Primal Dawn FAQ

The FAQ is up!

Table of Contents

New Keywords

Returning Keywords

Returning Concepts

Specific Cards

Rules for Spectral Acorn

New Keywords

Empower is a keyword power that cards can have. It means:

While this is in your hand: Transform this into its Empowered version. Then, this gets +cost, + , and + each equal to this card’s cost, , and .

Empowered cards are nearly the same as their base cards except that the numbers on the base powers of the cards are all doubled.

You can only activate Empower once on a card. It will then transform into the Empowered version of itself.

In the event a card does not have or , those will not be increased.

or , those will not be increased. In the event any of the values being added to the card are negative, the value does not become further negative. 0 will be added instead.

Example: I Empower a Crazed Raider with -3 . Its remains -3 instead of becoming -6 because negative values are removed from the calculation when summing a value.

Enthralled is a keyword power that cards can have.

Enthralled cards act no differently than normal cards.

Enthralled doesn’t do anything on its own; it’s a modifier that specific cards can interact with. The only card that currently interacts with an Enthralled card is Succubus.

Multiple instances of Enthralled are not cumulative. If a card has Enthralled and gets another instance of Enthralled, it does not have doubled Enthralled.

Returning Keywords

Some keywords work in all zones while other’s do not:

Keywords that work in all zones are: Lifedrain, Flight, Speed, Skyguard, Crush, Steadfast, Defensive, Swiftstrike, Enthralled, Rage X, Unblockable, Death Sentence, Lethal and Prophecy

Keywords that are only active in specific zones are: Tunneling, Empower, Allegiance, Inspire, Spellshield, Shift, and Invincible

Allegiance is a keyword power that cards can have. It means:

The following power is active while you have atroop of the named characteristic in your hand or in play.



Allegiance works the following way for each different card type:

Resources : While you have a troop with the bolded characteristic in your hand or in play, this power is active when you play this. This power will happen when the resource is played.

: While you have a troop with the bolded characteristic in your hand or in play, this power is active when you play this. This power will happen when the resource is played. Troops : While you have another troop with the bolded characteristic in your hand or in play, this power is active. This power will occur on resolution unless otherwise stated.

: While you have another troop with the bolded characteristic in your hand or in play, this power is active. This power will occur on resolution unless otherwise stated. Allegiance checks whether or not the condition is met depending on the trigger point.

A card can have multiple allegiances, either different or the same. The power will be active if the aforementioned characteristic is met.

Crush ( ) is a keyword power that troops can have. It means:

If this would deal more than fatal combat damage to all troops blocking it, it deals exactly fatal damage to those troops and the rest to those troops’ controller instead.



Crush damage is applied after all other replacement/prevention modifiers for that packet have been applied. If that damage is reduced or prevented to, at, or below fatal for those troops, then no damage will be dealt to the champion this way.

Damage dealt to a champion this way can be further modified or prevented, but only if that modifier did not affect the original packet.

If a troop with Crush was blocked but all of its blockers were removed from combat, it will deal its damage to the defending champion instead.

Multiple instances of Crush are not cumulative. If a troop has Crush and acquires another instance of Crush, it does not have double Crush.

Defensive ( ) is a keyword power that troops can have. It means:

This can’t attack.



Multiple instances of Defensive are not cumulative. If a troop has Defensive and acquires another instance of Defensive, it does not have double Defensive.

Flight ( ) is a keyword power that troops can have. It means:

This can only be blocked by troops with Flight.



Multiple instances of Flight are not cumulative. If a troop has Flight and acquires another instance of Flight, it does not have double Flight.

Invincible ( ) is a keyword power that artifacts, constants, and troops can have. It means:

This can’t be damaged or destroyed.



A troop with Invincible will still die if its is reduced to 0 or less.

is reduced to 0 or less. Multiple instances of Invincible are not cumulative. If a troop has Invincible and acquires another instance of Invincible, it does not have double Invincible.

Lethal is a keyword power that troops can have. It means:

Any damage that this troop would deal to another troop is considered fatal damage.



