Official living reference

Rules & Keywords

Learn the field, mana system, turn sequence, battle resolution, and every keyword currently represented by the Universia engine or active card drafts.

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Starting Life
10,000
Main Deck
50
Keywords
261

Before you play

Deck building

Build a legal deck

Your Main Deck must contain exactly 50 cards, no more and no less.

You may include no more than three copies of each card ID unless that card has Innumerable.

Your Immaterial Deck may contain up to 20 cards and may contain only cards with a black-label keyword.

Loner and Team are black-label keywords.

Select one Generic Universe and one Archetypal Universe. Generic options are Universal for nature, Universe for modern life, and Universia for fantasy. You may use any ratio of the two selected Universes, including a deck made entirely from one of them.

Part one

General game rules

Players and victory

Universia is played by two players. Each begins with 10,000 Life and a 20-minute chess clock. A player loses when their Life reaches 0 or their chess clock reaches 0.

A player who cannot complete the required draw at the start of their Draw Phase loses immediately.

Field and decks

Each field has one Main Deck Zone, five Enhancement Zones, five Monster Zones, one Field Zone, one Immaterial Deck Zone, and one Rest Zone.

Mana and momentum

Mana is a shared momentum line from 10 to -10. Paying a cost moves the value toward the opponent. When the value becomes negative after effects resolve, the turn ends and the next player begins with its absolute value.

A player cannot pay more than their available mana plus 10 and cannot hold more than 10. Ending the Battle Phase with mana remaining passes that amount to the opponent as overflow. Ending from the Main Phase, or ending Battle with no mana remaining, gives the opponent 3 mana.

Draw Phase

Both players begin with five cards. The first player does not draw on the first turn. On later turns, the turn player must draw one card from the top of the Main Deck. If they cannot complete that required draw, they lose immediately.

After drawing for the turn, a player with more than seven cards must return cards one at a time to the bottom of their Main Deck until they have seven. At seven or six cards, they may stop or may continue returning cards until they have five. They gain 1 mana for each card returned. This must be completed before the Draw Phase ends.

Main Phase

Play monsters, activate Enhancements, and set Traps. Monsters may enter face-up vertically in attack mode, face-up horizontally in defense mode, or face-down horizontally as a set monster.

Each player's chess clock counts down only while that player is responsible for an action. Used time carries across prompts and turns. Reaching 0 causes that player to lose.

Starting on the turn after an Enhancement is played, its controller may Dispel it during their Main Phase. The Enhancement moves to the Rest Zone and its controller gains mana equal to its printed cost, up to the normal maximum of 10.

Setting a card costs no mana; its cost is paid when it is activated or flipped face up. Non-permanent Enhancements move to the Rest Zone after resolving.

Battle Phase

An attack-mode monster may attack once each Battle Phase. It may attack an opposing monster or attack Life directly when no opposing monster is present.

Against defense mode, compare attack to defense. Against attack mode, compare attack to attack. The lower value is destroyed as described by the battle, and the losing player takes the difference as Life damage. Equal attack-mode monsters destroy each other. Equal attack and defense values cause no destruction or Life damage.

End Phase

The player may end after the Main or Battle Phase, and the phase begins automatically when mana is negative after resolution. End Phase effects resolve before the handoff. Ending from the Main Phase or ending Battle with 0 mana gives the opponent 3 mana. Ending Battle with mana remaining passes that exact amount to the opponent as overflow. Negative mana still passes its absolute value.

Combat ruling

Infantry, Guardian & Hunter

Infantry establishes a legal declaration first. Guardian can then redirect that declared attack. Hunter begins with the same legal declaration, then bypasses Infantry as the final target and prevents Guardian from intercepting.

01

Infantry keyworded cards must be defeated first

If the defending field has one or more attackable Infantry monsters, the attacker must declare the attack against an Infantry monster. The attacker chooses which one when several Infantry monsters are available.

02

Guardian may intercept a declared attack

After a legal monster target is declared, including an Infantry target, the defending player my intercept the attack using a Guardian. A different Guardian must be in attack position to intercept.

03

An accepted Guardian moves and battles

If the defending player answers Yes, that Guardian changes to defense position and becomes the attack target. The attacker and Guardian battle using the attacker's attack and the Guardian's defense. Answering No leaves the original target in place.

