Official living reference

Rules & Keywords

Learn the field, mana system, turn sequence, battle resolution, and how to read and use card keywords.

Starting Life
10,000
Main Deck
50
Keywords
297

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, Team, Invoke, Chimera, and Merge are black-label keywords, meaning they go in the Immaterial Deck.

Across your Main and Immaterial Decks, use at most one Generic Universe and at most one Archetypal Universe. Either category may be omitted. Generic Universes are Universal, Universe, and Universia.

A card's Universe is its broad deck-building category, such as High Fantasy or Horror. Its Origin identifies its world or family. Different Origins may share a deck when their Universe matches.

Universe None uses Origin for deck-building comparison. Cards with None may share a deck only when their Origins match, alongside an optional Generic Universe. None does not combine with a named Archetypal Universe. A card must have an Origin before it can join a deck.

Part one

General game rules

Players and victory

Universia is played by two or four 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 Entity Zones, one Immaterial Deck Zone, and one Rest Zone.

Mana and momentum

Mana is a shared resource measuring from 0 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 Entities, activate Enhancements, and set Traps. Entities may enter face-up vertically in attack mode, face-up horizontally in defense mode, or face-down horizontally as a set Entity.

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 Entity may attack once each Battle Phase. It may attack an opposing Entity or attack Life directly when no opposing Entity is present.

Use current Power and Shielding, including applicable bonuses, reductions, counters and other stat changes. Use printed values only when a rule explicitly says to, such as Normalize. Recalculate after effects resolve before comparing the next battle's stats.

Against defense mode, compare the attacker's Power to the defender's Shielding. Against attack mode, compare both Entities' Power. The lower value is destroyed as described by the battle, and the losing player takes the difference as Life damage. Equal attack-mode Entities destroy each other. Equal Power and Shielding 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 Entities, the attacker must declare the attack against an Infantry Entity. The attacker chooses which one when several Infantry Entities are available.

02

Guardian may intercept a declared attack

After a legal Entity target is declared, including an Infantry target, the defending player may 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 Power and the Guardian's Shielding. 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 Entity 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 entity 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

Reading your cards

Keyword rules

Universe and Origin effects

Universe keyword variants compare the printed Universe. Origin variants, such as StompOrigin and RestwakeOrigin, compare the printed Origin. Cards from different Origins may match a Universe effect without matching an Origin effect.

The Origin fallback for Universe None applies to deck construction. Gameplay effects that compare Universe still compare Universe; effects that compare Origin use Origin.

Healing can return an Entity sharing this card's Type or Origin.

Reading keyword labels

[On Play]: Activates when this card is played.

[On Rest]: Activates when this card goes to Rest, subject to the keyword's stated conditions. These effects are not sharable. Resting a card as a cost, such as MeatShield's cost, does not make that keyword an On Rest effect.

[Payment]: Modifies costs or payments, or grants a play without Mana. These effects are not sharable.

[Sharable]: This effect can be granted by a keyword-sharing effect. Sharing does not remove its costs, conditions or timing requirements.

[Deck]: Modifies deck construction or refers to deck requirements. This label alone does not place a card in the Immaterial Deck; Loner, Team, Invoke, Chimera, and Merge determine that placement.

Repeated keywords stack

Each occurrence of a keyword applies separately. Two Draw keywords draw two cards. Three Stomp keywords allow three effect-attack attempts at the start of the Battle Phase, resolving one at a time and checking legal targets and protection again for each attempt.

On a card frame, consecutive repetitions are shown as Keyword xY. Delivery x3 means three Delivery occurrences. Repetitions separated by other keywords keep their authored order.

Sharing preserves the number of eligible occurrences. Each occurrence still requires its own legal trigger and any required payment. A card that has already left the field cannot be rested again to pay another cost.

Keywords and card types

Super is an Entity keyword. Tower is an Enhancement keyword: opponent effects cannot affect this Enhancement.

Recycle, Interpose, MeatShield, SpellPlunder and SpellStudy work on both Entities and Enhancements.

MeatShield is sharable. You may choose to rest this card to prevent another allied Entity from being destroyed. Protection applies only after the rest cost is successfully paid.

Aidlink is a sharable Entity keyword. When played, choose an allied Entity and permanently give it +100 Power and +100 Shielding. Aidlink does not grant keywords to that Entity.

Keyword ruling

Sharing and Mimic

Share only eligible effects

Only effects marked [Sharable] can be shared. On Play, On Rest and Payment effects are not sharable. Aidlink is the named exception: its On Play effect is sharable.

For a keyword with several parts, share only its [Sharable] parts. Armored cannot be shared. Collective also places a granted keyword's On Play counters once and removes any remaining counters placed by that grant when it ends. Other On Play effects do not trigger when keywords are shared.

Mimic permanently copies eligible keywords. Other sharing effects use the duration stated in their own rules.

Part two

Keyword glossary

Card-specific text and newer rulings take precedence over this living summary. Keyword labels identify when an effect works and whether it can be shared.

