Exodus TCG
Advanced Rules & Card Rulings

Last Updated: 10-2-18


Table of Contents

General Rulings
   — Terminology
   — Costs
   — Energy Movement
   — Playback
   — Playing In Draw Phase
   — Deck Recycles
   — Creature Abilities
   — Field Tracking
   — Timing & Speed
   — Priority

Mechanic Rulings
   — Reveal
   — Freeze

Different Game Modes
   — Multiplayer
   — Harmony Rares

Card Rulings
   — (Set 1) Birth of Creation
   — (Set 2) Galaxy Tides
   — (Set 3) Crystal Forge
   — (Set 4) Converging Chasms



Terminology:

- If a card says, "each player," it affects every player in the game (even in multiplayer), but if a card says, "your opponent," you choose the opponent to affect;

- "SR" = Secret Rare (card will have 3 stars + a foil stamped "SR", and the collector number in the bottom-right corner will be higher than the max number of cards in the set);

- "HR" = Harmony Rare (giant double-sided metal card with "Harmony Rare" written across the side);

- "Summon" VS "Put into play":

     • Summoning can happen one of two ways. 1) By summoning a creature from your hand onto a pile of Energy during your Creature Phase. 2) Through a card effect that specifically says, "summon";

     •  A card is considered "put into play" when it hits the field, whether that is through a normal summon or through a card effect; 

          - (Example: If a creature Ability says "When this creature is put into play", the Ability can trigger either by a normal summon / putting into play, or by a card effect that let's you put a creature into play. If a creature Ability says "put into pay except by a summon", it will need to be put into play specifically by a card effect; 

- "Switching" a Creature in Play: When a card effect or Ability switches a creature on the field with a creature from somewhere else (i.e. hand, Main Deck, graveyard, etc.), the new creature is considered to be "summoned" unless otherwise specified (therefore, any on-summon Abilities will trigger); 

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Costs:

- You do not pay a cost until the card triggers / begins resolving;

          - This means that you can nullify or cancel out a symmetry or Ability that has a cost by playing cards in response that destroy their energy source; 

                    •  Example: If your opponent plays Vortex and they only have 1 energy on their field (which they are going to use to pay the cost), and you play a Cataclysm in response and destroy that energy, their Vortex will go straight to the graveyard without happening since there would be no energy to pay the cost;

                    •  Example: Likewise, if your opponent plays Unsummon on your only creature on the field (and they also have no creatures on their field), you may stack/play Reversion on your own creature to send it back to your hand. The opponent's Unsummon would then have no available targets and go straight to the graveyard without happening, and your opponent would not have to pay its cost; 

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Energy Movement:

- When you play energy from your hand onto the field during your Energy Phase:

     • The energy that's played on the current turn can still be rearranged as long as: you're still in your Energy Phase AND no effects or Abilities have affected the energy pile;

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Playback Rule:

- When a symmetry card or effect is played in response to your symmetry card, the card played most recently (card on top of the stack) happens first. Then, any remaining cards that must resolve experience Playback and may change targets if the owner chooses;

- Playback also happens when a creature is attacking and  another card effect causes a target to change or the state of the game to change. In this instance, Playback takes place and the attacking creature may change targets or stop attacking all together!

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Symmetries During the Draw Phase:

- Once you begin drawing during your Draw Phase, each player cannot play symmetry cards until you finish drawing because a player draws simultaneously from their Main Deck and Energy Deck; 

          Example: You can't play Forest of Crags during your Draw Phase if that's the first card you drew before drawing 2 more from the Main Deck;

          Example: You can't play Vortex in the middle of your opponent's Draw Phase after they draw Main Deck cards, but before they draw energy cards, or vice versa;

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Deck Recycles:

- A Deck Recycle is naturally performed ONLY when you need to draw (i.e. due to an effect or Ability or the Draw Phase) and your Main Deck has zero cards left;  

     - Any card effect or Ability that allows the player to perform a Deck Recycle overrides the base rule for when a Deck Recycle could be performed;

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Creature Abilities:

- When a creature is summoned and it has a "When this creature is summoned..." Ability, the opponent can play symmetry cards in response to the summon, thereby stacking over the summoned creature's Ability;

