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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.

The short answer

belongs to the player. A unit with X triggers when it or , giving its controller X XP when the ability resolves. 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.

How it works

Keep each player's 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.

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.

Scorchclaw

checks the current controller's current , rather than permanently upgrading the card. If control changes, use the new controller's XP. Only the text governed by Level becomes 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.

Energy3
Power1
Might3
Fury

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.)

UNL-016/219

Losing the condition does not cancel a ability you have already activated and put on the . 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.

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.