If a troop with Lethal is blocked by two or more troops, only one damage will be dealt to the first troop. The remaining damage will be dealt to the second. In the event that there are more than two troops, one damage will be dealt to each troop before the final troop. The final troop is then dealt the remainder of the damage (assuming the lethal troop has enough ).

). If a troop with Lethal and Crush is blocked, it will deal one damage to each of its blockers and the remaining damage to the opposing champion.

Multiple instances of Lethal are not cumulative. If a troop has Lethal and acquires another instance of Lethal, it does not have double Lethal.

Lethal works in any zone.

Lifedrain ( ) is a keyword power that troops can have. It means:

Damage dealt by this troop also causes you to gain that much health.



The health gain from Lifedrain occurs at the same time the damage is dealt. Lifedrain is not a trigger.

Multiple instances of Lifedrain are not cumulative. If a troop has Lifedrain and acquires another instance of Lifedrain, it does not have double Lifedrain.

Prophesy is a tag keyword that can be found on any card. It means:

The next [something] in your deck gets the following power.



Cards may have multiple prophecy powers.

Prophecy affects the next card of the named type in your deck, not the next one that enters your hand.

Rage X ( ) is a keyword power that troops can have. It means:

When this attacks, it gets + .

Multiple instances of Rage are cumulative. If a troop has Rage 1 and Rage 3, it will sum these into Rage 4 and will get +4 when it attacks.

Shift is a keyword power that troops can have. It means:

This loses this power and target troop you control gets this power.

Shift only applies to the power immediately following the Shift keyword.

If the target for the Shift power is no longer in play when Shift resolves, the target becomes illegal. The troop targeted by the Shift power will not receive the power after the Shift, and the troop trying to Shift the power off will retain the power. The will be used up, however.

will be used up, however. , the resource cost to activate the Shift power, will always be displayed directly on the troop. In the Armies of Myth chapter, that resource cost is always .

Skyguard ( ) is a keyword power that troops can have. It means:

This troop can block troops with Flight.

Multiple instances of Skyguard are not cumulative. If a troop has Skyguard and acquires another instance of Skyguard, it does not have double Skyguard.

Speed ( ) is a keyword power that troops can have. It means:

This troop can attack and use powers regardless of how long it’s been under your control.

Multiple instances of Speed are not cumulative. If a troop has Speed and acquires another instance of Speed, it does not have double Speed.

Spellshield ( ) is a keyword power that artifacts, constants, and troops can have. It means:

This can’t be targeted by opposing cards and powers while in play.

A card with Spellshield can’t be targeted by opposing cards and powers only while in play.

If all cards targeted by an opposing card or power get Spellshield in response to the opposing card or power on the chain, then the card or power is interrupted upon resolution because it has no legal targets. Currently, cards with multiple lines will still resolve those lines not directly affected by the spellshield, e.g. Crackling Bolt will still grant a charge even if the troop is made invalid. This is a known issue that we are working to correct.

Multiple instances of Spellshield are not cumulative. If a troop has Spellshield and acquires another instance of Spellshield, it does not have double Spellshield.

Steadfast ( ) is a keyword power that troops can have. It means:

This troop does not exhaust when it attacks.

Multiple instances of Steadfast are not cumulative. If a troop has Steadfast and acquires another instance of Steadfast, it does not have double Steadfast.

Swiftstrike ( ) is a keyword power that troops can have. It means:

This troop deals combat damage before troops without Swiftstrike.

If a troop loses Swiftstrike after it has already dealt Swiftstrike combat damage, it will not deal damage again when troops without Swiftstrike deal damage. If a troop gains Swiftstrike after other troops with Swiftstrike have dealt their combat damage, it will deal damage when troops without Swiftstrike deal damage.

Multiple instances of Swiftstrike are not cumulative. If a troop has Swiftstrike and acquires another instance of Swiftstrike, it does not have double Swiftstrike.

Unblockable is a keyword power that troops can have. It means:

This troop can’t be blocked.

Multiple instances of Unblockable are not cumulative. If a troop has Unblockable and acquires another instance of Unblockable, it does not have double Unblockable.

