Core Rule Book

Creating memories, one magical step at a time.
In Gemstone: The Card Game, you must wage devastating battles by leading your minions to victory. You are a Shaper—an Immortal who manifests their control through the command of deities called Avatars. As friend or foe, every Shaper wields amazing powers and commands legions of minions from the deep planar rifts of reality. Your library of cards defends your ability to combat challenges. It contains the knowledge and experience of the Shaper. It is custom tailored to your preferences and playing style. Your own Gemstone deck acts as your bridge between Reality and Fantasy. The challenge and strategy will encapsulate you with a desire and intrigue and a promising experience.

Gemstone: The Card Game is split into both a Tabletop Board Game and a Trading Card Game. The collection itself is collectible since there is blind packaging done in the form of random boosters and starter kits. Although it is also released as a complete Big Box set (1,002 cards) three copies of each card that come with Dice and Tokens.

Start your collection with a starter kit and embark on your first battle with the basic building blocks from which you will construct your library with. When you’re ready, custom tailor your deck with booster packs or upgrade to the complete set. Each booster pack contains a mystery prize; you never know what’s inside until you open a fresh pack.

Discover the mystery of Gemstone: The Card Game.

You design and construct your own unique experience, with every Gemstone game you play being magical and fun.

Basic Rules
Gemstone: The Card Game is a strategy game played by two players who each have their own custom deck of Gemstone cards. A full game consists of taking turns and gaining a resource called Mana which empower you to play cards such as minions, spells, and equipment. You start by shuffling your library and placing the top four cards of your library face down on the table. This acts as your prize pool. Your goal is to faint 4 of your opponent’s Avatars and you get to draw from this Prize Pool when you faint an Avatar. When you draw all four of your prizes, you win!

Mana as a Resource
The true source of the arcane that gathers the Infinite Realms is Mana, the living source of all Avatars. Mana is a source of magic wielded by the Shaper that allows him to lead his Avatars to Battle. You are given Mana on every turn up to a maximum of ten Mana on turn 10. You start with one Mana and use Mana as a resource pool to play your minions and spells.

Card Layout
1. Card Name: Name of card. Minions also have a sub-type shown here as either basic or legendary.

2. Gemstone Type: This categorizes the rarity into Gemstone Type. Sapphire for common, Emerald for uncommon, and Ruby for Rare.

3. Mana Cost: Mana are the main resource pool in Gemstone. It’s given to you at beginning of your turn, and you get an additional Mana on every turn.

4. Card Type: This categorizes the card into a card type: avatar, weapon, armor, sorcery, channel, flash, cantrip, and minions. Minions have their own minion type.

5. Text Box: You will find details and card abilities in this area. This text box is used to describe more information about the card to you.

6. Levels of Power and Toughness: Every minion card has 3 levels (or tiers) of power that represents its attack and defensive rating. A minion’s power (the first number) is the amount of damage dealt in combat. Its toughness (the second number) is the amount of damage it can receive before it faints in combat. The power and toughness gradually increase in strength in actual Levels as you use Mana during play and to level up your minions.

Playing Zone
Library: When you start a game, your card deck becomes your library. The library consists of 40 cards maximum (and can’t go higher.) It is where you draw your cards from. Your library is placed faced down on the battlefield; your cards are laid in that sequence at start of a game. Another opponent cannot look at your library, nor can you yourself look at it without a specific card effect that can alter this rule.

Both players begin a game with their own library. At the beginning of your turn, you draw a card to your hand, and on your first turn, you draw 3 cards and an additional one (if you went second). Some card effects and abilities allow you to draw additional cards. You both have a maximum hand size of 10 cards. (Anything above 10 cards is automatically discarded to your graveyard.) Similar to the library rule, another opponent cannot look at your hand unless a card effect or ability allows them to alter this rule. That’s the concept of the player as a Shaper. The Shaper alters their reality and bends rules to their command.

