and forth between its front and back sides. Instead, the first traverse effect to resolve will result in you flipping to the other side, then the other traverse effects that were generated from the same ability will simply fail (other effects on those layers will resolve such as banishing the top card of your deck).","When you traverse, effects that apply to the traversing card persist (e.g. the Marked condition), and your life total remains the same.","If a hero without a back-side would generate a traverse event (for example Shiyana, becoming Viserai, Between Worlds) then the traverse event would fail, since there is no valid back-side to flip to.",[1167],{"name":1178,"text":1179,"rulings":1181,"src":7,"cards":1187},"Unique",[1180],"You can only control 1 card with this name or moniker.",[1182,1183,1184,1185,1186],"Unique is a static ability keyword. It is not related to the deckbuilding concept of uniqueness.","Uniqueness is determined by a card’s moniker. For example; Blasmophet, the Insatiable Hunger token and Blasmophet, Levia Consumed (the demi-hero) are considered to have the same moniker (Blasmophet). Cards that do not have a personal name do not have a moniker, and do not interact with Unique (e.g. Shadow of Blasmophet).","If you control more than one card with unique and a given moniker, you will remove cards one by one until you either control only one card with unique per moniker, or until no card with that moniker and the unique keyword remains. For example, if you control a Blasmophet, the Insatiable Hunger token and then create an additional Blasmophet, the Insatiable Hunger token, you will clear one of the tokens as a game state action.","If a card with a moniker and the unique ability shares that moniker with a card without unique, then the game state process of clean up above occurs. For example, Blasmophet, the Insatiable Hunger token and Blasmophet, Levia Consumed have the same moniker, and you will clear cards by the process above. If cards cleared in this way have the {h} property, then they have died for the purposes of game effects, but are not considered destroyed.","If you would come under control of two cards with the same moniker and the unique ability while under an effect that causes cards you own lose their name property (e.g. Amnesia), none of these would be cleared as part of game state action because they don’t have a name property that is required to determine uniqueness. However, if they regain their name properties later, then one of them would be cleared as a game state action.",[1178],{"name":1189,"text":1190,"rulings":1192,"src":87,"cards":1195},"Unity",[1191],"Unity – When this defends together with a card from hand, […]",[1193,1194],"Unity is an ability label keyword.","To defend together with a card, this must become a defending card at the same time as the other card. This can either be done by the defending hero declaring both cards during the defend step of combat, or by an effect that puts both of the cards onto the chain link as defending cards at the same time.",[1189],{"name":1197,"text":1198,"rulings":1200,"src":75,"cards":1207},"Universal",[1199],"While in any zone, it is the same class as your hero.",[1201,1202,1203,1204,1205,1206],"Universal is an ability keyword.","A card with Universal has the same class of its controller’s hero. If the card is not currently controlled by a player, that card with Universal will have the class of its owner’s hero instead.","A card with Universal has the same class (not talent) as your hero. Classes include: Adjudicator, Assassin, Bard, Brute, Guardian, Illusionist, Mechanologist, Merchant, Ninja, Ranger, Runeblade, Shapeshifter, Warrior, and Wizard.","If an effect results in a card with Universal to lose its class types, it does not lose its class. (E.g. Erase Face)","If an effect prevents a card with Universal from gaining class types, that card will not gain the class of your hero.","If an effect results in a card with Universal to lose its class types and prevent it from gaining class types (e.g. “loses and can’t gain”), that card will not gain the class of your hero.",[1197],{"name":1209,"text":1210,"rulings":1212,"src":48,"cards":1215},"Unlimited",[1211],"You may have any number of this card in your deck.",[1213,1214],"Unlimited is an ability keyword.","You may have any number of the same object with unlimited in your deck. This means you can have more than 3 of that card in your deck to start the game in classic constructed and similar formats and more than 2 of that card in blitz and similar formats. Other than this limit, that card is still subject to all other applicable deck-building rules for the format you are playing in.",[1209],{"name":1217,"text":1218,"rulings":1220,"src":7,"cards":1226},"Usurp",[1219],"As an additional cost to play this, destroy a Runechant if able. If you do, this