Returning Concepts

is a tag that appears on some powers and on the typelines. Basic means, “Play this card/use this power only during your Main Phase, while you have priority, and while the chain is empty.”

Some cards may cause two or more troops to “battle” one another. When two troops battle, they each deal damage equal to their to the other troop.

Both troops must be in play to battle. If one of the troops is no longer in play, no longer a troop, or no longer a legal target for a targeted power that would cause it to battle, the battle no longer takes place.

Damage dealt in a battle is not combat damage.

In the event that more than two troops are battling, each troop deals damage equal to their to all other troops they’re battling. All battles are concluded before pre-priority processing is run, and troops with fatal damage on them die.

Some cards bury cards from a champion’s deck. To bury cards is to move them from the top of that champion’s deck into their crypt.

Some cards will have the power to “choose one at random.” These cards randomly select one of their powers to activate at the specified timing and complete their power.

Copies are very similar to replicas in the way they function with a few key distinctions. The rules for copies have been updated with this patch to make both gameplay and rules be better and more intuitive with regards to copies. The changes for copies rules are as follows:

Copies get all modifiers that the copied card had, with the same duration.

Example: I have a Frigid Buffalo and I play Smoke Signals. If I then create a copy of the 2 /4 Frigid Buffalo, I will get a 2 /4 Frigid Buffalo. At the end of the turn, the +1 modifier will be removed from both Frigid Buffalos.

Powers that are indefinite modifiers are not copied over in the creation/transformation of copies.

Example: You control a Command Tower and a Duplicitous Duke. The Duke is a 3 /2 when in play, and the copy is also a 3 /2 . It is no longer a 4 /2 with the Command Tower’s indefinite modifier being both copied over and then applying to the copied Duplicitous Duke.

The remaining rules are still true of copies:

Copies are always created or transformed into the copied target (current state).

Like replicas, copies of socketable cards will be socketed with the same gems as the original.

Copied cards have the same attributes ( , , cost, shard, threshold, type, traits, uniqueness flag) and powers as the card they copied. In the case of uniqueness violations, the card that has been in play the longest will be put into the crypt.

, , cost, shard, threshold, type, traits, uniqueness flag) and powers as the card they copied. In the case of uniqueness violations, the card that has been in play the longest will be put into the crypt. Powers are not restored to the copy if the original card has used its power.

power. If the copy has targets, you may choose new targets for the copy.

Cards that are copied are independent from their source once they’re created or transformed. They are treated as their own card.

Example: I have a Frigid Buffalo. I make a copy of that Frigid Buffalo and then play Taint on the original. The original Frigid Buffalo will become a 1 /2 , but the copy is its own card and will not also get that -1/-1 from Taint.

Some cards will use counters. These cards will tell you what those counters do.

If a card refers to a counter, it’s referring to a counter on itself unless otherwise specified that it interacts with other counters.

Counters remain on cards when they move through zones unless otherwise stated.

Some cards create other cards. Such powers will tell you what zones the created cards are put into and what special powers the card will have.

Created cards function just like normal HEX cards. If they’re reverted, they’ll revert back to the way they entered the game.

Some cards reference if a card or cards “died this turn.” The term “die” means a troop going from in play to the crypt. “This turn” specifies that it must have happened during the current turn.

Troops remember throughout the turn whether or not they’ve died this turn. This is tracked even if the troop is in any deck, hand, void, etc.

Some cards have a power when they die. These death triggers take place when a troop goes from in play to the crypt.

Some cards can be played for free or allow you to play other cards “for free.” To play a card for free is to play it without paying the cards costs, additional costs, and to ignore its threshold requirements.

Cards played for free are still added to the chain where they must wait to resolve.

Some cards can interrupt cards or powers on the chain. A card or power on the chain is called a link. A link that is interrupted gets removed from the chain and does nothing. If that link is a card, the card is put into its champion’s crypt.

A card can only be interrupted while it’s on the chain. A card in any other zone is not a legal target for interruption.

A link can’t interrupt itself.