- Symmetry cards are instant-speed, while creature Abilities are not. A creature Ability can be triggered in response to a symmetry (causing the Ability to be on top of the stack), however, the symmetry will out-speed the Ability and resolve first due to speed and timing;

     • (Example: If a Rare creature is summoned on a pile of 1 energy and the opponent uses a symmetry card in response to destroy that single energy, the creature would be immediately destroyed and its effect would not happen because it would not have any energy left before its Ability would resolve;

- A symmetry cannot be played in the middle of a creature's Ability as it is resolving; (Example: Playing Reversion or Unsummon in the middle of Ethereal Aurorialis' Ability, after the owner reveals the top card of their Main Deck);

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Field Tracking (What is Considered to be 'In-Play'?):

- The field only tracks what is "in-play". Cards in your hand, Main Deck, Energy Deck, and graveyard are NOT considered to be in-play;

- If under any circumstance a creature re-enters play due to an effect or Ability, it "registers" as a new creature on the field and is able to attack again (even if it already attacked during that same turn before leaving play);

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Timing & Speed of Resolution:

- Timing is important because there is always a 'point-of-entry' or moment of activation for card effects or creature Abilities;

- Creature Abilities can stack just like symmetry effects and are even treated as being in the same stack together when they each trigger and need to resolve at the same time;

- Symmetry card effects are faster and out-speed any creature Abilities;

- Once an Ability or effect has started to resolve, it is generally too late for any other Ability or effect to interrupt;

     • Automatic Abilities such as Reveal that trigger on their own or are    forced to activate by another card effect or Ability can interject and resolve in the middle of another resolution. (Example: Summon Council of Galaxies to reveal Vanquish, Reverser of Time from the top of your Main Deck. Vanquish's Ability triggers and resolves before you decide to put it back on the top or bottom of your Main Deck as part of Council's Ability);

     • Voluntary effects / Abilities cannot be activated while another effect or Ability is resolving (Example: Playing Forest of Crags in the middle of a Vortex draw);

- What if I already declared an attack? Attacking is not an effect, it is an action that's part of a general Phase of a Turn. All symmetries are instant-speed and can interrupt normal gameplay;

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Priority:

- Symmetry Priority: There is no such thing as 'priority' when it comes to who is allowed to play symmetry cards first when multiple players wish to activate a card effect. By default, if cards are not being played as a response, whichever card hits the field first is the card that resolves first if it is not then responded to. A stack is automatically created when two or more symmetries are played on their own only second(s) apart, but they are NOT considered to be chained in the stack as a response to one another unless they were originally declared so; 

- However, a timing ruling comes into play when two cards are placed on the field at the exact same moment by different players, in response to an action / other effect / Ability:

     When a card is played and both players want to activate a symmetry in response to another card or action (such as both players' symmetries hitting the field at the same time, but in response to the original card and not to each other), the turn player's symmetry gains priority. This timing ruling shall only be utilized in the case where there is no clear, definitive answer as to which player's card hit the table first. However, the non-turn player's symmetry does NOT go back to the hand and is instead considered to be 'on the stack' waiting to trigger and begin resolving; 

          - This is especially important for a scenario like: Turn-player activates Vortex ->Turn player plays Cryocrest Crags while the non-turn player simultaneously plays (not responds with) some kind of draw-power card like Glimpse of the Sanctuary or Crystal Bell which happens to be the last card in their hand. The turn player's Cryocrest Crags tries to resolve first, but fizzles out and goes to the graveyard since the non-turn player no longer has any cards left in his/her hand at that point. Then, the non-turn player's draw card will resolve. Finally, the turn player's Vortex will happen last and the game will continue as normal; 

          - Another possible scenario where the game's outcome could be greatly affected is an Energize from the turn-player while they only have a 1-energy creature on the field against the non-turn player's Cataclysm or Leech; 

* In every instance, the above ruling(s) will be applied to provide a clear solution where disputes arise;

- Creature Priority: Similar to symmetry priority, in the instance where two creature Abilities are triggering at once (such as two creatures with a "just before the attack hits" effect), the turn player's creature will have priority and activate first; 

      •  The non-turn player's creature is still 'on the stack' and will resolve immediately after the turn player's creature Ability finishes resolving; 

          - Example: Turn player declares an attack with their 1-energy Vastion the World's Hollow, and targets their opponent's 3-energy Paladin's Parable. Turn player's Vastion Ability will trigger first, giving Vastion +1 Energy, making it a 2-energy creature just before the attack hits. Paladin's Ability will then activate and cause the two battling creatures to switch Energy levels before the attack hits, thus putting Paladin's Parable at 2 Energy, and Vastion at 3 Energy;

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Reveal:

HOW DOES IT WORK?

