e are often times when you want to do something after your opponent plays a card but before that card affects the game. The chain allows you to do that.
The chain is the zone where cards and effects go after they are played but before they have an impact on the game. While a card or effect is waiting on the chain, you can do things that will impact the game before that card or effect does.
1. "fbe Chain
Most actions you take in this game don't happen right away. First, they put a card or effect on the chain, where it waits to resolve. Only when that card or effect resolves does something happen. The chain keeps track of the order in which things happen in the game.
o Cards and effects resolve off the chain in reverse order. This means that if you put something on the chain after your opponent does, your card or effect will have an impact on the game first.
If the chain is empty and two players want to do something at the same time, the turn player (the person whose turn it is) gets to act first. In a multiplayer game, the person to the turn player's left gets to act next, and so on.
If the chain has a card or effect on it and two players want to do something at the same time, the player who added the last thing to the chain gets to act first, then the person to that player's left, and so on.
Whenever a card or effect goes on the chain, players get a chance to respond to it with payment powers or instants of their own. If no one wants to respond, the card or effect resolves and has its impact on the game right away. If someone does respond, the chain determines the order in which things happen.
The player who put the last card or effect on the chain gets to respond first with as many actions as he or she wants. Once that player is done, the other player (or, in a multiplayer game, the person to his or her left) gets a chance to respond.
When there are no more responses to the last card or effect on the chain, it resolves and has its impact on the game. Then the next-to-last card or effect on the chain moves up and is ready to resolve. Players can respond to it with the same process, and so on for the entire chain. Once the chain is empty, if no one adds to it, the game moves on.
Example: It's the action phase of your turn. You play Shield Bash, an ability that reads, "Your hero deals damage to target ally." The ally you target has 3 health and 2 damage counters on it already, so the damage your hero will deal as the ability resolves be enough to destroy the ally. Your ability card goes on the chain, and you tell your opponent that you're done adding to the chain for now.
Your opponent responds by targeting the same ally with Primal Mending, an instant ability that reads, "Your hero heals 2 damage from target ally." That ability goes on the chain on top of yours, and then your opponent gives you the chance to respond.
You choose not to respond, so the last thing added to the chain (your opponent's healing ability) resolves first, removing the 2 damage counters.
You both get another chance to respond to your first ability, but neither one of you chooses to respond. Your ability resolves, and your hero deals 1 damage to the ally. When everything is done resolving, the ally has 1 damage counter on it.
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