Deck building and card flow

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

Innumerable
[Sharable]: [Deck]: A deck may contain up to 50 copies of this card ID instead of the normal copy limit.
Delivery
[Sharable]: At the start of your Main Phase, draw 1 card.
Draw
[On Play]: Draw 1 card.
Waste
[On Play]: Place the bottom card of your Main Deck in the Rest Zone.
Holy
[On Rest]: Place this rested card on the bottom of its controller's Main Deck, or in the Immaterial Deck if it began there.
Recycle
[On Play]: Place a selected card from the controllers Rest Area on the bottom of its controller's Main Deck, or in the Immaterial Deck if it began there.
DeepTax
[On Play]: Reveal a number of cards from the top of your Main Deck equal to this card's Cost; Place one of them in the Rest Zone and return the rest to the top in the same order.
Stack
[On Play]: 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 you choose.
Survey
[On Play]: Look at a number of cards from the top of your Main Deck equal to this card's Cost and put any number of themon the bottom and return the rest to the top in any order you choose.
DeckTax
[On Play]: Look at the top 3 cards of your Main Deck; you may place any of them in the Rest Zone, then return the rest to the top in any order you choose.
Foresight
[On Play]: Declare Entity or Enhancement; reveal the top card of your Main Deck, if it is the declared category, add it to your hand, otherwise return it to the top of the Main deck.
ExploreShielding
[On Play]: Reveal 3 cards from the top of your Main Deck; If one is less or equal to this card's printed Shielding, add it to your hand. Place the rest on the bottom of your deck in any order you choose.
ExploreType
[On Play]: Reveal 3 cards from the top of your Main Deck; If one shares this card's Type, add it to your hand. Place the rest on the bottom of your deck in any order you choose.
ExplorePower
[On Play]: Reveal 3 cards from the top of your Main Deck; If one is less or equal to this card's printed Power, add it to your hand. Place the rest on the bottom of your deck in any order you choose.
ExploreCost
[On Play]: Reveal 3 cards from the top of your Main Deck; If one is less or equal to this card's printed Cost, add it to your hand. Place the rest on the bottom of your deck in any order you choose.
ExploreUniverse
[On Play]: Reveal 3 cards from the top of your Main Deck; If one shares this card's Universe, add it to your hand. Place the rest on the bottom of your deck in any order you choose.
ExploreOrigin
[On Play]: Reveal 3 cards from the top of your Main Deck; If one shares this card's Origin, add it to your hand. Place the rest on the bottom of your deck in any order you choose.
OmenShielding
[Sharable]: At the start of your Main Phase, reveal the top card of your Main Deck. If it is less or equal to this card's printed Shielding , draw it; otherwise return it to the top of the deck.
OmenType
[Sharable]: At the start of your Main Phase, reveal the top card of your Main Deck. If it shares this card's Type, draw it; otherwise return it to the top of the deck.
OmenPower
[Sharable]: At the start of your Main Phase, reveal the top card of your Main Deck. If it is less or equal to this card's printed Power, draw it; otherwise return it to the top of the deck.
OmenCost
[Sharable]: At the start of your Main Phase, reveal the top card of your Main Deck. If it is less or equal to this card's printed Cost, draw it; otherwise return it to the top of the deck.
OmenUniverse
[Sharable]: At the start of your Main Phase, reveal the top card of your Main Deck. If it shares this card's Universe, draw it; otherwise return it to the top of the deck.
OmenOrigin
[Sharable]: At the start of your Main Phase, reveal the top card of your Main Deck. If it shares this card's Origin, draw it; otherwise return it to the top of the deck.
Summon
[Payment]: Play an Entity from your hand into an open Entity Zone without paying its Cost.
HandcallShielding
[On Play]: Play an Entity with less than this card's printed Shielding from your hand into an open Entity Zone without paying its Cost.
HandcallType
[On Play]: Play an Entity sharing this card's Type from your hand into an open Entity Zone without paying its Cost.
HandcallPower
[On Play]: Play an Entity with less than this card's printed Power as this card from your hand into an open Entity Zone without paying its Cost.
HandcallCost
[On Play]: Play an Entity with less than this card's printed Cost as this card from your hand into an open Entity Zone without paying its Cost.
HandcallUniverse
[On Play]: Play an Entity sharing this card's Universe from your hand into an open Entity Zone without paying its Cost.
HandcallOrigin
[On Play]: Play an Entity sharing this card's Origin from your hand into an open Entity Zone without paying its Cost.

Deployment, zones, and control

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

Abduct
[On Play]: You may return any Entity on the field to its owner's hand.
Retreat
[Sharable]: After this Entity attacks and battle has resolved; return this Entity to its owner's hand.
Revert
[Sharable]: If this card would go to Rest Zone from the field, return it to its owner's hand instead.
AbductShielding
[On Play]: You may return an Entity with less than or equal to this card's printed Shielding from the field to its owner's hand.
AbductType
[On Play]: You may return an Entity sharing this card's Type from the field to its owner's hand.
AbductPower
[On Play]: You may return an Entity with less than or equal to this card's printed Power from the field to its owner's hand.
AbductCost
[On Play]: You may return an Entity with less than or equal to this card's printed Cost from the field to its owner's hand.
AbductUniverse
[On Play]: You may return an Entity sharing this card's Universe from the field to its owner's hand.
AbductOrigin
[On Play]: You may return an Entity sharing this card's Origin from the field to its owner's hand.
Healing
[On Play]: Place an Entity with the same Type or Origin from your Rest Zone into an open Entity Zone in Attack or Defense Position.
RestwakeShielding
[On Play]: Place an Entity with less than this card's printed Shielding from your Rest Zone into an open Entity Zone in Attack or Defense Position.
RestwakeType
[On Play]: Place an Entity sharing this card's Type from your Rest Zone into an open Entity Zone in Attack or Defense Position.
RestwakePower
[On Play]: Place an Entity with less than this card's printed Power as this card from your Rest Zone into an open Entity Zone in Attack or Defense Position.
RestwakeCost
[On Play]: Place an Entity with less than this card's printed Cost as this card from your Rest Zone into an open Entity Zone in Attack or Defense Position.
RestwakeUniverse
[On Play]: Place an Entity sharing this card's Universe from your Rest Zone into an open Entity Zone in Attack or Defense Position.
RestwakeOrigin
[On Play]: Place an Entity sharing this card's Origin from your Rest Zone into an open Entity Zone in Attack or Defense Position.
FadedReturn
[On Rest]: The first time this Entity moves from the field to the Rest Zone by destruction, immediately return it to the field and permanently give it -100 Power and -100 Shielding.
Revenant
[On Rest]: The first time this Entity moves from the field to the Rest Zone, immediately return it to the field and permanently give it +100 Power and +100 Shielding.
Gravebound
[Sharable]: While this card is in the Rest Zone, its passive shareable keywords remain active.
GraveGuard
[Sharable]: This Entity gains +100 Shielding for each card in your Rest Zone.
GraveMight
[Sharable]: This Entity gains +100 Power for each card in your Rest Zone.
GraveReservoir
[On Play]: Target card gains 1 counter it already possesses for each card in your Rest Zone, up to 3.
GraveDiscount
[Payment]: This card costs 1 less Mana for each card in your Rest Zone.
Lycanthropy
[On Rest]: Once per turn per card, when this card moves from the field to Rest, return 1 Mortal Entity from your Rest Zone to your field if you have an open Entity Zone.