Card(s) are revealed when an Ability or effect uses the word "reveal" in its text. It is the act of card(s) being shown or made known to all players. Cards are generally revealed from zones that are hidden to one or more players like the hand or Main Deck;

- Cards cannot be revealed from the field or graveyard, as those areas are normally already viewable by all players;

- Players cannot simply choose to reveal a card; reveal is by Ability or effect only. (Example: A player can't voluntarily show a card in their hand to their opponent just to activate a "When this card is revealed..." effect);

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Freeze:

HOW DOES IT WORK?

- When a card is frozen, it is flipped face-down on the field. It remains frozen until the end of the owner's next available turn, unless otherwise specified. Most effects that induce freezing will specify the duration its target is frozen, but in the absence of clarification text, it should ALWAYS be assumed that the frozen card will unfreeze at the end of its owner's next turn; 

- Frozen cards still retain all of their attributes (such as Type, Rarity, Ability, etc.); they are not ignored entirely; 

- Frozen cards can be viewed by players at any time and are considered "public knowledge";

- Continuous Abilities are still active while the creature is frozen; frozen creatures simply cannot attack;

- Frozen creatures can still be chosen by effects and be attacked by opposing creatures; they still deal and receive damage normally if attacked or forced into battle by an effect;

- Can I target a frozen creature in play and freeze it again to reset the timer or to fulfill a requirement for a card effect? A: No, you cannot. You must select a creature that is not already frozen. Frozen cards can't be frozen again because they're already frozen. For this reason, overrides are not possible. It's up to the card's owner to remember if and when their card unfreezes

- Can I put a creature on frozen energy? A: You can't summon a creature on a pile that is made up of any amount of frozen energy unless with a card effect;

- Can a frozen creature gain energy? A: Yes, but only by card effects or Abilities;

- Can I pay energy / pay a cost from a frozen creature? A: Yes, you can;

- What happens if a creature & all energy attached to it is previously frozen, but the creature unfreezes while its energy stays frozen (or vice-versa)? A: It's possible for one to become unfrozen while the other remains frozen. If the creature is unfrozen, it can attack, but any frozen energy attached is excluded as dealt damage during battle;

- When attacking a creature with partially frozen energy (i.e. a 5-energy creature with 2 of those 5 being frozen), non-frozen energy is always used up first in battle;

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Multiplayer Mode:

- There are two possible types of Multiplayer games: free-for-all battles, and team battles. All of the same game rules apply in both versions, however, during any Multiplayer game, if a card effect or Ability says "each player", then the effect / Ability will happen to every player in the game. If a card says "your opponent", then you must select only 1 opponent for the effect / Ability to happen to; 

- The player who goes last in any type of Multiplayer game will be the only one allowed to attack on their first turn. After the last player ends their first turn, then everyone will be allowed to attack for the rest of the game; 

- In a free-for-all battle, each player has their own set of 10 Life Points. However, during a team battle (2 VS. 2 / 3 VS. 3 / etc.), each team will share 10 Life Points. Additionally, in team battles, each team shares their battle field (i.e. player 1 may use their teammates creatures that are on the field to attack with, and player 2 on the same team may use player 1's creatures to attack). Since fields and Life Points are shared between a team, players must clear the opposing team's entire shared field in order to hit their Life Points (unless using direct-damage cards). Players may not play cards from their teammates hands, but they are allowed to view teammate's hands and strategize together;

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Harmony Rares:

HOW DO THEY WORK? 

