Advanced Systems
Damage and Kill Attribution
Separate the responsible player from the card, token or ability credited with the action when damage and kills pass through units or abilities.
Guide overview
What you’ll learn
- Identify who acted and what acted before applying “you” or “with a spell” conditions.
Guide content
Understand the concept
Playing the card that starts an interaction does not automatically make every later action yours. For each DamageDamage represents harm marked on a unit and stays marked until it is healed.View in Glossary or kill, track two questions: which player is responsible, and which object receives attribution, meaning which card, token or ability gets credit for the action? Some checks need both answers, and one action can have more than one credited source.
Responsibility belongs to a player
The player performing a game action is responsible for it unless the rules assign responsibility differently. A condition such as “when you deal damage” checks that responsibility. A procedure of the game can perform an action without any responsible player unless a specific rule assigns one.
Consider the Core Rules’ shared-kill example: your spell tells each player to kill one of their own units. You perform your kill and the opponent performs theirs. Your opponent’s action does not become yours just because your spell instructed it. For a later condition requiring you to kill, ask who actually performed that particular kill before asking which spell it came from.
Follow the named damage source
If an effect simply instructs damage, that effect is normally the source: the effect credited with dealing that damage. An ability dealing damage can count both as the ability and as the object that created it. If the text instead specifically tells a unit to deal damage, that unit is the source rather than the instructing spell or ability. Its ControllerThe player who currently controls a game object and makes the choices assigned to that controller. Control is established differently for battlefields and other objects, and need not match ownership.View in Glossary , the player who controls that unit, is normally responsible for its damage.
Challenge is the Core Rules’ comparison: the chosen friendly and enemy units deal their MightMight represents both how much Combat Damage a unit can contribute and how much marked Damage it can normally take before being killed.View in Glossary as damage to each other. Although you played the spell, each unit’s controller is responsible for that unit’s damage. Your opponent’s “when you deal damage” abilities can therefore see the damage their unit deals. Do not call both directions your spell damage. In Combat, the participating units on the opposing side are the sources of the damage assigned to a side.
Damage and the lethal check are separate
Damage remains marked on each unit and can be attributed to the responsible player for checks referring to that player’s damage. A kill caused by Lethal DamageMarked damage sufficient to kill a unit in cleanup. Normally it must be a nonzero amount at least equal to the unit's Might. Effects can change the amount needed.View in Glossary is checked later. For a spell or ability dealing lethal damage, the kill in the immediately following CleanupAn automatic rules check that handles winning, lethal damage and board conditions before play continues. It is not an action you choose or normally announce, and an ordinary check does not heal units.View in Glossary is attributed to the spell or ability that dealt that damage, and the responsible damage player is responsible for the kill. Combat Cleanup assigns kill attribution to the Combat damage sources and their controller.
An abstract example separates earlier damage from the finishing event: a 5-Might unit already has 2 damage; a spell now deals 3. It has 5 marked damage and dies at the following check. That spell and the responsible damage player receive the relevant immediate-Cleanup attribution. Do not automatically credit every earlier damaging card with the kill merely because some of its damage remained marked.
One ability can count for more than one object
A kill instruction receives attribution to its spell or ability. An ability’s kill can also be attributed to the object that created it. For wording requiring an action “with” an object, check attribution, control of the relevant spell or ability, and responsibility for the action. These are requirements together, not interchangeable alternatives.
An EquipmentGear with the Equipment tag. When attached to a unit, it adds its Effect Text and Might bonus to that unit. Playing Equipment does not normally attach it automatically.View in Glossary ’s Effect TextThe separate text section a card adds to the Rules Text of the card it is attached to. It is inactive while the card is unattached.View in Glossary , the separate text it adds to the unit it is attached to, can grant an ability to that unit. Such a granted ability counts for both objects for these action-with-object checks. Keep the unit and Equipment controllers distinct: sharing attribution does not transfer their control or give both players responsibility for the same action. The player controlling the actual ability and responsible for the action is the relevant player for a “you” check.
A spell’s delayed kill still has a source
The official FAQ confirms Imperial Decree’s delayed-trigger interaction with Immortal Phoenix. The Delayed AbilityAn ability created by an effect to apply at a specified later time or during a specified window. It can persist after its source leaves the board.View in Glossary , created by the spell to act at a later event, receives kill attribution, and the spell that generated it also receives that attribution. If the same player controls that ability, is responsible for the kill, and owns Phoenix in the TrashA player's off-board zone for cards that are killed or discarded and spells that finish resolving, unless an effect changes their destination. Its cards are public information and their order does not matter.View in Glossary , the required spell-kill condition can be fulfilled.
Follow the timeline: the spell generates its delayed trigger → later qualifying damage causes that trigger → the trigger resolves its Kill instruction → check the responsible player and the spell-linked source → Phoenix’s Trash trigger can be created. Do not credit the earlier damage spell with this explicit delayed Kill merely because it caused the damage event. Read the effect performing the actual kill.
Keep in mind
Key points
- A player has responsibility; objects and abilities receive attribution.
- A unit instructed to deal damage is its own source.
- Spell-generated and granted abilities can retain more than one relevant source.
