1.
Fundamentals
100.
Starting the game
100.1
Each player needs a deck of cards and a way to represent counters and
tokens. The minimum deck size for Constructed play is 60 cards. The minimum
deck size for Sealed Pack play is 30 cards. There is no maximum deck size. Deck
sizes don’t include hero cards.
100.2
Some tournaments allow players to have an optional side deck. Players must
start each match with their main deck, but may swap cards between side deck and
main deck between games in a match. For Constructed play, a side deck is
exactly 10 cards and can include any cards that could be included in the main
deck. For Sealed Pack play, a side deck is all cards in a player’s card pool
that are not being played in the main deck.
100.3
As a game of Constructed play starts, each deck (including the side
deck, if applicable) can include a total of only four copies of any card with
the same name. Decks for Sealed Pack play can include any number of cards
with the same name.
100.3a
Decks can include any number of cards with the unlimited tag. This is an
exception to 100.3.
100.4
Each player starts the game with a hero in play. Players then use a
random method to determine who will be the first player to take a turn. Before
starting the first turn, each player shuffles his or her deck and then presents
it to an opponent, who cuts and/or shuffles it. Each player then draws an
opening hand of seven cards.
100.5
Once per game, after drawing an opening hand but before starting the
first turn, each player may mulligan. To mulligan, a player shuffles his or
her hand back into his or her deck and draws seven new cards. The first player
decides whether or not to mulligan, and then the next player clockwise, and so
on. After all players have decided whether to mulligan, the first turn starts.
101.
Winning and losing
101.1
Players win the game if no opposing players remain in the game.
101.1a
A player loses the game if his or her hero is destroyed. A player also
loses the game if he or she is required to draw a card from an empty deck. These
are both pre-priority checks (407.5). If all remaining players lose the game
simultaneously, the game is a draw.
101.1b
A player may concede at any time to remove him or herself from the
current game.
101.2
A player that loses the game is removed from the game, and vice versa.
All cards that player owns are removed from the game. Any links that player
controlled are interrupted. Cards that player controlled but doesn’t own revert
to the last controller they had that is still in the game; if no such player
exists, those cards are removed from the game. Continuous modifiers that player
controlled no longer apply.
102.
Contradictions
102.1
If the text of a card specifically contradicts these rules, that card takes
precedence (but see 102.3).
102.2
If a modifier says that [something] can’t happen, and another modifier
or rule tries to make [something] happen, that “can’t” modifier takes
precedence. If an action can’t be performed, any cost involving that action
can’t be paid. “Can’t” modifiers are not replacement modifiers (716). Events
that can’t happen can’t be replaced.
102.3
If a card can’t be destroyed, but destruction of that card can’t be stopped
due to the rules of uniqueness (410.2), the rules of uniqueness take precedence.
103.
Numeric values
103.1
Players asked to choose “any number” can choose zero or any positive
integer. Players can never choose an infinite numeric value.
103.2
Negative values are treated as zero for all purposes except raising or
lowering them. Undefined values that would be numeric
are treated as zero.
104. Simultaneity
104.1
If simultaneous events require simultaneous choices from one or more
players, the turn player makes all of his or her choices first, then the next
player clockwise, and so on. After all choices have been made, those events
happen simultaneously. If multiple triggered effects are waiting to be
added to the chain, see 708.1. If multiple modifiers apply simultaneously, see 718.
105. Ready and exhausted
105.1
Unless otherwise specified, cards enter play ready (upright) and stay
ready until exhausted. To exhaust a ready card, turn it sideways. To ready an
exhausted card, turn it upright. As a ready step starts, the turn player
readies all cards in play that he or she controls.
2.
Card parts
200.
Name
200.1
A card’s name is found above its art. If a link, modifier, or cost
refers to the name of its source, it’s referring only to that source and not to
any other card with that name.
Example: You have two allies in your party, both
Tracker Gallen. Each has +2 ATK, not +4 ATK, because each effectively reads,
“This card has +1 ATK for each ally in your party.”
Tracker Gallen, Alliance, 2, Ally—Night Elf Hunter, 0
ATK, 2 Health
Tracker Gallen has +1 ATK for each ally in your party.
Example: You have two allies in your party, both Kena
Shadowbrand. One is exhausted with 1 damage on it, and the other is ready with
2 damage on it. You can’t use the power of the ready Kena by activating her and
putting 1 damage on the exhausted Kena, because each effectively reads,
“[Activate], Put 1 damage on this card.”
Kena Shadowbrand, Alliance, 3, Ally—Gnome Warlock, 1
ATK, 3 Health
[Activate], Put 1 damage on Kena Shadowbrand >>> Draw a card.
200.2
If a link or modifier checks whether a player controls a card named [name],
or has a card named [name] in his or her party, it’s referring to a card in
play with that name.
Example: You have two allies in your party, both
Orgrimmar Grunts. Each has +1 ATK. When calculating the ATK bonus, you count
only the cards named Orgrimmar Grunts in your ally row.
Orgrimmar Grunts, Horde, 2, Ally—Orc Warrior, Unlimited,
1 ATK, 1 Health
Orgrimmar Grunts has +1 ATK for each other ally named Orgrimmar Grunts in your
party.
201.
Cost
201.1
A card’s cost is the value in its upper left corner. That value is the
number of resources a player must exhaust to play that card. If a link or
modifier looks for a card’s cost, it uses the value printed in the upper left
corner of that card.
201.2
A quest has an exclamation point instead of a cost. Quests can’t be
played; they can only be placed as resources (408.1). The cost of a quest is 0
(103.2).
202.
Type line
202.1
A card’s type line is below its art and contains that card’s type and
any number of tags. A tag is either a keyword that has associated rules
(like “Instant”) or an expression that has no associated rules but can be
referenced by other cards (like “Fire Totem”). For example, a “Horde ally” is
an ally with the “Horde” tag in its type line.
202.2
The right side of a card’s type line may contain one of the following:
·
The unlimited keyword (100.3a)
·
The unique keyword or a tag followed by a number in parentheses (410)
203.
Text box
203.1
A card’s text box is below its type line. A card’s text may include game
text (powers and keywords), reminder text, and/or flavor text. Reminder text is
italicized text in parentheses that clarifies the preceding game text. Flavor
text is italicized text below the game text that has no effect on game play.
203.2
A paragraph break in the text—represented by “<p>” in these rules—denotes
a new power. However, some powers represented by keywords may be grouped
together to save space.
204.
Collector number
204.1
A card’s collector number is printed below its text box and consists of
a set abbreviation (for example, “Azeroth” for Heroes of Azeroth)
followed by that card’s number within that set. The color of a card’s collector
number represents that card’s rarity: white for common, green for uncommon,
blue for rare, purple for epic, and orange for legendary. Neither the collector
number nor its color has any effect on game play.
205.
ATK
205.1
Each ally and weapon card has an attack value (ATK) in its lower left
corner. The icon around that value illustrates that card’s damage type:

Arcane Fire Frost Holy Melee Nature Ranged Shadow
205.1a
As a combat concludes between an attacker and a defender, each deals
combat damage to the other in an amount equal to its ATK and of the type
specified by its damage type (603.1).
205.1b
Striking with a weapon adds both its ATK and damage type to its
controller’s hero this combat (303.2).
206.
Health
206.1
Each character card has a health value in its lower right corner. If a
card accumulates damage greater than or equal to its health (fatal damage), it’s
destroyed during pre-priority processing (407.5).
207. Traits
207.1
Each hero has five kinds of trait: class, faction, profession, race, and
talent spec. A hero’s race is on the upper left of its type line. A
hero’s talent spec is on the lower left of its type line. Each hero has
two professions on the right of its type line.
207.1a
A hero’s class is represented by one of the following icons in
its upper right corner:
Druid
Hunter
Mage
Paladin
Priest
Rogue
Shaman
Warlock
Warrior
207.1b
A hero’s faction is represented by one of the following icons in
its upper left corner:
Alliance
Horde
207.1c
If a card has one or more trait icons, a player can include that card in
his or her deck only if it shares at least one trait icon with his or her hero.
Cards with no trait icon can be included in any deck.
207.1d
If a card has a trait icon next to a
power in its text box, that card has that power only if its controller’s hero
has that trait icon.
Example: If its controller’s hero belongs to the Alliance, Thunderhead Hippogryph has elusive. If its controller’s hero belongs to the
Horde, Thunderhead Hippogryph has ferocity.
Thunderhead Hippogryph, 4, Ally—Hippogryph, 3 ATK, 3
Health
: Thunderhead
Hippogryph has elusive.
:
Thunderhead Hippogryph has ferocity.
207.1e
Some cards have bold text that reads, “[trait] hero required.” A player
can include such a card in his or her deck only if his or her hero has that
[trait].
3. Card Types
300. Overview
300.1
A card’s type is printed on its type line. There are seven card types:
ability, ally, armor, hero, item, quest, and weapon. Allies, heroes, and totems
are collectively called characters. Armor, items, and weapons are collectively
called equipment.
300.2
If card text refers to a “[card type],” it’s referring to a card of that
type in play. If card text is referring to a card in some zone other than play,
it will refer to a “[card type] card” in that zone.
Example: You control Kryton Barleybeard, who reads,
“(2), Destroy Kryton Barleybeard >>> Put target ability into its
owner's hand.” His power must target an ability in play.
301.
Heroes
301.1
Each player starts the game with a ready hero in play. Each hero has a
health value (206) but no printed ATK. Each hero has two trait icons and a type
line with several printed traits (207).
301.2
Each hero is double-sided and starts the game face up with its smaller
art visible. Each hero has a payment power (701), the cost of which involves
flipping the hero face down. A face-down hero is identical to a face-up hero,
except it loses its printed payment power.
302.
Allies
302.1
As an ally card resolves, it enters play in its controller’s ally row. Each
ally has both an ATK (205) and a health value (206).
302.2
A player can propose an ally as an attacker or use its activated (
) powers only if it has
been in his or her party continuously since the start of his or her most recent
turn. Only allies have this restriction. Protecting with a character (602.2)
is not using an activated (
) power. A player can protect with an ally
regardless of how long it has been under his or her control.
303. Weapons
303.1
As a weapon card resolves, it enters play in its controller’s hero row. Each
weapon has an ATK (205) in its lower left corner and a strike cost in its lower
right corner.
303.2
To pay the cost of striking with a weapon, a player must both exhaust
that weapon and exhaust resources equal to its strike cost. A player may strike
with a weapon only while he or she has priority during the defender window of a
combat step while his or her hero is in combat. A player can strike with a
weapon whether that hero is ready or exhausted.
303.2a
Striking with a weapon follows the applicable rules for adding links
(706) and adds a strike effect to the chain. As a strike effect resolves, it
creates a strike modifier that gives its controller’s hero both of the
following for the duration of the combat step:
·
+X ATK, where X is the ATK of that weapon as that effect
resolves.
·
The damage type of that weapon.
303.2b
Once created, strike effects and strike modifiers exist independently of
their source weapon. Strike effects resolve normally and strike modifiers
continue to apply for their duration even if their source weapon leaves play or
changes controllers.
303.2c
A player can strike with only one weapon per combat, but he or she can
strike with that weapon multiple times if it can be readied somehow during that
combat. If a player strikes with a weapon multiple times, his or her hero gains
an additional +X ATK this combat from each strike modifier, where X is the ATK
of that weapon as that modifier was created.
303.3
A player can strike with a weapon or use its activated (
) powers regardless of how long
it has been under his or her control.
304.
Armor
304.1
As an armor card resolves, it enters play in its controller’s hero row. Each armor has a defense value (DEF) in its lower left
corner.
304.2
If a preventable damage packet (403.3) would be dealt to a hero, that
hero’s controller may exhaust any number of his or her ready armor. Each armor
exhausted prevents damage from that packet equal to its DEF (717.5). This doesn’t
use the chain.
304.3
A player can use an armor’s activated (
) powers or exhaust it to prevent damage
to his or her hero regardless of how long that armor has been under his or her
control.
305.
Items
305.1
As an item card resolves, it enters play in its controller’s hero row.
305.2
A player can use an item’s activated (
) powers regardless of how long it has
been under his or her control.
306.
Abilities
306.1
An ability is either ongoing (306.2) or non-ongoing. As a non-ongoing
ability card resolves, it creates one or more modifiers. Then, if it’s still on
the chain, it’s put into its owner’s graveyard.
306.2
Ongoing abilities
306.2a
An ongoing ability can be identified by the ongoing keyword in its text
box. The text before the ongoing keyword may contain additional costs or play
restrictions. Any other text before that keyword follows the applicable rules
for adding links (707). The text after the ongoing keyword describes the
ability’s ongoing powers. These powers function only while the ability is in
play. They don’t follow the rules for adding links.
306.2b
A player can use an ability’s activated (
) powers regardless of how long it has
been under his or her control.
306.2c
An ongoing ability is either attaching (306.3) or non-attaching. As a
non-attaching ability card resolves, it enters play in its controller’s hero
row.
306.3
Attaching abilities
306.3a
An attaching ability can be identified by a sentence starting with
“attach to,” followed by an attach description.
