Ban list & errata

Format legality

Updated 2026-09-18

Constructed

Every set released so far is legal at sanctioned events, from store play to large tournaments (current Standard: OGS, OGN, SFD, UNL, VEN, RAD). Banned cards can't be in decks, except that at low OPL a deck exactly matching a preconstructed product may use the banned cards it contains.

2v2 Constructed

As with Constructed, every released set is legal. The card and battlefield bans are identical to Constructed, plus the Legend Master Yi, Wuju Bladesman is banned in 2v2. Teammates also can't share a Champion Legend or repeat battlefields across their two decks.

Limited (Sealed / Draft)

Only cards supplied at the event may be used. Constructed bans don't apply in Limited unless that Limited format bans them too; there is currently no Limited-specific ban list.

There is no rotation yet: every set is legal. Riot intends to start rotating legal sets for Standard Constructed (the primary Constructed format) in 2028. Per the Tournament Rules, Standard is defined as the most recent 5-8 sets: the current year's sets plus the previous year's.

Patch notes

Radiance Effective 2026-10-16Official article

The Radiance rules update adds the new keywords Deploy, Disarm and Show Off, supports cards like Neeko, Blending In and Orianna, Lady of Clockwork, writes the Vendetta FAQ rulings into the rules, and restructures layers, copying and 'pick' in preparation for Legacy, when the rules documents get a full rewrite in January. The team repeated that rules changes and errata are never used to balance cards.

Radiance Addition: Deploy
A new gear keyword. Deploy gear can be played to any battlefield (enemy-occupied, friendly or uncontrolled) for localized effects and stays there until destroyed (some effects can move it). If an opponent holds a battlefield where you have Deploy gear, that gear is killed.
Radiance Addition: Disarm
A new unit keyword and attack trigger: the first time the unit attacks each combat, an enemy unit at that battlefield gets -1 Might this turn (-2 for Disarm 2). Like Assault or Shield, multiple instances add up into a single trigger.
Radiance Addition: Show Off
A new keyword on units and spells: reveal a matching card from hand or pick a friendly object on the board, and the card can use that object's information, locked in at the moment it was shown off even if referenced later. Face-down cards have no front-side information to show off.
Rules Update: Copy Effects Layer
Copy effects now have their own first layer, with the trait, ability and arithmetic layers shifted down, to make clear they only interact with other copy effects. Things appended later, like the Mech tag from Experimental Hexplate, are not copied.
Radiance Addition: Copy Game Action
Copy is now a game action. Objects created as copies, such as Zilean, Time Mage's tokens, don't carry a copy effect; they are created with the original's copyable traits as if those were printed on them.
Radiance Support: Additional Deckbuilding Decisions
Neeko, Blending In is the first card requiring choices during deckbuilding, so rules now cover them: pick 3 extra Legends, all different from each other and your Champion Legend, shared by every Neeko in the deck and registered at high OPL. Legends added this way enter ready, aren't tokens, and vanish when Neeko leaves the board.
Radiance Support: Equipment Units
To support Orianna, Lady of Clockwork: units can't be attached to other objects, and an attached object that becomes a unit detaches immediately. Equipment attached to a gear that stops being a unit stays attached.
Rules Update: Layer Calculations and Object Dependencies
A layer calculation procedure: each object is calculated individually; if it needs another object's information, that object is evaluated first; if several objects reference each other, they're evaluated together layer by layer.
Rules Update: Pick
'Pick' means making a choice that isn't a target, while 'choose' means targeting. Many cards will move from 'choose' to 'pick' with Legacy, and some already do in Radiance.
Rules Update: Conditional Clause Scope
After confusion in Vendetta, a rule now defines how far a conditional clause reaches within an instruction.
Rules Update: Finalizing Time Actions Scope
Instructions that check whether 'you' paid a cost or took an action during finalization only check that it happened, not who did it, so the condition stays true even if another player later gains control of the spell or ability.
Rules Update: Making New Choices
The Vendetta model used by Mystic Reversal and Rebuttal is overhauled: when making new choices you remake all of them (you may repeat the old ones, but not halfway), every choice must be legal, and abilities that trigger on being targeted trigger again even if the same unit is chosen.
Rules Update: Pending Item Target Legality
Pending chain items are not legal targets for spells and abilities (a rare case usually caused by Promising Future).
Rules Update: 2v2 Scoring
2v2 scoring is now fully consistent: the final point and scoring-eligibility special rules only apply to teams holding control of a battlefield during their own or a teammate's turn, not an opponent's.
Empower Abilities
The Kayle, Justified FAQ ruling becomes a rule: objects allowed to be empowered multiple times ignore the 'only if not Empowered' restriction, and can even activate at their maximum, which simply does nothing (intentionally).
Negated and Ignored Instructions
An instruction that mistargets is ignored, and so are later instructions linked to it. One that fails for any other reason (replaced, skipped, impossible) is negated, and later linked instructions still execute if possible.
Mandatory Requirements and Restrictions
The Vendetta FAQ ruling on Dragon Roost and other mandatory requirements is codified, and 'restrictions' are defined, such as Perched Grimwyrm only being playable to a battlefield you conquered this turn.