04

Hunter resolves after a legal declaration

A Hunter must still begin with an Infantry target when Infantry is present. It then automatically retargets to the highest-power opposing attack-position monster and prevents Guardian activation. Hunter cannot choose freely or attack Life through Infantry.

Guardian does not intercept a direct Life attack, does not activate when it is already the chosen target, and must be in attack position before it can change to defense. Once one Guardian accepts, no other Guardian is offered for that attack.

Turtle Shell Elder card showing Infantry + Guardian
Infantry + GuardianTurtle Shell Elder

This dual-keyword monster must be an initial target. Its own Guardian cannot intercept that attack, but a different Guardian can.

View card details
Novice Gate Angel card showing Guardian
GuardianNovice Gate Angel

Guardian offers the defending player an optional interception after declaration.

View card details
Mile-Stride Bailiff card showing Hunter
HunterMile-Stride Bailiff

Hunter automatically changes the final target and ignores Guardian.

View card details

Part two

Keyword glossary

Card-specific text and newer rulings take precedence over this living summary. Engine spellings are preserved where current cards depend on them.

Deck building and card flow

Deck construction, drawing, ordering, and movement between the deck, hand, and Rest.

Innumerable
A deck may contain up to 50 copies of this card ID instead of the normal copy limit.
Delivery
At the start of your Main Phase, draw 1 card.
Draw
Draw 1 card.
Waste
Place the bottom card of your Main Deck in the Rest Zone.
Holy
Place this rested card on the bottom of its controller's Main Deck, or in its Immaterial Deck if it began there.
Recycle
Place a selected card from your Rest Zone on the bottom of its original Main Deck, or in its Immaterial Deck if it began there.
DeepExplore
Reveal a number of cards from the top of your Main Deck equal to this card's Cost; Waste one of them and return the rest to the top in the same order.
Stack
Look at a number of cards from the top of your Main Deck equal to this card's Cost and place them back on top in any order.
Survey
Look at a number of top-deck cards equal to this card's printed Cost; put any on the bottom and return the rest to the top in any order.
Restscan
Look at the top 3 cards of your Main Deck; you may Waste any of them, then return the rest to the top in any order.
Presage
Declare Monster or Enhancement, reveal the top card of your Main Deck, and draw it if your prediction is correct; otherwise return it to the top.
GuardExplore
Reveal the top 3 cards of your Main Deck. If one matches this card's printed Defense, add it to your hand. Place the rest on the bottom of your deck in any order you choose.
KinExplore
Reveal the top 3 cards of your Main Deck. If one matches this card's Type, add it to your hand. Place the rest on the bottom of your deck in any order you choose.
MightExplore
Reveal the top 3 cards of your Main Deck. If one matches this card's printed Attack, add it to your hand. Place the rest on the bottom of your deck in any order you choose.
PeerExplore
Reveal the top 3 cards of your Main Deck. If one matches this card's printed Cost, add it to your hand. Place the rest on the bottom of your deck in any order you choose.
WorldExplore
Reveal the top 3 cards of your Main Deck. If one matches this card's Universe, add it to your hand. Place the rest on the bottom of your deck in any order you choose.
GuardOmen
At the start of your Main Phase, reveal the top card of your Main Deck. If it matches this card's printed Defense, draw it; otherwise return it to the top.
KinOmen
At the start of your Main Phase, reveal the top card of your Main Deck. If it matches this card's Type, draw it; otherwise return it to the top.
MightOmen
At the start of your Main Phase, reveal the top card of your Main Deck. If it matches this card's printed Attack, draw it; otherwise return it to the top.
PeerOmen
At the start of your Main Phase, reveal the top card of your Main Deck. If it matches this card's printed Cost, draw it; otherwise return it to the top.
WorldOmen
At the start of your Main Phase, reveal the top card of your Main Deck. If it matches this card's Universe, draw it; otherwise return it to the top.
Handcall
Play a qualifying Monster from your hand into an open Monster Zone without paying its Cost.
GuardHandcall
Play a Monster with the same printed Defense as this card from your hand into an open Monster Zone without paying its Cost.
KinHandcall
Play a Monster sharing this card's Type from your hand into an open Monster Zone without paying its Cost.
MightHandcall
Play a Monster with the same printed Attack as this card from your hand into an open Monster Zone without paying its Cost.
PeerHandcall
Play a Monster with the same printed Cost as this card from your hand into an open Monster Zone without paying its Cost.
WorldHandcall
Play a Monster sharing this card's Universe from your hand into an open Monster Zone without paying its Cost.