The Spell Zone (or by using abilities) is an area to use cards from a player’s hand or graveyard being played. This includes minion spells and equipment cards. When you play a spell from your hand, you put that spell into this Zone to resolve it. If neither player plays a card in response, the spell is played successfully. Both players share the Spell Zone.

Battlefield: Both players begin the game with nothing on the battlefield, although this is where you play your minions and cards (where the combat happens.) Minions, weapons, and armor enter the battlefield after they are removed from the Spell Zone, while Avatars are placed on the battlefield without having to resolve. The party size can have up to a maximum of three Avatars. When an Avatar comes into play beyond the limit of three, you must replace one of your Avatars with the new one. You cannot have two of the same Avatar in play. You can rearrange your minions and Avatars however you want, but your opponent must be able to see all cards you’ve played on your side of the battlefield.

Graveyard: Both players have an area called a graveyard or discard pile. Your sorcery, flash, channel, and cantrip spells go to your graveyard once they have been used. Your minions and cards in both your library and hand go to your graveyard if an effect causes that to happen. This is called discarding to the graveyard. Your minions are put into your graveyard if the damage they receive on the damage stack is equal to or greater than their toughness rating, or if their toughness is reduced to 0 or less (through use of -1/-1 tokens.) Your Avatars are discarded based on the Total Attack Rating, which is the power rating of the minion (makes a damage roll). If the Avatar fails to roll a score greater than its Attack Rating, your Avatar is put into your graveyard. Both players’ graveyards are placed face up and either player may look at them at any time.

Void: When spells or abilities on cards say to void a card, you place it in a Zone opposite to the graveyard. This Zone is where cards are removed from play and cannot be played in the game again. Both players share this zone.

Avatars
These are deities that manifest in the form of Avatars for you, the Shaper. Your party size consists of up to three Avatars, with new Avatars replacing old ones. Also, the same Avatar will replace others of the same type. You can never exceed the maximum of three Avatars on your side of the battlefield. The Avatars grant additional effects while in play, and you can take advantage of constructed play by building decks around your favorite Avatars. When an Avatar is attacked by a minion, the Avatar makes a damage roll, as shown on the Avatar card. An example is the Cook, with a 2d6 damage roll. The player rolls the 2d6 in response to being attacked by a minion with a baseline power of 5/*. If the Avatar rolls a score greater than 5 on their 2d6, the Avatar survives combat and remains on the battlefield. If the Avatar fails the roll, it is placed into your graveyard. If a player faints all of an opponent’s Avatars in play, that player wins the game.

Combat
The main method of winning the game takes place on the battlefield with your minions in combat with your opponent’s minions. You choose which minions on your side of the battlefield to engage in combat and may target any of your opponent’s Avatars or minions unless there is a Taunt minion on your opponent's side. In which case, you must faint all minions with the Taunt ability before you can target an Avatar or minion. Minions come into play exhausted which is a temporary rule that prevents them from attacking on the first turn that they are summoned unless they have the Charge or Sprint ability. There is no defensive step. Instead, defending takes the form of dealing counter damage when targeted and attacked by your opponent’s minion. Both power ratings are subtracted from the toughness rating and put onto the Damage Stack. The Damage Stack for each individual minion shows how much toughness is left or needed to faint the minion, with damage done stacking until the minion faints. When a minion receives damage equal to or greater than its toughness rating over the course of a turn, that minion faints and is placed into its owner’s graveyard. If a minion survives until the end of a turn without taking lethal damage, the minion recovers all its toughness from the damage Stack a step before the end of turn. The Damage Stack for all minions is cleared of any damage during the Clean-up Step.

Spells
Sorcery: Spells in Gemstone come in the form of classified types. Sorcery is a spell type that you can only cast during your turn. You may cast it any time during your turn, except for during combat. During the combat step, you cannot cast Sorcery spells from your hand or graveyard. When the Sorcery has been used from the Spell Zone, you place it in your discard pile i.e. graveyard.

Flash: This type of spell you can cast during your opponent’s turn if you have enough Mana in your pool reserve. You can also cast it during combat as a response to attacking a target. Like Sorcery spells, when Flash spells are used, you put them in your graveyard.

