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WHAT EACH CARD BRINGS

Card Types

Every card has a primary Element and one of the engine’s six card types. A card can also have one or more type classes; those are tags used by rules and effects, not extra card types.

Unit
Spell
Artifact
Secret
Hero
Domain

Unit

Units occupy the battlefield. Their Attack, Life, position, movement, and rules text determine how they can fight. Units can have static, triggered, and activated abilities.

Unique Units

Unique is a Unit type-class prefix. You can control only one copy of a Unique Unit in play. If another copy would enter under your control, the duplicate is sent to the Graveyard immediately rather than entering play normally.

Variable Unit Types

Additional Unit type classes are flexible descriptive tags, such as Beastkin, Undead, Human, Vampire, or Elf. A Unit can carry more than one class. Cards and abilities can use these tags as criteria when they select, affect, or count Units; the tag alone does not add a rule unless card text says it does.

Spell

Spells resolve their written actions and normally leave play afterwards.

Interrupt

An Interrupt is a Spell type class that can be played only in a legal interrupt-response window. It must still meet its cost and target requirements.

Enchant

An Enchant is a persistent Spell attachment. It remains linked to its allowed target—such as a Unit, Hero, Artifact, Domain, Lane, Global area, or location—until its rules or the target leaving play end that attachment.

Other Spell classes

Action (also called Technique) is the standard Spell class. Channel identifies a Spell with its own authored channel behavior. These classes are read alongside the card’s complete rules text.

Artifact

Artifacts are persistent non-Unit cards. They can supply passive effects, triggers, or activated abilities.

Equipment

Equipment is an Artifact type class for an Artifact that attaches to a Unit. Its card text defines how it is equipped, any cost to equip it, and the effects it gives while attached.

Secret

Secrets are persistent hidden cards whose authored condition and effect control when they reveal or act. Protection from Secrets and card-specific text can affect whether their actions are legal.

Trap

A Trap is a Secret type class bound to a chosen opponent-side battlefield cell. It can react to its authored position, entry, exit, or traversal condition while its identity stays hidden from the opponent; it does not occupy the cell like a Unit.

Hero

Your Hero is your leader. A Hero has Life, Attack, elemental affinity, Aeon production, and a Hero Power; card-specific Heroes can also supply Resolve techniques and a Limit Break. See Hero Cards.

Domain

Domains are persistent elemental cards established during the Domain Step. A Domain has exactly one of two classifications: Basic or non-basic.

Basic and non-basic Domains

A Basic Domain has the Basic class and intrinsically generates one Aeon of its primary Element during the Energy Step. A non-basic Domain has no type class; any energy amount, activated ability, passive effect, trigger, or other behavior it has is authored by its own card text.

Identity and cost

A card’s primary Element is its identity. Its printed Aeon cost is a separate payment requirement and can contain elemental, generic, or paired symbols. See Elemental Aeon and Card Stats.