Vendetta Effective 2026-07-24Official article

The Vendetta update, released simultaneously for English and Chinese players, adds Empower, Flow, Burn and Skip, supports naming cards, ignoring effects and untargetability, fixes many logic issues, and writes the Unleashed FAQ answers into the rules. It was published a week early so judges could prepare before Pre-Rift events.

Vendetta Addition: Empower, Empowered, Disempower
Vendetta's tentpole mechanic: units, gear and legends can be empowered. Empowered is a status lasting until the card leaves the board or is disempowered. Empower is an activated ability you pay for while not already empowered; Empowered is a dependent keyword active while the card has the status; and only empowered things can be disempowered.
Vendetta Addition: Flow
A spell keyword that is both a permission and an alternate cost: pay the Flow cost to play the spell from your trash, then banish it. Flow cards carry a text-box symbol showing they work from the trash.
Vendetta Addition: Burn
To burn X, put the top X cards of your Main Deck into your trash. Cards can trigger on being burned and effects can count burns per turn. It fuels Flow cards but brings you closer to burning out.
Vendetta Addition: Skip
A new action for the first card that skips part of a turn: a replacement effect that replaces the named event or procedure with nothing, so nothing that would result from it happens.
Vendetta Support: Naming Cards, Types, and Tags
A procedure for naming a card, type or tag, with special flexibility for naming cards.
Vendetta Support: Ignoring Effects
A new class of effects that ignore certain abilities or effects, handled through the existing inactive-text machinery.
Vendetta Support: Untargetability
Units that enemies can't choose are untargetable. If a unit becomes untargetable after being targeted, the spell or ability mistargets on resolution and instructions about that unit are ignored.
Vendetta Support: Making New Choices
Rules for the timing, legality and scope of making new choices for a spell on the Chain, supporting Mystic Reversal and a new card (later overhauled in Radiance).
Vendetta Support: Activated Ability Terminology
New cards say 'play' instead of 'use' for activating abilities; the Core Rules recognize both.
Vendetta Support: Cards with Multiple Types
Vendetta has the first card with multiple card types, so rules now explain how they work.
Vendetta Support: Replacement Effects and Combat Damage
Any replacement effect that would modify damage to units in combat now applies when combat damage is assigned rather than when it's dealt, so prevention and damage increases (e.g. Lotus Trap) all share the same timing, at the cost of slightly more complex assignment.
Rules Update: Copying Tokens
'Token' is now an intrinsic category of game object like 'card' rather than a supertype. Tokens stay tokens whatever happens to them, and cards can never become tokens.
Rules Update: (Resource) Payment Optional
When told to pay Energy or Power, a player may always decline, even with floating resources in their Rune Pool; the instruction is then ignored. This affects cards like Diana, Lunari, Promising Future and Cursed Sarcophagus. Other kinds of cost can still be compelled.
Rules Update: Costs on Multi-Domain Cards
Signature cards' power costs must now be paid with power of the card's own domains ( C on a multi-domain card means power of any of its domains); rainbow rune can still be any domain.
Rules Update: Applied Costs
Abilities like Mageseeker Investigator that add a cost to actions other than playing a card are now named 'applied costs', with defined timing.
Rules Update: Deathknell and 'When I Die' Alignment
Every 'When I die' trigger can now use information from before its source died, as Deathknell already could since Spiritforged.
Rules Update: Gone Before its Time
If a delayed ability's duration has already ended before it would be generated, it isn't generated and related instructions are ignored.
Rules Update: Event Definition
An event is the single moment produced by performing a game action or by an object changing state, which clarifies complex replacement effects.
Rules Update: New Replacement Effects
Three previously undefined text patterns are now replacement effects: text describing how a unit enters, instructions performed 'as' an event happens, and 'then banish it' or 'then recycle it', which replace the card's normal departure from the Chain.
Rules Update: Battlefield Reuse
Supports best-of-five top cuts: in games 4 and 5 a removed battlefield may be presented again, but only once all of your battlefields have been used and at most twice per match. Battlefields from a game nobody won may also be reused.
Contested Removal
In a cleanup, Contested is removed from any battlefield with no units of the player who applied it and no showdown or combat (e.g. a unit returned to base with Flash before the showdown opens). If units remain there whose controller doesn't control the battlefield, that player then applies Contested.
Targeting Clarification
A player, zone or object that appears only as a restriction or permission on an action isn't a target, so effects like Thrill of the Hunt or Here to Help that act 'to a battlefield' don't target it.
Splitting Up
If, on resolution, there are more targets than damage to divide, the effect's controller decides which targets drop out, but can't leave fewer targets than points of damage.
2v2 Rules Clarifications
Points are shared by the team, and battlefield control is checked in the scoring step. A battlefield a teammate controls during your Beginning Phase scoring can't score for your team that turn, and it counts toward the final point rule.
Hidden Targeting
The targeting restriction on hidden spells and play effects applies to each target separately.
Trigger Condition and Effect
The Unleashed FAQ explanation enters the rules: a trigger splits into a condition part (trigger condition, extra condition, 'you may', and 'do X to do Y' costs), handled before or during finalization, and the effect that goes on the Chain. 'You may / they may' is now decided at finalization, so 'once each turn' means finalizing it onto the Chain once per turn.
'Play' Definitions
'Play' has three meanings: as an instruction it means put on the Chain to be finalized (Here to Help); in a trigger condition it means resolved (Lecturing Yordle); elsewhere it means finalized (e.g. Battering Ram counting cards played). The team acknowledged the confusion and plans new card templating to fix it.
Oh Damage, My Damage
Lethal damage, previously referenced in three places, is unified, so modifying it (e.g. Elder Dragon) affects all of them. 'Your damage' means damage you marked on units.
Battlefield Ability Control
If a battlefield ability says a specific player makes a choice, that player controls the ability, puts it on the Chain and makes all its choices, regardless of who controls the battlefield.
Counting Targets
When another effect counts a chain item's targets (e.g. Repulse), mistargeted choices count, but targets that moved to a non-board zone don't.
I'm Getting Activated
'Activate' on cards is now defined: to activate a named triggered ability, check its conditions as though the named part of the condition had been met.
Accelerate
Accelerate is an optional additional cost plus a delayed replacement effect created when it's paid; if the cost was paid, the unit still enters ready even if it loses Accelerate during finalization.

