Advanced Systems
Targets and Damage Allocation
Recognize actual targets, choose a split-damage group, and adapt how you divide that damage when the situation changes.
Guide overview
What you’ll learn
- Keep target selection separate from dividing damage when the effect carries out its instructions.
Guide content
Understand the concept
Choosing 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 and dividing damage are two decisions made at different times. First identify what the effect actually targets. Then preserve that chosen group while responses happen, and calculate what can legally affect it when the effect ResolveCarry out a finalized Chain item's effects. Normally the newest waiting item resolves after everyone passes Priority in sequence. Units, Gear and Add abilities instead resolve immediately when finalized.View in Glossary , meaning when it carries out its instructions.
Identify the choice, not just the word choose
A spell or Activated AbilityAn ability you choose to use by paying the cost before its colon. Its effect is written after the colon.View in Glossary or 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 can target without saying “choose.” “Kill a unit” targets a unit. “Kill a unit at a battlefield” still targets the unit; the battlefield is its location restriction. “Kill all units at a battlefield” instead chooses and targets the battlefield, not the automatically included units. If it says all units at battlefields, it selects that set automatically without targeting those units or a particular battlefield.
The actual rules also exclude objects mentioned only in costs, trigger conditions or Replacement EffectAn effect that changes an event before it happens, often using "would," "as" or "instead."View in Glossary ; choices in non-public game areas, such as a hand; choices assigned in whole or part to other players; and choices an instruction says a player must make. An ability can target its own source, the card or game object that created it, because they are separate objects, but a spell or ability cannot target itself. These distinctions decide whether targeting protection, 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 or a targeting trigger applies.
One available option can still be a target
A single legal option can still be a target. "Kill a unit at a battlefield" remains targeted even if only one unit is there. Automatic selection instead concerns instructions that never offer a choice.
"Ready your legend" has its own exception: it does not target, even if you now control several legends. Select one during resolution. "Ready a friendly legend" targets one when the item is finalized. "Kill a unit; 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 draws 2" targets the unit but determines its controller from that unit rather than making a separate target choice. Explicit "pick" choices also do not target. Only finalized spells and abilities can be targeted on the Chain.
Choose the group now, divide later
For split damage, choose each target while completing the spell or ability’s play steps, called finalization. You may not choose more targets than the initial available damage: each must eventually receive at least 1. The amount assigned to each is chosen only at resolution. Each chosen unit is independently targeted for relevant costs and triggers.
With Alpha Strike and a friendly unit currently at 5 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 , choose that friendly unit and, for example, three legal enemy units at battlefields. You are not yet committed to splitting 5 as 3 + 1 + 1. Responses can change that friendly unit’s Might or the target units’ states. At resolution, check legality and the available amount, then make the legal split among the surviving chosen targets. You cannot add a new enemy target just because more damage became available.
Card example
Alpha Strike
Alpha Strike names a friendly unit that will deal the damage and enemy split targets. Choose the targets during play, but use that friendly unit’s available Might and divide the damage at resolution. Its XP instruction, which grants a personal resource, is a later consequence, not part of choosing the split.
Signature Spell
Master Yi
Alpha Strike
[Action] (Play on your turn or in showdowns.) Choose a friendly unit. It deals damage equal to its Might split among enemy units at battlefields. Then for each unit this kills, do this: Gain 1 XP.
When less damage remains
Now use the fuller Alpha Strike case: your friendly damage-dealing unit began at 5 Might and you chose five enemy units. A response reduces that unit to 3 Might. You now have 3 damage and five targets. Choose which two cease to be targets so that the three remaining targets each receive 1. You cannot drop four targets to concentrate all 3 damage on the last one.
This special reduction allows only the necessary target removal when the amount cannot cover the original group. It does not reopen ordinary target choice. Costs already paid and targeting effects already triggered remain paid or triggered for the original choices. If some targets instead become illegal, apply the legality rules before allocating to those the effect can still affect.
Shared limits constrain the surviving group
A group requirement, such as total Might no greater than 4 at one battlefield, applies to the group as a whole. Choose a legal group during finalization. If responses make it fail that requirement, choose an eligible subset of the original targets at resolution; do not recruit new targets.
For the Core Rules’ Fox-Fire example, four chosen Recruits begin at 1 Might each. Two become 2 Might, making the total 6. A legal subset can be the two 2-Might units, or one 2-Might unit plus the two 1-Might units. Any location requirement still applies collectively. Units that moved to another battlefield can remain in an eligible original-target subset if the complete chosen subset meets the card’s requirements there. Targeting is not a license to ignore either the shared total or the required shared location.
Keep in mind
Key points
- Affected objects are not automatically targets.
- Split targets are selected before responses; the damage is divided when the effect carries out its instructions.
- Changed totals allow only the supported subset or target-removal procedure.