A “prismatic card” is a card that has one or more shard. These can be denoted by the number of thresholds ( ) they have, and the prismatic card border around them.

A “Prophesied card” is a card that has received a Prophecy power.

Some cards reference “put a card into your deck.” Putting a card into your deck means to randomly put that card somewhere into your deck.

If the card is already in the deck and is put into the deck, its position in the deck is randomly determined.

Putting cards in your deck does not change the order of the other cards in your deck.

Some cards will create or transform cards into replicas of another card. A replica is the same as the original card, except that:

It is shardless.

It has no thresholds.

It is also an artifact.

If it is a troop, it is also a Robot and a Replica.

If the original was Unique, the replica is not.

The replica does not copy any modifiers on the card, this includes transformation history.

If the original card has a gem in it, that gem will also be socketed in the replica.

Some cards get revealed by cards or powers in the game. A revealed card is seen by each player in the game.

Some cards have the power to revert cards. Reverting a card removes all definite modifiers (modifiers denoted by the “get/gets” wording on a card) from a card, as well as any transformations the card has gone through. Reverting a troop will also remove all damage from the troop.

Definite modifiers (cards with “get” or “gets” in relation to duration) are removed by reversion.

Indefinite modifiers (cards with “has” or “have” in relation to duration) are not removed by reversion.

Reverting a card will also set the number of counters on it to the amounts it started with (normally 0).

Reverting a card will restore the use of its powers.

Some cards or powers will tell you to “sacrifice a [thing].” To do so, choose a [thing] you control and put it into your crypt.

A [thing] could be something with a card name, cost, shard, type, etc.

Some cards are Socketable. Such cards will be either Socketable Minor or Socketable Major. Socketable Minor cards can only be socketed with minor gems, but Socketable Major cards can use either major or minor gems.

You may use four of the same gem in a given deck.

Gems grant a power with a threshold requirement to the card. Gems do not increase the threshold requirement of the troop itself.

The powers granted by gems are not removed by the revert mechanic.

When using your reserves between games of a match, you can change the gems in your Socketable cards.

A trait is anything that appears directly to the right of the hyphen on a card’s typeline. This includes, subtypes, race, and class. This does not include whether or not the card is Unique.

Some cards will transform themselves or other cards into a different card. A card that transforms retains its orientation (ready or exhausted), any counters, modifiers, and damage on the card unless otherwise stated. In the following circumstances, the card will also revert as part of transforming:

A troop card that would transform into a non-troop card reverts prior to transformation.

Some cards are Unique. Such cards will have the Unique tag on the far right-hand side of the typeline. If at any time you control more than one card with the same name that is Unique, all but the most recent card to enter play are put into your crypt.

Some cards will say to “void” a card. To void a card is to move it from its current location into its controller’s void.

Specific Cards

Champions:

Fiona Honeyfinch

This power also reduces the of the troops you control without Flight.

Raven Talon

This power will be added to your champion and removed when the turn ends.

Uzzu the Bonewalker

Uzzu doesn’t require a threshold to use her power.

Yotul Mogak

Non-combat damage is any damage dealt by cards not through the combat damage step of the turn.

Cards:

Airvolution

The targeted troop will get Flight before the second power resolves and gives all troops with Flight +1 /+1 . If the targeted troop is removed from play in response to Airvolution, there will be no legal targets for the action and the Airvolution will fail to resolve.

Angel of Agony

Troops are healed (all damage is removed) at the conclusion of each turn during cleanup. With Angel of Agony, each opposing troop (regardless of when it entered play) will not be healed until she is removed from play.

Artisanal Cheesesmythe

Cheese is a subtype on cards like Human, Ranger, or Engine.

Bleed Out

Bleed Out can only be played targeting a champion that was dealt damage this turn.

Bogberg, the Great Gobbler

Bogberg will get +2 /+2 for each action each champion draws not just the actions that you draw.

/+2 for each action each champion draws not just the actions that you draw. Bogberg will only get +2 /+2 from actions drawn from its enter play power. Any cards drawn after the fact will not cause Bogberg to increase in size.