306.3b
If an ability’s attach description is targeted, its target must be
chosen as it’s played as normal (707.1d). As that ability card resolves, it
enters play attached to its target.
306.3c
If an ability card’s attach description is not targeted, its controller
must choose a card with that description as it resolves. That ability enters
play attached to the chosen card. If no such card can be chosen at that time,
that ability card is put into its owner’s graveyard.
306.3d
An attached ability is positioned underneath the card to which it’s
attached. Any number of abilities can be attached to a card, including multiple
abilities with the same name.
306.3e
The card to which an ability is attached is illegal if it’s no longer in
play or is a totem (306.4). An illegally-attached ability card is detached and
put into its owner’s graveyard during pre-priority processing (407.5).
306.3f
If a modifier says to attach an ability to another card, it must be
attached to another card with one of the card types specified in that ability’s
attach description. If it can’t be, that ability stays where it is.
Example: You control Inventor’s Focal Sword and an
ally with Polymorph attached. You use the Sword’s power, targeting Polymorph.
As that effect resolves, you must choose a different ally to attach Polymorph
to. You can’t choose a hero or totem because the only card type specified in
Polymorph’s attach description is an ally. If a different ally can’t be chosen
at that time, Polymorph stays where it is.
Inventor’s Focal Sword, 3, Weapon—Sword, Melee (1), 1
ATK, 2 Strike
(2), [Activate] >>> If target ability is attached to a hero or ally,
attach it to another hero or ally.
Polymorph, Mage, 2, Ability—Arcane
Attach to target ally.
Ongoing: Attached ally can't attack or protect, loses all powers, and is a
Sheep.
306.4
Totem abilities
306.4a
A totem ability can be identified by the totem keyword in its type line.
Each totem has a health value (206) but no printed ATK. Totems can’t gain ATK
or be proposed as attackers. Totems can be proposed as defenders (601). Totems aren’t
allies, but can be targeted (706) as though they were allies while they are in
play. An ability attached to a totem is detached and put into its owner’s
graveyard during pre-priority processing (407.5).
Example: Your opponent controls a hero, an ally, and
a totem. You play Chain Lightning. You can target the totem, because totems can
be targeted as though they were allies while they are in play. However, if you
target the hero or the ally, you can’t choose to do 2 or 1 damage to the totem
as the link resolves because totems aren’t allies.
Chain Lightning, Shaman, 5, Ability—Elemental
Your hero deals 3 nature damage to target hero or ally. Your hero may deal 2
nature damage to another hero or ally. Your hero may deal 1 nature damage to
another hero or ally.
307. Quests
307.1
Quests can’t be played. They can only be placed as resources (408.1).
307.2
Each quest has a completion power (702) that can be completed only while
that quest is face up in play. A quest can be exhausted to pay its own
completion cost. A player can complete a quest regardless of how long it has
been under his or her control.
Example: During your first turn, you place A Donation
of Wool face up in your resource row. Later that turn, you can exhaust it and
flip it face down to pay the cost of its own power. It continues to be a
resource that you can exhaust to pay resource costs.
A Donation of Wool, Quest
Pay (1) to complete this quest.
Reward: Draw a card, then discard a card.
4.
Game Concepts
400. Control and ownership
400.1
A player controls his or her hero, each card or token he or she
puts into play, and each link he or she adds to the chain. A triggered effect
is controlled by the player who controlled its source as it triggered. No more
than one player can control the same thing at the same time. Cards in zones
other than play or the chain have no controller. For control of damage packets,
see 403.4c. For control of modifiers, see 712.5.
400.2
Cards in all zones are owned by the player in whose deck they
started the game. If text refers to a card belonging to a player (for example,
“one of your weapons”), that text is referring to the controller of that card,
who may or may not be the owner.
400.3
Some modifiers change the controller of a card in play. A card that
changes controllers is still the same card. The new controller moves the card
to his or her ally, hero, or resource row, if applicable. Modifiers to that card
still apply within their durations, unless such a modifier is dependent on who
controls the card. Similarly, restrictions on the number of times a payment
power can be used still apply to that card. Any attached cards stay attached
but don't change controllers. As such a modifier ends, control of that card reverts
to the last controller it had that is still in the game; if no such player
exists, that card is removed from the game.
401. Costs
401.1
A cost is anything a player must pay to add a link to the chain or
perform any other game action. A player can’t pay a cost unless he or she has
the means to pay all of that cost. If a cost requires multiple actions to be
taken, they can be taken in any order. If an action can’t be taken, any costs
involving that action can’t be paid.
401.2
Numeric costs are always positive integers or 0. Costs can never be
negative. A cost of 0 still needs to be paid—it does not cause a link to be
added to the chain automatically.
401.3
Some links have an alternate cost. Alternate costs can be identified by
the words “rather than.” These are not replacement modifiers on the original
cost.
401.4
Resource costs
401.4a
A card’s resource cost is the number in its upper left corner. This is
the number of resources a player must exhaust to play that card. If a link or
modifier looks for a card’s cost, it will use that card’s printed resource
cost.
401.4b
A resource cost can also appear in a card’s text box. Such a resource
cost is represented by a number in a circle (and by a number between
parentheses in these rules).
Example: You must exhaust two resources to play a
card with a 2 in its upper left corner or to use a payment power with a cost of
(represented by (2) in these rules).
402. Counters and tokens
402.1
A counter is a small object placed on a card in play. A
counter either represents damage or is associated with the modifier that
created it. Counters remain on a card until they are removed by a modifier or
by pre-priority processing (407.5) after that card leaves play. Named counters
with the same name are indistinguishable from each other. Named counters will
usually be referenced by a modifier and serve either as a marker or a way to
keep track of some quantity.
402.2
An ally token is an object that represents an ally that was put
into play by a modifier. A token has ATK, health, and a tag as specified by
that modifier. If a token has a name and/or powers, they are also specified by
that modifier. If no name is specified, a token’s tag is its name. A token’s
cost is always 0. A player puts a token into play in his or her ally row,
and that token behaves like any other ally. However, if a token leaves play, it
ceases to exist as part of pre-priority processing (407.5) after triggering
powers or modifiers that trigger off it leaving play (703.3a).
403. Damage
403.1
Damage on a character is represented by damage counters and is permanent
unless it’s healed (404) or that character leaves play. A character can accumulate
damage greater than its health. Damage greater than or
equal to a character’s health is called fatal damage. A character with fatal
damage on it is destroyed during pre-priority processing (407.5).
403.2
Damage can be either dealt to or put on a character. Damage that would
be dealt to a character can be replaced or prevented. Damage that would be put
on a character can’t be replaced or prevented.
403.3
Damage is dealt in packets that are created either during combat
conclusion or by modifiers. Each modifier that would deal damage to one or
more characters creates a separate packet for each such character.
Example: You have one opponent, and he or she
controls two allies and a hero. You play Frost Nova, which reads, “Your hero
deals 1 frost damage to each opposing hero and ally.” As it resolves, its
modifier creates three packets of 1 frost damage each.
Example: You have attached two Fireballs to an
opposing hero. Both powers trigger at the start of your turn, and each modifier
creates a packet of 1 fire damage.
Fireball, Mage, 4,
Ability—Fire
Attach to target hero or ally, and your hero deals 4 fire damage to it.
Ongoing: At the start of your turn, your hero deals 1 fire damage to attached
character.
403.4
Each packet of damage has the following attributes:
403.4a
An amount of damage that the packet will deal. This is a positive
integer that can be raised by replacement modifiers and/or lowered by
prevention modifiers. If it’s lowered below 1, the packet ceases to exist and
deals no damage.
403.4b
A destination character, to which the damage will be dealt unless
it’s completely prevented.
403.4c
A source character and controller, which are
determined as follows:
·
For combat damage, the source character is the attacker or
defender that dealt the damage. The controller of a packet of combat damage is
the player who controlled the source character as the packet was created.
·
For non-combat damage, the source character is the character
specified by the modifier that created the damage. The controller of a packet
of non-combat damage is the player who controlled that modifier.
Example: You have one opponent, and he controls two
allies and a hero. You play Frost Nova, which reads, “Your hero deals 1 frost
damage to each opposing hero and ally.” As it resolves, its modifier creates
three packets of 1 frost damage each. Each of those packets is dealt by
your hero (source character) and is controlled by you (controller).
403.4d
A damage type, which is one of:
·
For combat damage, the damage type of the source character. If
none is specified, combat damage has type melee.

Arcane Fire Frost Holy Melee Nature Ranged Shadow
·
For non-combat damage, the damage type is specified by the
modifier that created the damage. If none is specified, non-combat damage is
typeless.
403.4e
In addition, a packet may have one or more of the following optional
attributes:
·
A combat damage flag, if the damage was dealt during
combat conclusion.
·
An unpreventable flag, if the damage can’t be prevented.
If any amount of a packet can’t be prevented, the entire packet can’t be.
Unless otherwise specified, a packet can be prevented.
Example: You control Mason’s Fraternity Ring, which
reads, “Your hero has +1 ATK while attacking.” You attack with your hero and
strike with Annihilator, increasing your hero's ATK to 4. As combat concludes,
your hero deals a packet of 4 unpreventable combat damage.
Annihilator, 2, Weapon—Axe, Melee (1), 3 ATK, 2 Strike
Combat damage dealt by your hero with Annihilator can't be prevented.
·
An association with an ability or equipment. Combat damage
is dealt with a weapon if it was dealt by a hero after striking with that
weapon that combat, even if the packet size is not equal to that weapon’s ATK.
Non-combat damage is dealt with a card if that card was the source of
the modifier that created it.
Example: Your hero has a +2 ATK modifier. You attack
an ally with your hero, then strike with Thrash Blade, increasing your hero's
ATK to 4. Before combat concludes, your opponent flips Graccus to prevent the
next 3 damage that would be dealt to the defender. Your hero still deals 1
combat damage to that ally and deals that combat damage with Thrash Blade, so
Thrash Blade's power triggers. Your opponent can't specify that he wants to
prevent "both points of Thrash Blade damage."
Thrash Blade, 4, Weapon—Sword, Melee (1), 2 ATK, 2
Strike
When your hero deals combat damage with Thrash Blade for the first time on each
of your turns, ready Thrash Blade and your hero.
Example: You have one opponent, and he controls two
allies and a hero. You play Frost Nova, which reads, “Your hero deals 1 frost
damage to each opposing hero and ally.” As it resolves, its modifier creates
three packets of 1 frost damage each. Each of those packets is dealt by
your hero (source character) with Frost Nova and is controlled by
you (controller).
403.4f
A modifier that replaces a packet specifies what attributes of that
packet it modifies. Any attributes not specifically modified remain unchanged
in the modified packet (716.2).
404. Destroy
404.1
To destroy a card or token is to put into its owner’s graveyard from
play. A character with fatal damage on it is destroyed during pre-priority processing
(407.5). Not all events that put a card into a graveyard from play are destroy
events. If a cost involves putting a card into a graveyard from play, and that
action is replaced, that part of the cost is still satisfied. Similarly, if a
card says, “destroy [a card]. If you do,” and the action of putting that [card]
into a graveyard from play is replaced, the “if you do” is still satisfied.
This is an exception to 709.2f.
405. Healing
405.1
To heal an amount of damage from a character is to remove that many
damage counters from it. If a modifier heals N damage from a character with
less than N damage on it, it removes all damage from that character, and the
excess healing is wasted.
Example: An ally in your party has 5 health and 1
damage on it. An opponent targets it with Lightning Bolt, which reads, “Your
hero deals 4 nature damage to target hero or ally.” In response, you target it
with Flash Heal, which reads, “Your hero heals 4 damage from target hero or
ally.” Your link resolves first and removes the damage counter, and then your
opponent’s link resolves and adds 4 damage counters. Your ally is not destroyed.
405.2
If a modifier heals damage from a character with no damage on it,
nothing happens. Doing so doesn’t trigger powers or modifiers that trigger off
damage being healed.
Example: An ally in your party has 4 health and no
damage on it. Again, your opponent targets it with Lightning Bolt, and you
respond with Flash Heal. Your link resolves first but does nothing, because
your ally has no damage on it. As your opponent’s link resolves, it adds 4
damage counters to your ally, which destroys it before the next player gets
priority.
406. Playing cards
406.1
To play a card is to choose a card from hand and add it to the chain. Playing
a card follows the applicable rules for adding links (707). Cards can be played
only from hand unless otherwise specified. A player can play an instant card
any time he or she has priority. A player can play a non-instant card only
during his or her non-combat action phase (502.1) while he or she has priority
and the chain is empty.
406.2
Playing a card is different from placing a resource (408.1), although
both add a card to the chain. Quests (307) can’t be played—they can only be
placed as resources.
407. Priority
407.1
A player’s option to add a link to the chain is called priority. Only
one player can have priority at a time. That player may add a link or pass
priority clockwise to the next player. If that player chooses to add a link, he
or she gets priority again after adding that link. Adding a new link while a
link is already on the chain is also called responding to that link.
