Resources
Flow Costs and Destinations
Build a Flow spell’s total cost, choose between alternate Flow costs, and follow its departure from the Chain.
Guide overview
What you’ll learn
- Flow replaces the base cost, not the full cost procedure.
- Choose one applicable Flow cost; carry out its required actions, such as discarding, as well as paying its resources.
- After finalization, resolution and outside attempts to move the spell usually lead to Banishment.
Guide content
Understand the concept
FlowA spell keyword that lets you play it from your Trash for its Flow cost at its normal timing. After finalization, it is banished when it leaves the chain unless its own execution instructed that departure.View in Glossary lets you play a spell from your Trash using its Flow cost as the base cost, the starting cost for that play. Its other costs and timing still matter. Once it is finalized, with its choices, costs and legality checks complete, the usual destination changes to BanishmentA player's off-board zone for banished cards. Its cards are public information and their order does not matter. It is separate from the Trash; some effects use it temporarily.View in Glossary , with a specific exception when the spell’s own execution tells it to leave the ChainAn off-board zone that holds cards and abilities during the process of playing them. Cards and abilities on it are public information.View in Glossary .
The Flow cost replaces the base cost
Use the printed Flow cost instead of the ordinary base cost when playing it from Trash with that permission. Flow does not turn the spell into a ReactionA timing keyword that includes Action's permissions and also permits a card or activated ability while a Chain is waiting. You still need the proper opportunity, normally Priority; it does not allow an interruption halfway through resolution.View in Glossary : its usual play windows, valid choices and permission to be played still apply.
Dredge Up provides a simple anchor: its Flow cost is 2 Energy and its effect draws one card. If you play it from Trash using Flow, start the total-cost calculation with 2 Energy. You have not also paid its ordinary printed cost. Later stages of the cost calculation still apply, so 2 Energy is the starting cost, not a guarantee of the final amount.
Card example
Dredge Up
The Flow line supplies the alternate base cost for playing Dredge Up from Trash.
Spell
Dredge Up
Draw 1. [Flow] [Energy 2] (You may play this from your trash for its Flow cost. Then banish it.)
Additional costs still join the total
Add mandatory Additional CostA payment added to a card or ability's base cost. Mandatory additional costs must be paid; optional ones become part of the payment when you choose them. A chosen optional additional cost reduced to 0 still counts as paid.View in Glossary , such as DeflectA keyword that adds X Power of any Domain to an opponent's spell or ability cost each time it targets this permanent. No number means 1; multiple Deflect values add together.View in Glossary for each applicable target choice, and any optional additional costs you choose to pay. Apply the appropriate increases and reductions in the normal cost procedure. If you cannot pay the required total, Flow does not let you ignore the missing portion.
Illustrative calculation - A Flow spell starts at 2 Energy. You choose its separate optional RepeatAn optional additional cost on a spell or ability. Paying it once adds one more execution of that item's resolution instructions. Choices for each execution are made at their usual times.View in Glossary cost of 1 Energy and it chooses an enemy unit with Deflect 2 once. Before other cost changes, the total is 3 Energy plus 2 Power of any Domain. You pay that total once to play the spell; Repeat then adds an execution rather than a second Flow play.
Several Flow costs offer a choice
If a spell has multiple Flow instances with different costs, choose which one to use for the play. Do not add them together just because both appear on the spell. A Flow cost may require actions other than spending Energy or Power, such as discarding a card; you must be able to perform those required actions too.
Example - A spell has one Flow cost of 3 Energy and another of 1 Energy plus a specified discard. Choose one alternate base cost. If you choose the discard route, perform its required discard in addition to paying the Energy and any other applicable costs. Having enough Energy for that route does not compensate for being unable to perform the required discard.
Resolution, countering and return-to-hand attempts
Once a spell played for Flow is finalized, Flow supplies a Replacement EffectAn effect that changes an event before it happens, often using "would," "as" or "instead."View in Glossary that waits for the spell to leave the Chain, then changes where it goes. Normal resolution followed by leaving the Chain sends it to Banishment. Countering sends it there too. An outside effect attempting to return it to hand does not bypass that replacement.
Worked sequence - Play the Flow spell from Trash → pay its costs and finalize it → Abandon resolves, countering it and attempting to return it to hand → Flow replaces that departure with banishment. The Flow spell never reaches hand. Its effect did not execute and its paid costs stay paid. Abandon continues its own remaining instructions normally.
Card example
Abandon
Abandon’s return-to-hand destination is replaced by Flow’s banishment for a finalized Flow spell.
Spell
Abandon
[Reaction] (Play any time, even before spells and abilities resolve.) Counter a spell. Return it to its owner's hand instead of putting it in their trash. [Predict]. (Look at the top card of your Main Deck. You may recycle it.)
The spell’s own instructions are the exception
If leaving the Chain is instructed by the Flow spell’s own execution, follow that instruction instead. This exception is about who instructed the departure, not simply whether departure happened during resolution.
Compare - A hypothetical Flow spell executes an instruction to return itself to its owner’s hand: its own execution directs that movement, so follow it. Abandon directing another Flow spell back to hand is an outside instruction, so that spell is banished. Without an explicit self-moving instruction, merely finishing resolution is the usual departure and is still replaced by Flow.
Keep in mind
Key points
- Flow replaces the base cost, not the full cost procedure.
- Choose one applicable Flow cost; carry out its required actions, such as discarding, as well as paying its resources.
- After finalization, resolution and outside attempts to move the spell usually lead to Banishment.
- Only a departure instructed by the Flow spell’s own execution escapes its destination replacement.