Unleashed Effective 2026-03-30Official article

The Unleashed update (the set launched in China on April 8) adds XP with Hunt and Level, the symbol, dependent keywords and Ambush, and reworks several foundations, including how games are won, showdowns versus combat, the HOT FEPR system, cleanups and replacement effects, to match player intuition and prepare for future card templating. The team stated there are no plans to change rules to manage card power.

Unleashed Addition: XP, Hunt, Level
XP is a new resource that spells and abilities add and spend. Hunt grants XP (1, or its Hunt value) when the unit conquers or holds. Level is a dependent keyword active once you have enough XP, e.g. Level 6. Some packs include a token-slot card to track XP.
Unleashed Addition: [>] Symbols
A small arrow on the backer of keywords like Reaction, Action, Deathknell, Level and Legion, now placed at the start of the line, points to the ability the keyword governs, ending the confusion around Legion on activated abilities.
Unleashed Addition: Dependent Keywords, Updated Legion
A dependent keyword is the keyword (shorthand for a condition) plus an ability active only while the condition holds; otherwise it's inactive and can't apply, trigger or be activated. Legion is now a dependent keyword.
Unleashed Addition: Ambush, Conditional Action and Reaction
Ambush units may be played to a battlefield where you have units and have Reaction while doing so. New rules let cards with conditional permissions go on the Chain if the condition could be met; if it isn't met by the legality check, the play is undone and the card returns.
Rules Update: Winning the Game
You win if, during a cleanup, you have at least the Victory Score and more points than every opponent (both must be true). If two or more points come from burn outs processed in sequence and meet those conditions, you win immediately without waiting for a cleanup. This makes unintended draws rare.
Rules Update: Combats and Showdowns
Showdowns are staged at contested battlefields, and combat is staged when units of different players are there. A showdown opened where combat is staged becomes a combat showdown, and if combat gets staged during an ongoing non-combat showdown, the next cleanup converts it, with no need to end the showdown first.
Rules Update: The Resolution Step of Combat
Reordered: Combat Cleanup first (heal units, recall attackers), then determine the winner. If units of several players remain, or none, the combat has no result; otherwise the player with units left wins. Then conquer if applicable, and finally attacker/defender designations and 'this combat' effects end.
Rules Update: 'May' Triggered Abilities and Extra Conditions
Triggers whose effect starts with 'you may' are optional to put on the Chain, and in 'do X to do Y' text, X is the trigger's cost, paid to finalize it. This prepares for new card templating.
Replace
A game action that replaces an object with a token. The replaced object goes where banished cards go, the token inherits all its effects and statuses, and some effects can swap it back.
Create
Creating a token puts it straight into the right zone without using the Chain; added mainly to support Replace.
Predict and Word Backers
Predict means looking at cards from the top of your Main Deck, recycling any of them and putting the rest back in any order. Common actions like Stun, Buff and Predict also get word backers on cards.
Copy Effects
Copy effects copy only copyable traits (printed or copied traits, including rules text), never appended or granted ones. Effects naming specific traits copy only those, and copying a copy gives a copy of the original.
Spicy HOT FEPR
FEPR grows into HOT FEPR: Handle Outstanding Tasks, then Finalize, Execute, Pass, Resolve. Whenever tasks such as cleanups, start-of-turn steps, combat steps or end-of-turn steps are outstanding, FEPR pauses until they're done, then continues with pending items.
Cleaned Up Cleanups
Finalization moves out of cleanups into HOT FEPR; combat designations are added or removed before units die to marked damage; and a unit is 'in combat' if it's at a battlefield with combat ongoing and has a combat designation.
Loopy Expiration Step
The End of Turn Phase is renamed the Ending Phase, the End of Turn Cleanup folds into the Expiration Step, and the step restarts if anything went through FEPR during it, so 'this turn' effects and damage no longer leak into the next turn.
Replacement Effects
With simultaneous events, the replacement effect's controller chooses the order of application, in one uninterrupted sequence. The controller is whoever controls its source, and if the replaced event is modified by another effect, the replacement inherits that modification.
Control of Battlefields
Control is now locked by an ongoing combat or showdown rather than Contested status (fixing issues with Hostile Takeover and Stormbringer). With no units there in an open state you lose control in the next cleanup, and control can't be lost while anything is on the Chain.
Responsibility for Game Actions
A player is responsible for game actions they perform or are assigned (e.g. a kill attributed to their deal action), even if they don't control the instructing effect. 'When you kill a unit with a spell' requires being responsible for the kill, controlling the spell, and the spell being attributed the kill (relevant for Immortal Phoenix).
Linking
Instructions or abilities that reference each other are linked. If an earlier linked instruction is ignored, later ones are too; if it was replaced, later ones are unaffected. This matters for repeated spells like Hidden Blade.
Referents
Words like 'here', 'my' and 'its' are checked on resolution, while effects referring to their trigger condition check it when they trigger and go on the Chain.
Additional Turn Effects
Settling Time Warp: an additional turn belongs to the instructed player, is inserted right after the current turn, doesn't change normal turn order, and is removed once finished.
Preventing Damage
Prevent is both a game action and a delayed replacement effect, creating a pool of prevented damage that shields the affected units.
Discounts to Cost Components
Discounts on one component of a cost apply as soon as that component is added, before other discounts, making cases like Vex plus Ezreal intuitive.
Main Phase Renamed
The Action Phase is now the Main Phase, to avoid confusion with other 'action' terms, especially the Action keyword.
Unique
Unique, already on three Spiritforged cards, finally gets an entry in the Core Rules keyword section.
Backline
The keyword version of Caitlyn, Patrolling and Soraka, Wanderer's ability: Backline units are assigned combat damage after their controller's other units without Backline.
Attaching Again
Attaching to a new top-most card detaches from the old one, and attaching to the card it's already on does nothing, matching ready, stun and exhaust.

Spiritforged Effective 2025-12-12Official article

The Spiritforged update, effective December 12, 2025 to match the Chinese release, adds attachments, inactive text, Equip, Quick-Draw, Weaponmaster and Repeat, and clarifies priority, focus, Deathknell and cleanups. The team explained that gaps in rule numbering are intentional to reduce renumbering, and that patch notes will never be balance changes.