- Only 1 Harmony Rare can be in play at a time; 

- At the start of the game, a Harmony Rare will begin on the "Eeventide Field" side between both players in the middle or side of the field. The "Continuous Effect" will be active until one player Awakens the Harmony Rare and flips it to the Creature side;

     • Each player can only Awaken a Harmony Rare once per game;

     • When the Creature side is destroyed, the Harmony Rare returns to the Eeventide Field side, and can then be Awoken again by any other players who have not yet Awakened the Harmony Rare during that game (if they meet the requirements);

- The owner of the Harmony Rare must present their Harmony Rare as a playable option before the start of the game. The player who goes 2nd gets to decidebefore the game startswhether a Harmony Rare will be used, and which one will be used, if there are multiple choices available (i.e. if both players present a Harmony Rare before the start of the game);

- During competitive play, the owner of the Harmony Rare must include their Harmony Rare as part of their Decklist to the tournament organizer (if they wish to play it during the tournament), and must present the Harmony Rare at the start of each game;

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Eeventide, the Paradoxical Planet

If both players simultaneously reach 0 Life Points (i.e. via Star Struggle), then the secondary method for determining a "winner" is used. When Life Points are equal:


Secondary Method Used to Determine Winner (In Sequential Order):

  1. Player with the highest number of Energy cards on the field.
  2. Player with the highest number of Creatures on the field.
  3. Player with the highest number of cards in hand.

 - The player that's determined the "winner" from the secondary method will obtain priority to Awaken the Harmony Rare; 

     • However, the game will end immediately after the Awakening Ability resolves, since both players had simultaneously hit 0 Life Points. The player that did not Awaken the Harmony Rare is still at 0 when their opponent used the Awakening Ability, so the game will naturally end; 

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(Set 1) Birth of Creation

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Chains

Chains affects the player and does not target the creatures themselves;

          - Example: Even if a player is 'chained', he or she still cannot attack with a Lantern Leaflore (even though Leaflore is unaffected by symmetry cards) because the player is unable to command the creature to execute the attack;

■ Chains only stops a player from attacking for that turn;

         - Due to the wording "...it remains on the field until its effect has occurred", this card is considered to be resolved and goes to the graveyard after the chained player is done with their Attack Phase (upon entering End Phase);

          - Example: If Chains is played in response to your opponent's Vortex that's currently unfreezing at the end of their turn, Chains will be considered already resolved (since your opponent has already finished their Attack Phase for that turn), and will go the graveyard;

         ■ Due to the wording "If this card is played on your opponent's turn, they cannot attack during that turn", the effect is considered resolved upon the End Phase regardless of whether or not the player attacked that turn; 

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Leech

Leech is an all-or-nothing type of card; 

          - Because its effect is broken up into 2 sentences, the first effect can't happen unless the second is possible and vice-versa;

■ Leech cannot be used to start a new pile of energy; it must be added to an existing one;

■ Leech can be played in response to a "When this creature is summoned..." Ability and will stop the Ability if it destroys the creature's last energy; 

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Vortex

■ When this card is played, both players can still stack symmetry cards in response before discarding their hand; 

          - Cards played in response to Vortex happen first;

          - If a Vortex is played in response to a Vortex, players can continue playing symmetries by "adding to the stack" after the first Vortex has resolved, due to symmetries being instant-speed; 

Vortex can be played at the start or end of a player's Draw Phase, but NOT in the middle while they are still drawing;

Card effects or Abilities cannot be played or trigger in the middle of Vortex resolving. (Example: You cannot play Forest of Crags between the cards drawn from Vortex); (Example: Your opponent cannot play Drifter's Dueling between the cards drawn from Vortex);

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Cloudburst Spiral

You do not need to have another card in your hand to discard in order to play Cloudburst Spiral;

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(Set 2) Galaxy Tides

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Apparition Grove

After you attack with creature A, then play Apparition Grove to switch creature A with creature B in your hand, creature B may attack since it is a new creature, even though it is using the same pile of energy;

          - Example: If your Princess of Blades attacks, then you use Apparition Grove to switch it with a Legendary Blade Luhzarus in your hand, Luhzarus may attack immediately. Then, you could also Pay 1 energy to trigger its Ability: Blade Barrage and have Luhzarus attack yet again;

