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Gameplay Basics

How Do Doubling, Swapping and Might Changes Work?

Doubling and swapping calculate fixed modifiers from the values when the action happens.

The short answer

adds an amount equal to the current value when the action happens; it does not keep doubling later changes. adds the difference to the lower value and subtracts it from the higher one. Those modifiers last for the effect's stated duration, so later bonuses or penalties still change the result.

How it works

Use the values when the action happens, not when its target was first chosen. If a swap starts with equal values, it changes nothing.

A non-passive effect with a minimum or maximum remembers the amount it could actually change at that moment. This is called a . For example, reducing a 2 unit by 4, to a minimum of 1, creates only a -1 modifier. Later increases do not turn that modifier into -4. A continuing does not take this snapshot; its required increase or decrease is recalculated as the situation changes.

Setting Might to a number is different from increasing or reducing it to that number. A set value applies before arithmetic bonuses and penalties. In the arithmetic layer, Might increases apply before decreases, with dependencies determining relevant ordering within the layer.

Might can be negative. Use the actual negative value for calculations that increase or decrease Might, including swapping; treat it as 0 when an ordinary spell or ability reads its Might or when adding combat damage. Doubling negative Might adds 0, because an instruction to increase a value cannot increase it by a negative amount.

Example

Last Stand

Example 1 - Doubling a temporary total

A unit has 3 base and Shield 2 while defending, for 5 Might. its Might this turn adds a fixed +5, bringing it to 10. After combat, Shield stops applying: 3 base Might + 5 from doubling = 8 Might for the rest of the effect's duration.

Energy3
Power1
Calm

Spell

Last Stand

[Action] (Play on your turn or in showdowns.) Double a friendly unit's Might this turn. Give it [Temporary]. (Kill it at the start of its controller's Beginning Phase, before scoring.)

OGN-069/298

Switcheroo

Example 2 - Swapping values

An effect swaps two units' current of 2 and 5 this turn. The difference is 3, so the first gets +3 and the second gets -3. Their Might becomes 5 and 2. If the first then gains another +1 Might, it becomes 6; the swap does not keep forcing it back to 5.

Energy2
Power2
Chaos

Spell

Switcheroo

[Hidden] (Hide now for [Rainbow] to react with later for [Energy 0].) [Action] (Play on your turn or in showdowns.) Swap the Might of two units at the same battlefield this turn.

SFD-145/221