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x Power that is moved to a card under a dierent
players control counts toward that players
victory condition.
Related: Gains, Power Claim
Mulligan
After a player draws a starting hand during setup (but
before placing any cards in setup), that player has a
one-time option to declare a mulligan draw. After
doing so, the player reshues his or her starting hand
into his or her deck and draws a new starting hand of 7
cards. e player must keep this second hand.
x Players decide in player order whether or not to
take a mulligan.
Related: Setup
Negative Quantities
See “Modiers” on page 13.
Nested Ability Sequences
Each time a triggering condition occurs, the following
sequence is followed: (1) execute any interrupts to
that triggering condition, (2) resolve the triggering
condition, and then (3) execute any reactions to that
triggering condition.
Within this sequence, if an interrupt or a reaction
to the original triggering condition generates a new
triggering condition, the game pauses and starts a new
sequence: (1) execute interrupts to the new triggering
condition, (2) resolve the new triggering condition,
and then (3) execute reactions to the new triggering
condition. Once this nested sequence is fully
completed, the game returns to where it left
o, continuing with the original triggering
condition’s sequence.
It is possible that a nested sequence generates further
triggering conditions (and hence more nested
sequences). ere is no limit to the number of nested
sequences that may occur, but each nested sequence
must complete before returning to the sequence that
spawned it. In eect, these sequences are resolved in a
Last In, First Out (LIFO) manner.
In each interrupt window and each reaction window,
nested or not, the rst player always has the rst
opportunity to initiate an interrupt or reaction
(respectively).
Related: Interrupts, Reactions
Neutral
Some cards are not aliated with any faction; these
cards are neutral. Any deck may include neutral cards.
x Neutral cards are not considered to be in-faction or
out-of-faction.
Related: Deckbuilding, Faction
Next Player
See “Player Order” on page 15
No Attachments
No attachments is a keyword ability. A card with this
keyword cannot have an attachment card attached.
x If one or more traits precedes the word
“attachments,” the card cannot have an attachment
that possesses one of the specied traits, but it can
have attachments possessing none of those traits.
x If the word “attachments” is followed by the word
“except” and one or more traits, the card can
have attachments that possess one or more of the
specied traits, but it cannot have attachments
possessing none of those traits.
x If a card has multiple variants of the “no
attachments” keyword, any variant that would
prevent a card from having a given attachment
prevails.
Related: Attachment Cards, Keywords, Trait
Out of Play
See “In Play and Out of Play” on page 9.
Ownership and Control
A cards owner is the player whose deck held the card
at the start of the game.
x Cards by default enter play under their owner’s
control. Some abilities may cause cards to change
control during a game.
x A player controls the cards located in his or her out
of play game areas (such as the hand, deck, discard
pile, and dead pile).
x If a card would enter an out of play area of a player
who does not own the card, the card is placed in
its owner's equivalent out of play area instead. (For
all associated card ability and framework eect
14

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