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Gameplay Basics

Ready vs Exhausted

Ready objects can pay Exhaust costs; Exhausted objects stay in play but cannot Exhaust again yet.

The short answer

and show whether a card or is currently available to be used.

Ready cards are upright and available for actions that require them. When you use something that requires it to Exhaust, you turn it sideways to show that it has been used.

Your Exhausted cards and runes normally become Ready again at the start of your next turn, letting you use them again.

Units normally enter play Exhausted, so a unit you just played usually has to wait until your next turn before it can be used for actions that require it to Exhaust.

How it works

Cards and s can be or . Ready objects are upright. Exhausted objects are sideways.

Ready means the object is available for something that requires it to Exhaust. Once Exhausted, it stays in play but cannot Exhaust again until it becomes Ready.

Your Exhausted cards and runes normally become Ready again at the start of your next turn.

Eager Drakehound

Units normally enter play . Effects may change this.

Energy3
Power1
Might3
Fury

Unit

Eager Drakehound

I enter ready.

SFD-006/221

A Standard Move Exhausts a Ready unit. Do not generalize this to every effect-driven move.

Exhausted doesn't mean “disabled.” An Exhausted card is still in play. It simply can't Exhaust again until it becomes Ready. Other effects or abilities may still interact with it normally.

Example

Playing a Unit — A unit normally enters Exhausted and becomes Ready later, normally at the start of your next turn.

Rune — A Ready rune used for Energy becomes Exhausted, stays in play, and normally becomes Ready again at the start of your next turn.

Standard Move — You have a Ready unit at your base. You use its Standard Move to send it to a battlefield. A Standard Move Exhausts the unit, so turn it sideways at its new location. At the start of your next turn, it normally becomes Ready again.

Not every effect that moves a unit works exactly like a Standard Move. If a card or ability moves a unit, follow what that effect and the relevant movement rules say.