Channel: This is a spell type that is also a Sorcery type and connected to minions with the Channel ability. When a minion with the Channel ability is being played onto the spell Zone, you may discard the Channel spell in your hand to lower the cost of that minion with Channel or its subsequent Levels up to the cost of the discarded Channel spell. Put it in your graveyard after it resolves.

Cantrip: A zero cost spell that also draws you a card. The effects are varied and versatile. The advantage of cantrips in building a deck is that it thins your deck and gets you to the core strategies of your deck. Cantrips can be used on your opponent’s turn. When they are used, you put them in your graveyard like the other spells.

Abilities
In Gemstone, there are a number of effects that are represented by abilities on cards. These keywords affect the game and alter how you play the game. Each ability is either set or triggered, “set” meaning it’s always active while in play and “triggered” meaning you activate that effect when it’s triggered such as with the Shout ability, which is an effect that triggers when the card is placed onto the battlefield or through level up. Set abilities do not activate and are always considered active while in play. Set abilities include: Undead, Warcry, Evolve, Frenzy, Berserk, Growth, Rogue I-III, Armor I-III, Poison, Thorns, Ward, Taunt, Fortify, Immunity, Regenerate, Lifelink, Exalted, Recycle, Salvage, Negate, Prophecy, Affinity, Speedcast, Drain, Charge, Preemptive Strike, Fury, Rampage, Flight, Pierce, Lethal, Crushing Blow, Curse, and Silence. Triggered abilities include: Shout, Duel, Switch, Karma, Fate, Fear, Sprint, Channel, Oracle, and Empower. Explanations about every ability in Gemstone can be found in the glossary at end of this rulebook.

Equipment
An equipment card represents a way for you to arm your Avatars and improve their combat abilities. By equipping a Weapon on an Avatar, you can immediately attack any target on your opponent’s side of the battlefield. Your Avatar makes a damage roll when attacking minions. Equipping Armor to an Avatar improves your damage Resistance, by allowing you to add the DR Rating to the damage Roll, thus improving your Avatar’s odds of surviving combat. Every Avatar can have their own Weapon or Armor, but no more than one of that type of equipment. When an Avatar is fainted, the equipment cards on the Avatar are discarded to your graveyard. When replacing Avatars you keep the equipment and replace the Avatar. Weapons and Armor have Durability and loose one Durability when used. The first number is the Power or Armor Rating. While the second number is the Durability rating. A Weapon Attack or an Armor Roll will loose you one Durability and the Equipment will break once it reaches zero Durability. Breaking means to discard the equipment card to your graveyard.

Minion Types
You use minions to battle for you. They are placed on the battlefield once they resolve from the Spell Zone. Each minion has a power and toughness rating. Power (the first number) is the amount of damage used in combat. Toughness (the second number) is the amount of damage the minion can receive before it faints and is discarded to the graveyard. Minions enter the battlefield exhausted which is a rule that prevents them from attacking on the first turn that they are played. Minions are also classified into minion types. Minion types include: Human, Faerie, Goblin, Beast, Undead, Demon, Angel, and Dragon.

Level Ups
When you play a copy of a minion you control on the battlefield, you pay its Mana Cost to play the card on top of previous copy. You can Level Up the card in the same way. The minion gains all new abilities for the Level it’s at and retains all previous abilities. It also grows in strength, having a direct impact on the power and toughness rating.

Library Construction
A game of Gemstone is played with your own custom deck. You construct it yourself using your wit and ingenuity to design strategies you’d like to focus on using your collection of Gemstone cards. There are three rules to consider: your deck of cards must have exactly 40 cards, and it cannot exceed this limit, and your deck can only have three copies of any single card (this includes Avatars.) Deck construction is entirely up to you, although it is recommended you include enough Avatar copies to reliably set up your Avatar party during the first few turns. This will allow you to defend against aggressive opponents. An excellent rule to follow is to use three copies of five Avatars, giving you fifteen Avatars in a 40-card library.

