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Gameplay Basics

Which Effect Applies First When a Card Changes?

Apply copy effects first, then trait changes, ability changes and numerical changes.

The short answer

Work out a card’s current characteristics in four s: copy effects, trait changes, ability changes, then arithmetic. Within a layer, apply an effect after the effect it depends on; otherwise use oldest-to-newest order.

How it works

The four s have different jobs:

1. Copy effects: use the copied object’s copyable traits, not later bonuses or added tags.

Boots of Swiftness

2. Traits: changes to name, type, tags, controller, cost or domain; and effects that set Might to a stated value.

Energy3
Chaos

Gear

Boots of Swiftness

[Equip] [Chaos] ([Chaos]: Attach this to a unit you control.)

Attached effect

[Ganking] (I can move from battlefield to battlefield.)

Might bonus+2
SFD-133/221

Boots of Swiftness

3. Abilities: adding or removing abilities or Rules Text, including the supplied by Equipment.

Energy3
Chaos

Gear

Boots of Swiftness

[Equip] [Chaos] ([Chaos]: Attach this to a unit you control.)

Attached effect

[Ganking] (I can move from battlefield to battlefield.)

Might bonus+2
SFD-133/221

4. Arithmetic: numerical increases and decreases. Might increases, including Equipment bonuses, apply before Might decreases.

A exists when one effect changes whether another effect exists, what it affects or what result it produces. Apply the effect being depended on first, then the dependent effect immediately after it. If both change each other's evaluation, that does not establish a dependency; use order instead. A timestamp is when an effect began applying, rather than simply when its card entered play. Text that becomes loses its timestamp and receives a new one when it becomes active again.

If a later layer makes another effect eligible, check the earlier layers again and apply the newly eligible effect. Each effect applies only once during that calculation. This lets a Might increase turn on an ability that requires the unit to be ; it does not repeatedly add the same bonus. Recalculate when the situation changes.

Example

A 4 Might unit is affected by a passive ability that increases its Might to 5, and then receives +2 Might from a spell. The passive ability depends on the +2 effect because that effect changes how much increase is needed. Apply +2 first: 4 becomes 6. The passive ability adds nothing because the unit is already above 5. Its final Might is 6.