Immaterial, materials, and stacks

Immaterial summons, materials, transformations, and stacked cards.

Loner
[Payment]: [Deck]: 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 may be on the field at any time.
Team
[Payment]: [Deck]: 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.
Invoke
[Deck]: Play this Entity from the Immaterial Deck without materials by paying its printed Cost.
Merge
[Payment]: [Deck]: Play this card from the Immaterial Deck by sending matching materials from your field with a combined printed Cost equal to or greater than this card's printed Cost to the Rest Area. Do not pay Mana.
Chimera
[Deck]: If the listed materials are in your Rest Zone, you can play this card from the Immaterial Deck by paying its printed Cost and returning the materials to the bottom of their decks of origin.
ShieldingMinion
[On Play]: Play an Immaterial Entity with less than or equal to this card's printed Shielding without its normal material procedure by paying its printed Cost.
TypeMinion
[On Play]: Play an Immaterial Entity sharing this card's printed Type without its normal material procedure by paying its printed Cost.
PowerMinion
[On Play]: Play an Immaterial Entity with less than or equal to this card's printed Power without its normal material procedure by paying its printed Cost.
CostMinion
[On Play]: Play an Immaterial Entity with less than or equal to this card's printed Cost without its normal material procedure by paying its printed Cost.
UniverseMinion
[On Play]: Play an Immaterial Entity sharing this card's printed Universe without its normal material procedure by paying its printed Cost.
OriginMinion
[On Play]: Play an Immaterial Entity sharing this card's printed Origin without its normal material procedure by paying its printed Cost.
Proxy
[Deck]: A Enhancement may be used instead of an Entity for this card's Immaterial material requirement.
Legacy
[Deck]: When this Entity is used as Immaterial material, the resulting Entity gains this card's shareable keywords.
Survive
[On Rest]: When this Entity is destroyed, return it to the field in Attack position at the End Phase.
Share
This Entity may be played as an Enhancement in an empty Enhancement Zone in the same column as an allied Entity. That Entity gains this card's shareable keywords while this card remains there. This card can be dispelled.

Combat and positioning

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

Bypass
[Sharable]: This Entity can attack Life directly.
Guardian
[Sharable]: Redirect a legal non-Hunter attack targeting another allied Entity to this attack-position Entity, then change this Entity to defense position.
Hunter
[Sharable]: This Entity can only attack an opposing Entity with the highest current Attack among legal targets; choose one if tied. Ignore Guardian.
Infantry
[Sharable]: While you control an Entity with Infantry, your opponent must choose an Entity with Infantry for an attack.
Incorporeal
[Sharable]: This Entity cannot be chosen as an attack target, nor does it prevent your opponent from attacking directly.
Distraction
[Sharable]: When this Entity attacks, Entities with Guardian must activate if able.
Cover
[Sharable]: When this Attack position Entity is attacked, you may end the battle and change this Entity to defense position.
Pacify
[On Play]: When this card is played, you may select an Entity. It cannot attack until the next End Phase of its controller.
Preemptive
[Sharable]: When this Entity attacks, it is not destroyed if the compared battle values are equal.
Defensive
[Sharable]: When this Entity defends, it is not destroyed if the compared battle values are equal.
Veteran
[Sharable]: When the compared combat values are equal, this Entity is not destroyed.
Stab
[Sharable]: This Entity, deal excess Power over that Entity's Shielding as Life damage.
DoubleDamage
[Sharable]: Double the Life damage dealt by this Entity in battle.
Reflect
[Sharable]: Battle Life damage you would take from battles involving this Entity is dealt to the opponent instead.
Berserker
[Sharable]: When this Entity attacks, it attacks each opposing Entity once in an order you choose.
BattleJunky
[Sharable]: This Entity may attack twice during each Battle Phase.
Band
[Sharable]: When this Entity attacks in a battle, you may have any number of other Attack Position Entities you control with Band join the attack. Add their Power to this battle. After the battle, change the joining Entities to Defense Position.
Warcry
[Sharable]: When this Entity attacks, each other allied Entity gains +100 Power until the End Phase.
Lonebanner
[Sharable]: When one allied Entity attacks, it gains +100 Power and +100 Shielding until the End Phase for each allied card with Lonebanner.
Friendship
[Sharable]: When this Entity attacks, you may change another allied attack position Entity to defense; add that Entity's Power to this Entity until the next phase.
Duelist
[Sharable]: When this Entity battles another Entity, it gains Power and Shielding equal to its printed Cost x 100 for that battle.
Outflank
[Sharable]: When blocked by an Entity without Outflank, that blocker loses Power and Shielding equal to this Entity's Cost x 100 for the battle.
Siren
[Sharable]: When this Entity attacks an Entity, that target's Power becomes its printed Power minus 100 for the battle.
StreetFight
[Sharable]: Once during your Main Phase, choose an opposing Entity; this Entity and the selected Entity battle. This is considered an normal attack.
MagicBlight
[Sharable]: After this Entity battles another Entity, destroy that opposing Entity if it is still on the field.
Attrition
[Sharable]: After this Entity battles another Entity that survives, permanently give that opposing Entity -100 Power and -100 Shielding.
Fortress
[Sharable]: This Entity may attack while in defense position; when it does, use Shielding instead of Power for the battle.
Vengeful
[Sharable]: If only this Entity is destroyed in battle, destroy the opposing Entity after battle.
MeatShield
[Sharable]: Rest this card to prevent another allied Entity from being destroyed. If this card has Armored and an Armored counter, remove one Armored counter instead of Resting it.
Inhuman
[Sharable]: This Entity cannot be destroyed by battle with another Entity, once per turn.
Shelter
[On Play]: Allied Entities cannot be destroyed by battle until the End Phase.
Martyr
[Sharable]: Prevent Life damage from battles involving this Entity.
Underslip
[Sharable]: If this Entity's Power is lower than all other Entities an opponent controls, this Entity may attack that opponent directly.
Redirect
[Sharable]: Change the target of a single-target effect to another legal target.
WakeUp
[Sharable]: At the start of an opponent's Battle Phase, change this Entity to attack position; if it has not triggered, do so at that opponent's End Phase.
Cower
[Sharable]: At the start of an opponent's Battle Phase, change this Entity to defense position.
StanceShift
[Sharable]: Change an Entity's position.
Energize
[Sharable]: Whenever this Entity's position changes, its owner gains 1 Mana.
Terrorize
[Sharable]: Whenever this Entity's position changes, its owner draws 1 card.
Stance
[Sharable]: While in attack position, this Entity gains +100 Power; while in defense position, it gains +100 Shielding.
Pin
[On Play]: When this card is played, you may select an Entity. Change it to Defense Position; it cannot change its position until the end of its controller's next turn.
Inspiration
[Sharable]: The first time each turn this Entity changes from defense position to attack position, draw 1 card.
Frenzy
[Sharable]: This Entity must attack during your Battle Phase if a legal attack is available.

