Gameplay Basics
How Do XP, Hunt and Level Work Together?
Hunt gains XP for a unit's controller; Level text works while that controller has enough XP.
RiftPal explanation · Answer first
The short answer
XPA personal resource a player gains and spends as instructed. Keep the total visible; teammates do not share XP.View in Glossary belongs to the player. A unit with HuntA unit keyword that triggers when it Conquers or Holds. When the trigger resolves, its controller gains the stated XP. Hunt defaults to 1; multiple Hunt values on a unit add together.View in Glossary X triggers when it ConquerConquer means taking control of a Battlefield you did not already control and Scoring it for the turn.View in Glossary or HoldHold means Scoring a Battlefield you already control during the Beginning Phase of your turn.View in Glossary , giving its controller X XP when the ability resolves. LevelA keyword that makes the following text active while the card's controller has at least the stated amount of XP. Falling below that amount makes the text inactive again.View in Glossary N makes the following text active while the card's controller has at least N XP. Spending below that threshold switches the text off again.
RiftPal explanation
How it works
Keep each player's XPA personal resource a player gains and spends as instructed. Keep the total visible; teammates do not share XP.View in Glossary total visible. Gain XP by adding to it and spend XP by subtracting from it when instructed. XP is separate from your score, has no maximum and is not shared with a teammate.
HuntA unit keyword that triggers when it Conquers or Holds. When the trigger resolves, its controller gains the stated XP. Hunt defaults to 1; multiple Hunt values on a unit add together.View in Glossary without a number means Hunt 1. Multiple Hunt values on the same unit add together. Hunt is a Conquer and Hold ability, so it triggers when the unit participates in that scoring event, not simply whenever it moves to a battlefield. The XP arrives when the Hunt ability resolves.
Card reference
Scorchclaw
LevelA keyword that makes the following text active while the card's controller has at least the stated amount of XP. Falling below that amount makes the text inactive again.View in Glossary checks the current controller's current XPA personal resource a player gains and spends as instructed. Keep the total visible; teammates do not share XP.View in Glossary , rather than permanently upgrading the card. If control changes, use the new controller's XP. Only the text governed by Level 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 below the threshold; the rest of the card still works. If the same ability also depends on another condition, such as Legion, every condition must be met.
Unit
Scorchclaw
[Hunt 2] (When I conquer or hold, gain 2 XP.) [Level 3][>] I have +1 [Might] and enter ready. (While you have 3+ XP, get the effect.)
Losing the condition does not cancel a LevelA keyword that makes the following text active while the card's controller has at least the stated amount of XP. Falling below that amount makes the text inactive again.View in Glossary ability you have already activated and put 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 . A triggered Level ability must be active when its trigger happens, including when it becomes active at that same moment; gaining enough XP later does not replay an earlier event.
In practice
Example
You have 2 XP and control a unit whose Level 3 text gives it +1 Might. Another unit you control Conquers with Hunt 1. When Hunt resolves, you reach 3 XP and the Level bonus starts applying. If you later spend 1 XP, you return to 2 XP and that bonus stops applying.