407.2
A player with priority can choose to do any of the following:
·
Play an instant card
·
Use a power
·
Complete a quest
407.2a
During a defender window, while his or her hero is in combat, that
player can also:
·
Strike with a weapon
407.2b
During his or her non-combat action phase, while the chain is empty,
that player can also:
·
Play a non-instant card
·
Place a resource
·
Propose a combat
407.3
Playing a card or placing a resource adds that card to the chain. Using
a power, completing a quest, striking with a weapon, or proposing a combat adds
an effect to the chain.
407.4
A priority window is a game interval during which players get priority.
As a priority window opens, the turn player is the first to get priority. Any time all players pass priority in succession:
407.4a
If the chain is not empty, the topmost link of the chain tries to
resolve (709), and then the turn player gets priority.
407.4b
If the chain is empty, the current priority window closes, and the game
advances. It doesn’t close as the chain empties, but only after successive
passes while the chain is empty.
407.5
Any time a player would get priority, pre-priority processing
takes place first. This first involves a series of pre-priority checks (407.6).
Next, any waiting triggered effects (708.1) are added to the chain. Then, that
player gets priority
407.6
The following checks are all made simultaneously. If one or more
checks result in actions taking place, those actions take place simultaneously
(104.1), and then all checks are rechecked repeatedly until no actions take
place. None of this uses the chain.
407.6a
All characters with fatal damage on them or 0 health are destroyed. If a
hero is destroyed, its controller loses the game.
407.6b
All players who have been required to draw a card from an empty deck
lose the game.
407.6c
All players are checked for uniqueness violations (410).
407.6d
All illegally-attached ability cards are detached and put into their
owners’ graveyards. The card to which an ability is attached is illegal if it’s
a totem or is no longer in play.
407.6e
All counters on cards in non-play zones are removed, and all tokens in
non-play zones cease to exist (402).
408. Resources
408.1
On each of a player’s turns, that player may choose one card from his or
her hand and place it as a resource. Placing a resource is optional.
408.1a
A player can place a resource only during his or her non-combat action
phase while he or she has priority and the chain is empty. Placing a resource
follows the applicable rules for adding links (707) and puts a resource card on
the chain. As a resource card resolves, it enters play in its controller’s
resource row.
408.1b
Only quests may be placed face up or face down. Other card types can be
placed only face down. A face-down resource card is effectively blank—it has no
name, type, tags, or text—both while on the chain and in play.
408.2
Players must exhaust resources they control to pay resource costs.
Resources can be exhausted to pay resource costs whether those resources are
face up or face down. Resources can’t be exhausted to pay future resource
costs.
Example: Your opponent plays Lobotomize, targeting
your resource. In response, you may exhaust that resource to pay a resource
cost (for example, the resource cost of an instant card or a payment effect).
However, you can’t exhaust that resource to “spend later.”
Lobotomize, Rogue, 5, Ability—Combat
Destroy target resource. If your hero is stealthed, put the top card of your
deck into your resource row face down and exhausted.
409. Searching
409.1
To search a zone is to look through all of the cards in that zone. If a
modifier tells a player to search a deck, the owner of that deck shuffles it
after that player has finished searching. If a modifier tells a player to
search a deck and another zone for a card, and that player finds that card in
that other zone, that player has the option of looking through that deck (after
which it’s shuffled by its owner) or not (in which case it’s not shuffled).
409.2
A player searching a non-public zone can fail to find any cards that he
or she is told to find by a modifier. The player doesn’t have to say whether
the failure to find was by choice or by absence.
410. Uniqueness
410.1
A uniqueness violation occurs if a player controls cards in play that
can’t all be legally controlled by the same player simultaneously. Uniqueness
is checked during pre-priority processing (407.5).
410.2
If a uniqueness violation occurs, the violating player must choose a
violating card and destroy it. Such destruction can’t be stopped, even if that
card can’t be destroyed. If the violation persists, that player must destroy
another violating card, and so on, until the violation is repaired. If multiple
uniqueness violations occur simultaneously, the turn player repairs all of his
or her violations first, then the next player clockwise, and so on.
410.3
There are three different types of uniqueness violation:
410.3a
Some cards have the unique keyword to the right of their type line. If a
player controls two or more unique cards in play with the same name, those
cards violate uniqueness.
410.3b
Some cards have a tag followed by a number in parentheses on their type
line. If a player controls more than that number of cards in play with that
tag, those cards violate uniqueness.
Example: Searing Totem has the Fire Totem (1) tag.
This means you can control only one Fire Totem in play at a time. Any time you
control two or more Fire Totems in play, you must destroy all but one of them.
You choose which one to keep.
410.3c
Some cards have the two-handed tag. Other cards have the off-hand tag.
If a player controls both a two-handed card in play and an off-hand card in play,
those cards violate uniqueness.
411. Zones
411.1
Cards can be in any one of six game zones: chain, deck, graveyard, hand,
play, and removed-from-game. Each zone exists even if there are no cards in
that zone. All players share the chain and play zones. Each player has his or
her own deck, graveyard, hand, and removed-from-game zone. If a card is put
into a deck, graveyard, hand, or removed-from-game zone, it’s put into its
owner’s instance of that zone
411.1a
The chain and deck zones are ordered top-to-bottom. Players can’t alter
the order of cards (or effects) in these zones but can rearrange cards in all
other zones.
411.1b
If a card changes zones, it’s no longer the same card. Any modifiers
affecting it in the previous zone do not continue to affect it in the new zone
unless they specify that they do. A card that changes controllers while in play
is still the same card.
411.2
Deck zone
411.2a
The deck zone is where each player puts his or her deck. Cards are drawn
from the top of each deck. Cards in decks are face down and so are not public
information. Unless a card says otherwise, players can’t look through decks or
rearrange their order. The number of cards in each deck is public information.
411.2b
Any time a player shuffles a deck, he or she must then offer it to an
opponent to cut and/or shuffle. Any time a player searches a deck, that deck's
owner shuffles it after that search.
411.2c
If multiple cards are simultaneously put on the top or bottom of a deck,
the owner of those cards may arrange them in any order. That player doesn’t
reveal the order of those cards.
411.3
Hand zone
411.3a
The hand zone is where players hold the cards they draw. Hands are not
public information, but each player may look at his or her hand at any time.
The number of cards in each hand is public information.
411.3b
The default maximum hand size is seven cards. During a wrap-up step (503.2),
if the turn player has more cards in hand than his or her maximum hand size,
that player must discard down to that maximum hand size.
411.4
Graveyard zone
411.4a
The graveyard zone is where players put cards that have been destroyed,
discarded, or interrupted, as well as non-ongoing ability cards that have
resolved. Cards in graveyards are face up and so are public information.
411.5
Chain zone
411.5a
The chain zone is where players put cards being played, resources being
placed, and effects they control. A link is any card or effect on the chain.
Putting a card or effect on the chain adds a link to the chain (707). Links are
always added to the top of the chain, on top of any links already on the chain.
Players can’t rearrange the order of links. All links are public information,
except resource cards being placed face down.
411.6
Removed-from-game zone
411.6a
The removed-from-game zone is where players put cards that have been
removed from the game. Putting a card in the removed-from-game zone is also
called "removing [it] from the game." Cards in removed-from-game
zones are face up, and so are public information.
411.7
Play zone
411.7a
The play zone is where allies, equipment, resources, and ongoing
abilities enter play (710). Each player controls three rows in play: a resource
row for resources; an ally row for allies; and a hero row for equipment,
non-attaching ongoing abilities, and his or her hero. Attaching abilities don’t
occupy rows but are attached to other cards in play. A
player’s hero, allies, and totems are collectively called his or her party.
Any player may look at any face-up card in play. A player may only look at
face-down resources that are in his or her resource row.
5. Turn sequence
500.
Overview
500.1
Players take turns, going clockwise from the first player. Each player’s
turn has three phases. In order, they are start, action, and end. Each start
phase has two steps. In order, they are ready and draw. Each action phase may
have any number of combat steps. Each end phase concludes with a wrap-up step. There
are no priority windows (407.4) between phases or between turns.
500.2
As a turn, phase, or step starts, any powers or modifiers that trigger
at the start of that turn, phase, or step trigger. Triggered effects are added
to the chain during pre-priority processing (407.5). Powers or modifiers that trigger
at end of turn trigger at the start of that turn’s end phase.
500.3
Some modifiers give a player an extra turn. That turn is added
immediately after the current turn. If multiple extra turns are created during
a single turn, each is added individually, and the one most recently created is
taken first.
501.
Start phase
501.1
Ready step
501.1a
As a ready step starts, the turn player readies all cards in play he or
she controls. This doesn’t use the chain. Next, a priority window opens. Any
effects that triggered during the previous turn’s wrap-up step or at the start
of the current turn are added to the chain as part of pre-priority processing,
and then the turn player gets priority. As that window closes, the ready step
ends.
501.1b
There are no priority windows before the ready step, or between the
ready and draw steps.
501.2
Draw step
501.2a
As a draw step starts, the turn player draws a card. This doesn’t use
the chain. Next, a priority window opens, and the turn player gets priority. As
that window closes, both the draw step and start phase end.
501.2b
The first player skips the start phase of the first turn, so he or she
doesn’t draw a card.
502.
Action phase
502.1
As an action phase starts, a priority window opens, and the turn player
gets priority. During a player’s action phase, outside
of a combat step, that player is said to be in his or her non-combat action
phase. A player can do the following only during his or her non-combat
action phase while the chain is empty:
·
Play a non-instant card (406).
·
Place a resource (408).
·
Propose a combat (601). As a proposal effect resolves, the
current priority window closes and a combat step starts.
502.2
Any time all players pass in succession during a player’s non-combat
action phase while the chain is empty, the current priority window closes, and the
action phase ends.
503.
End phase
503.1
As an end phase starts, a priority window opens. Any effects that
triggered at the end of the current turn are added to the chain, and then the
turn player gets priority. As that window closes, the wrap-up step starts.
503.2
Wrap-up step
503.2a
There are no priority windows during a wrap-up step, so nothing can be
added to the chain. Any effects that trigger during a wrap-up step are added to
the chain at the start of the next turn’s ready step (501.1). During a wrap-up
step, the following things happen in order:
·
If the turn player has more cards in hand than his or her maximum
hand size, that player must discard down to that maximum hand size. The default
maximum hand size is seven cards.
·
Modifiers that last until end of turn expire.
·
The wrap-up step, end phase, and turn end, and then the next
player clockwise starts his or her turn.
6.
Combat
600.
Overview
600.1
During a player’s action phase, that player may propose any number of
combats, proposing and concluding each of them one at a time.
600.2
Some modifiers say that a character “must attack if able.” This means that
for the duration of such a modifier, that character's controller can’t pass
priority while the chain is empty during his or her non-combat action phase if
he or she could legally propose a combat with that character.
600.3
Some modifiers say that a character “can’t attack unless its controller
pays (N).” This is an additional cost to adding an effect to the chain
proposing that character as an attacker. If a character is affected by both a
“can’t attack unless its controller pays (N)” modifier and a “must attack if
able” modifier, that character is unable to attack (and consequently need not
attack) unless its controller chooses to pay (N).
601. Combat proposal
601.1
A player may propose a combat only during his or her non-combat action
phase while he or she has priority and the chain is empty. Proposing a combat
follows the applicable rules for adding a link (707) and adds a proposal effect
to the chain.
601.2
To propose a combat, a player must choose one character in his or her
party to be the proposed attacker and one opposing character to be the proposed
defender.
601.2a
To be a legal proposed attacker, a character must be ready and must be
able to attack the proposed defender. In addition, it must have been in the
turn player’s party continuously since the start of his or her current turn
and/or have ferocity.
601.2b
To be a legal proposed defender, a character must be controlled by an
opponent of the turn player and must not be elusive or otherwise unable to be
attacked by the proposed attacker.
601.2c
If a character is affected by a modifier that says it “can attack only
[a certain character] if able,” it can be proposed as an attacker only if that
[character] is proposed as the defender. However, if such a proposal would be
illegal (because the proposed defender is elusive, for example), any other legal
character can be proposed as the defender.
601.2d
If a character is affected by two or more modifiers that say it “can
attack only [a certain character] if able,” it can be proposed as an attacker
only if one of those [characters] is proposed as the defender. However, if all
such proposals would be illegal, any other legal character can be proposed as
the defender.
Example: You control Sarmoth, and a friendly player
controls Warrax. During an opponent’s turn, that friendly player targets that
opponent’s Graccus with Mocking Blow. After Mocking Blow resolves, Graccus is
affected by two modifiers: Mocking Blow’s and Sarmoth’s. This turn, Graccus
must attack if able and can attack only Sarmoth or Warrax. The turn player
chooses the proposed defender as usual.
Mocking Blow, Warrior, 1, Instant Ability—Arms
Your hero deals 1 melee damage to target hero or ally. This turn, that
character must attack if able and can attack only your hero if able.
Sarmoth, Warlock, 3, Ally—Voidwalker Demon, Pet (1), 1
ATK, 5 Health
Opposing heroes and allies can attack only Sarmoth if able.