Deployment, zones, and control

Playing, returning, moving, and controlling cards across field zones.

Abduct
Return a same-Universe Monster on the field to its owner's hand.
Retreat
Return this Monster to its controller's hand after battle.
Handward
If this card would go to Rest from the field, return it to its owner's hand instead.
GuardAbduct
Return an opposing Monster with the same printed Defense as this card from the field to its owner's hand.
KinAbduct
Return an opposing Monster sharing this card's Type from the field to its owner's hand.
MightAbduct
Return an opposing Monster with the same printed Attack as this card from the field to its owner's hand.
PeerAbduct
Return an opposing Monster with the same printed Cost as this card from the field to its owner's hand.
WorldAbduct
Return an opposing Monster sharing this card's Universe from the field to its owner's hand.
Infiltrate
You may play this Monster from your hand into an open opposing Monster Zone under that opponent's control.
Restwake
Place a Monster with the same Type or Universe from your Rest Zone into an open Monster Zone in Attack or Defense Position.
GuardRestwake
Place a Monster with the same printed Defense as this card from your Rest Zone into an open Monster Zone in Attack or Defense Position.
KinRestwake
Place a Monster sharing this card's Type from your Rest Zone into an open Monster Zone in Attack or Defense Position.
MightRestwake
Place a Monster with the same printed Attack as this card from your Rest Zone into an open Monster Zone in Attack or Defense Position.
PeerRestwake
Place a Monster with the same printed Cost as this card from your Rest Zone into an open Monster Zone in Attack or Defense Position.
WorldRestwake
Place a Monster sharing this card's Universe from your Rest Zone into an open Monster Zone in Attack or Defense Position.
FadedReturn
The first time this Monster moves from the field to Rest, immediately return it to the field and permanently give it -100 Attack and -100 Defense.
Revenant
The first time this Monster moves from the field to Rest, immediately return it to the field and permanently give it +100 Attack and +100 Defense.
Gravebound
While this card is in Rest, its passive shareable keywords remain active.
GraveGuard
This Monster gains +100 Defense for each card in your Rest Zone.
GraveMight
This Monster gains +100 Attack for each card in your Rest Zone.
GraveReservoir
When played, gain 1 Reservoir for each Monster in your Rest Zone.
GraveDiscount
This card costs 1 less Mana for each Monster in your Rest Zone.

Immaterial, materials, and stacks

Immaterial summons, materials, transformations, and stacked cards.

Loner
Play from the Immaterial Zone using one matching material; subtract that material's Cost, pay the remainder, then send the material to Rest. Only one Loner should be on the field.
Team
Play from the Immaterial Zone using one matching material; subtract that material's Cost, pay the remainder, then send the material to Rest. Teams may coexist.
Voidcall
Play a qualifying Monster from the Immaterial Deck without its normal material procedure; pay its printed Cost.
GuardVoidcall
Play an Immaterial Monster with the same printed Defense as this card without its normal material procedure by paying its printed Cost.
KinVoidcall
Play an Immaterial Monster sharing this card's Type without its normal material procedure by paying its printed Cost.
MightVoidcall
Play an Immaterial Monster with the same printed Attack as this card without its normal material procedure by paying its printed Cost.
PeerVoidcall
Play an Immaterial Monster with the same printed Cost as this card without its normal material procedure by paying its printed Cost.
WorldVoidcall
Play an Immaterial Monster sharing this card's Universe without its normal material procedure by paying its printed Cost.
Proxy
A face-up Enhancement may be used instead of a Monster for this card's Immaterial material requirement.
Contribution
This Monster counts as two Monsters when used as Immaterial material.
Legacy
When this Monster is used as Immaterial material, the resulting Monster gains this card's shareable keywords.
Survive
When this stacked Monster is destroyed, return it to the field in attack position at the End Phase without paying its Cost.
Mergeform
Instead of playing this into an open zone, pay its Cost and place it face-up above or beneath an allied Monster. The top card supplies Cost, stats, Universe, and Type; the stack has all shareable keywords.

Combat and positioning

Attack declarations, battle outcomes, targeting, and position changes.