Spiritforged Addition: Attachment, Attached, and Detached
Cards can now attach to other cards. They use a special frame with a Might Bonus that modifies the card on top, and their rules text goes inactive while attached; overlaying them under the card is recommended. New systems cover top-most cards, effect text, Might Bonus and the attach/detach actions.
Spiritforged Addition: Inactive text
Inactive text has no effect but still exists and can be checked. On attachment frames, effect text and Might Bonus are inactive until attached, and then the rules text becomes inactive instead; e.g. a card with inactive Temporary still has Temporary.
Spiritforged Addition: Equip
Pay the Equip cost and pick a unit you control to attach the Equipment. You can't use Equip while it's attached (its text is inactive), and if the carrier leaves the board you keep the gear to equip again.
Spiritforged Addition: Quick-Draw
Quick-Draw Equipment can be played from hand at Reaction speed (it contains Reaction) and attaches to one of your units as a play effect without paying Equip. It doesn't change when the Equip ability itself can be used.
Spiritforged Addition: Weaponmaster
A unit play effect: pick one of your Equipment and pay its Equip cost reduced by rainbow rune to attach it to this unit, even if it's attached to another unit, since inactive Equip costs can still be referenced.
Spiritforged Addition: Repeat
An optional additional spell cost: pay it to execute the spell's effect one extra time. It can only be paid once, and it still counts as playing one spell.
Control of Abilities
If control of an object changes while one of its abilities is on the Chain, control of that ability doesn't change with it.
Priority and Focus
Priority is the single, exclusive right to take discretionary actions in a closed state, held by one player at a time. Focus is a 'home base' that rotates so everyone gets to play Actions in showdowns; focus without priority grants no right to act.
Deathknell
Deathknell now works consistently: new steps in cleanups, the kill action and the keyword itself remember the object's state and information after it dies, supporting granted Deathknell such as from Svellsongur.
Cleanups
Fixed formatting that made Contested removal look like part of the end-of-combat special cleanup (it isn't), and added rules for when showdowns and combat stop being staged.
Playing Units to Valid Locations
By default, units can be played to your base or a battlefield you control; specific cards can restrict or expand this.
Double and Swap
Double and swap are now game actions, defining how they apply to numbers for a limited duration, like doubling a unit's Might or swapping two units' Might (Gearhead's 'double' keeps its plain meaning).
General Housekeeping
Language updates throughout the document, including fixing or removing examples that were no longer accurate.

Origins Effective 2025-10-24Official article

The first Core Rules patch (the Tournament Rules weren't touched) turns the early Origins FAQ answers into rules and adds Silver Rules, pending/finalizing and FEPR, damage definitions, repeating cleanups, looping layers, and clarifications on targeting, contested status and Hidden. The main functional change is the removal of the Relevant Player system in FFA. The old Core Rules FAQ was retired on November 4, 2025.

New Silver Rules
Two near-universal principles: 'Can't beats can', and 'Do as much as you can' (DAMAYC).
Adjustments to Foundational Definitions
You can't ready something already ready (it doesn't count for triggers); domain identity keys off the Champion Legend; the Chosen Champion is any Champion Unit with the same name as the one that started in the Champion Zone; the Champion Zone holds 1 card; the Main Deck is secret; and cards always return to, and are recycled by, their owner.
Minor Deckbuilding Clarification
Your 3 battlefields can't include duplicates, and in 2v2 partners can't use the same battlefield across both decks.
2v2 Adjustments
Partners can't share a Champion Legend, and they win or lose together, so one player conceding loses for both.
Card Details
Subtitles are part of a card's name, references to cost always mean base cost, Tags, Domains, Types and Supertypes are defined, and shorthands for Exhaust, Might and Domains are spelled out.