601.2e
If any characters involved in the proposed combat break any rules
governing combat legality, the proposed combat is illegal and can’t be
proposed.
601.3
As a proposal effect tries to resolve (709), the legality of the proposed
combat is rechecked. If it’s still legal, that effect resolves, the current
priority window closes, and a combat step starts. Otherwise, the proposal
effect is interrupted (711). If a proposal effect is interrupted, the proposed
attacker stops being a proposed attacker, the proposed defender stops being a
proposed defender, and the turn player gets priority in his or her action phase
with the chain empty.
602.
Combat step
602.1
As a combat step starts, the proposed attacker exhausts, becomes an
attacker, and starts attacking. The turn player becomes the attacking player.
None of this uses the chain. Then, a priority window opens, called the attacker
window. Any effects that triggered when the attacker attacked are added to
the chain, and then the turn player gets priority.
602.2
As an attacker window closes, any player friendly to the controller of
the proposed defender (including that controller) may exhaust a character in
his or her party that can protect. If that happens, the proposed defender stops
being the proposed defender, and that exhausted character becomes the proposed
defender. This does not use the chain and is the only time and manner in
which a character can protect. This is called the protection point of a
combat step. A character exhausted this way is said to be protecting for the
rest of the combat.
602.2a
If the attacker is stealthed, characters can’t protect. This is an
exception to 602.2.
602.2b
Only one character can protect each combat. A character can protect
regardless of whether or not it can be attacked by the attacker. A proposed
defender can't protect itself.
602.3
Next, the proposed defender becomes a defender and starts defending
against the attacker. The attacker also starts attacking the defender. The
defender’s controller becomes the defending player. None of this uses the
chain. Then a priority window opens, called the defender window. Any
effects that triggered when the protector protected or the defender defended
are added to the chain, and then the turn player gets priority. As the
defender window closes, combat conclusion starts.
602.4
Weapon strike costs can be paid only while a defender window is open.
The attacker window and defender window are normal priority windows in all
other respects. Any player with priority (407) may add links to the chain while
either window is open.
602.5
A character stops being an attacker or defender if it leaves play,
changes controllers, or is removed from combat. This doesn’t cause the combat
step to end. A combat step always proceeds to conclusion whether or not the
attacker is still attacking or the defender is still defending.
603. Combat conclusion
603.1
No player gets priority during combat conclusion.
If both an attacker and a defender remain, the attacker deals a packet of
combat damage equal to its ATK to the defender, and the defender simultaneously
deals a packet of combat damage equal to its ATK to the attacker.
603.1a
If the attacker has long-range, defenders can’t deal combat damage. This
is an exception to 603.1.
603.1b
Each packet can be replaced (716) and/or prevented (717) by applicable
modifiers.
603.2
If there is no attacker and/or no defender remaining, no combat damage
is dealt. If an attacker remains but no defender remains, that attacker does
not ready.
603.3
As the last part of combat conclusion:
603.3a
If an attacker remains, it stops being an attacker and stops attacking.
If a defender remains, it stops being a defender, stops defending, and, if
applicable, stops protecting. The attacking player stops being the attacking
player, and the defending player stops being the defending player. Modifiers
with the duration “this combat” end.
603.3b
Next, the combat step ends, and a priority window opens in the turn
player’s action phase. Any effects that triggered during combat conclusion are
added to the chain, and then the turn player gets priority.
7.
Powers, links, and modifiers
700. Powers
700.1
The text in a card’s text box describes its powers. There are four types
of powers: payment, completion, triggered, and continuous. Activated powers are
a subset of payment powers and have the activate (
) symbol as part of their cost. Paragraph
breaks in the text of a card, represented by “<p>” in these rules, denote
a new power. However, some powers represented by keywords may be grouped
together to save space.
700.2
Some powers function in zones other than play. Such modifiers will
specify what zones they function in. Unless a power specifies that it functions
in another zone, or unless it can only function in another zone, powers function
only on cards in play.
700.3
Some modifiers cause a card in play to lose its powers. Such a card
effectively has a blank text box for the duration of such a modifier. As a lost
power returns, any continuous modifiers that power is generating get a new
timestamp (718). A lost power that returns will be the same power as it
initially was if its source card is the same as before (701.4).
701. Payment powers
701.1
A payment power can be identified by the arrow in its text, represented
by “>>>” in these rules. The text to the left of the arrow is the cost
of that power. The text to the right is the effect that using that power adds
to the chain.
701.2
A player may use a payment power any time he or she has priority, as
long as he or she can pay its cost. A player may use a payment power multiple
times as long as he or she can pay its cost each time. Only a card’s controller
can use its payment powers unless otherwise specified. Using a payment power
follows the applicable rules for adding links (707) and adds a payment effect
to the chain.
701.3
An activated power is a payment power that has an activate (
) symbol as part of its
cost. To pay that part of the cost, exhaust the card with that power. A
card can’t be exhausted to pay a cost if it’s already exhausted. A player can
use an ally’s activated powers only if it has been in his or her party
continuously since the start of his or her most recent turn.
701.4
A card’s restrictions on the number of times a payment power can be
used apply only to that card and that power, and not to any other cards with
the same name. Such restrictions apply for the specified interval, as long as
that card is the same card and that power is the same power.
Example: You control Elder Moorf, which reads, “(1)
>>> Target ally has +2 ATK this turn. Use only once per turn,” and you
use his power. That same turn, you play a second Elder Moorf. The new Elder
Moorf is a different card, so you can use his power once this turn also.
701.4a
A card that changes zones is no longer the same card. As a result, a
card that leaves a zone and then returns is not the same card upon its return. A
card that changes controllers or flips face down in play is still the same
card. A lost power that returns will be the same power as it initially was if
its source card is the same as before.
Example: You control Elder Moorf, which reads, “(1)
>>> Target ally has +2 ATK this turn. Use only once per turn,” and you
use his power. Later that turn, your opponent plays Polymorph on your Elder
Moorf, causing him to lose his power. Later that same turn, you play Dispel
Magic on the Polymorph. You can’t use Elder Moorf’s power again this turn,
because it’s still the same power, and you’ve already used it once this turn.
Dispel Magic, Priest, 1, Instant Ability—Discipline
Destroy target ability.
Polymorph, Mage, 2, Ability—Arcane
Attach to target ally.
Ongoing: Attached ally can't attack or protect, loses all powers, and is a
Sheep.
702.
Completion powers
702.1
Completion powers appear only on quests. A completion power can be
identified by the keyword “Reward” in its text. The text preceding that keyword
is the completion cost of that power. The text following that keyword is the
effect that completing that quest puts on the chain.
702.2
A player can complete a quest any time he or she has priority, as long
as he or she can pay its cost. Only a quest’s controller can complete it unless
otherwise specified. Completing a quest follows the applicable rules for adding
links (707) and adds a completion effect to the chain. As part of paying its
completion cost, a quest is flipped face down and continues to be a resource. A
card can be flipped whether it’s ready or exhausted.
702.3
Completion powers function similarly to payment powers, but are not
payment powers because they don’t have an arrow (>>>).
703. Triggered powers
703.1
A triggered power can be identified by a sentence starting with the
words “when” or “at.” It waits for its trigger event to occur, at which point
it triggers. It triggers off every instance of its event, including multiple
events happening simultaneously. It can trigger at any time, even during
intervals when no player has priority. Triggered powers create triggered
effects (708).
703.2
Some triggered powers have an if-condition after the trigger event, set
off by commas. Such powers are called “double-check” powers. A double-check
power triggers only if its condition is true. Its effect is interrupted if its
condition is no longer true on resolution.
Example: You control Lei of Lilies. Its power won’t
trigger if you have fewer than four cards in hand at the start of your turn. If
you have fewer than four cards in hand as its triggered effect tries to
resolve, it will be interrupted.
Lei of Lilies, 4, Item, Neck (1)
At the start of your turn, if you have four or more cards in your hand, your
hero heals 1 damage from itself.
703.3
Triggered powers use the game state immediately after an event to
determine whether they could have triggered off that event and whether or not
they did. Powers that trigger off a card leaving play are an exception to this rule
(703.3a).
Example: You have Watcher Mal’wi in your graveyard.
Your opponent has an ally card with 1 health in his graveyard. You use Kaal
Soulreaper’s power to put both ally cards into play. The game state immediately
after both enter play is used to determine which triggered powers exist that
could trigger off them entering play. As a result, Watcher Mal’wi’s power
triggers and deals 1 ranged damage to the opposing ally, destroying it.
Kaal Soulreaper, Horde, 7, Ally—Orc Warlock, Unique, 5
ATK, 6 Health
(7), Remove Kaal Soulreaper from the game >>> Players put all ally
cards from their graveyards into play.
Watcher Mal'wi, Horde, 4, Ally—Troll Hunter, 3 ATK, 3
Health
When an opposing ally enters play, Watcher Mal'wi deals 1 ranged damage to it.
703.3a
Powers that trigger off a card leaving play look back to the game
state immediately before that card left play. This information is used to
determine if any powers existed that triggered off that event and any other relevant
information.
Example: You and your opponent each control Masten
Everspirit. One attacks the other, so both are dealt fatal damage during combat
conclusion, and then both are destroyed during pre-priority processing. The
game state immediately before both were destroyed is used to determine which
triggered powers exist that could trigger off them being destroyed. As a
result, both powers trigger.
Masten Everspirit, Horde, 5, Ally—Tauren Shaman, 4 ATK,
2 Health
When Masten Everspirit is destroyed, you may put him from your graveyard into
your hand.
703.4
Some triggered powers trigger when a card “becomes [something].” A card “becomes
[something]” if it was not [something] and then became [something]. If a card already
is [something] it can’t “become” [something] again until it first stops being
[something].
Example: Lord Grayson Shadowbreaker’s power triggers
only when he transitions from ready to exhausted.
Lord Grayson Shadowbreaker,
Alliance, 7, Ally—Human Paladin, 4 ATK, 7 Health
Protector <p> When Lord Grayson Shadowbreaker becomes exhausted, he heals
2 damage from target hero or ally.
704. Continuous powers
704.1
Any power that is not a payment, completion, or triggered power is a
continuous power. Continuous powers generate continuous modifiers without using
the chain. A continuous modifier generated by a card’s continuous power doesn’t
have a specified duration and lasts as long as that card is in the appropriate
zone and has the appropriate power. A paragraph break (<p>) in the text
of a card in play denotes a separate power. Each continuous power generates a
separate modifier.
704.2
Additional costs or play restrictions on a card are continuous powers
that function in all zones from which that card can be played.
705. Links
705.1
A link is any card or effect on the chain. Doing any of the following
adds a link to the chain:
·
Playing a card (406)
·
Placing a resource (408)
·
Using a payment power (701)
·
Completing a quest (307)
·
Proposing a combat (601)
·
Striking with a weapon (303)
705.2
Playing an ally, equipment, or ability adds that card to the chain. Placing
a resource also adds that card to the chain. If that resource is to be placed
face down, it’s added to the chain face down. All other cards are added to the
chain face up.
705.3
Using a power, completing a quest, proposing a combat, and striking with
a weapon all add an effect to the chain. Triggered powers and modifiers can
also add triggered effects to the chain.
705.4
The player that adds a link is the controller of that link. If an effect
is triggered, the player who controlled the source of that effect as it
triggered is the controller of that effect.
705.5
The source of a card on the chain is that card itself. The source of a
non-proposal effect is the card that created that effect. The source of a
proposal effect is the proposing player.
706. Targets
706.1
Some links require one or more targets. These are cards or players that
must be chosen while adding the link. Each target will have a target description
specified in the link’s text. A target can’t be chosen unless it meets the specified
description. The same card can’t be chosen as two or more targets of one link. A
link can’t target itself.
706.1a
A link is targeted only if it has the word “target” in its text.
706.1b
Some links give a targeted power to a card in play. The targets for such
a power are not chosen as that link is added to the chain; they are chosen as
that power is used.
Example: You play Face Smash. As you add it to the
chain, you must choose the target ally that will gain the specified power.
However, you don’t choose the target ally that will be destroyed by that power
until you use it.
Face Smash, 4, Alliance, Instant Ability
Target ally has "[Activate] >>> Destroy target ally" this
turn.
707. Adding links
707.1
To add a link to the chain, a player must go through the following steps
in order. A player can’t start to add a link if there is a modifier that
prevents that player from adding that link.
707.1a
The player announces the card or effect, reveals its source if that
source is not currently revealed, and then puts the link on the top of the
chain. The source of the link remains revealed while the link is being added.
Resources being placed face down are not revealed, and so are an exception to
applicable parts of this rule.
707.1b
If the link is modal, the player chooses which mode to use. The phrase
“choose one:” indicates that a link is modal. After this phrase, each mode is
separated by a semicolon.
707.1c
If the link has a variable cost represented by an X, the player chooses
the value of X.
707.1d
If the link has targets, the player must choose those targets. If the link
is modal, the player only chooses targets for the chosen mode. The chosen
targets must be legal. If the link has a variable number of targets, the player
must first decide how many targets there will be and then choose those targets.