Stats, growth, and counters

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

Hoarder
[Sharable]: This Entity gains +100 Power and +100 Defense for each card in your hand.
HoardPower
[Sharable]: This Entity gains +100 Power for each card in your hand.
HoardShielding
[Sharable]: This Entity gains +100 Shielding for each card in your hand.
BattleRouse
[On Play]: A selected allied Entity gains +100 Power until the End Phase.
Weaken
[On Play]: A selected opposing Entity gets -100 Power until the End Phase.
ShieldBreak
[On Play]: A selected opposing Entity gets -100 Shielding until the End Phase.
ShieldRise
[On Play]: A selected allied Entity gains +100 Shielding until the End Phase.
HighShielding
[Sharable]: While on the field, allied Entities gain +100 Shielding.
HighWeaponry
[Sharable]: While on the field, allied Entities gain +100 Power.
Raze
[Sharable]: While on the field, opposing Entities get -100 Shielding.
Strife
[Sharable]: While on the field, opposing Entities get -100 Power.
Normalize
[Sharable]: When this Entity battles, use this card's printed Power and Shielding instead of modified values.
ShieldType
[Sharable]: This Entity gains +100 Shielding for each different Type represented among allied Entities.
WeaponryType
[Sharable]: This Entity gains +100 Power for each different Type represented among allied Entities.
GuardUniverse
[Sharable]: This Entity gains +100 Shielding for each different Universe represented among your cards.
GuardOrigin
[Sharable]: This Entity gains +100 Shielding for each different Origin represented among your cards.
WeaponryUniverse
[Sharable]: This Entity gains +100 Power for each different Universe represented among your cards.
WeaponryOrigin
[Sharable]: This Entity gains +100 Power for each different Origin represented among your cards.
FaithShielding
[Sharable]: This Entity gains +100 Power and +100 Shielding for each other allied card or Entity matching this card's printed Shielding.
FaithType
[Sharable]: This Entity gains +100 Power and +100 Shielding for each other allied card or Entity matching this card's Type.
FaithPower
[Sharable]: This Entity gains +100 Power and +100 Shielding for each other allied card or Entity matching this card's printed Power.
FaithCost
[Sharable]: This Entity gains +100 Power and +100 Shielding for each other allied card or Entity matching this card's printed Cost.
FaithUniverse
[Sharable]: This Entity gains +100 Power and +100 Shielding for each other allied card or Entity matching this card's Universe.
FaithOrigin
[Sharable]: This Entity gains +100 Power and +100 Shielding for each other allied card or Entity matching this card's Origin.
RivalEnergy
[Sharable]: Whenever another allied Entity is played with greater Attack or greater Shielding than this Entity, permanently give this Entity +100 Power and +100 Shielding.
Enhanced
[Sharable]: Allied Entities gain 100 Power and Shielding for each Enhancement you control.
EnhancedPower
[Sharable]: Allied Entities gain 100 Power for each Enhancement you control.
EnhancedShielding
[Sharable]: Allied Entities gain 100 Shielding for each Enhancement you control.
Drill
[Payment]: Once during your Main Phase, you may pay this Entity's printed Cost; if you do, permanently give it +100 Power and +100 Shielding. Army Tokens pay no Mana for this effect.
Valor
[Sharable]: Whenever an allied effect selects this Entity, permanently give it +100 Power and +100 Shielding.
Uplift
[On Play]: When this card is played, permanently give the allied Entity with the lowest Power +100 Power and +100 Shielding; choose one if tied.
Unbound
[On Play]: When played, you may permanently give this Entity +100 Power and +100 Shielding; it cannot prevent your opponent from attacking directly.
Glory
[Sharable]: The first time this Entity deals Life damage, permanently give it +100 Power and +100 Shielding.
MoneyBags
[Sharable]: Whenever you play another card with a greater printed Cost than this Entity, permanently give this Entity +100 Power and +100 Shielding.
DrillCost
[Sharable]: When this Entity declares an attack, if another Entity with higher Cost than this Entity attacked earlier this turn, permanently give this Entity +100 Power and +100 Shielding.
DrillShielding
[Sharable]: When this Entity declares an attack, if another Entity with higher Shielding than this Entity attacked earlier this turn, permanently give this Entity +100 Power and +100 Shielding.
DrillPower
[Sharable]: When this Entity declares an attack, if another Entity with higher Power than this Entity attacked earlier this turn, permanently give this Entity +100 Power and +100 Shielding.
Mentor
[Sharable]: When this Entity declares an attack, if another card attacked earlier this turn, permanently give this Entity +100 Power and +100 Shielding.
MentorType
[Sharable]: When this Entity declares an attack, if another card sharing its Type attacked earlier this turn, permanently give this Entity +100 Power and +100 Shielding.
MentorUniverse
[Sharable]: When this Entity declares an attack, if another card sharing its Universe attacked earlier this turn, permanently give this Entity +100 Power and +100 Shielding.
MentorOrigin
