Advanced Systems
Replacement Effects Step by Step
Apply competing replacements to simultaneous events without treating them as reactions or a reusable loop.
Guide overview
What you’ll learn
- Follow ordering, a card leaving its active game area and changes carried over to the replacement event in a replacement sequence.
Guide content
Understand the concept
A Replacement EffectAn effect that changes an event before it happens, often using "would," "as" or "instead."View in Glossary changes an event before it happens. It is not 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 waiting for the event to finish and is not a player’s response 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 . When several replacements qualify, track the proposed event, who orders them, and what the event has become after each application.
Begin with the event that would happen
Identify the action or state change being replaced. If death becomes HealClear marked damage from one or more units. Healing does not raise their Might.View in Glossary , ExhaustTo Exhaust something, turn it sideways to show that it has been used for an action or cost that requires it to Exhaust.View in Glossary and RecallRecall means moving a permanent back to its controller's Base.View in Glossary , the original death did not happen. “As” replacements can instead add an action to the event, such as revealing a card and adding resources together. Always execute the specified alternative, not the original event followed by its replacement.
Distinguish this general system from the capitalized ReplaceCreate a token in another object's place without playing it, inheriting its effects and statuses. The original goes to Banishment, but this does not count as Banishing it.View in Glossary game action. Replace exchanges an object for a TokenA game object created by a spell or ability during play, represented by a printed token or another marker. It follows its type's rules but is not a card. After moving to a non-board zone other than the Chain, it immediately ceases to exist.View in Glossary with special inherited identity. A replacement effect is the broader rule system for changing events; a death replacement does not automatically use the token procedure.
Order competing saves on one unit
When several replacements apply to the same event, 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 of the affected object, the player who controls it, orders them. If the affected subject is a player, that player orders them; for an uncontrolled battlefield, the turn player decides. Apply each only when it qualifies for the event as it is being handled.
A unit has Guardian Angel attached and an active Tactical Retreat protection. Its controller can apply Tactical Retreat to the proposed death first: heal, Exhaust and Recall the unit instead. There is no remaining death for Guardian Angel to replace, so the 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 is not killed by that replacement. If Guardian Angel applies first, its specified Equipment kill and rescue replace the unit’s death. Tactical Retreat is not an additional rescue after a death that has already been replaced. Ordering matters because both options are competing to change the same event.
Card example
Tactical Retreat
Tactical Retreat establishes a delayed replacement for the next death this turn. It must already have resolved to be available when that death is handled.
Spell
Tactical Retreat
[Reaction] (Play any time, even before spells and abilities resolve.) Choose a friendly unit. The next time it would die this turn, heal it, exhaust it, and recall it instead. (Send it to base. This isn't a move.)
Card example
Guardian Angel
Guardian Angel grants its death replacement to the attached unit. Applying it kills the named Equipment instead and rescues the unit; another replacement applied first can remove the death it would replace.
Gear
Guardian Angel
[Equip] [Calm] ([Calm]: Attach this to a unit you control.)
Attached effect
If I would die, kill Guardian Angel instead. Heal me, exhaust me, and recall me.
Simultaneous deaths remain separate events
One instruction killing two units produces simultaneous death events. Two successive Kill instructions are not simultaneous merely because the same spell contains both. For simultaneous events, assess each event separately, while ordering the replacements with the same controller as that controller chooses. Different controllers’ simultaneous replacement executions follow turn order. Replacement instructions execute before the simultaneous events left unmodified.
If two units die together and one is saved by a death replacement, carry out that replacement’s healing, exhausting and Recall before completing the other unit’s unmodified death. Do not move the second death ahead of the replacement simply to make another card’s replacement ability available in the Trash. Here, a replacement’s source is the card or game object providing it. A source that enters the game area where its replacement is active only through that same simultaneous death was not there early enough to replace the other death.
Leaving sources and one continuous sequence
A source can apply an active replacement to qualifying events simultaneous with its departure from that active zone. That differs from arriving there too late. Each replacement may be applied in only one sequence to a simultaneous set, even when it can cover several qualifying events within that sequence. It cannot start over after another replacement changes its location.
The Core Rules’ Soraka example makes this concrete. Soraka and smaller friendly units at her battlefield and at Base would die together; Guardian Angel is attached to Soraka. Apply Soraka’s protection first and it can save the qualifying units at her current battlefield. Saving and recalling Soraka afterward does not let that same protection start a second sequence for units at Base. Apply Guardian Angel first instead and Soraka’s later protection is assessed from Base. The order changes the qualifying location; it does not give her two uses of one simultaneous-event sequence.
Keep changes, but do not repeat a replacement forever
A replacement inherits applicable changes already applied to the event it replaces. If an effect would play a Gold token Exhausted and a replacement adds another copy of that token, the additional copy also enters Exhausted. If the replacement instead draws a card, the Exhausted modification cannot apply to drawing and is ignored. Linked modifications referring to the replaced event can also carry over as the rules specify.
Each replacement can apply only once to an event and to the events or actions replacing it. If one replacement produces a new event that another replacement changes, track which have already applied. Do not repeatedly reuse the same replacement to loop between the alternatives. Limits such as once each turn remain additional restrictions, and declining an optional replacement does not use its allowance.
Keep in mind
Key points
- A replacement changes the event before it occurs.
- Order competing replacements from the affected object’s controller.
- Track simultaneous-event sequences and inherited modifications separately.