Apparition Grove can be used on a Legendary Blade Luhzarus on your field to switch it with a second Legendary Blade Luhzarus in your hand to effectively attack 4 times per turn with the same pile of energy OR up to 6 times per turn if you have 2x Apparition Grove;

*Technical Ruling: The player must declare/show (not reveal because it does not trigger any "reveal" effects) the card that will be replacing the creature targeted by Apparition Grove (creature B). The player should be proactive by lowering creature B from their hand to the table while simultaneously lifting creature A from the table to their hand; that way, all players can see there are clearly 2 different cards being switched in/out of play;

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Crystal Command Andromeda

■ This creature's Ability acts the same as Freeze mechanically, but as it doesn't use the keyword "freeze", it doesn't count toward the freeze-count in play;

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Cosmic Shield Archangel

■ When this creature is summoned, its Ability must trigger unless it is removed from the field in response to being summoned; 

          - You do not pay the energy cost for its Ability until it triggers;

■ Its Ability states that players must only "send a Rare creature" from their field to the graveyard, therefore all attached energy remains in play;

■ If Archangel is summoned on a pile of 1 energy and you pay the cost from itself, the Ability is in the middle of resolving, so both players must send a Rare on the field to their graveyard. However, Archangel has no energy left and is immediately sent to the graveyard. In this case, it does not count as your Rare and you must select another Rare creature on your field to send to the graveyard if one is available

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Victory, Keeper of the Order

Victory's Ability "Royal Decree" makes all of your other Order creatures (besides herself) unable to be attacked by your opponent while she is on the field; 

          - If you have 2 Victory, Keeper of the Order on the field, your opponent cannot attack either one because of each affecting the other;

                    •  If you have 2 Victory, Keeper of the Order on the field, your opponent must destroy or remove a Victory, Keeper of the Order by other means (symmetry or creature Abilities) before they can attack your Order creatures;

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Ethereal Aurorialis

■ When this creature attacks, it must always use its Ability "Transcendent Force" (the Ability is not optional);

■ When declaring an attack using Ethereal Aurorialis, your opponent must choose to play or not play any cards in response before the top card of your Main Deck is revealed;

          - By the time its Ability has triggered, it is too late for you or your opponent to activate any symmetry cards in response until after damage has been dealt;

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Lantern Leaflore

This creature's Ability is immediately active from the moment it hits the field / is put into play;

■ While this creature is on the field, it is unaffected by all symmetry cards (both yours and your opponent's);

          - It is even unaffected by symmetry cards that don't target the creature card itself, such as Cataclysm (which targets energy), or symmetry cards that affect every creature on the field in general

                    • Example: If your opponent plays Cataclysm or Leech, targeting an energy attached to Lantern Leaflorethey may, "Select one energy from a creature or pile...", but since the energy attached to Leaflore is considered "from a creature", it can't be affected and therefore would not lose energy;

You cannot pay costs from Lantern Leaflore. This is due to the fact that you must pay a cost from "a creature or pile", and this particular creature cannot be affected by any symmetry cards;

          - For the same reason that you can't pay a card's cost from Lantern Leaflore, effects like that of Guild Warfare do not affect Leaflore as the energy is attached to Leaflore, which isn't affected by symmetry cards;

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Glimpse of the Sanctuary

Because both parts of this card's effect involve the word, "may", you do not have to add an energy to a blank pile in order to draw a card from your Main Deck;

          - Your opponent can add an energy to one of their blank piles either way, as long as they have blank pile(s) of energy on their field;

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(Set 3) Crystal Forge

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Vanquish, Reverser of Time

If you reveal a Vanquish, Reverser of Time due to Mortarbloom Liege's "Clarity Cannon" Ability, Vanquish's "Luminescent Chance" Ability allows you to send a card from your opponent's Main Deck to their graveyard; you MAY select one of the two cards being revealed from the "Clarity Cannon" Ability as those cards are still considered part of their Main Deck while they are being revealed;

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Carcery the Chemical Oddity

When this creature enters play (whether by summon, symmetry effect, switch effect, etc.), its Ability triggers immediately, but symmetry cards can be played in response to its Ability before it begins resolving;