Damage, Deal, and Heal
Damage is defined, and deal and heal become game actions.
Bonus Damage
Bonus Damage is properly defined, including how it works with the deal action in more complex spells.
Removal of Relevant Players and the Invite Mechanic in FFA
The first intentional functional change: the Relevant Player and invite system in Free-For-All is removed because it left players unable to defend themselves. All players can now act during showdowns and chains in every mode.
Basic Rune Abilities
Basic rune abilities have Reaction, as they always did.
Pending and Finalizing
Pending and finalizing are formalized, along with FEPR (Finalize, Execute, Pass, Resolve) for running the Chain. Notably, players may now refuse costs such as Deflect incurred by triggered abilities, which makes the trigger fail to finalize.
Reflexive Triggers
Reflexive triggers are defined, including how to spot them and how they work with Bonus Damage. Triggers from spells count as part of the spell for kill attribution but are still abilities for effects like 'Counter a spell'.
Numbering Sections
The steps of playing a card, cleanups, layers and combat steps are now numbered to show they run in sequence.
The Steps of Combat
The initial chain fills attacker, everyone else, then defender; focus doesn't pass at its end; attacker/defender designations, the end-of-combat sequence, and assigning versus dealing combat damage are defined separately; and Combat Cleanup is a special cleanup.
Cleanups
Cleanups repeat until nothing of note happens. Special cleanups add unique steps and, if they need to repeat, repeat as normal cleanups.
Contested Status and Control
Players can't lose control of a contested battlefield even with no units there. Control establishment, 'surprise defense' (moving into a battlefield where another player opened a showdown starts a new showdown alongside combat), control of battlefield abilities, and neutral abilities are all defined.
Showdowns and Combat Staging
Combat is now 'staged' instead of 'pending', and showdowns are marked staged too, to avoid clashing with pending chain items.
Targeting and Choosing
Targeting and 'valid target' are clearly defined, and move destinations are required choices made when the spell or ability goes on the Chain, which must be valid.
Null Isn't Zero
Unavailable numbers are null, not 0. E.g. if Baited Hook's target returns to hand before resolution, its Might can't be computed and no unit can be played.
Layers
Layers now loop until every applicable effect has applied or been disqualified once and a pass changes nothing (letting Fiora work without paradox), with dependencies and how to resolve them defined.
Triggered Ability Updates
How to identify triggers, including 'Nth time' ones (the trigger words needn't start the sentence); simultaneous qualifying events at N trigger once; triggers check conditions from the object's destination; and Play, Conquer, Hold, Attack and Defend triggers are defined, with Attack/Defend firing only once per combat (a change from the FAQ).
Delayed Abilities
Delayed abilities are defined and identifiable, and any type of ability can be delayed.
Costs
Replaced costs still count as paid.
Scoring
Conquering on defense is explained through Contested status.
Burn Out
Conditions for burning out, and burning out repeatedly, are clearer, with examples including endless burn outs.
Add
Add abilities finalize immediately like units and gear, and focus and priority don't pass when they resolve.
Kill
The kill effect and kill attribution rules are clarified.
Hide/Hidden
Champion Zone cards can use Hidden; Hidden costs rainbow rune, not C ; hidden cards actually gain Reaction when played face down; and the targeting restrictions were rewritten, so Zhonya's Hourglass is no longer limited to the battlefield where it was hidden.
Legion
The differences between Legion on spells, play effects and activated abilities are spelled out.
Accelerate
Accelerate's cost always matches the unit's domain, becoming rainbow rune if the unit has no domain or several.
Recall
Recall only sends an object to its base, doesn't change its state, and isn't a move.