[Sharable]: When this Entity declares an attack, if another card sharing its Origin attacked earlier this turn, permanently give this Entity +100 Power and +100 Shielding.
MentorCost
[Sharable]: When this Entity declares an attack, if another Entity with lower Cost than this Entity attacked earlier this turn, permanently give this Entity +100 Power and +100 Shielding.
MentorShielding
[Sharable]: When this Entity declares an attack, if another Entity with lower Shielding than this Entity attacked earlier this turn, permanently give this Entity +100 Power and +100 Shielding.
MentorPower
[Sharable]: When this Entity declares an attack, if another Entity with lower Power than this Entity attacked earlier this turn, permanently give this Entity +100 Power and +100 Shielding.
Coven
[Sharable]: While you control at least 3 allied cards on the field, this Entity gains +300 Power and +300 Shielding.
CovenCost
[Sharable]: While you control at least 3 allied Entities with 3 different printed Cost values, this Entity gains +300 Power and +300 Shielding.
CovenShielding
[Sharable]: While you control at least 3 allied Entities with 3 different printed Shielding values, this Entity gains +300 Power and +300 Shielding.
CovenType
[Sharable]: While you control at least 3 allied Entities with 3 different Type values, this Entity gains +300 Power and +300 Shielding.
CovenPower
[Sharable]: While you control at least 3 allied Entities with 3 different printed Power values, this Entity gains +300 Power and +300 Shielding.
CovenUniverse
[Sharable]: While you control at least 2 allied Entities with 2 different Universe values, this Entity gains +200 Power and +200 Shielding.
CovenOrigin
[Sharable]: While you control at least 2 allied Entities with 2 different Origin values, this Entity gains +200 Power and +200 Shielding.
Vitality
[Sharable]: While your Life is higher than each opponent's, this Entity gains +100 Power and +100 Shielding.
LastHand
[Sharable]: While your hand is empty, this Entity gains +500 Power and +500 Shielding.
Ascetic
[Sharable]: While your Rest Zone contains no Enhancements, this Entity gains +100 Power and +100 Shielding.
Grounded
[Sharable]: [Deck]: While your Immaterial Deck is empty, this Entity gains +300 Power and +300 Shielding.
Propagate
[On Play]: Select 1 card; place one counter it already possesses on that card.
Propagation
[On Play]: Choose any number of cards or players that already have counters; each gets one additional counter of a type it already has.
Grow
[On Play]: This Entity enters with one Grow counter. [Sharable]: When an Entity gains Grow through sharing, place one Grow counter on it. Each Grow counter gives +100/+100. When another allied Entity is played, you may move one Grow counter to it. Remove unspent counters from a temporary grant when that grant ends.
Transfuse
[On Play]: Select a card with a counter. Move a counter it has to another card.
HandOff
[On Play]: Select an Entity with counters and move all of its counters to another Entity.
Bequeath
[On Rest]: When this Entity moves from the field to Rest, move all of its counters to another allied Entity.
BequeathShielding
[On Rest]: When this Entity goes to Rest, move all of its counters to an allied Entity with the less than or equal to the printed Shielding.
BequeathType
[On Rest]: When this Entity goes to Rest, move all of its counters to an allied Entity sharing its Type.
BequeathPower
[On Rest]: When this Entity goes to Rest, move all of its counters to an allied Entity with the less than or equal to the printed Power.
BequeathCost
[On Rest]: When this Entity goes to Rest, move all of its counters to an allied Entity with the less than or equal to the printed Cost.
BequeathUniverse
[On Rest]: When this Entity goes to Rest, move all of its counters to an allied Entity sharing its Universe.
BequeathOrigin
[On Rest]: When this Entity goes to Rest, move all of its counters to an allied Entity sharing its Origin.
PropagateCost
[On Play]: When this card is played, choose an existing counter type on it and add one counter of that type for each allied card on the field with Cost less than or equal to this card's current Cost.
PropagateShielding
[On Play]: When this card is played, choose an existing counter type on it and add one counter of that type for each allied card on the field with Shielding less than or equal to this card's current Shielding.
PropagatePower
[On Play]: When this card is played, choose an existing counter type on it and add one counter of that type for each allied card on the field with Power less than or equal to this card's current Power.
PropagateType
[On Play]: When played, gain 1 counter this card already has for each different Entity Type represented among allied Entities.
PropagateUniverse
[On Play]: When played, gain 1 counter this card already has for each different Universe represented among your cards.
PropagateOrigin
[On Play]: When played, gain 1 counter this card already has for each different Origin represented among your cards.
Decay
[On Play]: This card enters with 3 Decay counters. [Sharable]: Remove one at the start of each of your turns and Rest this card when none remain.
Honed
[On Play]: This Enhancement enters with one Hone counter. [Sharable]: Each Hone counter gives its attached Entity +100 Power.