Briar Harvester

Briar Harvester’s power will track the number of troops that died during the turn. It doesn’t matter if those troops have been moved by other cards or powers to different zones, it will know how many troops died this turn.

Brood Count

Brood Count’s replacement power does not cause it to deal damage. Therefore, Brood Count will not trigger powers that have “When this deals damage to an opposing champion,” because it never deals damage to the opposing champion.

Coins of Kismet

The Coins of Kismet are a series of Artifacts that are played when they enter your hand. Each of Kismet’s mysterious coins have their own unique powers that the fates will bestow upon you.

Cry of the Eagle

Cry of the Eagle will only trigger use up its once per turn trigger if it is in your hand. Thus, if you deal damage with a Coyotle in combat, and then draw Cry of the Eagle later in the turn, you can still play it for free if a Coyolte you control deals damage to a champion.

Daarmak

Shardless is not a shard. Thus, playing a shardless non-resource card can still create a shardless card and put it into your hand.

If you played a card with Daarmak in play, Daarmak will create a random , , , or shardless card and put it into your hand.

Electrofry

In the event both champions die at the same time from fatal damage, a champion will be destroyed based on the following criteria:

The champion with the greatest health wins (e.g. Electrofry brings one player to -1 health and the other to -2. -1 is greater than -2, thus the champion with -1 health wins the game.

If both champions have the same negative health, the champion who’s turn it is wins the game.

Flashpaw Howler

You may activate your champion charge power once each turn. Thus, you may use your charge power on your turn and then again on each opposing champion’s turn with Flashpaw Howler.

Flashpaw Howler also allows you to use Eternal Drifter’s charge powers at quick speed.

Force of the Tomb

Force of the Tomb will only use up its once per turn trigger if it’s in your hand. Therefore if you deal damage with a Necrotic in combat, draw Force of the Tomb later in the turn, and then a Necrotic you control deals additional damage to a champion, you can still play Force of the Tomb for free.

Frenetic Doppelganger

If Frenetic Doppelganger transforms with its start of turn triggered power at least once, it will retain that power through all transformations. If it’s transformed by something else before its triggered power causes it to transform, it will instead not retain the power.

Gemborn Prowler

A socketed power is any of the powers granted by a gem. These powers still require their threshold requirements.

Hallowed Radiance

Gaining a threshold is an individual event for each threshold. If a card tells you to gain multiple thresholds, Hallowed Radiance will trigger once for each threshold gained.

Lazgar Chul

Lazgar Chul is correctly labeled an Ardent Vennen.

Maw of the Hunt

Maw of the Hunt will only use up its once per turn trigger if it’s in your hand. Therefore if you deal damage with an Elf in combat, draw Maw of the Hunt later in the turn, and then an Elf you control deals additional damage to a champion, you can still play Maw of the Hunt for free.

Obsidian Cyclops

“As this enters play” occurs before “when this enters play.” Thus, any “when this enters play” gem will see Obsidian Cyclops’ and after his and have been increased.

Poet of Gla’aki

When Reginald Lancashire is put into an opposing champion’s crypt from their deck, both he and the Poet will trigger. This will resolve the Poet first, putting the Reginald Lancashire into your hand. Then, you will be destroyed by Reginald Lancashire’s power.

When a Spiderling Egg is put into an opposing champion’s crypt from their deck with a Poet of Gla’aki in play under your control, the following sequence will occur: Both the Egg and the Poet will trigger. The Spiderling Egg is put into the Poet of Gla’aki’s champion’s hand. The Egg triggers again. The Spiderling Egg is then put into your void, and the top card of your deck is put into your hand. The opposing champion (the one who does not control the Poet of Gla’aki) will have a Spiderling created and put into play under their control. Then to resolve the initial Spiderling Egg trigger, the top card of the opposing champion’s deck is put into their crypt. This triggers the Poet of Gla’aki, putting that card into your hand.

Poet of Gla’aki does not put Booby Traps into your hand. This is because Booby Trap is a replacement power and never actually enters a champion’s crypt from their deck. Instead, is put directly from the deck into the void.

