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Accelerate and Deflect Costs

Choose optional Accelerate payments, use the correct Power Domain, and count Deflect per original target choice.

What you’ll learn

  • Choose Accelerate while playing the unit; its entry is directly ready.
  • Use matching Power for a single-domain unit and any-domain Power for a domainless unit.
  • Optional additional costs remain choices even when reductions make them zero.

Understand the concept

is your optional while playing a unit. is a mandatory additional cost when your spell or ability an opponent’s with Deflect. Here, permanent means a unit or gear, the Main Deck card types that stay on the board after being played. Keep those choices separate when building the total: optional does not mean free, and repeating a target choice is different from changing choices after the item was al played.

Choose Accelerate during play

Accelerate normally offers an extra 1 Energy and 1 to make the unit enter ready. Decide while playing it, then include that cost in the total. Once the unit is on the board, you cannot go back and buy Accelerate. Multiple instances do not add another benefit.

Legion Rearguard normally costs 2 Energy. Choose Accelerate and, before other cost changes, its total becomes 3 Energy plus 1 Fury Power. Decline and it normally enters . Paying Accelerate means it enters ready directly; it does not first enter exhausted and then become ready, so an ability watching for the unit to become ready does not trigger from this replacement.

Legion Rearguard

For this single-Fury unit, Accelerate adds 1 Energy and 1 Fury Power to its normal 2 Energy cost.

Energy2
Might2
Fury

Unit

Legion Rearguard

[Accelerate] (You may pay [Energy 1] [Fury] as an additional cost to have me enter ready.)

OGN-010/298
Related RuleHow Do You Use Accelerate?

Accelerate Power for single-domain and domainless units

For a single-domain unit, Accelerate’s Power must match that . For a domainless unit, any-domain Power works. A single-Fury unit therefore needs Fury Power for its optional Accelerate cost.

Related RuleHow Do You Use Accelerate?

Optional payments still matter with reduced or ignored costs

Ignoring a card’s ordinary cost normally ignores its base Energy and Power, not the optional additional costs you elect to pay. If an effect lets you ignore Legion Rearguard’s base cost and you choose Accelerate, the Accelerate cost still joins the total. Do not infer that free base cost means free optional extras.

A suitable reduction can reduce an optional additional cost to zero. You still have to choose to pay that optional cost; it counts as paid when that decision is made, even if the actual amount after reductions is zero. A new-choice effect later cannot reopen that optional-payment decision. Choices come first, then the normal total-cost calculation and payment.

Related RuleWhat Does Ignoring or Reducing a Cost Actually Cover?

Deflect counts each original choice

Deflect X adds X Power of any Domain for each time an opposing spell or ability chooses that permanent. No printed number means 1. Multiple Deflect values on the permanent add together. The extra cost is mandatory and does not need to match the spell’s or target’s Domain.

Example - An opposing spell chooses a unit with Deflect 2 twice, using two permitted target choices. It owes 2 + 2 = 4 extra Power. If the unit also gained Deflect 1, the combined value would be 3, so two choices would add 6 Power. Repeat can create multiple choices, but only when the underlying instructions legally permit them.

Related RuleWhat Extra Cost Does Deflect Require?

Remaking a choice is not playing the item again

If an effect later allows new choices for a finalized spell or ability, whose choices, costs and legality checks are complete, any extra cost to play caused by those new choices is ignored. Changing a target to a unit with Deflect does not charge a new Deflect payment. This is different from choosing that unit twice during the original play.

Worked comparison - Original play chooses Deflect 2 once: pay 2 extra Power. Original play chooses it twice: pay 4. After finalization, a permitted new-choice effect changes a target to that permanent: no new Deflect charge. The new target must still be legal, and becoming newly targeted can trigger an ability; ignoring the extra cost does not ignore the targeting event.

Related RuleCan You Change a Target or Mode After Playing a Card?

Key points

  • Choose Accelerate while playing the unit; its entry is directly ready.
  • Use matching Power for a single-domain unit and any-domain Power for a domainless unit.
  • Optional additional costs remain choices even when reductions make them zero.
  • Deflect charges each original target choice, but not a permitted remade choice after play.
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