Bypass
This Monster can attack Life directly.
Guardian
Redirect a legal non-Hunter attack targeting another allied Monster to this attack-mode Monster, then change this Monster to defense mode.
Hunter
Retarget the attack to the highest-power opposing attack-mode Monster and ignore Guardian.
Infantry
While you control Infantry, opposing attacks must initially target an Infantry Monster.
Ghostwalk
This Monster cannot be chosen as an attack target, nor does it prevent your opponent from attacking directly.
Bait
When this Monster attacks, eligible opposing Blockers must Block this attack if able.
Cover
When this attack-mode Monster is attacked, you may end the battle and change it to defense mode; it may also change to defense to prevent effect destruction.
Pacify
A selected Monster cannot attack until the End Phase.
Muststrike
This Monster must attack during its controller's Battle Phase if able.
Preemptive
This Monster deals its combat damage before a non-Preemptive opposing Monster; a destroyed opponent does not strike back.
Stab
After destroying a defending Monster, deal excess Attack over that Monster's Defense as Life damage.
BattleDouble
Double the Life damage dealt by this Monster in battle.
Reflect
Battle Life damage you would take from battles involving this Monster is dealt to the opponent instead.
Twinblow
This Monster deals combat damage in both a Preemptive damage step and the normal damage step during one battle.
Berserker
When this Monster attacks, it attacks each opposing Monster once in an order you choose.
DoubleStrike
This Monster may attack twice during each Battle Phase.
Band
When this Monster attacks, any number of other attack-mode Band Monsters may join; add their Attack to this battle, then Cower the joining Monsters after battle.
Warcry
Whenever this Monster attacks, each other allied attacking Monster gains +100 Attack until the End Phase.
Lonebanner
When exactly one allied Monster attacks, it gains +100 Attack and +100 Defense until the End Phase for each allied face-up card with Lonebanner.
Phalanx
When this Monster attacks alongside at least two other allied Monsters, it gains +100 Attack and +100 Defense for each other allied attacker until the End Phase.
Friendship
When this Monster attacks, you may change another allied attack-mode Monster to defense; add that Monster's Attack to this Monster until the next phase.
Duelist
When this Monster battles another Monster, it gains Attack and Defense equal to its printed Cost x 100 for that battle.
Outflank
When blocked by a Monster without Outflank, that blocker loses Attack and Defense equal to this Monster's Cost x 100 for the battle.
Duelhit
Once during your Main Phase, choose an opposing Monster; the two Monsters deal their Attack to each other's Defense as a battle-like exchange.
Venomous
After this Monster battles another Monster, destroy that opposing Monster if it is still on the field.
Attrition
After this Monster battles another Monster that survives, permanently give that opposing Monster -100 Attack and -100 Defense.
Fortress
This Monster may attack while in defense position; when it does, use Defense instead of Attack for the battle.
Vengeful
If only this Monster is destroyed in battle, destroy the opposing Monster after battle.
Kinshield
Ruin this card to prevent another allied Monster from leaving the field because of an opponent battle.
Inhuman
This Monster cannot be destroyed by battle with another Monster.
Shelter
Allied Monsters cannot be destroyed by battle until the End Phase.
BattleShelter
Prevent Life damage from battles involving this Monster.
Underslip
This Monster cannot be Blocked by a Monster whose Attack is greater than this Monster's Attack.
Redirect
Change the target of a single-target effect to another legal target.
AttackWake
At the start of an opponent's Battle Phase, change this Monster to face-up attack position; if it has not triggered, do so at that opponent's End Phase.
Cower
At the start of an opponent's Battle Phase, change this Monster to face-up defense position.
StanceShift
Change a face-up Monster between attack and defense position.
Energize
Whenever this Monster's position changes, its owner gains 1 Mana.
Terrorize
Whenever this Monster's position changes, its owner draws 1 card.
Stance
While in attack position, this Monster gains +100 Attack; while in defense position, it gains +100 Defense.
Pin
A selected Monster cannot change position until the end of its controller's next turn.
Inspiration
The first time each turn this Monster changes from defense position to attack position, draw 1 card.

Stats, growth, and counters

Printed stats, modifiers, growth, counters, and stat comparisons.

