Combat at a glance
This section describes the default behaviour of cards during the game.
Card types
Every card is identified by a name type, prefix and a suffix. The player needs to pay the mana displayed in the top right of the corner.
Units
A unit is a creature or a structure. Units occupy a board slot, have power and toughness, and die when marked damage is greater than or equal to toughness. Spells are not units.
Effects name the legal set: damageOneUnit (Boulder Drop, Vine Snap) may target any unit unless creaturesOnly is set. destroyCreature (Unravel) may target creatures only — never structures.
Creatures
Creatures occupy a board slot, have power (damage delable by attacking) and toughness (cumulative amount of damages before to be discarded).
Every creature is tagged with a prefix and a suffix that places it a specific domain.
Special abilities/behaviour are described in the description section of the card.
Creature interaction is described in Creature action states chapter (see Board and Turns section).
Spells
Spells are cast from hand for effects; they do not stay on the board.
Non-counter spells open a short response window — the opponent may play a counter spell or pass before the spell resolves. While a spell is pending, attackers cannot Act, move, or end the turn. Full effect list is in the Effects section.
Spells can affect creatures (on the game board an in the player's hand), the player directly or any other rule of the game.
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Structures
Structures occupy a board slot like creatures and can perform blocking if it is not stated differently in theyr description. Most of the structures are not movable, meaning that once those are deployed cannot be placed elsewere in the board.
Battle conditions
Placement in front row
This is the first line of defence of the player and the row where melee units can attack the opponents deck.
To make the front row a blocking front, ther should be at least one blocking unit in it.
The front row has 5 slots.
Placement in the back row
The secont line of defense. No melee unit can attak the back row if there is at least one blocking unit on the front row.
A melee unit placed in the back row cannot attack.
As general rule, blocking unit placed in the back row cannot block attacks directed to the player.
The back row has 5 slots.
Blocking
Blocking means a front-row targeting gate, not a declare-blockers step. Combat damage is one-way — the attacker deals its power (effect amount); the defender does not strike back.
Creatures and structures on the front may count as blockers; who counts depends on whether the attacker is Flying and whether the unit is notBlocking.
Dormant and Action Used creatures still count as blocking front-row units (unless notBlocking). A creature does not need to be Ready to protect the player (or to gate back-row / face targets).
Unit movement
Moving is an Act. A Ready unit may spend its action to change rows or slots (or swap with another of your movable units). After moving it becomes Action Used and cannot also attack that turn.
Dormant and Action Used units cannot move actively. They may still be displaced when a Ready unit swaps into their slot. Units with notMovable cannot move or be displaced by a swap. All current structures have notMovable.
Summoning units
A player can summon units in her/his turn, spending the requested amount of mana. A summoned unit enters Dormant and cannot Act (move or attack) until its controller’s next turn.
Damaging the opponent
Spells and unblocked attacks can damage the opponent. Units with faceBlocking absorb that damage first (any row), in board order, before life is reduced.
A player loses by getting 20 damages.
Creature actions
Melee Attack
Creatures with meleeAttack must fight from the front row only. A melee unit in the back cannot attack until it spends an Action to move forward (and then cannot attack until a later turn when it is Ready again).
If the enemy has any blocking front-row units for this attacker, you must attack one of them — or a front-row notBlocking unit (Force Shield, Temporal Anchor, Sublimule after it Acts). Those non-blocking front units stay legal even when a blocker is present. Once the blocking front is empty, you may attack the back row or the opposing mage.
Ground Melee cannot attack Flying creatures. Flying Melee can.
Ranged Attack
Creatures with rangedAttack may attack from the front or back row.
From either row you may shoot past a blocking front to hit front- or back-row units. Face still requires an empty blocking front (Flying alone does not close the mage against Ground Ranged; against Flying Ranged, every front unit closes the mage).
Ranged can attack Flying creatures.
Flying
Creatures with fly (Flying) change who counts as a blocker and who may be targeted:
- Flying front-liners do not block Ground Melee or Ground Ranged (an all-Flying front is open for back-row or face).
- Flying front-liners do block Flying attackers (along with every other front unit).
- Ground Melee cannot attack Flying creatures; Ranged and Flying Melee can.
Combat, requireFlying, and extra damage vs Flying use current Flying (printed fly and no suppressFlying status). Public match state sends this as flying. A grounded flyer blocks and is hittable as a non-Flying unit until its Flying-suppression status expires.
Some spells (requireFlying) may only be cast while you control a creature that currently has Flying. Dormant flyers still count.
Some targeted damage spells deal extra damage when the target is screened (back row, matching front column occupied — occupancy only; see State predicates). Vine Snap uses this. Occupancy is slot presence, not blocking.
Some targeted damage spells deal extra damage to Flying (Boulder Drop). If the target survives, it loses Flying and cannot Act until the end of its controller’s next turn. A grounded unit blocks like a ground creature and can be hit by ground Melee. Destruction skips the hold.
Spell effects (damage, destroy, counter, and so on) are listed in the Effects section below.
Combat interactions (creatures)
This section summarizes the default interactions between creatures in the game board. Some card might have special features that can change those rules.
Attacking
An attack can deal damages to other units in the game board or to the player if certain conditions are met.
Front row
| Attacker | Hits Front unit? | Hits Back unit? | Hits Player (face)? |
|---|
| Melee | Yes, except Flying targets | Yes [^1] | Yes [^1] |
| Ranged | Yes | Yes (may shoot past front) | Yes [^1] |
[^1]: Only if the front row has no blocking unit; special card effects may apply.
Back row
| Attacker | Hits Front unit? | Hits Back unit? | Hits Player (face)? |
|---|
| Melee | No | No | No |
| Ranged | Yes | Yes (may shoot past front) | Yes [^2] |
[^2]: Only if the front row has no blocking unit.
Defending
A defend happens when a unit is in a blocking condition.
Dormant and Action Used creatures still count as blocking front-row units. A creature does not need to be Ready to protect the player.
Front row
| Front unit | Blocks Melee | Blocks Flying? | Blocks Ranged? |
|---|
| Non flying units | Yes | Yes | Yes |
| Flying units | No | Yes | No |
Grounded flyer (lostFlying) | Yes | Yes | Yes |
notBlocking | No | No | No |
Back row
| Back unit | Blocks Ground Melee? | Blocks Flying Melee? | Blocks Ground Ranged? | Blocks Flying Ranged? |
|---|
| Non flying units | No | No | No | No |
| Flying units | No | No | No | No |