Errata

Riot explains errata only in general terms; the italic reason under each card is RiftTH's reading of the matching rules changes.

Radiance Official article

  • Elnuk Herd

    The play effect's +3 Might now goes to any friendly unit instead of 'another' friendly unit, so it can pick itself.

    Brings the text in line with the intended function and makes it clear under the rules.

  • Last Caress

    'Even from face down' becomes part of the rules sentence rather than a parenthetical; same function.

    Parentheses usually signal reminder text; putting it in the sentence makes clear it's an actual rule.

  • Forbidden Technique

    'Banish this.' becomes 'Then banish this.' in the play-from-trash clause.

    Matches the 'then banish' template defined as a replacement effect in the Vendetta rules (banish instead of leaving the Chain normally).

  • Neeko, Blending In

    You now choose 'up to' 3 extra legends instead of exactly 3.

    Removes the obligation to pick a full three during deckbuilding, alongside the new additional-deckbuilding-decision rules in Radiance.

Vendetta Official article

  • Draven, Vanquisher

    The attack/defend clause changes from 'pay C . If you do, give me +2 Might' to 'pay C to give me +2 Might'.

    Uses the 'do X to do Y' cost-within-instructions template, which the Unleashed and Vendetta rules treat as a cost paid when the trigger goes on the Chain.

  • Emperor's Dais

    Changes from '...return a unit... If you do, play a Sand Soldier' to '...return a unit... to play a Sand Soldier'.

    Moves to the cost-within-instructions template so paying and returning the unit is clearly the cost.

  • Fizz, Trickster

    'Recycle that spell after you play it.' becomes 'Then recycle it.'

    Uses the 'then recycle it' template defined as a replacement effect in Vendetta, making the timing clear.

  • Diana, Lunari

    'Pay 1. If you do, Predict...' becomes 'pay 1 to Predict...'.

    Uses the cost-within-instructions template and fits the new rule that paying Energy/Power is always optional (Diana was one of the cards behind that rule).

  • Stalking Wolf

    'You may play me to its battlefield' becomes 'You may Ambush me to its battlefield' (still without needing other units there).

    Makes clear the placement uses the Ambush permission, including its Reaction speed.

  • Astral Heron

    'Your next card costs less' becomes 'the next card you play this turn costs less'.

    Specifies the discount applies only to the next card played this turn and doesn't carry over.

  • Gangplank, Naval

    The +3 Might given instead of being stunned, reduced or returned to hand now lasts 'this turn'.

    The duration was unstated and could be read as permanent; 'this turn' matches the intent.

  • Resonating Strike

    Fixes the Reaction reminder text, which wrongly used Action's wording ('Play on your turn or in showdowns'), to the correct Reaction reminder.

    A misprint correction; the card always had Reaction.

Unleashed Official article

  • Guards!

    Adds 'Then do this:' before the optional pay C to ready the Sand Soldier.

