Core Rules - v1.5
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↕ 0 earlier rules
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Example: The Zero Drive is an Equipment gear whose rules text reads in part “[3][B], Banish this: Play all units banished with this, ignoring their costs.” The Zero Drive’s effect text reads “[Deathnkell][>] > |
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Banish me.” The granted Deathknell ability is linked with the Zero Drive’s activated ability. > |
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| 397. |
Linked Abilities can contain component Abilities of any type. > |
| 398. |
A component Linked Ability that references a Game Object affected by another Ability in the set may only interact with Game Objects affected by the Abilities it is Linked with. > |
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Example: The Zero Drive is an Equipment gear whose rules text reads in part “[3][B], Banish this: Play all units banished with this, ignoring their costs.” Any units banished by effects other than component Linked Abilities in the same set as the activated ability cannot be played when resolving the activated ability. > |
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| 399. |
Playing or Activating Abilities > |
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Example: A unit with 4[M] is under the effects of a passive ability that reads “Units you control here have their Might increased to 5 [M].” Its controller plays Discipline on the unit. As previously established, the passive ability depends on the Discipline effect. We apply the Discipline effect first, giving the unit +2 [M], and then immediately apply the passive ability that depends on it. The unit’s final Might is 6 [M]. > |
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↕ 3508 later rules
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