BattleRouse
A selected allied Monster gains +100 Attack until the End Phase.
Weaken
A selected opposing Monster gets -100 Attack until the End Phase.
Defbreak
A selected opposing Monster gets -100 Defense until the End Phase.
BastionRise
A selected allied Monster gains +100 Defense until the End Phase.
HighGrit
While on the field, allied Monsters gain +100 Defense.
HighWeaponry
While on the field, allied Monsters gain +100 Attack.
Raze
While on the field, opposing Monsters get -100 Defense.
Strife
While on the field, opposing Monsters get -100 Attack.
Normalize
During this Monster's battles, use printed Attack and Defense instead of modified values.
KinGuard
This Monster gains +100 Defense for each different Type represented among allied face-up Monsters.
KinMight
This Monster gains +100 Attack for each different Type represented among allied face-up Monsters.
WorldGuard
This Monster gains +100 Defense for each different Universe represented among your face-up cards.
WorldMight
This Monster gains +100 Attack for each different Universe represented among your face-up cards.
GuardFaith
This Monster gains +100 Attack and +100 Defense for each other allied face-up card or Monster matching this card's printed Defense.
KinFaith
This Monster gains +100 Attack and +100 Defense for each other allied face-up card or Monster matching this card's Type.
MightFaith
This Monster gains +100 Attack and +100 Defense for each other allied face-up card or Monster matching this card's printed Attack.
PeerFaith
This Monster gains +100 Attack and +100 Defense for each other allied face-up card or Monster matching this card's printed Cost.
WorldFaith
This Monster gains +100 Attack and +100 Defense for each other allied face-up card or Monster matching this card's Universe.
Growthmatch
Whenever another allied Monster is played with greater printed Attack or greater printed Defense than this Monster, permanently give this Monster +100 Attack and +100 Defense.
Drill
Once during your Main Phase, you may pay this Monster's printed Cost; if you do, permanently give it +100 Attack and +100 Defense.
Valor
Whenever an allied effect targets this Monster, permanently give it +100 Attack and +100 Defense.
Uplift
When this card is played, permanently give the allied Monster with the lowest Defense +100 Attack and +100 Defense; choose one if tied.
Unbound
When played, you may permanently give this Monster +100 Attack and +100 Defense; if you do, it cannot Block.
Glory
The first time this Monster deals Life damage, permanently give it +100 Attack and +100 Defense.
Stepwise
Whenever you play another card with a greater printed Cost than this Monster, permanently give this Monster +100 Attack and +100 Defense.
CostDrill
When this Monster attacks alongside another allied Monster with greater printed Cost, permanently give this Monster +100 Attack and +100 Defense.
GuardDrill
When this Monster attacks alongside another allied Monster with greater printed Defense, permanently give this Monster +100 Attack and +100 Defense.
MightDrill
When this Monster attacks alongside another allied Monster with greater printed Attack, permanently give this Monster +100 Attack and +100 Defense.
CostMentor
When this Monster attacks, choose another attacking allied Monster with lower printed Cost and permanently give it +100 Attack and +100 Defense.
GuardMentor
When this Monster attacks, choose another attacking allied Monster with lower printed Defense and permanently give it +100 Attack and +100 Defense.
MightMentor
When this Monster attacks, choose another attacking allied Monster with lower printed Attack and permanently give it +100 Attack and +100 Defense.
CostCoven
While you control at least three allied Monsters with three different printed Cost values, this Monster gains +300 Attack and +300 Defense.
GuardCoven
While you control at least three allied Monsters with three different printed Defense values, this Monster gains +300 Attack and +300 Defense.
KinCoven
While you control at least three allied Monsters with three different Type values, this Monster gains +300 Attack and +300 Defense.
MightCoven
While you control at least three allied Monsters with three different printed Attack values, this Monster gains +300 Attack and +300 Defense.
WorldCoven
While you control at least three allied Monsters with three different Universe values, this Monster gains +300 Attack and +300 Defense.
Vitality
While your Life is higher than each opponent's, this Monster gains +100 Attack and +100 Defense.
LastHand
While your hand is empty, this Monster gains +100 Attack and +100 Defense.
Ascetic
While your Rest Zone contains no Enhancements, this Monster gains +100 Attack and +100 Defense.
Grounded
While your Immaterial Deck is empty, this Monster gains +300 Attack and +300 Defense.
Reservoir
Place one Reservoir counter on this card.
Glyph
Place one Glyph counter on a selected face-up card.
Propagation
Choose any number of cards or players that already have counters; each gets one additional counter of a type it already has.
Transfergrowth
This Monster enters with one Transfergrowth counter; each gives +100/+100. When another allied Monster is played, you may move one Transfergrowth counter to it.
Transfuse
Move one Reservoir from this card to another allied face-up Monster.
Bequeath
When this Monster moves from the field to Rest, move all of its Reservoir counters to another allied Monster.
GuardBequeath
When this Monster goes to Rest, move all of its Reservoir counters to an allied Monster with the same printed Defense.
KinBequeath
When this Monster goes to Rest, move all of its Reservoir counters to an allied Monster sharing its Type.
MightBequeath
When this Monster goes to Rest, move all of its Reservoir counters to an allied Monster with the same printed Attack.
PeerBequeath
When this Monster goes to Rest, move all of its Reservoir counters to an allied Monster with the same printed Cost.
WorldBequeath
When this Monster goes to Rest, move all of its Reservoir counters to an allied Monster sharing its Universe.
Kinburst
When played, gain 1 Reservoir for each different Monster Type represented among allied face-up Monsters.
Worldburst
When played, gain 1 Reservoir for each different Universe represented among your face-up cards.
Decay
This enters with Reservoir counters equal to its printed Cost; remove one at the start of each of your turns and Rest it when none remain.
Honed
This Enhancement enters with one Hone counter; each Hone counter gives its attached Monster +100 Attack.
PowerDock
Once per Main Phase, Cower another allied Monster and put Reservoir counters on this Enhancement equal to that Monster's Cost; when Reservoir counters equal or exceed this card's Cost, Animate it.