If a link divides damage among multiple targets, the player must specify a
division such that each target is assigned 1 or more damage. A link can’t be
added unless legal choices can be made for all of its targets.
707.1e
The player calculates the total cost for the link, first substituting an
alternate cost if one is used, then adding any additional costs, and then subtracting
any cost reductions. Cost additions are cumulative, as are cost reductions. If
the cost is below zero after subtracting cost reductions, it’s treated as zero
(103.1). The player then must pay costs in any order.
707.1f
After the above steps are completed, the link becomes added, triggering
any applicable powers or modifiers that trigger off a card being played, or a
weapon striking, and so on. Then, the player that added the link gets priority.
Example: To play Shield Bash from your hand, first
announce and reveal it, then choose a target hero or ally, and then pay either
the resource cost (exhaust three resources) or the alternate cost (exhaust a
Shield). You don’t check whether you targeted a hero or choose an ability card
to interrupt until the link resolves.
Shield Bash, Warrior, 3, Instant Ability—Protection
You may exhaust one of your Shields rather than pay Shield Bash's cost.
Your hero deals 1 damage to target hero or ally. If you targeted a hero, you
may interrupt an ability card played by its controller.
707.2
If at any time during these steps, the player is unable to finish adding
the link, the entire action is rewound and the game state reverts to the game
state before the action was attempted. That player returns to having priority
as he or she did before attempting to add the link.
707.3
Once an effect has been added to the chain, it exists independently of
its source. Removing or modifying the source won’t interrupt the effect. As an
effect resolves, if its source is no longer in the expected zone, that source's
last known information is used.
708.
Triggered effects
708.1
As a player is about to receive priority, any waiting effects that have
triggered but have not yet been added to the chain are added to the chain
during pre-priority processing (407.5).
708.1a
If multiple triggered effects are waiting, first the turn player chooses
in what order his or her triggered effects go on the chain, and then they are
added to the chain. Then, the next player clockwise chooses in what order his
or her triggered effects go on the chain, and then they are added to the chain
on top of the previous player’s. Then, the next player clockwise, and so on.
708.1b
No player gets priority until all waiting triggered effects have been
added to the chain.
708.2
Adding a triggered effect to the chain follows the applicable rules for
adding links (707), although triggered effects will never have costs. If a
triggered effect requires targets, but legal targets for that effect can’t be
chosen, or if other choices made on announcement can’t legally be made for it, the
effect is removed from the chain before its announcement is finished and
doesn’t affect the game in any way.
708.3
Some triggered effects have optional parts. Adding such an effect to the
chain is not optional—the options are chosen as it resolves.
Example: You play Zygore Bladebreaker. As he enters
play, his power triggers, and you choose a target as that effect is added to
the chain. As it resolves, you have the option to destroy that target. Later,
your opponent attaches Crippling Poison to your hero. At the start of each
turn, its triggered effect is added to the chain, and you have the option of
paying (3) as it resolves. If you don’t or can’t pay (3), you must exhaust your
hero.
Crippling Poison, Rogue, 1, Instant Ability—Poison
Attach to target hero or ally that was dealt combat damage by your hero this
turn.
Ongoing: At the start of each turn, exhaust attached character unless its
controller pays (3).
Zygore Bladebreaker, Horde, 6, Ally—Orc Warrior, 4 ATK,
3 Health
When Zygore Bladebreaker enters play, you may destroy target weapon.
709. Resolving links
709.1
If all players pass in succession and the chain is not empty, the topmost
link tries to resolve.
709.2
The controller of a link tries to resolve it by following the instructions
listed below. No player receives priority while these instructions are being
followed.
709.2a
If the link has targets (706), recheck the legality of those targets. A
target is illegal if it no longer meets the link's target description. If all
of a link’s targets are illegal, interrupt it (711). If the link is a proposal
effect, and the proposed combat is illegal (601.2), interrupt the link.
709.2b
If the link has not been interrupted, resolve it. To do so, its
controller must process its text in order. If a link tells a player to take an
action, that player makes all choices for that action that were not already
made.
Example: You control Last Stand, which reads, “At the
start of your turn, destroy Last Stand unless you discard two cards.” As its
triggered effect resolves, you choose whether to discard two cards. If you
choose not to discard (or can’t), you must destroy Last Stand.
Example: If you use Gellrin’s power, which reads,
“Remove Gellrin from the game >>> Target player turns one of his
quests face down,” you choose a target player as you add the effect to the
chain. As it resolves, that player chooses one of his quests to turn face down.
Example: If you play Shield Bash, you choose a target
hero or ally as you add it to the chain. As that card resolves, your hero deals
1 damage to that target and you may choose an applicable ability card to
interrupt if you targeted a hero.
Shield Bash, Warrior, 3, Instant Ability—Protection
You may exhaust one of your Shields rather than pay Shield Bash's cost.
Your hero deals 1 damage to target hero or ally. If you targeted a hero, you
may interrupt an ability card played by its controller.
709.2c
If some (but not all) of the link’s targets are illegal as it resolves,
it doesn’t affect those targets. If some of the link is impossible to perform,
only as much as possible is performed.
709.2d
If a link is looking for information from the game, that information is
checked only once, as the link resolves. If a link is looking for information
from a card that is no longer in the expected zone, that link uses the last
known information of that card from that zone.
Example: You control Fireball attached to an opposing
ally with 5 health and 4 damage on it. At the start of your turn, Fireball
triggers, and its effect is added to the chain. In response, you use Kryton
Barleybeard’s power to return Fireball to your hand. As Fireball’s effect
resolves, there is no “attached character,” so it uses the last known
information of what its source was last attached to and deals 1 fire damage to
that ally, destroying it.
Fireball, Mage, 4, Ability—Fire
Attach to target hero or ally, and your hero deals 4 fire damage to it.
Ongoing: At the start of your turn, your hero deals 1 fire damage to attached
character.
Kryton Barleybeard, Alliance, 1, Ally—Dwarf Priest, 2
ATK, 1 Health
(2), Destroy Kryton Barleybeard >>> Put target ability into its
owner’s hand.
709.2e
If parts of a link’s text have different durations, the link creates separate
modifiers for each of those parts. A modifier can’t have more than one
duration. If a link’s text has both one-shot and continuous parts, the link creates
separate modifiers for each of those parts. If a link is modal, it creates
modifiers only for the chosen mode.
709.2f
Some links tell a player to perform one or more actions, followed by
a sentence starting with “if you do.” The latter checks whether those actions
were actually performed. If they were not, that sentence’s modifiers are not
created. If one or more of the actions were replaced, those actions were not
performed.
Example: You complete Tooga’s Quest. At the start of
your next turn, you must remove Tooga from the game. This action is not
optional. If you can’t (because Tooga is no longer in play), you don’t draw two
cards.
Tooga's Quest, Quest
Reward: Put a unique Turtle ally token named Tooga with 1 ATK and 1 health into
play. At the start of your next turn, remove Tooga from the game. If you do,
draw two cards.
709.2g
As the last part of resolving a link, one of the following happens:
·
A proposal effect leaves the chain, and a combat step begins.
·
A non-proposal effect creates one or more modifiers and then
leaves the chain.
·
An ally, equipment, or resource enters play (710).
·
An ongoing ability may create one or more modifiers and then
enter play (710).
·
A non-ongoing ability creates one or more modifiers. Then, if
it’s still on the chain, it’s put into its owner’s graveyard.
709.2h
Then the turn player gets priority (407).
710. Entering play
710.1
A card enters play as it comes into the play zone from some other zone.
A player puts a card into play by following the instructions listed below in
order. No player receives priority while these instructions are being followed.
710.2
The player physically puts the card into play, processing any "enters
play exhausted" and/or "enters play with counters" modifiers. All
cards enter play ready unless otherwise specified.
Example: You control Circle of Life and Spirit
Healer. An ally in your party is destroyed, so you choose to search for an ally
card with the same name. That card enters play exhausted; it doesn’t enter play
ready and then exhaust. At the end of your turn, you choose to put the ally
from your graveyard into play. If that ally has 2 health, it enters play with 1
damage on it; it doesn’t enter play undamaged and then have 1 damage added to
it.
Circle of Life, Druid, 8, Ability—Restoration
Ongoing: When an ally is destroyed, its controller may search his deck for an
ally card with the same name and put it into play exhausted.
Spirit Healer, Generic, 8, Ability
Ongoing: At the end of each player's turn, that player may put an ally card
from his graveyard into play with damage on it equal to its health minus 1.
710.2a
Allies enter play in their controller’s ally row.
710.2b
Resources enter play in their controller’s resource row. If a resource
card was added to the chain face up, it enters play face up, and vice versa.
710.2c
Equipment and non-attaching ongoing abilities enter play in their
controller’s hero row.
710.2d
Attaching ongoing abilities enter play attached to a card in play.
710.3
The card is now in play. Its continuous powers generate continuous
modifiers, and applicable continuous modifiers (including its own) take it into
account.
710.4
Powers or modifiers that trigger off that card entering play now do so, taking
said continuous modifiers into account if applicable.
711. Interrupting links
711.1
A link that is interrupted gets removed from the chain. If that link is
a card, it’s put into its owner's graveyard. After a link is interrupted, the
turn player gets priority.
711.2
If a link is interrupted, the entire text of the link is interrupted.
Interrupted links don’t create modifiers, put cards into play, or affect the
game in any way. Any costs paid are not refunded.
712. Modifiers
712.1
There are two types of modifiers: one-shot and continuous. A one-shot
modifier is created by a resolving link (709). A continuous modifier is either
created by a resolving link or generated by a continuous power (704).
712.2
A resolving link can create one or more modifiers of either or both
types. A paragraph break (<p>) in the text of a link denotes a separate modifier
that will be created by that link as it resolves. If parts of a link’s text
have different durations, that link creates separate modifiers for each of those
parts. A modifier can’t have more than one duration. If a link’s text has both
one-shot and continuous parts, that link creates separate modifiers for each of
those parts.
712.3
A player applies a modifier by processing its text in order. If some of
the modifier is impossible to perform, only as much as possible is performed.
If a card refers to “that [thing],” it’s referring to the last time that
[thing] was mentioned in its text, even if “that [thing]” doesn’t currently
describe it.
712.4
Some modifiers affect cards in zones other than play. Such modifiers
will specify what zones they affect cards in. Unless a modifier specifies that
it affects cards in another zone, or unless it can only function by doing so,
modifiers only affect cards in play.
712.5
The
source of a modifier from a resolving card is that card. The source of a
modifier from a resolving effect is the card that created that effect. The source of a modifier from
a card’s continuous power is that card. The source of a modifier created by another
modifier is the same as the source of the original modifier.
712.6
The controller of a modifier from a link is the player who added that
link to the chain. The controller of a modifier from a card’s continuous power
is that card’s controller.
712.7
Some modifiers say a player “may [perform an action].” That player may
choose to perform that [action] only if he or she can perform it in its
entirety.
713. One-shot modifiers
713.1
One-shot modifiers modify the game but have no duration. They are
created by resolving links. Modifiers that deal or heal damage are always
one-shot modifiers.
Example: Fire Blast, which reads, “Your hero deals 2
fire damage to target hero or ally,” and Flash Heal, which reads, “Your hero
heals 4 damage from target hero or ally,” both create one-shot modifiers.
714. Continuous modifiers
714.1
Continuous modifiers modify the game over a period of time.
714.2
A continuous modifier from a card’s continuous power has no specified
duration and lasts until the game ends, or until that card is no longer in the
appropriate zone with the appropriate power. Such a modifier always uses
information from the current game state.
Example: While Tracker Gallen is in play, his
modifier continuously counts the number of allies currently in his party. It
lasts until he leaves play or loses his power.
Tracker Gallen, Alliance, 2, Ally‑Night Elf Hunter, 0 ATK, 2 Health
Tracker Gallen has +1 ATK for each ally in your party.
714.3
A continuous modifier from a link usually has a specified duration. If
no duration is specified, that modifier lasts until the game ends.
714.3a
Some modifiers have a “while” condition as well as a duration. Such a modifier
applies only while that condition is true within its duration. That condition is
not a duration.
Example: Sudden Reversal reads, “Target ally has +4
ATK while defending this turn.” Its modifier has a duration of this turn, but
applies only while the target ally is defending.
714.3b
Some modifiers are written as, “While [cardname] remains exhausted,
[text].” The [cardname] has not remained exhausted if it readied between the
time the activated effect was played and the time it resolved. If it did, such
a modifier is not created.
Example: You control Helwen and activate her. In
response, something readies her. Then you activate her again. The effect from
the second activation resolves first and creates a modifier, because she hasn’t
readied since that activation. As the effect from the first activation
resolves, it doesn’t create a modifier, because she has readied since that
activation.
Helwen, Warlock, 4, Ally—Succubus Demon, Pet (1), 2 ATK,
2 Health
You may choose not to ready Helwen during your ready step.
[Activate] >>> While Helwen remains exhausted, you control target
ally.
714.3c
If parts of a link’s text have different durations, the link will create
a separate modifier for each of those parts. A modifier can’t have more than
one duration. If a link’s text has both one-shot and continuous parts, the link
creates separate modifiers for each of those parts.