Attachments, tokens, and resources

Attachments, tokens, shared resources, and generated permanents.

Animate
[Sharable]: A Enhancement becomes an Entity with 1700/1300 or 1300/1700 Power/Shielding, chosen by its controller, and moves to an Entity Zone. If placed in attack position, it may attack that turn. If it cannot move to an Entity Zone, move it to the Rest Area instead.
Encase
[On Play]: Place any Entity face up into an open Enhancement Zone on its owner's field. It counts as an Enhancement while there. Either player may pay its Cost during their Main Phase to Dispel it.
Grantform
Instead of playing this as an Entity, you may pay its printed Cost to play it as an Enhancement attached to an allied Entity in the same column; that Entity gains +100 Power, +100 Shielding, and this card's shareable keywords only while this card is attached. If detached on field, it becomes an Entity.
Switchgear
During your Main Phase, pay this card's printed Cost to attach it to an allied Entity or detach it. While attached, it is an Enhancement and its passive keywords apply to the attached Entity.
TotemGuard
[On Play]: Attach this card to an allied Entity in the same column. [Sharable]: If the attached Entity would be destroyed, Rest this Enhancement instead.
Refit
[Payment]: During your Main Phase, you may add this card to your hand, then play a different Enhancement with a printed Cost less than or equal to this card's printed Cost without paying its Cost.
Aidlink
[On Play]: [Sharable]: When played, choose an allied Entity and permanently give it +100 Power and +100 Shielding.
SoulLink
When this or another allied Entity is played, you may pair this with one unpaired allied Entity; while paired, each gains the other's shareable keywords.
MirrorGate
When this or another allied Entity is played, you may pair this with one unpaired allied Entity; while paired, each uses the other's Power and Shielding. The pair ends when either Entity leaves the field.
Collective
Other allied Entities sharing this card's Type gain this card's shareable keywords, excluding keywords gained through Collective. Collective cannot be shared. When a keyword is gained this way, place any counters it normally places On Play. Remove any unspent counters placed this way when that grant ends.
Impersonate
[On Play]: While on the field, this card adopts the selected card's name, Universe, and Type for requirements. Restore its original identity when it leaves the field.
OmniType
[Sharable]: This Entity is treated as each Entity Type.
OmniUniverse
[Sharable]: This Entity is treated as each Universe.
OmniOrigin
[Sharable]: This Entity is treated as each Origin.
Mimic
[On Play]: While on the field, this Entity gains the shareable keywords of a selected Entity, excluding play-time effects that trigger when an Entity is played or an Enhancement is activated. Remove the copied keywords when it leaves the field. Mimic does not trigger Radiance.
BuildArmy
[On Play]: If you do not control an Army Token, Spawn a Cost-3 1500/1500 Army Token; otherwise permanently give your Army +100 Power and +100 Shielding.
Deathspawn
[On Rest]: When this Entity moves from the field to Rest, Spawn one Cost-3 1500/1500 Spirit Entity Token.
Warspawn
[Sharable]: Whenever this Entity attacks, if you have an open Entity Zone, Spawn one Cost-3 1500/1500 Warrior Token. After this Entity's battle, that Token immediately attacks if able. It can only attack the original target Entity or the same opponent directly when a direct attack is legal. Remove that Token from the game at the end of the Battle Phase.
LivingArmor
[On Play]: When played, choose one: permanently give this Entity +100 Power and +100 Shielding, or Spawn one Cost-3 1500/1500 Construct Token.
Hatchery
[Payment]: Spawn a Cost-3 Incubator Enhancement Token with 1500 Power/Shielding and one Growth counter. You may immediately pay 2 Mana to Animate it; it gains +100/+100 for each Growth counter before other play effects choose targets.
SecretCraft
[On Play]: Spawn a Secret Enhancement Token. A Secret Token may be Offered to draw 1 card.
SpellBuff
[On Play]: Spawn a SpellBuff Enhancement Token. Pay 1 Mana and Offer it to permanently give an allied Entity +100 Power and +100 Shielding.
Plunder
[On Play]: Spawn a Cache Enhancement Token. A Cache Token may be Offered to gain 1 Mana. A Cache Enhancement Token may not be dispelled.
Powerstone
[On Play]: Spawn a Powerstone Enhancement Token. Once per turn, use a Powerstone to gain 1 Mana.
Armament
[On Play]: When this Enhancement is played, Spawn a Cost-3 1500/1500 Hero Entity Token and attach this Enhancement to it.
Courage
[Sharable]: At the start of your Main Phase, gain 1 Mana.
SupplyLine
[Sharable]: At the start of your Main Phase, if your Mana is below 3, set it to 3.
OverPlay
[Sharable]: 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
[Payment]: After this card resolves, gain Mana equal to its printed Cost, up to 4 and the normal Mana maximum. Calculate whether the turn passes after this refund. This card's Dispel value is the Mana paid to play it minus Mana refunded, with a minimum of 0.
ReapEssence
[On Play]: Rest another allied Entity, then gain 3 Mana.