Attachments, tokens, and resources

Attachments, tokens, shared resources, and generated permanents.

Latch
Place a qualifying Monster from Rest face-up as an Attachment to another Monster; it is not treated as a Monster while attached.
GuardLatch
Place a Monster with the same printed Defense as this card from your Rest Zone face-up as an Attachment to this Monster; it is not treated as a Monster while attached.
KinLatch
Place a Monster sharing this card's Type from your Rest Zone face-up as an Attachment to this Monster; it is not treated as a Monster while attached.
MightLatch
Place a Monster with the same printed Attack as this card from your Rest Zone face-up as an Attachment to this Monster; it is not treated as a Monster while attached.
PeerLatch
Place a Monster with the same printed Cost as this card from your Rest Zone face-up as an Attachment to this Monster; it is not treated as a Monster while attached.
WorldLatch
Place a Monster sharing this card's Universe from your Rest Zone face-up as an Attachment to this Monster; it is not treated as a Monster while attached.
Animate
A face-up Enhancement becomes a Monster with 1700/1300 or 1300/1700 Attack/Defense, chosen by its controller, and moves to a Monster Zone. If it cannot, move it to the Rest Area instead.
Encase
Place a face-up Monster into an open Enhancement Zone; it is treated as an Enhancement instead of a Monster while there.
Grantform
Instead of playing this as a Monster, you may pay its printed Cost to play it as an Enhancement attached to an allied Monster; that Monster gains this card's printed Attack, Defense, and shareable keywords. If detached on field, it becomes a Monster.
Switchgear
During your Main Phase, pay this card's printed Cost to attach it to an allied Monster or detach it. While attached, it is an Enhancement and its passive keywords apply to the attached Monster.
TotemGuard
If the Monster this Enhancement is attached to would be destroyed, Rest this Enhancement instead.
Refit
During your Main Phase, you may pay this Enhancement's printed Cost to exchange it with an Enhancement in your hand.
Aidlink
When played, choose an allied Monster and permanently give it +100 Attack and +100 Defense; if you chose a different Monster, it also gains this Monster's shareable keywords until the End Phase.
SoulLink
When this or another allied Monster is played, you may pair this with one unpaired allied Monster; while paired, each gains the other's shareable keywords.
Collective
Other allied face-up Monsters sharing this card's Type gain this card's shareable keywords.
Impersonate
Until the End Phase, this card may be treated as the selected card's name, Universe, and Type for requirements.
Omnikin
This Monster is treated as every Monster Type.
Mimic
This Monster gains the shareable keywords of a selected face-up Monster until the End Phase.
Spawn
Create the predefined Monster or Enhancement Token named by the card template.
Armybuild
If you do not control an Army Token, Spawn a 100/100 Army Token; otherwise permanently give your Army +100 Attack and +100 Defense.
Deathspawn
When this Monster moves from the field to Rest, Spawn one 100/100 Spirit Monster Token.
Warspawn
Whenever this Monster attacks, Spawn one 100/100 Warrior Token attacking the same player; Rest that Token after the battle.
Forgechoice
When played, choose one: permanently give this Monster +100 Attack and +100 Defense, or Spawn one 100/100 Construct Token.
Hatchery
Spawn an Incubator Enhancement Token with one Growth counter. Pay 2 Mana to Animate it as a 100/100 Monster that gains +100/+100 for each Growth counter.
Cluecraft
Spawn a Clue Enhancement Token. A Clue may be Offered to draw 1 card.
Mutagen
Spawn a Mutagen Enhancement Token. Pay 1 Mana and Offer it to permanently give an allied Monster +100 Attack and +100 Defense.
Plunder
Spawn a Treasure Enhancement Token. A Treasure may be Offerd to gain 1 Mana.
Powerstone
Spawn a Powerstone Enhancement Token. Once per turn, a Powerstone provides 1 Mana usable only to play an Enhancement or activate a card effect.
Armament
When this Enhancement is played, Spawn a 100/100 Hero Monster Token and attach this Enhancement to it.
HighCourage
At the start of your Main Phase, gain 1 Mana.
SupplyLine
At the start of your Main Phase, if your Mana is below 3, set it to 3.
Overyplay
At the start of an opponent's Main Phase, if their Mana is below this card's printed Cost, set their Mana to that Cost.
Refund
After this card resolves, gain Mana equal to its printed Cost, up to the normal Mana maximum.