    Uses 'Then do this' to separate linked instructions under the Unleashed linking rules.

  • Relentless Pursuit

    'Attach an Equipment' becomes 'attach up to one Equipment'.

    Clarifies it's at most one and optional.

  • Death from Below

    Adds 'do this:' before the clause letting you play it from your trash if the target had 3 Might or less.

    Separates the linked instruction so the condition's scope is clear.

  • Bone Skewer

    'When they do, Stun it.' becomes 'If they do, then do this: Stun it.'

    'When' could read as a separate triggered ability; a linked follow-up instruction keeps it inside the spell.

  • Leblanc, Deceiver

    Adds 'Then do this:' before the Reflection token becoming a copy of another unit.

    Links the copy instruction to playing the token, following the new linking and copy-effect rules.

  • Mirror Image

    Adds 'Then do this:' before the token becoming a copy of the chosen unit.

    Same as Leblanc, Deceiver: the linked-instruction template.

  • Keeper of Masks

    Adds 'Then do this:' before the two Reflection tokens becoming copies of it.

    Linked-instruction template for a clear order of operations.

  • Rengar, Trophy Hunter

    'I can be played to a battlefield where there are enemy units' becomes 'I can Ambush to a battlefield where there are enemy units'.

    Makes clear that going to an enemy-only battlefield uses the Ambush permission (with Reaction speed).

Spiritforged Official article

  • Falling Star

    'Do this twice: Deal 3 to a unit.' is rewritten as two separate 'Deal 3 to a unit.' lines.

    Each hit becomes its own instruction with its own target (they can differ) instead of a repeat instruction.

  • Icathian Rain

    'Do this 6 times: Deal 2 to a unit.' is rewritten as six 'Deal 2 to a unit.' lines.

    Same reasoning as Falling Star.

  • Reinforce

    You now banish a unit from the top five, then play it with its cost reduced by 5, instead of playing it straight from among them.

    Uses the 'banish, then play' pattern from the first Origins errata so the card clearly leaves the deck before going on the Chain.

  • Arise!

    'Then ready two of them.' becomes 'Then do this: Ready up to two of them.'

    Handles getting fewer than two tokens, and uses the linked-instruction template.

  • Blood Rush

    The granted Assault 2 now lasts 'this turn'.

    No duration was stated, so it could have been permanent.

  • Deathgrip

    Split into 'Kill a friendly unit. If you do, give +Might...' with 'Draw 1.' on its own line.

    The old 'Kill... to give...' read like a cost; splitting it makes clear the draw always happens and the Might depends on the kill.

  • Edge of Night

    'Here' in the attach clause is now in parentheses: '(here)'.

    Makes 'here' explanatory rather than a targeting restriction, consistent with the targeting rules for cards played from Hidden.

  • Janna, Savior

    'Move an enemy unit' becomes 'move up to one enemy unit'.

    Lets it work with no enemy present and makes the move optional.

  • Jax, Unmatched

    Changes from Equipment 'in your hand' having Quick-Draw to 'your Equipment everywhere' having it.

    Fixes Quick-Draw (a play effect) vanishing once the card left your hand for the Chain, which stopped the attach from working.

  • Kato the Arm

    'Give a friendly unit' becomes 'give another friendly unit'.

    Prevents giving its keywords and Might to itself, as intended.

  • Rek'Sai, Swarm Queen

    Now banish one of the two revealed cards and then play it, with the 'play a unit here' clause moved before recycling the rest.

    Uses the 'banish, then play' pattern and orders the instructions as they actually happen.

  • Rell, Magnetic

    Split into 'If you do, then do this: Attach it to me.'

    The attach becomes a linked instruction dependent on actually playing the Equipment.

  • Tianna Crownguard

    'Opponents can't score points' becomes 'opponents can't gain points'.

    Covers points from every source, not just battlefield scoring.

  • Void Burrower

    Now banish one of the two revealed cards, then play it.

    The 'banish, then play' pattern for playing from the deck.

  • Void Rush

    Now banish one card and play it for 2 less, drawing any you didn't banish.

    The same 'banish, then play' pattern as Void Burrower.

  • Yone, Blademaster

    'Conquer an open battlefield' becomes 'conquer a battlefield that was uncontrolled'.

    'Open' clashes with the rules term for open states, so unambiguous wording is used.

Origins Official article

  • Ava Achiever

    The Hidden card played from hand is no longer forced 'here'; only a unit is played there.

    Spells and gear can't be played 'here', so the location applies only to units.

  • Baited Hook

    The chosen unit from the top five is banished first, then played.

    The 'banish, then play' pattern makes the card clearly leave the deck before being played (applied to many play-from-deck cards).