Costs, casting, and effect composition

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

Crowdcast
[Payment]: When playing this card, you may change any number of allied attack-position Entities to defense position; reduce this card's Cost by 1 for each Entity changed this way.
Efficient
[Payment]: This card costs 1 less Mana for each allied Enhancement.
AffinityShielding
[Payment]: This Enhancement costs 1 less Mana for each allied Entity with less than or equal to this Enhancement's printed Shielding.
AffinityType
[Payment]: This Enhancement costs 1 less Mana for each allied Entity sharing its Type.
AffinityPower
[Payment]: This Enhancement costs 1 less Mana for each allied Entity with less than or equal to this Enhancement's printed Power.
AffinityCost
[Payment]: This Enhancement costs 1 less Mana for each allied Entity with less than or equal to this Enhancement's printed Cost.
AffinityUniverse
[Payment]: This Enhancement costs 1 less Mana for each allied card sharing its Universe.
AffinityOrigin
[Payment]: This Enhancement costs 1 less Mana for each allied card sharing its Origin.
Halfcast
[Payment]: You may play this Entity for half its printed Cost, rounded up; if you do, halve its Power and Shielding while it remains on the field.
Pact
[Payment]: You may play this Enhancement for no Mana. At the start of your next Main Phase, you may pay its printed Cost. If you do not or can not, move it to the Rest Area.
Upkeep
[Payment]: At the start of your Main Phase, pay this card's printed Cost or Rest it.
Installment
[Payment]: Schedule a payment for the start of your next turn. When the scheduled payment is due, pay this card's printed Cost again or Rest it.
Bloodcast
[Payment]: Optionally, you may pay 4 of this Enhancement's printed Cost with Mana and the rest with Life at 100 Life per point of Cost. An Enhancement played this way may only be Dispelled for 4.
Tune
[Payment]: Until the End Phase, increase or decrease a selected Entity's effective Cost by 5 for summoning requirements.
Leadership
[Sharable]: At the start of your Main Phase, play a Cost-3-or-less Entity from hand without paying its Cost.
Production
[Sharable]: At the start of your End Phase, you may play 1 Innumerable Entity from your hand with printed Cost equal to or lower than this Entity's printed Cost, without paying mana.
HandDiscount
[Payment]: This card costs 1 less Mana for every two other cards in your hand.
Infuse
[Sharable]: 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.
RadianceShielding
[Sharable]: When this card applies an effect to one Entity, apply the same effect once to each Entity matching that target's printed Shielding. Propagated effects do not trigger Radiance again.
RadianceType
[Sharable]: When this card applies an effect to one Entity, apply the same effect once to each Entity matching that target's Type. Propagated effects do not trigger Radiance again.
RadiancePower
[Sharable]: When this card applies an effect to one Entity, apply the same effect once to each Entity matching that target's printed Power. Propagated effects do not trigger Radiance again.
RadianceCost
[Sharable]: When this card applies an effect to one Entity, apply the same effect once to each Entity matching that target's Cost. Propagated effects do not trigger Radiance again.
RadianceUniverse
[Sharable]: When this card applies an effect to one Entity, apply the same effect once to each Entity matching that target's Universe. Propagated effects do not trigger Radiance again.
RadianceOrigin
[Sharable]: When this card applies an effect to one Entity, apply the same effect once to each Entity matching that target's Origin. Propagated effects do not trigger Radiance again.
Spellcraft
[Sharable]: Whenever you play an Enhancement, this Entity gains +100 Power and +100 Shielding until the End Phase.
SpellGrowth
[Sharable]: Whenever you play an Enhancement or repeat an Enhancement's effects, permanently give this Entity +100 Power and +100 Shielding.
SpellPlunder
[Sharable]: Whenever you play an Enhancement or repeat an Enhancement's effects, Spawn a Cache Enhancement Token.
SpellStudy
[Sharable]: Whenever you play an Enhancement or repeat an Enhancement's effects, draw 1 card.
Handcast
[Sharable]: 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
[Payment]: Once per turn, after an allied Entity without Feint attacks directly, you may Retreat that Entity and play this card without paying its printed Cost. If this card is an Entity, it enters attacking a target of your choice.