Costs, casting, and effect composition

Mana costs, alternate casting, copied effects, and effect composition.

Crowdcast
When playing this card, you may Cower any number of allied attack-mode Monsters; reduce this card's Cost by 1 for each Monster changed this way.
EnhancementAffinity
This card costs 1 less Mana for each allied face-up Enhancement.
GuardAffinity
This card costs 1 less Mana for each allied Monster with the same printed Defense.
KinAffinity
This card costs 1 less Mana for each allied Monster sharing its Type.
MightAffinity
This card costs 1 less Mana for each allied Monster with the same printed Attack.
PeerAffinity
This card costs 1 less Mana for each allied Monster with the same printed Cost.
WorldAffinity
This card costs 1 less Mana for each allied face-up card sharing its Universe.
Halfcast
You may play this Monster for half its printed Cost, rounded up; if you do, halve its Attack and Defense while it remains on the field.
Pact
You may play this Enhancement for no Mana. At the start of your next Main Phase, pay its printed Cost. If you cannot, move it to the Rest Area.
Upkeep
At the start of your Main Phase, pay this card's printed Cost or Rest it.
Installment
At the start of your next turn after playing this Monster, pay its printed Cost again or Rest it.
Bloodcast
Each point of this card's printed Mana Cost may be paid with either 1 Mana or 100 Life.
Tune
Until the End Phase, increase or decrease a selected Monster's effective Cost by 1 for summoning requirements.
Leadership
At the start of your Main Phase, play a Cost-3-or-less Monster from hand without paying its Cost.
HandDiscount
This card costs 1 less Mana for every two other cards in your hand.
Infuse
When you play another Enhancement, you may reveal this card from hand and pay its printed Cost; add this card's Play effects to that Enhancement and keep this card in hand.
GuardRadiance
When this card applies an effect to one Monster, apply the same effect to every face-up Monster matching that target's printed Defense.
KinRadiance
When this card applies an effect to one Monster, apply the same effect to every face-up Monster matching that target's Type.
MightRadiance
When this card applies an effect to one Monster, apply the same effect to every face-up Monster matching that target's printed Attack.
PeerRadiance
When this card applies an effect to one Monster, apply the same effect to every face-up Monster matching that target's Cost.
WorldRadiance
When this card applies an effect to one Monster, apply the same effect to every face-up Monster matching that target's Universe.
Spellcraft
Whenever you play an Enhancement, this Monster gains +100 Attack and +100 Defense until the End Phase.
SpellGrowth
Whenever you play an Enhancement or repeat an Enhancement's effects, permanently give this Monster +100 Attack and +100 Defense.
SpellPlunder
Whenever you play an Enhancement or repeat an Enhancement's effects, Spawn a Treasure Enhancement Token.
SpellStudy
Whenever you play an Enhancement or repeat an Enhancement's effects, draw 1 card.
Handcast
Once per turn during your Main Phase, while this card is in hand, you may pay its printed Cost to resolve its Play effects without playing it; it remains in hand.
Feint
After an allied Monster attacks without being Blocked, you may Retreat it and play this card for half its printed Cost, rounded up; if this is a Monster, it enters attacking the same target.

