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Cards And Zones

What Are the Steps for Playing a Card?

Choose the card, make its required choices and pay before carrying out its result.

The short answer

When you have permission to play a card, put it on the , make its required choices, work out and pay its full cost, then check that the play is legal.

A unit or gear enters the board after those steps. A spell waits on the Chain so players can respond before it resolves.

How it works

Normally, play a card from your hand or your from the . Playing from somewhere else needs permission from a card or rule.

Choose first: select a unit's entry location, a spell's and , any move destinations, and any optional additional costs that apply. You cannot wait to see an opponent's response before making those choices. Other choices that the instructions leave for resolution are made then.

Next, calculate and pay the whole cost, including additional costs and any applicable changes. Check targets, payment, timing and other legal requirements. If the play fails this check, undo the steps and cancel it.

A then enters the board without waiting for a normal response window on the Chain. Its triggered abilities can still create a Chain. A spell waits for responses, then follows its instructions from top to bottom and goes to its owner's .

If an effect tells you to play a card, follow the same process with the exceptions that effect gives you, such as ignoring a cost.

Example

Hextech Ray

For a spell that deals damage to a chosen unit:

Put the spell on the → choose a legal unit → work out and pay the cost → check the play is legal → allow responses → resolve the spell.

You choose the unit before responses, not when the damage is dealt.

Energy1
Power1
Fury

Spell

Hextech Ray

[Action] (Play on your turn or in showdowns.) Deal 3 to a unit at a battlefield.

OGN-009/298