Timing, protection, and win conditions

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

CutShort
[On Play]: After this effect resolves, immediately end the current phase.
DivineAnnoyance
[Sharable]: At Battle Phase start, Rest one allied Entity, then return it at the End Phase.
TeaWithTheGoddess
[Sharable]: At Main Phase start, Rest one allied Entity, then return it at the End Phase.
Battlements
[Sharable]: When an opponent attacks, destroy that attacker after battle and Rest this card.
Vindictive
[Sharable]: Once per turn, when an opposing Entity attacks, destroy it and send it to Rest; Super prevents this effect.
DivineJudgment
[Sharable]: At the start of your Battle Phase, you may destroy one opposing Enhancement; if you do, Rest this card.
Super
[Sharable]: Opponent effects, including effects triggered by battle, cannot affect this Entity. Your effects and ordinary battle can still affect it.
Interpose
[Sharable]: Rest this card to prevent an opponent's destruction effect from affecting a selected Entity.
Drift
[Sharable]: At the start of each of your turns, toggle this card between active and Drifted. While Drifted, its actions and keywords are inactive except for Drift; it remains in play, is unaffected by all effects, cannot attack or be attacked, and cannot stop an opponent from attacking directly.
Formation
[Sharable]: Adjacent allied Entities gain +100 Power and +100 Shielding while this card is on the field.
Lane
[Sharable]: This Entity gains +100 Power for each opposing card in the same column.
Antilife
[Sharable]: Whenever this Entity deals Life damage to a player, that player gains 1 Antilife counter. A player normally loses at 10 Antilife counters; Requiem increases an affected player's limit to 20.
Requiem
[Sharable]: When this Entity shifts from Attack to Defense, place 1 Antilife counter on an opponent and increase that player's Antilife limit to 20 for the rest of the game. A player loses when their Antilife counters reach their limit.
Capacity
[Sharable]: While this card is active, its controller has no maximum hand size.
Equalize
[On Play]: When played, Draw until your hand contains at least as many cards as the player with the largest hand size.
Endurance
[Sharable]: At the start of your Main Phase, draw until you have 7 cards in hand.
RallyShielding
[Sharable]: Whenever another allied Entity with less than or equal to this card's printed Shielding is played, this Entity gains +100 Power and +100 Shielding until the End Phase.
RallyType
[Sharable]: Whenever another allied Entity matching this card's Type is played, this Entity permanently gains +100 Power and +100 Shielding.
RallyPower
[Sharable]: Whenever another allied Entity with less than or equal to this card's printed Power is played, this Entity gains +100 Power and +100 Shielding until the End Phase.
RallyCost
[Sharable]: Whenever another allied Entity with less than or equal to this card's printed Cost is played, this Entity gains +100 Power and +100 Shielding until the End Phase.
RallyUniverse
[Sharable]: Whenever another allied Entity sharing this card's Universe is played, this Entity gains +100 Power and +100 Shielding until the End Phase.
RallyOrigin
[Sharable]: Whenever another allied Entity sharing this card's Origin is played, this Entity gains +100 Power and +100 Shielding until the End Phase.
Overdrive
[Sharable]: When this Entity attacks, you may give it +100 Power per point of its printed Cost until the End Phase; if you do, change it to defense position after battle and it cannot change its position during your next turn.
TagIn
[Sharable]: After an allied Entity attacks without being Blocked, Retreat it; you may pay this card's Cost and play this Entity from hand attacking the same target.
Offer
[Payment]: Play this card without paying its Cost by resting an Enhancement. This card's printed Cost must be less than that Enhancement's printed Cost.
Armored
[On Play]: Gain one Armored counter when played; remove one Armored counter to prevent this Entity's destruction or its own MeatShield effect from Resting it.
Doommarch
[Sharable]: This Entity cannot stop your opponent from attacking directly. After it attacks, Rest it at the end of that battle.
Providence
[Payment]: If this is the first card you Draw this turn, you may immediately play it without paying its mana cost.
Feral
[Sharable]: At the start of your End Phase, if this Entity has not attacked; it may change its position to attack position and attack; destroy it after that attack.
FrontLiner
[Sharable]: During your End Phase, if this Entity has not attacked, it may change its position to attack position and attack.
Spare
[On Play]: Place a selected card from your hand on top of your Main Deck.
HandGuard
[Sharable]: This Entity gains +100 Shielding for each card in your hand.
HandPower
[Sharable]: This Entity gains +100 Power for each card in your hand.
Rootbound
[Sharable]: [Deck]: This Entity cannot be Offered or used as Immaterial material.
Monstrous
[Sharable]: Once per game during your Main Phase, pay this Entity's printed Cost; permanently add its printed Power and printed Shielding to its current values.
Blame
[Sharable]: Ruin another allied Entity to prevent this Entity from being destroyed by an outside cause.
Stomp
[Sharable]: At the start of your Battle Phase, send an opposing Entity to Rest; this is treated as an attack declaration for Guardian and protection.
StompShielding
[Sharable]: At the start of your Battle Phase, you may select an opposing Entity with printed Shielding equal to or lesser than this card's printed Shielding and send it to Rest. This declares an attack, so Infantry targeting, Guardian interception, and protection still apply; an Entity using this effect consumes its attack.
StompType
[Sharable]: At the start of your Battle Phase, you may select an opposing Entity sharing this card's Type and send it to Rest. This declares an attack, so Infantry targeting, Guardian interception, and protection still apply; an Entity using this effect consumes its attack.
StompPower
[Sharable]: At the start of your Battle Phase, you may select an opposing Entity with printed Power equal to or lesser than this card's printed Power and send it to Rest. This declares an attack, so Infantry targeting, Guardian interception, and protection still apply; an Entity using this effect consumes its attack.
StompCost
[Sharable]: At the start of your Battle Phase, you may select an opposing Entity with printed Cost equal to or lesser than this card's printed Cost and send it to Rest. This declares an attack, so Infantry targeting, Guardian interception, and protection still apply; an Entity using this effect consumes its attack.
StompUniverse
[Sharable]: At the start of your Battle Phase, you may select an opposing Entity sharing this card's Universe and send it to Rest. This declares an attack, so Infantry targeting, Guardian interception, and protection still apply; an Entity using this effect consumes its attack.
StompOrigin
[Sharable]: At the start of your Battle Phase, you may select an opposing Entity sharing this card's Origin and send it to Rest. This declares an attack, so Infantry targeting, Guardian interception, and protection still apply; an Entity using this effect consumes its attack.
Gorge
[On Play]: When playing this Entity, you may Offer any number of allied Entities; permanently give this Entity +100 Power and +100 Shielding for each sacrificed Entity.
Invert
[On Play]: Permanently swap a selected Entity's Power and Shielding.
Slow
[Sharable]: This Entity cannot attack during the turn it is played.
EphemeralCall
[Payment]: You may play this Entity for half its printed Cost, rounded up; if you do, Rest it immediately after its Play effects resolves.
SkirmishReturn
[Payment]: You may play this Entity for half its printed Cost, rounded up; if played this way, return it to the hand at the End Phase.
Tower
[Sharable]: Opponent effects cannot affect this Enhancement.
Bite
[Sharable]: At the start of your Battle Phase, target 1 opposing Entity without Super. Reduce its Shielding by this card's Power until the end of the turn. If its Shielding becomes 0 or less, destroy it.

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