You must have at least 1 of all three Rarities (Common, Uncommon, Rare) on your field in order to blow up their energy and cause direct damage to your opponent's Life Points;

          - If you do not meet all of the conditions (i.e. missing only 1 Rarity), you lose 2 Life Points when this creature enters play;

          - You cannot use this creature's Ability if you do not meet all of the Ability's requirements;

Carcery's "Energy Heartpulse" Ability is an all-or-nothing effect: you cannot pick and choose how many energies from each creature to explode for the effect;

■ If you have more than 1 creature of a certain Rarity in play when this Ability triggers, you may choose which of your creatures to use as part of this Ability's effect;

          - Due to the wording, you cannot choose multiple creatures of the same Rarity for this effect, it must be exactly one of each Rarity;

          - Carcery the Chemical Oddity can choose itself to meet the Rare requirement as part of its Ability since it is a 3-star Rare and it is counted as being 'in play' when it hits the table;

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Starlit Expanse

Energy cannot be placed on top of the Main Deck with this effect;

          - Energy cards can't enter the Main Deck, so only a creature or symmetry card can be chosen by this card's effect;

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Howling Synthesis

■ When a creature is switched due to this card effect, the new creature that is put into play is considered "summoned" (therefore, any on-summon Abilities will trigger);

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Crystallize

Crystallize cannot target or affect Lantern Leaflore;

On-summon creature Abilities (i.e. "When this creature is summoned...") can be negated by this card (if played in response to the creature being summoned). After the end of the turn, the creature will already have been summoned and its on-summon Ability will not trigger;

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Mortarbloom Liege

The cards revealed by this creature's Ability are put back in the same order they are revealed;

If you reveal a Vanquish, Reverser of Time due to this creature's "Clarity Cannon" Ability, Vanquish's "Luminescent Chance" Ability allows you to send a card from your opponent's Main Deck to their graveyard; you MAY select one of the two cards being revealed from the "Clarity Cannon" Ability as those cards are still considered part of their Main Deck and are only being revealed;

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Handbell Dancer Gravitas

If this creature is put into play by a card effect (i.e. Nebulawood Barrier, Apparition Grove, etc.) which was played as a response to the activation of a creature Ability, Handbell Dancer Gravitas' Ability "Silencing Toll" will be on top of the stack / response chain, and if it resolves first, it will effectively cancel out or negate the original Ability that was trying to activate;

          - Example: If the opponent's Emberia, Bringer of Infernos hits the field and you put Handbell Dancer Gravitas into play with Nebulawood Barrierin response to Emberia being summonedGravitas' Ability resolves first and would stop Emberia's Ability from activating for that turn; 

          - Any subsequent opposing Abilities that try to activate will not trigger on the same turn after Handbell Dancer Gravitas was put into play via an effect (including Lantern Leaflore's Ability after "Silencing Toll" has successfully resolved);

■ If the opponent is summoning or putting Lantern Leaflore into play and you respond with an effect that puts Handbell Dancer Gravitas into play, Leaflore's Ability will still be active since it already triggered and resolved when it hit the field;

Any creature Abilities that were already active before Handbell Dancer Gravitas came into play are still active, as his Ability only stops future opposing creature Abilities from activating for the rest of the turn;

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Guild Warfare

Guild Warfare can be used if you have 1 or more creatures in play;

ALL of your creatures in play must share a type (even if they are multiple types) to use its effect; 

          - Example: If you have a Drangel (Dragon/Angel) and a Portalback Dragon (Dragon) in play, you MAY use Guild Warfare. However, if you have a Drangel (Dragon/Angel), a Portalback Dragon (Dragon) and a Concerto Virtuoso (Order) in play, you CANNOT use Guild Warfare;

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(Set 4) Converging Chasms

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Planetary Crag of the Cosmos

■ Your other Shardfolk are considered "targeted" when your opponent uses an effect or Ability that lets them "choose" or "select"; 

You cannot use this Ability against an effect or Ability that affects all other creatures in play (i.e. Roxanne the Final Paladin or Chaos Chasm, Eeventide Awoken);

