Cards And Zones
Following Cards and Abilities
Track cards, their attached cards and their abilities separately when control changes or a card leaves the board.
Guide overview
What you’ll learn
- Decide which object changed and which information a waiting ability can still use.
Guide content
Understand the concept
A card, a card attached to it and an ability already created by it are separate objects. Moving or changing one does not automatically move or change the others. The useful questions are: what changed, did it leave the board, and what does the waiting effect actually need to check?
Keep three separate records
Think of three records at the table: the unit, its attached 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 , and a Triggered AbilityAn ability started by a stated event or time, usually introduced by "when" or "at." It goes on the Chain when its condition is met.View in Glossary on 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 . Each can have its own 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 object and makes the choices assigned to it. If an opponent takes the unit, the Equipment does not automatically change controllers. If the opponent takes the Equipment, the unit does not automatically change controllers either. Attachment links their effects and location; it does not merge their ownership or control.
For example, you control a unit and its Equipment when the unit creates an attack trigger. An opponent then takes the unit. They control the unit, you still control the Equipment, and you still control the already-created attack ability. Resolve each later instruction from the object it actually belongs to.
An ability does not disappear with its source
Once created on the Chain, an ability is independent of its source, the card or other game object that produced it. Removing the source or changing its controller does not automatically Counter (Cancel)To stop a card or ability on the chain from executing. Paid costs remain paid; a countered card normally goes to its owner's Trash. A countered finalized card can still satisfy Legion.View in Glossary the ability. A 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 already generated also follows its stated duration rather than requiring its source to survive, unless that duration or its link specifically depends on the source.
Independence does not guarantee that every instruction still works. A draw instruction can often continue with no source on the board. An instruction requiring the source’s current location or 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 may have no available information after that source leaves the board. Keep “the ability still exists” separate from “this instruction can still be performed.”
Board movement and leaving the board differ
Moving a unit between Base and a battlefield keeps it as the same object. Its damage, Counter (Marker)A game object placed on another object on the board to track an ongoing effect or requirement. A Buff is one kind of counter.View in Glossary and temporary effects stay unless another rule or effect removes them. A TargetA specific object, player or zone chosen by a spell or ability under the targeting rules. Check legality when choosing and when resolving. Costs, automatic groups and explicit "pick" choices do not target; pending Chain items cannot be targeted.View in Glossary that temporarily fails a location requirement can become legal again before resolution if it returns to a qualifying location.
Returning it to hand, killing it or banishing it moves it to a different game area outside the board. Its temporary changes disappear, and the rules treat the card there as a new object. Playing that same physical card again does not reconnect an old spell’s target. OwnerThe player who brought a card into the game, regardless of legal ownership of the physical card. A token is owned by the player who controlled its creating effect. Changing control does not transfer ownership.View in Glossary remains, so an opponent-controlled card goes to its owner’s corresponding hand, Trash or other personal zone.
Work through a source changing control
Yasuo, Remorseful creates his attack ability while you control him. You choose a legal enemy unit at his battlefield. An opponent then takes control of Yasuo. His waiting ability remains yours, so “enemy” in that ability still means your enemy, because you control the ability. It does not change to mean the new controller of Yasuo’s enemy. If Yasuo stays at the relevant battlefield and the chosen unit remains legal, the control change alone does not stop the damage.
Now change the response: Yasuo moves back to Base instead. The ability still exists, but “here” is now his Base when its instruction executes. The enemy unit left at the battlefield fails that location requirement. Or return Yasuo to hand: the old board object no longer provides current board location or Might. These are failures of required information or targeting, not automatic cancellation of an ability because its source changed.
The effect that moved an object can use its earlier information
There is a specific exception to the usual loss of tracked information: a spell or ability that changes an object’s zone as its own cost or effect can use that object’s characteristics from before the change. This is often described as looking back; it is an explanatory phrase, not a keyword to add to a card.
Suppose an abstract ability kills your 4-Might unit, then uses that killed unit’s Might to determine a later result. If its own instruction actually killed that unit, it can use the pre-departure value of 4. If an opponent returned the unit to hand before the ability resolved, the ability did not make that change itself and cannot substitute the new card in hand or treat unavailable Might as zero. Check linked wording as well: a later result that requires the kill to happen still requires that action.
Actions taken while completing play stay recorded
A later instruction checking whether "you" performed an action during finalization checks whether it was performed, not who performed it. If a spell changes controller after an optional additional cost was paid, the new controller still gets the effect that checks that payment. This does not transfer other objects’ control or let anyone pay that cost again.
Keep in mind
Key points
- Control changes do not transfer existing Chain abilities.
- Attachments keep their own ownership and control.
- Leaving the board normally makes the card a new object; an effect that causes that departure itself can use certain earlier information.