  • Blind Fury

    The chosen revealed card is banished, then played.

    The 'banish, then play' pattern.

  • Clockwork Keeper

    Split into an optional additional cost plus a play effect: draw 1 if you paid it.

    Makes the draw a play effect that checks whether the extra cost was paid.

  • Convergent Mutation

    Adds 'this turn' and rewords it to increase Might to the other unit's Might.

    Defines the duration and the calculation.

  • Dark Child, Starter

    'Ready 2 runes' becomes 'ready up to 2 runes'.

    Avoids problems when fewer than two runes can be readied.

  • Dazzling Aurora

    The revealed unit is banished, then played.

    The 'banish, then play' pattern.

  • Disintegrate

    Adds 'do this:' before 'draw 1' in the if-this-kills-it clause.

    Makes the scope of the 'if' condition clear.

  • Dragon's Rage

    'Then choose another enemy unit' becomes 'Then do this: Choose another enemy unit'.

    Makes the second part a clear follow-up instruction whose target depends on the move destination.

  • Dune Drake

    Adds 'this turn' to the +2 Might.

    No duration was stated.

  • Highlander

    'Recall it exhausted' becomes 'heal it, exhaust it, and recall it', and 'dies' becomes 'would die'.

    Makes it a proper replacement effect (replacing the death before it happens) and heals the unit so it doesn't just die again.

  • Karma, Channeler

    'When you recycle one or more cards' becomes '...cards to your Main Deck'.

    Specifies only recycling to the Main Deck counts.

  • Kinkou Monk

    'Buff two other friendly units' becomes 'buff up to two'.

    Works even with fewer than two other friendly units.

  • Nocturne, Horrifying

    Now: as you look at or reveal it from the top of your deck, you may banish it, then play it for rainbow rune.

    Uses the 'banish, then play' pattern and defines timing more precisely than the vague original.

  • Pack of Wonders

    'Hidden card' becomes 'facedown card'.

    Face-down cards have no front-side information (including the Hidden keyword) to check, so they're referred to as face-down cards.

  • Portal Rescue

    Specifies the card's owner plays it to their own base (English text only).

    Handles controlling an opponent's unit: it goes to its owner's base.

  • Promising Future

    'Chooses one' becomes 'banishes one' of the top five.

    The 'banish, then play' pattern gives the card a clear location until it's played.

  • Ravenborn Tome

    Adds 'this turn' to the next spell getting Bonus Damage.

    Stops the effect carrying across turns.

  • Salvage

    'You may kill a gear' becomes 'You may kill up to one gear'.

    Lets it be played with no gear to target and still draw.

  • Sigil of the Storm

    Adds 'you must' and a note that it doesn't choose anything.

    Clarifies it's mandatory and not a target (relevant for choose-triggered effects).

  • Sona, Harmonious

    Rewritten as an end-of-turn trigger: if I'm at a battlefield, ready up to 4 friendly runes.

    The old text read like a static ability; it's now clearly a trigger, with 'up to'.

  • Targon's Peak

    'Ready 2 runes' becomes 'ready up to 2 runes'.

    Same as Dark Child, Starter.

  • Teemo, Strategist

    Removes the played-from-Hidden trigger, leaving only the defend trigger, and the enemy unit is chosen before revealing cards.

    Targeting now happens when it goes on the Chain, per the targeting rules, and drops the part that didn't work cleanly.

  • The Boss

    Reworked into a replacement effect that heals, exhausts and recalls the unit instead of it dying, with spending its buff part of the payment.

    Matches the same template as Highlander and Zhonya's Hourglass.

  • The Dreaming Tree

    Now: when a player chooses a friendly unit here with a spell for the first time each turn, they draw 1.

    Battlefields can be controlled by anyone; 'a player' makes clear who draws.

  • The Syren

    'To your base' becomes 'to its base' (English text only).

    Units go to their owner's base.

  • Tideturner

    'A friendly unit' becomes 'a unit you control at another location'.

    A swap only makes sense with a unit elsewhere, and control is specified.

  • Unforgiven

    'Your base' becomes 'its base' (English text only).

    Same as The Syren.

  • Unlicensed Armory

    Now: the next time it would die, you may pay C to heal, exhaust and recall it instead.

    Uses the same replacement-effect template as Highlander.

  • Void Gate

    Now: spells and abilities deal 1 Bonus Damage to units here.

    Bonus applies only to damage dealt to units here, not every instance from a spell that touches a unit here.

  • Zhonya's Hourglass

    'The next time a friendly unit would die' becomes 'If a friendly unit would die', and the unit is healed, exhausted and recalled.

    Makes it a replacement effect active while on the board, consistent with similar cards.