714.3d
A continuous modifier from a link exists independently from the source
of that link. Removing or modifying that source won’t impact that modifier in
any way.
714.3e
A continuous modifier from a link doesn’t flag any cards as that link
resolves. Such a modifier continuously checks what cards it applies to, so
it can affect cards that weren’t affected as it was created, and it can stop
affecting cards that were affected as it was created.
Example: You control one ally and play Rally the
Troops, which reads, “Allies in your party have +1 ATK this turn.” Later that
turn, you play a second ally. That ally also has +1 ATK this turn. Later that
same turn, an opponent gains control of one of your allies. That ally no longer
has +1 ATK, because it’s no longer in your party.
714.3f Some
continuous modifiers from a link refer to cards affected by an earlier part of that
link. Such a modifier does flag those affected cards as that link resolves and
applies only to those cards for its duration. This is an exception to 714.3e.
Example: You control a ready ally and an exhausted
ally and play Leeroy Jenkins. As his triggered effect resolves, it exhausts the
ready ally, tries to exhaust the exhausted ally, and flags both “other allies
in your party.” Later that turn, you play a third ally. During your next ready
step, neither of the flagged allies can ready, but the third ally can.
Leeroy Jenkins, Alliance, 4, Ally—Human Paladin, 6 ATK,
1 Health
When Leeroy Jenkins enters play, exhaust all other allies in your party. They
can't ready during your next ready step.
715. Triggered modifiers
715.1
Triggered modifiers are a type of continuous modifier from a link. Such
a modifier either has a duration or specifies that it triggers the next time a
certain event happens. A triggered modifier does not have to start with “at” or
“when,” but it will contain one of those words. A triggered modifier functions
like a triggered power, except that it triggers off its specified event only
within its duration. Effects created by triggered modifiers follow the rules
for triggered effects (708).
Example: Completing Tooga’s Quest creates a triggered
modifier that triggers at the start of your next turn. The triggered effect it
creates is “remove Tooga from the game. If you do, draw two cards.”
Tooga's Quest, Quest
Reward: Put a unique Turtle ally token named Tooga with 1 ATK and 1 health into
play. At the start of your next turn, remove Tooga from the game. If you do,
draw two cards.
716. Replacement modifiers
716.1
Modifiers that use both “would” and “instead” are replacement modifiers.
A replacement modifier replaces a specified event with a modified event. This
doesn’t use the chain. The specified event never happens, so no powers or
modifiers can trigger off it. Instead, the modified event happens, which may in
turn trigger powers or modifiers.
716.1a
A replacement modifier can replace an event any time. In order for a
replacement modifier to replace an event, that modifier must exist before that
event would happen. Replacement modifiers replace every instance of the
specified event, even if that event happens multiple times simultaneously.
Example: You control World in Flames and play
Flamestrike. World in Flames doubles each packet of fire damage, so your
hero deals 6 fire damage to each opposing hero and ally.
Flamestrike, Mage, 7,
Ability—Fire
Your hero deals 3 fire damage to each opposing hero and ally.
World in Flames, Mage, 8,
Ability—Fire
Ongoing: If your hero would deal fire damage, it deals double that amount of
damage instead.
716.1b
A replacement modifier replaces the specified event even if the modified
event can’t be done.
Example: You play Forbidden Knowledge and remove the
ten cards remaining in your deck from the game. Later that game, all ten of
those cards have been put into your hand. If you would draw a card, Forbidden
Knowledge continues to replace that event, even though there are no more cards
to put into your hand. As a result, you don’t lose the game due to drawing from
an empty deck.
Forbidden Knowledge, Warlock, 8, Ability—Demonology
Remove your deck from the game.
Ongoing: If you would draw a card, choose a card you removed and put it into
your hand instead.
716.1c
The modified event created by a replacement modifier has been affected
by that particular modifier and can't be affected by it again, and neither can any
events which that event gets turned into by further replacement modifiers. However,
it can be affected by a different instance of that replacement modifier.
Example: You control two copies of World in Flames
and play Fire Blast. Fire Blast creates a packet of 2 fire damage, which the
first World in Flames modifier replaces with a packet of 4. This packet can’t
be replaced by the first modifier again, but it’s replaced by the second to
create a packet of 8. This packet has been replaced by both World in Flames
modifiers, and so can’t be further replaced by either.
Fire Blast, Mage, 1, Instant
Ability—Fire
Your hero deals 2 fire damage to target hero or ally.
World in Flames, Mage, 8,
Ability—Fire
Ongoing: If your hero would deal fire damage, it deals double that amount of
damage instead.
716.2
Some replacement modifiers replace damage packets that would be dealt.
They do so by changing one or more specified attributes of those packets. Any
attributes not specifically changed remain the same in the modified packets.
Damage that is put on a character is not dealt, and so it can’t be replaced or
prevented.
Example: You control Chromatic Cloak and play Mind
Spike. Chromatic Cloak’s modifier increases the amount of the packet by 1 but
changes nothing else about it—it’s still shadow damage being dealt by your hero
with Mind Spike. As a result, the target’s controller discards two cards.
Chromatic Cloak, 4,
Armor—Cloth, 0 DEF
If your hero would deal damage with an ability, it deals that amount of damage
plus 1 instead.
Mind Spike, Priest, 2, Ability—Shadow
Your hero deals 1 shadow damage to target hero or ally. Its controller discards
a card for each damage dealt.
716.3
If multiple modifiers would replace the same packet, the controller of
that packet chooses how to order them. Prevention modifiers are an exception to
this rule, and are always applied after non-prevention replacement modifiers (717).
If multiple modifiers would replace some other event, the player that would
have been affected by that event chooses how to order them.
Example: You control World in Flames, and an opponent
controls Berserker Stance. You play Fire Blast targeting that opponent’s hero.
As it resolves, you control the packet created, so you choose the order in
which (non-prevention) replacement modifiers apply to it. To maximize damage,
you choose Berserker Stance first, then World in Flames. As a result, the
packet is increased to 3 and then doubled to 6. Lastly, any prevention
modifiers are applied.
Berserker Stance, Warrior, 3,
Ability—Fury
Ongoing: If your hero would deal damage, it deals that amount of damage plus 1
instead.
If your hero would be dealt damage, it is dealt that amount of damage plus 1
instead.
Fire Blast, Mage, 2, Instant
Ability—Fire
Your hero deals 2 fire damage to target hero or ally.
World in Flames, Mage, 8,
Ability—Fire
Ongoing: If your hero would deal fire damage, it deals double that amount of
damage instead.
717.
Prevention modifiers
717.1
Modifiers that use “prevent” are prevention modifiers. They are a type
of replacement modifier, because they replace damage that would be dealt with
nothing. This doesn’t use the chain. Prevention modifiers are always applied
after non-prevention replacement modifiers. This is an exception to 716.3.
Example: Your opponent controls Berserker Stance,
which reads, “If your hero would deal damage, it deals that amount of damage
plus 1 instead,” and attacks your hero with his 2 ATK hero. You resolve a link
that reads, “Prevent the next 2 damage that would be dealt to your hero this
turn.” As that combat concludes, the prevention modifier is applied last, so
the packet is first increased to 3, then 2 is prevented. The opposing hero
deals 1 combat damage to your hero.
717.2
A prevention modifier generates a bubble around one or more characters.
Depending on its specifications, each bubble around a character prevents damage
that would be dealt to and/or by that character. Each bubble prevents either
all such damage or a specified amount of such damage. A bubble persists until
it prevents its specified amount of damage or its duration expires.
717.3
To deal damage, a damage packet must pass through each bubble around its
source character, then each bubble around its destination character. If a
character is surrounded by multiple bubbles, that character’s controller
chooses the order in which each packet passes through them.
717.3a
An unpreventable packet ignores all bubbles and passes straight through
them.
717.3b
If a preventable packet hits a bubble that prevents all its damage, that
packet ceases to exist. This triggers powers or modifiers that trigger off
damage being prevented.
717.3c
If a preventable packet of N damage hits a non-armor bubble that
prevents M damage, then:
·
That packet is reduced by M. This triggers powers or modifiers
that trigger off damage being prevented. If it’s reduced below 1, it ceases to
exist.
·
The amount that bubble can prevent is reduced by N. If it’s
reduced below 1, that bubble ceases to exist.
Example: An opponent adds a link that reads, “Deal 1
damage to target hero,” and targets your hero. In response, you add a link that
reads, “Prevent the next 2 damage that would be dealt to your hero this turn.”
Your link resolves first and creates a bubble that prevents the damage. Later
that turn, your hero is attacked by a 2 ATK ally. As that combat concludes, the
remaining bubble prevents 1 damage, so that ally deals 1 combat damage to your
hero.
717.4
If a packet is prevented completely, it ceases to exist and deals no
damage, and so doesn’t trigger powers or modifiers that trigger off damage
being dealt.
Example: An ally with 1 ATK attacks your hero, and
you exhaust Green Whelp Armor to prevent the combat damage. Its power doesn’t
trigger because the damage wasn’t dealt.
Green Whelp Armor, 4, Armor—Leather, Chest (1), 1 DEF
When an attacking ally deals combat damage to your hero, you may pay (2). If
you do, put that ally into its owner's hand.
717.5
Each ready armor generates a special type of prevention bubble around
its controller’s hero. Exhausted armor doesn’t generate any bubbles.
717.5a
If a preventable packet of damage hits a bubble generated by an armor
with N DEF, that armor’s controller may exhaust it to reduce that packet by N. This
triggers powers or modifiers that trigger off damage being prevented and doesn’t
use the chain. If the amount of that packet is less than N, the excess DEF is
wasted. If that player chooses not to exhaust that armor, that packet passes
straight through that bubble.
717.5b
Armor can be exhausted this way only as a preventable packet hits its
prevention bubble. Armor can’t be exhausted to prevent future or unpreventable
damage.
718. Modifier interaction
718.1
Continuous modifiers are applied in timestamp order unless one depends (719)
on another. Replacement modifiers are an exception and follow 716.3. Prevention
modifiers are an exception and follow 717.3. One-shot modifiers have no
timestamp and are applied as they are created, after taking into account all
applicable continuous modifiers.
718.2
The timestamp of:
718.2a
A card in play is the time that card entered play (but see 718.2b).
718.2b
An ability attached to a card in play is the time that ability last
attached to that card.
718.2c
A card in a non-play zone is the time that card entered that zone. If
that card has been in that zone the entire game, its timestamp is the start of
the game.
718.2d
A continuous modifier from a link is the time that link resolved.
718.2e
A continuous modifier from a card’s continuous power is the timestamp of
that card (if that power is printed on that card) or the time that power was
added to that card (if that power is not printed on that card). If a lost power
returns, any continuous modifiers that power generates get a new timestamp.
718.3
If multiple continuous modifiers start to apply
simultaneously, the turn player first chooses an order for the timestamps of
those modifiers that he or she controls. All are timestamped before any other
modifiers that would be applied at the same time. Then the next player clockwise
chooses an order for the timestamps of those modifiers that he or she controls,
with his or hers all being timestamped after the turn player’s, but before the
next player clockwise, and so on.
719. Modifier dependency
719.1
A continuous modifier depends on a second modifier if the presence of
the second changes which cards the first could apply to. Modifiers never depend
on replacement modifiers. Modifiers that don’t depend on any modifiers are
called independent modifiers.
719.2
If at least one modifier is dependent upon another, arrange all
independent modifiers in timestamp order. Then, insert each modifier that
depends on another after the latest timestamp among itself and all the
modifiers it depends upon. Apply the modifiers in the resulting order.
719.3
If two or more modifiers all depend on each other, 719.2 would
make each of them try to apply after all the others. Such a loop has to find a
starting point for each card it affects. Apply the earliest timestamped
modifier in the loop that applies to that object, and then continue through the
loop applying each modifier in dependency/timestamp order, once each.
8.
Additional Concepts
800.
Hearthstone
800.1
Hearthstone has a payment power with conceding the game as part of its
cost. Using that power is called “hearthing” and follows the rules below, parts
of which are exceptions to other rules.
800.1a
A player may hearth any time he or she has priority. In a multi-player
game, hearthing concedes the game for an entire team, so a player must have the
unanimous permission of all remaining players on his or her team in order to
hearth.
800.1b
Hearthing does not add a link to the chain, so it can’t be responded to
or interrupted. Rather, a modifier is created as part of paying the cost. That
modifier affects all players remaining in the game, including the hearthing
player. As that modifier is created, each affected player chooses any number of
equipment he or she controls, then that game ends. As that game ends, any
effects remaining on the chain are interrupted.
800.1c
Chosen equipment stays in play between games, keeps any counters, and
continues to count towards deck totals for the next game. All other cards are
shuffled into decks and may be sided out between games as usual. Hearthing
during the final game of a match does nothing but end that game.
801.
Loops
801.1
Sometimes a game state occurs in which a series of actions could be
repeated indefinitely. This section deals with such “loops.”