Prestidigitator

“Meet the threshold requirements to play,” means you have access to the threshold required to play the created card at the time Prestidigitator’s enters play effect triggers.

Psionic Flame

In the event both champions would lose the game simultaneously, the champion with the greatest remaining health is determined the winner. For example, Champion A has 2 cards remaining in their deck while Champion B has three health remaining. Champion A plays Psionic Flame for = 3. Both Champions would lose the game (Champion A from decking out; Champion B from fatal damage). Thus, Champion A wins the game because they have the greatest remaining health (A’s health total is greater than B’s 0 health total). There is currently a bug on this where the incorrect champion is winning.

Quash Ridge Exterminator

Quash Ridge Exterminator’s enter play power voids all cards with the subtype Egg, this includes Spiderling Eggs, and Terrorantula Eggs.

Skitter of the Arachnid

Skitter of the Arachnid will only use up its once per turn trigger if it’s in your hand. Therefore if you deal damage with a Vennen in combat, draw Skitter of the Arachnid later in the turn, and then a Vennen you control deals additional damage to a champion, you can still play Skitter of the Arachnid for free.

Starcaller Ancient

A Prophesied card is any card that has been affected by a Prophecy power.

Starlight Pathfinder

A Prophesied card is any card that has been affected by a Prophecy power.

Subterfuge

Playing Subterfuge will reveal your opponent’s entire hand. You then choose a revealed, non-resource card from that hand, and it will transform into a random card of the same shards. You do not see the card this transforms into.

Succubus

Enthralled is a keyword with no inherent meaning. It’s a keyword that powers and effects can reference, like Succubus’ second power.

Tezozo

If the same Tezozo dies multiple times, it can get multiple instances of the power: “When this enters play, destroy target opposing troop.”

Thorntwister

When Thorntwister leaves your hand, it is no longer modified by its ability. Any other cost modifiers modifying Thorntwister’s cost still apply.

If Thorntwister leaves your hand and then is put back into your hand later during the same turn, its power will go back to reducing its cost for each health you’ve gained during the turn.

Vampython

Vampython’s triggered power checks for each instance of damage dealt. Thus, you’ll gain 1 health from Vampython’s power for each troop that deals damage to an opposing champion.

Zakiir’s Frenzy

“Meet the threshold requirements to play,” means you have access to the threshold required to play the created card at the time it is created.

Example: If you have you can create a Psionic Flame (you have ) or a Tale of Destiny (you have ), but you cannot create an Inquisition (you don’t have , you just have ). You are also unable to create a Primal Dawn as you don’t have .

Zygmunt’s Game

“Your card” is defined as a card that you currently control. If someone takes control of a troop you currently control, it is no longer your troop. For example, an opponent takes control of your Frenetic Doppelganger with a Mancubus. That Frenetic Doppelganger is no longer “your card,” it is now “your opponent’s card.” When “your” appears on a card, it refers to the current controller of that card (inferring that it is you).

Rules for Spectral Acorn

Spectral Acorn

Spectral is a special keyword just for Spectral Acorn it means:

This is unaffected by all cards, powers, and effects other than its own powers and effects.

As such, Spectral Acorn will not be seen by cards like Arcane Focus, be randomly put into your hand by cards like Infernal Professor, destroyed by things like Total Meltdown, or reverted by things like Cleanse. If the card, power, or effect is not the payment power on Spectral Acorn, it will not affect the Spectral Acorn. Spectral Acorn will be skipped over in the case of Arcane Focus and you will see the next card in your deck instead.

To irreversibly transform into a Mystic Squirrel means that this transformation persists throughout all of time. Even after the game is finished, the individual copy of Spectral Acorn in all your decks using that Spectral Acorn will become a Mystic Squirrel. This change cannot be undone.

To ensure that champions do not transform their prized possessions into Spectral Acorns and then turn them into Mystic Squirrels forever in an irreversible fashion, Spectral Acorn cannot be randomly created or transformed.







Discuss the Primal Dawn FAQ in our forums!