Minions account for most of your deck. Keep minion count at roughly 60-80% (or 15 to 18 cards) in your deck. Subtracting from that if you’d like to focus more on spells or Equipment cards. Take advantage of Cantrip spells as they allow you to quickly act and draw a card at the same time (thus thinning your deck.)

Once you’ve played some games with your deck, you will learn how to custom tailor it to your goals and strategies you’d like to focus on. It’s a good idea to add enough equipment Armor cards, so you can defend against your opponent’s minions by adding the DR Rating of the Armor to your Avatar’s damage Roll. This gives you better odds of defending and winning. Your goal now is to build a collection, whether that is from the 15-card Booster Pack or if you upgrade to the Complete Set (1,002) cards in the Big Box set.

Game Example
The following will guide you to quickly learn the steps that you take during a game session. You will learn how to use your resource pool called Mana to play cards from your hand. You will also learn how combat works and how Avatars use a damage Roll when targeted for an attack. The example finishes with tips and strategies on how to construct your first deck and where you can find more information including video feeds, game play, artwork, stories, and lore about the world of Gemstone.

You begin a game with shuffling your deck, and then placing the top four cards of your library face down as your Prize Pool. Your goal is to draw all four cards from your Prize Pool by fainting your opponent’s Avatars. You draw one card from the Prize Pool per Avatar fainted. Now, if you go first, you start your turn by drawing three cards (take an additional card if you went second.) A Mana is added to your resource pool— on each of your turns, you will get an additional Mana added to your pool and you can start playing cards based on their Mana Cost. Since this is your first turn, you can only play cards with a Mana cost of one or less, like Cantrips.

You must play at least one Avatar before you draw your first set of cards. You redraw your hand (mulligan) until you have three cards with one Avatar in your hand that you can place on your side of the battlefield. Every time you mulligan, your opponent can choose to draw an additional card in response.

All cards in your hand are considered spells except for Avatars. You play minions, sorcery, channel, flash, cantrips, weapons, and armor from your hand by paying its Mana Cost, just like how you pay bills in real life. Avatars are the exception to this rule. Since Avatars have no Mana Cost, they can be placed on your side of the battlefield and make up your party composition.

During your turn, you can play all card types which include avatars, minions, sorcery, flash, channel, cantrips, weapons, and armor. Flash and Cantrip spells can be played during your opponent's turn and as a response to combat.

To play a spell, you take the card from your hand and show it to your opponent and place it in the Spell Zone (the area where spells are resolved.) There are a few options that can happen right now. The spell is prevented, through either a spell effect or negated with the ability Negate. Alternatively, the spell resolves successfully and goes into effect and then is placed in your graveyard. You choose targets for the spell if it says to target something specific as explained in the text box. And, if it’s a minion spell, you place the minion on your side of the battlefield.

What does it mean when you read “target” on a spell or ability? You have the option to select one or more references for the spell or ability to be directed at. You choose the target, whether that is to target a minion (or specific minion type), or to target a player, graveyard or even a library. The card will explain what types of targets are valid for you to choose. The target will wait until the effect resolves and checks to see if the target is still legal (they’re still available, and they match the requirements as explained by the spell or ability.) If a target isn’t legal, be that it’s no longer available to target (such as a minion fainting before a spell can target it), the spell or ability can’t reference or be directed at that card and nothing happens at that point.

Let’s look at an example. Your opponent plays Spark, targeting your Green Dragon, a */1 minion at Level One. The Spark goes into the Spell Zone and waits to resolve. You respond by casting Bubble. The Spark resolves and the top card of your library is discarded because of the Spark effect (since that’s how it determines how it deals damage.) It deals its damage equal to the cost of the discarded card, but the Bubble spell resolves in response and prevents Spark from dealing its damage to the target minion. That’s enough to keep your Green Dragon alive and allow you to push on the offensive.

