Advanced Systems
Layers, Dependencies and Timestamps
Work out a card’s current traits without applying the same effect twice, and see why gaining Might can unlock an earlier layer.
Guide overview
What you’ll learn
- Separate copying, traits, abilities and arithmetic.
- Resolve dependencies before timestamps.
- Recalculate an ability that depends on Might when its support disappears.
Guide content
Understand the concept
When several effects change a unit, reading the cards in the order they were played can give the wrong answer. LayerOne of four ordered steps for calculating a game object’s characteristics: copy effects, trait changes, ability changes, then arithmetic. Dependencies and timestamps order effects within each layer.View in Glossary are the rules’ ordered passes for working out its current characteristics: first copy effects, then traits such as its starting 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 , then abilities, then numerical bonuses and reductions. Might is the number used for combat damage and for checking whether damage is lethal. Recheck whether a change makes another effect apply. This calculation produces one current state.
Build the state in four passes
Apply copy effects first. Only copyable traits belong in that first pass; an added Mech tag from a later layer is not copied. Next apply changes to traits (the card’s characteristics): changes to the 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 making decisions for the card) and setting Might to a stated value belong here. Then apply changes to abilities, including text supplied by attached Equipment. Finally apply numerical increases and decreases; Might increases come before Might decreases.
Example - Set, then modify An effect sets a unit’s Might to 4 this turn. A separate effect gives it +2 Might. The set value is the starting value, so the result is 6. The +2 does not disappear merely because the set effect started later.
Return to an earlier layer when needed
An effect can become applicable after the layer where it belongs was checked. Return to that layer and apply the newly applicable effect, then continue. Each effect applies only once in this calculation; rechecking is not permission to add the same bonus repeatedly.
Fiora, Victorious starts at 4 Might. A BuffPlace a Buff counter on a unit that does not already have one, unless an effect allows more. Each Buff gives that unit +1 Might.View in Glossary raises her to 5 in the numerical calculation layer. Recheck her ability layer: she now gains 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 , GankingGanking is a keyword that allows a unit to move from one Battlefield directly to another with its Standard Move.View in Glossary and ShieldA unit keyword that adds its value to the unit's Might while it is a defender. An omitted value is 1, and multiple values add together.View in Glossary . While defending, Shield adds 1, so she reaches 6. The buff is still only +1.
Card example
Fiora, Victorious
Her condition grants abilities after the buff makes her Mighty. The displayed card shows printed characteristics; 5 and 6 are calculated states.
Champion Unit
Fiora
Victorious
While I'm [Mighty], I have [Deflect], [Ganking], and [Shield]. (I'm Mighty while I have 5+ [Might].)
Find the effect that depends on another
A DependencyAn ordering relationship between effects in the same layer: one changes how the other applies, so it applies first and the dependent effect immediately follows. Mutual dependence does not establish this ordering.View in Glossary means one effect changes how another applies. Within the same layer, ask whether applying one effect changes the other’s existence, the objects it affects or its result. If only one depends on the other, apply the independent effect first, then the dependent effect immediately after it.
Example - A bonus that keeps raising Might to at least 5 A 4 Might unit is affected by a Passive AbilityAn ability that applies automatically while its conditions are true, without being activated or put on the Chain.View in Glossary ability (text that keeps applying while active) that increases its Might to 5, and a +2 effect. The amount supplied by the passive ability depends on +2. Apply +2 first: 4 → 6. The passive ability now adds 0. The result is 6, rather than 7.
Mutual dependence uses timestamps
If each effect changes how the other is evaluated, the rules do not establish a dependency between them. Use TimestampWhen an effect began applying, used to order effects from oldest to newest within a layer or sublayer when no dependency sets their order.View in Glossary order (the order in which the effects began applying, earliest first) within their layer and the smaller steps within it.
Example - Two limited increases A 4 Might unit has an older passive increase to 5. A later effect gives +2, to a maximum of 5. Applying either first changes the amount the other would add, so neither gets dependency priority. The older passive effect adds 1 first; the limited increase then adds 0. This follows the order in which the effects began applying, not a choice of whichever order you prefer.
An effect’s age can restart
A timestamp records when the effect began applying. It is not automatically the moment its card entered play. When Rules Text becomes InactiveText that is still present but does not currently apply, trigger or allow activation. Other effects can still check that the text or keyword is present.View in Glossary (its effects stop working), it loses its timestamp; when that text becomes active again, it gains a new one.
Example - A changing condition Two ability-changing effects have no dependency. One becomes inactive and later active again. On the next calculation, its new timestamp places it after the effect that kept applying. Track when each effect actually began applying rather than sorting by the cards’ original entry order.
Recalculate when support disappears
Remove the support and calculate again from the current effects. Fiora defending with a buff is 6 Might with her three granted keywords. Spend or remove that buff: she returns directly to 4 without those keywords. Shield cannot keep itself switched on after the condition granting Shield fails.
The intermediate values used to calculate layers are not separate game events. A change that finishes at 4 Might does not briefly make the unit MightyA unit with 5 or more Might. Use current Might on the board and printed Might in a non-board zone.View in Glossary merely because a layer that sets the starting value used 5 before a reduction of 1 was included. A real transition from below 5 to at least 5 can matter to an ability triggered when it “becomes Mighty”; arithmetic inside one calculation does not create extra transitions.
When one object needs another object’s information
Calculate each object separately. If one needs another object’s current characteristics, pause and calculate that other object first, then return. Follow longer dependencies to their end. If the objects form a loop, calculate the objects in that loop together, layer by layer, checking objects outside the loop first when needed. This object-level check differs from ordering two effects inside one layer.
Keep in mind
Key points
- Use copy → traits → abilities → arithmetic.
- A later layer can unlock an earlier one without applying an effect twice.
- Dependencies take priority; mutual dependence falls back to timestamps.