Timing, protection, and win conditions

Timing windows, prevention, recovery, and alternate victory conditions.

CutShort
After this effect resolves, immediately end the current phase.
BattleFormation
At your Battle Phase start, Rest an opposing Enhancement, then return it during that opponent's Battle Phase.
DivineAnnoyance
At Battle Phase start, Rest one allied Monster, then return it at the End Phase.
TeaWithTheGoddess
At Main Phase start, Rest one allied Monster, then return it at the End Phase.
Battlements
When an opponent attacks, destroy that attacker after battle and Rest this Enhancement.
Vindictive
When an opposing Monster attacks, destroy it and send it to Rest; Super prevents this effect.
DivineJudgment
At the start of your Battle Phase, you may destroy one opposing Enhancement; if you do, Rest this card.
Super
Opponent effects and battle-triggered effects cannot affect this Monster. Ordinary battle can still affect it.
Interpose
Prevent effect removal of another card by sending this card from the field to the Rest Zone.
Drift
At the start of each of your turns, toggle this card between active and Drifted; a Drifted card remains face-up but is ignored by the game.
Formation
Adjacent allied Monsters gain +100 Attack and +100 Defense.
Lane
This Monster gains +100 Attack for each opposing card in the corresponding field column.
Antilife
Whenever this Monster deals Life damage, that player gains 1 Antilife counter. A player with 10 Antilife counters loses.
Capacity
While this card is active, its controller's hand adjustment threshold is increased by 1.
Equalize
When played, Draw until your hand contains as many cards as the opponent with the largest hand.
Endurance
At the start of your Main Phase, draw until you have seven cards in hand.
GuardRally
Whenever another allied Monster matching this card's printed Defense is played, this Monster gains +100 Attack and +100 Defense until the End Phase.
KinRally
Whenever another allied Monster matching this card's Type is played, this Monster gains +100 Attack and +100 Defense until the End Phase.
MightRally
Whenever another allied Monster matching this card's printed Attack is played, this Monster gains +100 Attack and +100 Defense until the End Phase.
PeerRally
Whenever another allied Monster matching this card's printed Cost is played, this Monster gains +100 Attack and +100 Defense until the End Phase.
WorldRally
Whenever another allied Monster matching this card's Universe is played, this Monster gains +100 Attack and +100 Defense until the End Phase.
Overdrive
When this Monster attacks, you may give it +100 Attack per point of its printed Cost until the End Phase; if you do, Cower it after battle and it cannot change to attack position during your next turn.
TagIn
After an allied Monster attacks without being Blocked, Retreat it; you may pay this card's Cost and Handcall this Monster from hand attacking the same target.
Offer
Send an allied field card to Rest as a cost.
Armored
Gain one counter when summoned; remove one counter to prevent this Monster's destruction.
Doommarch
This Monster cannot Block. After it attacks, Rest it at the end of that battle.
Providence
If this is the first card you Draw this turn, you may immediately play it.
Feral
At the start of your End Phase, if this Monster did not attack during Battle, it may attack from either position; destroy it after that attack.
FrontLiner
During your End Phase, if this Monster has not attacked, it may attack and is not destroyed afterward.
Spare
Place a selected card from your hand on top of your Main Deck.
HandGuard
This Monster gains +100 Defense for each card in your hand.
HandMight
This Monster gains +100 Attack for each card in your hand.
Rootbound
This Monster cannot be Offered or used as Immaterial material.
Monstrous
Once per game during your Main Phase, pay this Monster's printed Cost again; permanently add its printed Attack and printed Defense to its current values.
Blame
Ruin another allied Monster to prevent this Monster from being destroyed by an outside cause.
BattlePlan
At the start of your Battle Phase, send an opposing Monster to Rest; this is treated as an attack declaration for Guardian and protection.
Gorge
When playing this Monster, you may Offer any number of allied Monsters; permanently give this Monster +100 Attack and +100 Defense for each sacrificed Monster.
Invert
Swap a selected Monster's Attack and Defense until the End Phase.
Slow
This Monster cannot attack during the turn it is summoned.
EphemeralCall
You may play this Monster for half its printed Cost, rounded up; if you do, Rest it immediately after its Play effects resolve.
SkirmishReturn
You may play this Monster for half its printed Cost, rounded up; if played this way, Retreat it at the End Phase.

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