When your entire library has been discarded to your graveyard, your allowed to reshuffle your graveyard as your new library the moment you run out of cards to draw. You now know the steps taken during a game and how to make actions by playing spells and cards from your hand. You understand that all cards have a Mana Cost except for Avatars, and that you must start the game with at least one Avatar on your side of the battlefield or you’re forced to mulligan until you play your first Avatar.

Find a Friend or Family
Both players need their own Gemstone deck to begin a match. You will also need dice, depending on what Avatar you’re using in your deck; the dice can be d4, d6, d12, or d20. Having one of each in your playing kit will help you tremendously. You should also consider keeping at least 30 tokens in your playing kit to keep track of +1/+1 tokens you’re going to be using which is applicable to many cards and abilities. When you first start your journey into Gemstone, you may want to familiarize yourself with the rules and card lists, as well as read up on deck archetypes and guides.

Once you’ve built your collection, or upgraded to the complete set, find a friend or family member to share your experience and enthusiasm about Gemstone with (since you need a play partner to play games with.) Teach a friend or family member on how to play Gemstone and enjoy a magical experience once, twice, and many more! It’s something to share with your friends and colleagues!

Steps of a Turn
This section explains the steps of a turn. Every turn begins and repeats in this same sequence. Whenever you enter a new step, any triggered abilities will also occur during that step.

The active player (the player whose turn it is) gets to play spells from their hand by paying the Mana Cost on the card (or, if it’s an Avatar, choosing to place them in their party.) Your opponent gets to do the same. During each turn, you will most likely initiate combat and the minions you played will deal their power rating to the target. When attacking an Avatar, your power is called your Attack Rating, and the opponent’s Avatar must make a damage Roll (dice rolls) that results in a roll greater than the base Attack Rating, or be fainted by the minion. When a spell enters the Spell Zone to resolve, you must wait for confirmation by your opponent to determine whether they respond or to let it pass and resolve, before moving onto the next step in the match.

1. Beginning Step: You restore all Mana and add an additional Mana to your pool. Triggered abilities that specify the beginning step are activated, otherwise in most cases the beginning step moves to the next step, the Draw Step. Also, no player can play spells in the beginning step.

2. Draw Step: You draw a card from your library.

3. Main Step: You play a card from your hand by paying its Mana Cost or you may place an Avatar into your party on your side of the battlefield. Your opponent can also play Flash spells during your Main Step.

4. Combat Step: You initiate combat if your minion is no longer exhausted, which is the rule that prevents minions from attacking on the first turn, by choosing targets for your minion to attack. Valid targets are Avatars and minions; if an opponent’s minion has the Taunt ability, for every minion with Taunt, you must faint or remove that minion with Taunt from play in order to target an opponent’s Avatar or minion with one of your minions.

Both power ratings are subtracted from the toughness rating and put onto the Damage Stack. The Damage Stack for each individual minion shows how much remaining toughness is needed to faint the minion (stacking the damage until the minion faints.) When a minion receives damage equal to or greater than its toughness rating over the course of a turn, that minion faints and is placed into its owner’s graveyard. If a minion survives until the end of a turn without taking lethal damage, the minion recovers all its toughness from the damage Stack at a step before the end of turn and is healed.

When an Avatar is attacked by a minion, the Avatar makes a damage roll, as shown on the Avatar card. An example is the Cook, with a 2d6 damage roll. The Player rolls the 2d6 in response to being attacked by a minion with a baseline power of 5/*. If the Avatar rolls a score greater than 5 on their 2d6, the Avatar survives combat and remains on the battlefield. If the Avatar fails the roll, it is placed into your graveyard. Your opponent can also play Flash spells during your Combat step.

5. Clean-up Step: All damage from the damage Stack is returned to minions, having their toughness restored.

6. End of Turn: All effects end and you pass your turn to your opponent. Temporary Mana is depleted and you carry any Mana you did not spend during your turn to your opponent’s turn.

Now, it’s your opponent’s turn, proceeding to the Beginning Step for your opponent. You repeat these steps in sequence until a player draws all four cards from their Prize Pool, or a player is unable to draw a card from their library due to the fact that their library and graveyard has entirely been voided from the game. In which case, the game ends immediately and the player with all four prizes wins the game.