801.1a
If a game state occurs such that there exists a loop of repeated actions
with one or more optional actions involved, the loop first must be
demonstrated. Then, the player that performed the first action in the
demonstrated loop must choose a number of times to repeat that loop. Then,
starting with the next player clockwise, any player that performed an action in
the demonstrated loop may choose a smaller number. The smallest number chosen
is the number of times the loop repeats. Then, the player who chose the
smallest number gets priority. The next action taken can’t be the action that
would continue the loop.
801.1b
A player may interrupt the loop after some iteration, or partway through
one, with an action that would stop the loop from being able to continue in the
demonstrated form. If this occurs, the loop stops at that point (without
continuing for the full chosen number of iterations), and play proceeds from
there.
801.2
If a succession of game states occurs in which mandatory actions form a
loop that no player is able to break, the game is a draw.
802.
Additional documents
802.1
Tournament players must follow these rules in addition to tournament
policy outlined at http://entertainment.upperdeck.com/wow/en/organizedplay/default.aspx.
If policy is different from these rules, policy takes precedence during a
tournament.
802.2
Players must ensure that they are playing using the most current text on
cards, which can be found at http://entertainment.upperdeck.com/COMMUNITY/files/29/english-rules/default.aspx.
9.
Credits
World of Warcraft TCG Engine Design: Mike Hummel,
Brian Kibler, Danny Mandel
Additional Engine Design: Eric Bess, Ben Brode,
Shawn Carnes, Ben Cichoski, Jeff Donais, Dave Hewitt, Ken Ho, Cory Jones, Paul
Ross, Kate Sullivan, Morgan Whitmont
Rules Team: Paul Ross (lead), Edwin Teh
Editing: Cate Muscat (lead), Kate Sullivan
10. Glossary
Activate (701.3): An activated power is a payment
power with an activate (
) symbol as part of its cost. To activate
a card, exhaust it. An exhausted card can’t be activated. A player can use an
ally’s activated powers only if it has been in his or her party continuously
since the start of his or her most recent turn. Only allies have this
restriction. Protecting with a character is not using an activated power.
ATK (205): The attack (ATK) of a character or weapon
is the number in its lower left corner. The icon around that value illustrates
that card’s damage type:

Arcane Fire Frost Holy Melee Nature Ranged Shadow
As a combat concludes between an attacker and a defender,
each deals combat damage to the other of an amount equal to its ATK and of the
type specified by its icon. Striking with a weapon adds both its ATK and damage
type to its controller’s hero for the duration of that combat step.
Attach (306.3): To attach an ability is to position
it underneath another card in play. Any number of abilities can be attached to
a card, including multiple abilities with the same name. The card to which an
ability is attached is illegal if it leaves play or is a totem. An illegally-attached
ability card is detached and put into its owner’s graveyard during pre-priority
processing.
Attacker: An attacker is an attacking character. A
character becomes an attacker as it exhausts to attack. It stops being an
attacker as the combat step ends or as it leaves play, changes controllers, or
is removed from combat.
Attacker Window (602.1): The first of two priority
windows during a combat step, immediately preceding the protection point.
Bear Form: A keyword that Druid heroes can have.
Some ongoing abilities have the power, “Your hero is in bear form.” While you
control such an ability, your hero “is in bear form” and consequently has
protector. In addition, each of these abilities has the power, “When you play
an ability without the feral tag or strike with a weapon, destroy this
ability.” See also Protector.
Can’t: If a modifier says that [something] can’t happen,
and another modifier or rule tries to make [something] happen, that “can’t”
modifier takes precedence. If an action can’t be performed, any cost involving
that action can’t be paid. “Can’t” modifiers are not replacement modifiers.
Events that can’t happen can’t be replaced. If a card can’t be destroyed, but
destruction of that card can’t be stopped due to the rules of uniqueness (410.2),
the rules of uniqueness take precedence.
Chain (411.5): The chain zone is where players put
cards being played, resources being placed, and effects they control. A link is
any card or effect on the chain. Links are always added on top of the chain, on
top of any links already on the chain (707). All links are face up except
resource cards being placed face down. A link waits on the chain until it
resolves or is interrupted. The chain is empty while there are no links waiting
to resolve.
Character (300.1): A hero, ally, or totem.
Combat Damage (603.1): Combat damage is damage dealt
during combat conclusion. Any other damage is not combat damage, even if it’s
dealt during a combat step. If both an attacker and defender remain as a combat
step concludes, the attacker deals a packet of combat damage equal to its ATK
to the defender, and the defender simultaneously deals a packet of combat
damage equal to its ATK to the attacker.
Completion Power (702): Completion powers appear
only on quests. A completion power can be identified by the keyword “Reward” in
its text. The text preceding that keyword is the completion cost of that power.
The text following that keyword is the completion effect put on the chain. A
player may complete a quest any time he or she has priority, regardless of how
long it has been under his or her control. As part of paying its completion cost,
a quest is flipped face down.
Continuous Modifier (714): Continuous modifiers
modify the game over a period of time. A continuous modifier from a card’s
continuous power has no specified duration and lasts until the game ends, or
until that card is no longer in the appropriate zone with the appropriate
power. A continuous modifier from a link usually has a specified duration. If
no duration is specified, that modifier lasts until the game ends.
Continuous Power (704): Any power that is not a
payment, completion, or triggered power. Continuous powers generate continuous
modifiers without using the chain.
Control (400): A player controls his or her hero,
each card or token he or she puts into play, and each link he or she adds to
the chain. No more than one player can control the same thing at the same time.
Some modifiers change the controller of a card in play. The new controller
moves it to his or her ally, hero, or resource row, if applicable. Any attached
cards stay attached but don't change controllers. As such a modifier ends,
control of that card reverts to the last controller it had that is still in the
game.
Cost (401): A cost is anything a player must pay to
add a link to the chain or perform any other game action. A player can’t pay a
cost unless he or she has the means to pay all of that cost. If a cost requires
multiple actions to be taken, they can be taken in any order. If an action
can’t be taken, any costs involving that action can’t be paid. See also Resource
Cost and Payment Power.
Counter (402.1): A small object placed on a card in
play. A counter either represents damage or is associated with the modifier
that created it. Some counters are named. Named counters will usually be
referenced by a modifier and serve either as a marker or as a way to keep track
of some quantity. Counters remain on a card until they are removed by a
modifier or by pre-priority processing after that card leaves play.
Damage (403): Damage on a character is represented
by damage counters and is permanent unless it’s healed or that character leaves
play. A character can accumulate damage greater than its health. Damage greater
than or equal to a character’s health is called fatal damage. A character with
fatal damage on it is destroyed during pre-priority processing. If a hero is destroyed,
its controller loses the game.
Damage Type (403.4d): There are eight different
types of damage:

Arcane Fire Frost Holy Melee Nature Ranged Shadow
Deal: Damage can be either dealt to or put on a
character. Damage that would be dealt can be replaced and/or prevented. Damage
is dealt in packets.
DEF (304.1): The defense (DEF) of an armor card is
the number in its lower right corner. If a preventable damage packet would be
dealt to a hero, that hero’s controller may exhaust any number of his or her
ready armor. Each armor exhausted prevents damage from that packet equal to
that armor’s DEF. This is not using an activated power, nor does it use the
chain.
Defender: A defender is a defending character. A
character defends as it enters combat with an attacker, immediately after the
protection point of a combat step. It stops being a defender as the combat step
ends or as it leaves play, changes controllers, or is removed from combat.
Defender Window (602.3): The second of two priority
windows during a combat step; the defender window opens immediately following
the protection point. A player may strike with a weapon only while he or she
has priority during a defender window while his or her hero is in combat.
Destroy: To destroy a card or token is to put into
its owner’s graveyard from play. A character with fatal damage on it is
destroyed during pre-priority processing. Not all events that put a card into a
graveyard from play are destroy events. If a cost involves putting a card into
a graveyard from play, and that action is replaced, that part of the cost is
still satisfied. Similarly, if a card says, “destroy [a card]. If you do,” and
the action of putting that [card] into a graveyard from play is replaced, the
“if you do” is still satisfied.
Dice, Die: Some cards say to roll
dice. All die rolls are done with six-sided dice.
Effect: An effect is a placeholder on the chain.
Using a power, completing a quest, proposing a combat, and striking with a
weapon all add an effect to the chain. Triggering a power or modifier also adds
an effect to the chain. An effect waits on the chain until it resolves or is
interrupted. An effect that resolves leaves the chain and modifies the game in
some way. An interrupted effect leaves the chain and does nothing.
Elusive: A keyword that some characters have. It
represents the power, “This character can’t be proposed as a defender.” (601)
Equipment (300.1): An armor, item, or weapon.
Exhaust (105): To exhaust a card in play, turn it
sideways. A card can’t be exhausted to pay a cost if it’s already exhausted.
The opposite of exhausted is ready (upright).
Fatal Damage (403.1): Damage on a character greater
than or equal to its health.
Ferocity: A keyword that some allies have. It
represents the power, “This ally can be proposed as an attacker regardless of
how long it has been in your party.” However, a player can’t use the activated
(
) powers of a
character with ferocity unless it has been in his or her party continuously
since the start of his or her most recent turn, as normal (302.2).
Flip: To flip a face-up card in play, turn it face
down, and vice versa. Cards can be flipped whether they are ready or exhausted.
If a card was ready before it flipped, it stays ready. If a card was exhausted
before it flipped, it stays exhausted.
Friendly: In multiplayer games, characters
controlled by you and the players on your team are friendly. Other characters
are opposing.
Heal (404): To heal an amount of damage from a
character is to remove that many damage counters from it. If that character has
fewer than that number of damage counters on it, the excess is wasted. If a
modifier heals damage from a character with no damage on it, nothing happens.
Fatal damage destroys a character during pre-priority processing before it can
be healed.
Health (206): The number in the lower right corner
of a character card. If a card accumulates damage equal to or greater than its
health (fatal damage), it’s destroyed during pre-priority processing. If a hero
is destroyed, its controller loses the game.
In Combat: A character is in combat while it’s
attacking or defending.
Instant: A tag keyword that
some cards have on their type line. A player can play an instant any time he or
she has priority. A player can play a non-instant card only during his or her
non-combat action phase while the chain is empty and he or she has priority.
Interrupt (711): A link that is interrupted gets
removed from the chain and does nothing. If that link is a card, it’s put into its
owner's graveyard. If a link is interrupted, the entire text of the link is
interrupted. Interrupted links don’t create modifiers, put cards into play, or
affect the game in any way. After a link is interrupted, the turn player gets
priority.
Keyword: A word with special meaning that appears in
a card’s text box or type line. Each keyword has a glossary entry.
Link (705): A card or effect on the chain. Playing a
card or placing a resource adds that card to the chain. Using a power,
completing a quest, striking with a weapon, or proposing a combat adds an
effect to the chain. Triggered powers and modifiers can also add triggered
effects to the chain.
Long-Range: A keyword that some characters have. It
represents the power, “While this character is attacking, defenders can’t deal
combat damage.” (603) This is different from the ranged damage type.
Modifier (712): There are two types of modifiers:
one-shot and continuous. One-shot modifiers modify the game but have no
duration. They are created by resolving links. Continuous modifiers modify the
game over a period of time. They are either created by resolving links or
generated by continuous powers.
Mulligan (100.5): Once per game, after drawing an
opening hand but before the first turn, each player may mulligan by shuffling
his or her hand back into his or her deck and drawing seven new cards.
Non-Combat Action Phase (502.1): During a player’s
action phase, outside of a combat step, that player is said to be in his or her
non-combat action phase. A player can do the following only during his or her
non-combat action phase, while the chain is empty and he or she has priority:
·
Play a non-instant card
·
Place a resource (408)
·
Propose a combat (601)
One-Handed: A weapon is one-handed if it doesn’t
have the two-handed tag.
One-Shot Modifier (713): One-shot modifiers modify
the game but have no duration. They are created by resolving links. Modifiers
that deal or heal damage are always one-shot modifiers.
Ongoing (306.2): A
keyword that some abilities have. Ongoing abilities enter play as they resolve;
non-ongoing abilities are put into their owner’s graveyard as they resolve. The
powers after an ability’s ongoing keyword function only while that ability is
in play.
Opposing: Opposing cards are those controlled by
opponents.
Owner: Cards in all zones are owned by the player in
whose deck they started the game. If text refers to a card belonging to a
player (for example, “one of your weapons,”) that text is referring to the
controller of that card, who may or may not be the owner. If a card is put into
a deck, graveyard, hand, or removed-from-game zone, it’s put into its owner’s
instance of that zone.
Packet (403.3): Damage is dealt in packets. Each
packet of damage has the following attributes: amount, destination character,
source character, controller, and damage type; and may have one or more of the
following optional attributes: unpreventable flag, combat damage flag, and association
with an ability or equipment. A modifier that replaces a packet specifies what
attributes of that packet it modifies. Any attributes not specifically modified
remain unchanged in the modified packet (716.2).
Party (411.7a): A player’s hero, allies, and totems
are collectively called his or her party. There is no limit to the size of each
party.