gets +2{p}.",[1221,1222,1223,1224,1225],"Usurp is a static ability keyword.","Usurp adds an additional cost to cards. You must destroy a card named Runechant, or a card that counts as a Runechant if able. If you destroy a Runechant in this way, the card gets +2{p}. Any Runechant that is public and in the arena can be destroyed as part of paying this cost, regardless of controller.","A Runechant token that is destroyed to pay a usurp cost will not trigger when the card is played: it no longer exists by the time its “when you play an attack action card” trigger would occur.","A Runechant that is destroyed to pay a usurp cost is considered to have been usurped when that card is played and put on the stack. This can trigger effects that look for when a card “usurps this”.","If there are no Runechants, you can still play the card with the usurp additional cost but you won’t get any additional effects as the usurp cost was not paid.",[1217],{"name":1228,"text":1229,"rulings":1231,"src":75,"cards":1240,"older":1241},"Wager",[1230],"When [the attack’s] chain link resolves, if [the attack] hit, you create [token], otherwise they create [token].",[1232,1233,1234,1235,1236,1237,1238,1239],"Wager is an effect keyword.","If an attack has wagered, but is no longer on the combat chain, last known information about the attack is used to determine if it hit when resolving wager triggers.","If the combat chain closes before the resolution step (e.g. Phantasm) then the delayed trigger will not resolve and no one will get a token.","Effects that prevent hit effects from triggering (e.g. Tripwire Trap) or prevent the effects on attacks from triggering when they hit (e.g. Tarpit Trap, Stamp Authority) do not prevent wager from triggering and resolving.","If tokens you own lose and can’t gain names (e.g. Amnesia), tokens would still be created from resolving the Wager effect. After they are created, those tokens would lose and can’t gain names until the effect expires.","In a multiplayer game, if an attack that targets multiple opposing heroes (e.g. Apocalypse Automaton) has an effect that wagers with a hero, a wager will be created for each of the opposing heroes. Each wager created this way is separate from any other wagers of the attack: they trigger and resolve independently of one another. Each wager created this way will count towards the total number the attack has wagered for the purposes of any rules or effects. When resolving wagers created this way, each wager trigger will evaluate if the hero with whom the wager was made was hit, regardless if that same attack hit other heroes.","In a multiplayer game, if an attack you control has wagered, and you are reduced to zero life by an opposing hero while the wager triggered layer is on the stack, the wager trigger will not resolve and will be removed from the stack.","In a multiplayer game, if an attack you control has wagered, and the hero you wagered with is reduced to zero life by an opposing hero while the wager triggered layer is on the stack, the wager trigger will resolve. If the attack hit, you will create the token(s). If the attack did not hit, nothing happens.",[1228],[1242],{"text":1243,"note":1244,"change":1245},"Players are considered to have won a wager when the wager trigger resolves during the resolution step. When the trigger resolves, if the attack that wagered hit, you have won the wager. If it did not hit, the opposing hero in the wager is considered to have won.","Since 30 October 2026 a wager is decided at the beginning of the damage step: if the attack has hit, the controller wins the prize, otherwise the other player does - before go again would grant the action point.",{"id":1246,"date":1247,"title":1248,"url":1249},"2026-10-rules-update-wager","2026-10-30","Rules Update of 30 October 2026: a wager is decided at the beginning of the damage step, before go again grants the action point (with Smash Palace: Chorus of Steel; Trained Saurian erratum)","https:\u002F\u002Ffabtcg.com\u002Farticles\u002Frules-update-30-10-26\u002F",{"name":1251,"text":1252,"rulings":1254,"src":105,"cards":1259},"Ward X",[1253],"If your hero would be dealt damage, prevent X of that damage and destroy this.",[1255,1256,1257,898,1258],"Ward is a static ability that generates a fixed-prevention effect.","The prevention effect is not optional. It applies whenever damage would be dealt to your hero.","If another prevention effect reduces a damage event to 0, the replacement condition is no longer met (damage would not be dealt), so Ward would not apply.","If the damage prevention can not be applied due to an effect, the object with Ward on it is still destroyed as part of the replacement effect application.",[1260,1261,1262,1263,1264,1265,1251],"Ward 1","Ward 10","Ward 2","Ward 3","Ward 4","Ward 6",{"name":1267,"text":1268,"rulings":1270,"src":48,"cards":1276},"Watery