Winning Conditions
You win the game by drawing all four cards from your Prize Pool. You get to draw from the Prize Pool when you faint an opponent’s Avatar. If a player faints all of an opponent’s Avatars in play, that player wins the game. You also win the game if your opponent is unable to draw cards from their library if all their cards including their graveyard have been voided.

Flip a coin to decide who goes first. The first player draws three cards and plays an Avatar. If no Avatar is played, the player mulligans until he has an Avatar card in his hand to play. You play the hand in which you have at least one Avatar to play.

The second player draws an additional card, for a total of four cards on the second turn.

Share your experience with Gemstone: The Card Game.
WizardsoftheSecrtWrld would invite you to share your experience and memories with the community on Facebook, BoardGameGeek.com, and the official Wikipedia.

You can discover its treasures here:

Facebook | https://www.facebook.com/WizardsoftheSecretWorld

BoardGameGeek.com | https://www.boardgamegeek.com/collection/user/WizardoftheSecrtWrld

Please add yourself to the Players Directory at: https://gemstone-the-card-game.fandom.com/wiki/Players_Directory

You will find Videos on How To Setup Remote Play with Gemstone Players around the World.

Glossary
Exhausted: When a minion comes into the play and onto the battlefield, their exhausted- a rule that prevents minions from attacking on the first turn their summoned.

Set abilities: Set meaning it’s always active while in play. Set abilities do not activate and always are considered active while in play.

Set abilities include: Undead, Warcry, Evolve, Frenzy, Berserk, Growth, Rogue I-III, Armor I-III, Poison, Thorns, Ward, Taunt, Fortify, Immunity, Regenerate, Lifelink, Exalted, Recycle, Salvage, Negate, Affinity, Speedcast, Prophecy, Drain, Charge, Preemptive Strike, Fury, Rampage, Flight, Pierce, Lethal, Crushing Blow, Curse, and Silence.

Triggered abilities: Triggered meaning you activate that effect when it’s triggered by entering play or through level up.

Triggered abilities include: Shout, Duel, Switch, Karma, Fate, Sprint, Channel, Fear, Oracle, and Empower.

Buff Type Ability
Berserk – Minions with Berserk gain a +1/+1 token when they take damage and survive.

Evolve – Minions with Evolve gain a +1/+1 token at the Beginning Step of your turn.

Frenzy – Minions with Frenzy gain a +1/+1 token for slaying another minion.

Growth - When a card gains +1/+1 token it gains an additional +1/+1 token.

Rogue I – When a card attacks an Avatar, the card gains a +1/+1 token.

Rogue II – When a card attacks an Avatar, the card gains two +1/+1 tokens.

Rogue III – When a card attacks an Avatar, the card gains three +1/+1 tokens.

Switch - When a card with Switch enters play or through level up move as many as you like of your +1/+1 tokens on to that card.

Undead – Minions with the Undead ability gain a +1/+1 token when a minion faints.

Warcry - Attacking minions gain +1/+1 until the end of your turn.

Defensive Ability
Armor I – When the card is taking damage, reduce all damage by one.

Armor II – When the card is taking damage, reduce all damage by two.

Armor III – When the card is taking damage, reduce all damage by three.

Exalted – Minions with Exalted prevent all combat damage and may only be removed from play once silenced or sacrificed.

Fortify – Minions with Fortify gain +0/+4 when dealt damage and prevent your Avatar from being targeted, although not your minions.

Immunity – Minions with Immunity prevent the following effects from happening on the Immune target: poison, silence, curse, crushing blow, and lethal.

Lifelink – When an Avatar fails to roll on a damage Roll, the player can sacrifice a minion with Lifelink on their side of the battlefield to reroll the damage Roll again.

Regenerate – Minions with Regenerate automatically recover all their toughness the moment they survive combat. They never get a Damage Stack.