Pass: A player with priority may add a link to the
chain or pass priority clockwise to the next player. Any time all players pass
priority in succession:
·
If the chain is not empty, the topmost link of the chain tries to
resolve, and then the turn player gets priority.
·
If the chain is empty, the current priority window closes and the
game advances. The window doesn’t close as the chain empties, but only after
successive passes while the chain is empty.
Payment Power (701): A payment power can be identified
by the arrow in its text, represented by “>>>” in these rules. The
text to the left of the arrow is the cost of using that power. The text to the
right is the payment effect that using that power adds to the chain. A player
may use a payment power any time he or she has priority, as long as he or she
can pay its cost. Some payment powers have an activate (
) symbol as part of their cost.
To pay that part of the cost, exhaust the card with that power.
Place (408.1): On each of a player’s turns, that
player may choose one card from his or her hand and place it as a resource.
Placing a resource is optional. A player can place a resource only during his
or her non-combat action phase while he or she has priority and the chain is
empty. Placing a resource puts a resource card on the chain. As a resource card
resolves, it enters play in its controller’s resource row. Only quests may be
placed face up or face down. Other card types can be placed only face down.
Play (Noun, 411.7): One of the six zones of the
game. Each player controls three rows in play: a resource row for resources; an
ally row for allies; and a hero row for equipment, non-attaching ongoing
abilities, and his or her hero. A card enters play (710) as it moves into the
play zone from any other zone, and leaves play as it moves from the play zone
into any other zone.
Play (Verb, 406): To play a card is to choose a card
from hand and add it to the chain (707). A player can play an instant card any
time he or she has priority. A player can play a non-instant card only while he
or she has priority during his or her non-combat action phase and the chain is
empty. Playing a card is different to placing a resource, although both add a
card to the chain. Quests (307) can’t be played; they can only be placed as
resources.
Power (700): The text in a card’s text box describes
its powers. Powers function only on cards in play unless otherwise specified. There are four types of powers: payment, completion,
triggered, and continuous.
Pre-Priority Processing (407.5): Any time a player
would get priority, pre-priority processing takes place first. This first
involves a series of pre-priority checks. Next, any waiting triggered effects (708)
are added to the chain. Then that player gets priority.
Prevent (717): Prevention modifiers can be
identified by the word “prevent” and replace damage that would be dealt to
and/or by one or more characters. They replace that damage with nothing. This
doesn’t use the chain. Prevented damage is never dealt. If a packet is
prevented completely, it ceases to exist and so doesn’t trigger powers or
modifiers that trigger off damage being dealt.
Priority (407): A player’s option to add a link to
the chain is called priority. As a priority window opens, the turn player is
the first to get priority. Only one player can have priority at a time. That
player may add a link or pass priority clockwise to the next player. If a
player chooses to add a link, he or she gets priority again after adding that
link. After a card or effect resolves, priority returns to the turn player.
Propose (601): During a player’s non-combat action
phase, that player may propose any number of combats. A player may propose a
combat only if he or she has priority while the chain is empty. Proposing a
combat adds a proposal effect to the chain. To propose a combat, a player must
choose one ready character in his or her party to be the proposed attacker, and
one opposing character to be the proposed defender. As a proposal effect
resolves, a combat step starts.
Protect (602.2): At the protection point of a combat
step, any player friendly to the controller of the proposed defender (including
that controller) may exhaust a ready character in his or her party that can
protect. If that happens, the proposed defender is no longer the proposed
defender, and that exhausted character becomes the proposed defender. Only one
character can protect each combat. A proposed defender can't protect itself.
Protector: A keyword that
some characters have. It represents the power, “This character can protect.” To
protect with a ready character, exhaust it at the protection point of a combat
step (602.2).
Put: Damage can be either dealt to or put on a
character. Damage that would be put on a character can’t be replaced or
prevented.
Ready (105): Cards and tokens enter play ready
(upright) and stay ready until they are exhausted (turned sideways). To ready a
card in play, turn it upright. As the ready step (501.1) starts, the turn
player readies all cards in play that he or she controls. This doesn’t use the
chain.
Replacement Modifier (716): Modifiers that use both
“would” and “instead” are replacement modifiers. A replacement modifier
replaces a specified event with a modified event. This doesn’t use the chain.
The specified event never happens, so no powers or modifiers can trigger off
it. Some modifiers replace damage packets that would be dealt. They do so by
changing one or more specified attributes of those packets. Any attributes not
specifically changed remain the same in the modified packets.
Resolve (709): If all players pass in succession and
the chain is not empty, the top link tries to resolve. If the link has targets,
recheck the legality of those targets. If all of a link’s targets are illegal,
interrupt it. If the link is a proposal effect, and the proposed combat is
illegal (601.2), interrupt the link. If the link has not been interrupted,
resolve it by processing its text in order and/or putting it into play. After a
link resolves, the turn player gets priority.
Resource (408): A card that has been placed in a
resource row. Players must exhaust resources they control to pay resource
costs. Resources can be exhausted to pay resource costs whether they are face
up or face down. Resources can’t be exhausted to pay future resource costs.
Resource Cost (401.4): A card’s resource cost is the
number in its upper left corner. This is the number of resources a player must
exhaust to play that card. If a link or modifier looks for a card’s cost, it
uses that card’s printed resource cost.
A resource cost can also appear in a card’s text box. Such
a resource cost is represented by a number in a circle (and by a number between
parentheses in these rules).
Example: You must exhaust two resources to play a
card with a 2 in its upper left corner, or to use a payment power with a cost
of
(represented
by (2) in these rules).
Respond (407.1): To respond to a link is to add
another link to the chain before the first link resolves. If a player adds a
link “in response,” that player is adding that link before the topmost link on
the chain resolves.
Reveal: To reveal a card is to turn it face up so
that all players can see it. A revealed card stays in the zone from which it
was revealed. After being revealed, a card goes back to being unrevealed in the
same zone unless otherwise specified.
Reward (702.1): A
keyword that all quests have. The text after a quest’s reward keyword is the
effect added to the chain by completing that quest.
Search (409): To search a zone is to look through
all of the cards in that zone. If a modifier tells a player to search a deck,
the owner of that deck shuffles it after that player has finished searching.
Side Deck (100.2): Some tournaments allow
players to have a side deck. Players must start each match with their main
deck, but may swap cards between side deck and main deck between games in a
match. For Constructed play, a side deck is exactly 10 cards, and can include
any cards that could be included in the main deck. For Sealed Pack play, a side
deck is all cards in a player’s card pool that are not being played in the main
deck.
Stealth: A keyword that some heroes can have. Some
ongoing abilities have the power, “Your hero is stealthed.” While you control
such an ability, your hero “is stealthed,” which represents the power “While
this hero is attacking, characters can’t protect.” In addition, each of these
abilities has the power “When your hero deals damage, destroy this ability.”
Strike (303.2): A weapon's strike cost is the number
in its lower right corner. To pay the cost of striking with a weapon, a player
must both exhaust that weapon and exhaust resources equal to its strike cost. A
player may strike with a weapon only during the defender window of a combat
step while he or she has priority and his or her hero is in combat. As a strike
effect resolves, it gives its controller’s hero both of the following for the
duration of the combat step:
·
+X ATK, where X is the ATK of that weapon as that effect
resolves.
·
The damage type of that weapon.
Tag (202.1): A card’s type line contains that card’s
type and any number of tags. A tag is either a keyword that has associated
rules (like “Instant”), or an expression that has no associated rules but can
be referenced by other cards (like “Fire Totem”). For example, a “Horde ally”
is an ally with the “Horde” tag in its type line. If a tag is followed by a number
in parentheses, any player controlling more than that number of cards in play
with that tag is violating uniqueness (410).
Talent Spec (207.1): Each hero’s talent spec is
printed on the lower left of its type line. Each ability with the talent tag
has bold text that reads, “[talent spec] hero required.” A player can include a
talent card in his or her deck only if his or her hero has that [talent spec].
Target (706): A link is targeted only if it has the
word “target” in its text. A target is a card or player that must be chosen
while adding such a link to the chain. Each target has an associated
description, and a target is legal only if it matches that description. A link
can’t be added to the chain unless legal choices can be made for all of its
targets. If a link tries to resolve and all of its targets have become illegal,
that link is interrupted. If at least one of its targets is legal, it resolves.
Token (402.2): An object that represents an ally
that was put into play by a modifier. A token has ATK, health, and a tag as
specified by that modifier. If a token has a name and/or powers, they are also
specified by that modifier. A token’s cost is always 0. A player puts a token
into play in his or her ally row, and that token behaves like any other ally.
However, if it leaves play, it ceases to exist as part of pre-priority
processing, after triggering powers or modifiers that trigger off it leaving
play (703.3a).
Totem (306.4): A totem can be identified by the
totem keyword in its type line. Each totem has a health value (206) but no
printed ATK. Totems can’t gain ATK or be proposed as attackers. Totems can be
proposed as defenders (601). Totems aren’t allies, but can be targeted (706) as
though they were allies while they are in play. An ability attached to a totem
is detached and put into its owner’s graveyard during pre-priority processing.
Trait Icon (207.1c): Heroes and many other cards
have trait icons. If a card has one or more trait icons, a player can include
that card in his or her deck only if it shares at least one trait icon with his
or her hero. Cards with no trait icon can be included in any deck. If a card has a trait icon next to a power in its text box,
that card has that power only if its controller’s hero has that trait icon.
Example: If its controller’s hero belongs to the Alliance, Thunderhead Hippogryph has elusive. If its controller’s hero belongs to the
Horde, Thunderhead Hippogryph has ferocity.
Thunderhead Hippogryph, 4, Ally—Hippogryph, 3 ATK, 3
Health
:
Thunderhead Hippogryph has elusive.
:
Thunderhead Hippogryph has ferocity.
Triggered Effect (708): Triggered effects are
created by triggered powers and are added to the chain during pre-priority
processing. If multiple triggered effects are waiting to be added, first the
turn player chooses in what order his or her triggered effects go on the chain,
and then they are added. Then, the next player clockwise chooses in what order
his or her triggered effects go on the chain, and then they are added on top of
the previous player’s. Then, the next player clockwise, and so on.
Triggered Modifier (714.3f): Triggered modifiers are
a type of continuous modifier from a link. A triggered modifier functions like
a triggered power, except that it triggers off its specified event only within
its duration. A triggered modifier need not start with “at” or “when,” but it
will contain one of these words.
Triggered Power (703): Triggered powers can be
identified by sentences starting with the words “at” or “when.” A triggered
power waits for its trigger event to occur, at which point it triggers and
creates a triggered effect.
Turn Player: The player whose turn it is.
Type, Card (300): There are seven different types of
card: ability, ally, armor, hero, item, quest, and weapon. If card text refers
to a “[card type],” it’s referring to a card of that type in play. If card text
is referring to a card in some zone other than play, it will refer to a “[card
type] card” in that zone.
Type, Damage: See Damage Type.
Unique (410): A keyword that some cards have in
their type line. Any time a player controls two or more unique cards in play
with the same name, those cards are violating uniqueness.
Unless: Some cards say to do [something]
"unless" a player does [something else]. This is the same as,
"that player may do [something else]. If he or she does not, do
[something].”
Example: An opponent attaches Crippling Poison to
your hero. At the start of each turn, its triggered effect is added to the
chain, and you have the option of paying (3) as it resolves. If you don't or
can’t pay (3), you must exhaust your hero.
Crippling Poison, Rogue, 1, Instant Ability—Poison
Attach to target hero or ally that was dealt combat damage by your hero this
turn.
Ongoing: At the start of each turn, exhaust attached character unless its
controller pays (3).
Unlimited (100.3a): A keyword that some cards have
in their type line. A deck can include any number of unlimited cards. This is
an exception to 100.3.
Example: Orgrimmar Grunts has the unlimited keyword,
so you can include any number of that card in your deck. You are not limited to
a maximum of four.
Window (407.4): A priority window is a game interval
during which players get priority. As a priority window opens, the turn player
is the first to get priority. Any time all players pass priority in succession
while the chain is empty, the current priority window closes and the game
advances. The window doesn’t close as the chain empties, but only after
successive passes while the chain is empty.
Wrap-up Step (503.2): The final step of each turn.
There are no priority windows during a wrap-up step, so nothing can be added to
the chain. Any effects that trigger during a wrap-up step are added to the
chain at the start of the next turn’s ready step (501.1). During a wrap-up
step, if the turn player has more cards in hand than his or her maximum hand
size, that player must discard down to that maximum hand size. The default
maximum hand size is seven cards.
X (707.1c): The cost of some links includes a
variable amount represented by X. The value of X is chosen as part of a player
adding such a link to the chain. That player can choose zero or any positive
integer.
Zone (411): Cards can be in any one of six game
zones: chain, deck, graveyard, hand, play, and removed-from-game. All players
share two zones: chain and play. Each player has his or her own deck,
graveyard, hand, and removed-from-game zone. If a card is put into a deck,
graveyard, hand, or removed-from-game zone, it’s put into its owner’s instance
of that zone. If a card changes zones, it’s no longer the same card.