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Mistrai Driftwood

■ If Roxanne the Final Paladin attacks while the opponent has a Mistrai Driftwood on the field, and the player controlling Mistrai Driftwood activates its "Evanescent Hollow" Ability to let the attack pass through, Roxanne hits the opponent's Life Points directly and all other creatures in play, and takes damage from those other creatures (except Mistrai Driftwood, which survives);

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Amethyst Voidcap

This creature's Ability will fail to resolve if it is activated in response to a Symmetry that causes a Deck Recycle (i.e. Starborn Outbreak). This is due to the fact that Symmetry speed is faster than speed of Creature Abilities; 

■ You can activate this Ability before or after card drawing occurs, but not during; (Example: if you need to draw 3 cards from Vortex or your Draw Phase, you can't draw 1 card, trigger Voidcap's Ability, and then draw the other 2); 

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Tanglewood Snag

■ This creature's Ability can be activated at any time during your turn. But, if activated in response to a Symmetry, the Symmetry will still resolve firstThis is due to the fact that Symmetry speed is faster than speed of Creature Abilities;

■ If this creature's Ability is on the stack, and it leaves play, the Ability will fizzle when it comes time to resolve, since Tanglewood is no longer in play;

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Ephemra the Star Shield

If a 2nd Ephemra is drawn from this creature's "Guard Glare" Ability, it is still part of the starting hand during the start of the game, so the 2nd Ephemra's Ability will trigger, allowing you to draw an additional 2 cards from each deck;

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Turbine Apparatus

Turbine Apparatus' "Reforge Parts" Ability  is an all-or-nothing type of effect; 

          - Because its effect is broken up into 2 sentences, the first effect can't happen unless the second is possible and vice-versa;

          - You must have at least 1 Machine-type creature in your graveyard to use this creature's Ability, otherwise, nothing happens when it is summoned;

■ You may draw the 1 card from either the Main Deck or Energy Deck;

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Starborn Outbreak

■ Due to the wording, "Each player performs an immediate Deck Recycle", both players (or all in a Multiplayer game) MUST shuffle their Main Deck regardless of whether or not that player has any cards in their graveyard;

     - This effect does not say "may" or "if possible", it simply instructs each player to do so. As such, this card should be treated as a "do as much as possible" type of effect;

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Starsleet Downpour

Once played, this card may only leave the field once the condition of "until one of your Rare creatures leaves play" is met. You may not discard it if there are no Rare creatures on your field that leave play;

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Harmonized

ALL of your creatures in play must share a type (even if they are multiple types) to use its effect; 

          - Example: If you have a Drangel (Dragon/Angel) and a Portalback Dragon (Dragon) in play, you MAY use Guild Warfare. However, if you have a Drangel (Dragon/Angel), a Portalback Dragon (Dragon) and a Concerto Virtuoso (Order) in play, you CANNOT use Guild Warfare;

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Roxanne the Final Paladin

■ When Roxanne attacks, she deals damage equal to her energy to EVERY other creature on the field at once (both yours and your opponents); her damage is NOT split up

■ When Roxanne attacks your opponent directly, she still deals and receives damage from your own creatures (if any are in play). The amount of energy she has when she declares the attack is the amount she deals to your opponent's Life Points;

In a Multiplayer duel, Roxanne will attack and receive damage from every opponent's creature on the field, as well as your own;

■ If Roxanne the Final Paladin attacks while the opponent has a Mistrai Driftwood on the field, and the player controlling Mistrai Driftwood activates its "Evanescent Hollow" Ability to let the attack pass through, Roxanne hits the opponent's Life Points directly and all other creatures in play, and takes damage from those other creatures (except Mistrai Driftwood, which survives);

■ When Roxanne attacks while a Victory, Keeper of the Order is on the field, Roxanne will hit Victory, and all non-Order type creatures, including your own creatures. Due to Victory's Ability, Roxanne cannot hit other Order type creatures;

     ■ If the opponent has 2 Victory, Keeper of the Order when Roxanne attacks, Roxanne will only hit non-Order type creatures, as well as your own creatures;

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Dragonis Warden

■ You MUST have a creature in play to send to the bottom of the Main Deck in order to use this card effect; 


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Official Game Rules

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