Taunt – Minions with Taunt prevent your Avatars and minions from being targeted by your opponent’s minions until all Taunt minions that you control faint or are removed from play in some way.

Thorns – When minions with Thorns receive damage you get to target an avatar and make them roll a damage Roll greater than the damage taken or be fainted by the Thorns damage.

Ward – Minions with Ward cannot be targeted by spells or abilities or players.

Offensive Ability
Charge – Minions with Charge can attack any target on the turn they enter the battlefield.

Crushing Blow – Cards with Crushing Blow remove a +1/+1 token from the attacked minion and exhaust the target. This prevents the target (including Avatars) from attacking on the next turn.

Curse – Cards with Curse prevent minions from leveling up once they are dealt damage by the Curse minion.

Duel - When a minion with Duel enters play or through level up, it battles a target minion. Minions with Duel ignore Taunt and can target any of opponent's minions.

Fear – When you attack with a minion with Fear, your opponent must sacrifice a minion they control to their graveyard.

Flight – Minions with Flight gain a +2/0 power bonus when attacking non-flight minions.

Fury - Cards with Fury get an additional attack at any valid target of their choice.

Lethal – Cards with Lethal automatically faint the target minion when the minion receives damage.

Pierce – Cards with Pierce ignore Armor and Ward effects.

Poison – When a minion with Poison deals damage to another minion, put a -1/-1 token on that minion.

Preemptive Strike – Cards with Preemptive Strike deal damage before receiving damage and can faint cards before taking damage to Non-Preemptive Strike minions. If both cards have Preemptive Strike, both cards deal damage as usual, and the effects of Preemptive Strike are prevented.

Rampage – Minions with Rampage that attack an Avatar can have the Avatar take a damage Roll on all damage done so far on the Damage Stack for all minions that received damage that turn at the Clean-up Step.

Silence – Minions with Silence remove all abilities and keywords from a minion that is dealt damage by the Silence minion. Minions with Silence are immune to Silence.

Utility Ability
Affinity – Cards with Affinity get a reduced cost equal to amount of the same Type of the card that is in play.

Channel – Minions with Channel are connected to a spell Type also called Channel that allows you to discard the Channel spell to reduce the cost of the minion with Channel or Level by the cost of the Channel spell.

Drain – Cards with Drain gain 1 temporary Mana for the owner of the card when you attack an Avatar.

Empower – When a minion or card with Empower enters play or through level up, all friendly minions specified by the Empower Type level up by one stage.

Fate – When a card faints or is discarded with the Fate ability, it triggers an effect.

Karma – If you have a minion in play with Karma, you get to draw a card if you play a card of the same cost.

Negate – If you have a minion with Negate, it prevents the opponent from playing cards of the same cost while in play.

Oracle – When a minion or card with Oracle enters play or through level up, you get to look at the top two cards of your library and put one of them into your hand and discard the other.

Prophecy – Cards with Prophecy can be played from your graveyard if you pay their cost. Minions with Prophecy come into play at the level the Prophecy skill is learned. If a level one minion faints and is sent to your graveyard with a Level 2-3 Prophecy you can still play the Prophecy in your graveyard (it comes into play at the Level 2-3 it learns Prophecy.)

Recycle – You may discard a card with Recycle from your hand to draw a card. If the minion doesn’t learn Recycle until a higher level, the minion can still be discarded to draw a card. In other words, as long as the minion has Recycle on them somewhere listed in the Text Box, you can discard that card and draw a card in its place.

Salvage – Minions with Salvage can be sacrificed (sent to your graveyard) to draw a card.

Speedcast – Return target minion with Speedcast to your hand to reduce the cost of your next spell you play, equal to the cost of returned minion.

Shout – Minions with Shout enter the battlefield or through level up with a triggered effect.

Sprint – When you play a minion with Sprint search your library for a copy of that minion with Sprint and put it into your hand.

Content on this Wiki is licensed under: CC BY NC ND 4.0

https://creativecommons.org/licenses/by-nc-nd/4.0/