Grave",[1269],"When this is put into your graveyard from the arena, turn it face-down.",[1271,1272,1273,1274,1275],"Watery Grave is an ability keyword.","Watery Grave is a trigger that ONLY triggers if the card is put from the arena into the graveyard, excluding when it is a non-permanent defending card on the combat chain. It also does not trigger if it is put into the graveyard by other means (e.g. discarded from your hand, destroyed from the top of the deck, put into the graveyard from your deck).","When Watery Grave’s triggered effect resolves, you must turn that card with watery grave face-down in your graveyard.","Similar to face-down cards in the banish zone, you can look at face-down cards in your graveyard. Opponents cannot look at face-down cards in your graveyard.","Cards and effects that interact with cards in the graveyard cannot interact with face-down cards in the graveyard unless the effect specifies that it affects face-down cards. For example, if a card requires you to banish 3 random cards from your graveyard as an additional cost, face-down banished cards are unable to be banished from your graveyard this way to pay for the cost.",[1267],[1278,1284,1289,1294,1299,1304,1310,1315,1321,1326,1332,1338,1390,1396,1401,1406],{"name":1279,"text":1280,"rulings":1281,"src":1282,"cards":1283},"Beat Chest",[],[],"",[1279],{"name":1285,"text":1286,"rulings":1287,"src":1282,"cards":1288},"Cure",[],[],[1285],{"name":1290,"text":1291,"rulings":1292,"src":1282,"cards":1293},"Heavy",[],[],[1290],{"name":1295,"text":1296,"rulings":1297,"src":1282,"cards":1298},"Ice",[],[],[1295],{"name":1300,"text":1301,"rulings":1302,"src":1282,"cards":1303},"Ice Bond",[],[],[1300],{"name":1305,"text":1306,"rulings":1308,"src":1282,"cards":1309},"Legendary",[1307],"You may only have 1 copy of this card in your deck.",[],[1305],{"name":1311,"text":1312,"rulings":1313,"src":1282,"cards":1314},"Lightning Bond",[],[],[1311],{"name":1316,"text":1317,"rulings":1319,"src":1282,"cards":1320},"Material",[1318],"An Illusionist mechanic that applies effects if it is under another permanent.",[],[1316],{"name":1322,"text":1323,"rulings":1324,"src":1282,"cards":1325},"Pairs",[],[],[1322],{"name":1327,"text":1328,"rulings":1330,"src":1282,"cards":1331},"Rupture",[1329],"A Draconic mechanic that applies certain effects if the card is played at chain link 4 or higher.",[],[1327],{"name":1333,"text":1334,"rulings":1335,"src":1282,"cards":1336},"Shadow Resist",[],[],[1337],"Shadow Resist 1",{"name":1339,"text":1340,"rulings":1343,"src":1282,"cards":1344},"Specialization",[1341,1342],"You may only have this card in your deck if your hero is the specified hero.","Heroes with specialization cards: Arakni, Aurora, Azalea, Benji, Betsy, Boltyn, Bravo, Briar, Chane, Dash, Data Doll, Dorinthea, Dromai or Fai, Florian, Frankie, Genis, Hala, Ira, Iyslander, Jarl, Kano, Kassai, Katsu, Kayo, Levia, Lexi, Maxx, Mortimer, Oldhim, Olympia, Oscilio, Prism, Rhinar, Riptide, Ruu'di, Scurv, Shiyana, Teklovossen, Uzuri, Valda, Verdance, Victor, Viserai, Vynnset, Yorick.",[],[1345,1346,1347,1348,1349,1350,1351,1352,1353,1354,1355,1356,1357,1358,1359,1360,1361,1362,1363,1364,1365,1366,1367,1368,1369,1370,1371,1372,1373,1374,1375,1376,1377,1378,1379,1380,1381,1382,1383,1384,1385,1386,1387,1388,1389],"Arakni Specialization","Aurora Specialization","Azalea Specialization","Benji Specialization","Betsy Specialization","Boltyn Specialization","Bravo Specialization","Briar Specialization","Chane Specialization","Dash Specialization","Data Doll Specialization","Dorinthea Specialization","Dromai or Fai Specialization","Florian Specialization","Frankie Specialization","Genis Specialization","Hala Specialization","Ira Specialization","Iyslander Specialization","Jarl Specialization","Kano Specialization","Kassai Specialization","Katsu Specialization","Kayo Specialization","Levia Specialization","Lexi Specialization","Maxx Specialization","Mortimer Specialization","Oldhim Specialization","Olympia Specialization","Oscilio Specialization","Prism Specialization","Rhinar Specialization","Riptide Specialization","Ruu'di Specialization","Scurv Specialization","Shiyana Specialization","Teklovossen Specialization","Uzuri Specialization","Valda Specialization","Verdance Specialization","Victor Specialization","Viserai Specialization","Vynnset Specialization","Yorick Specialization",{"name":1391,"text":1392,"rulings":1394,"src":1282,"cards":1395},"Surge",[1393],"**Surge** is an effect that applies if a card deals more arcane damage than it's printed amount.",[],[1391],{"name":1397,"text":1398,"rulings":1399,"src":1282,"cards":1400},"The Crowd Boos",[],[],[1397],{"name":1402,"text":1403,"rulings":1404,"src":1282,"cards":1405},"The Crowd Cheers",[],[],[1402],{"name":1407,"text":1408,"rulings":1409,"src":1282,"cards":1410},"Veil",[],[],[1407],1793771240748]