701. Buffs
702. Buffs are objects placed on Units.
3 subsections
703. Each Buff individually contributes +1 Might to a Unit.
704. Buffs are Game Objects and may be referenced, counted, or targeted by other effects as specified.
705. If a Unit leaves play, remove all Buffs from it.
1 subsection
706. Mighty
707. Mighty is a description that applies to some units. Other game effects can check whether a unit is Mighty.
708. A Unit "is Mighty" as long as its Might is 5 or greater.
709. A Unit "becomes Mighty" at the moment its Might changes from being less than 5 to being 5 or greater. Example: A Unit with Might 4 that gets +1 [M] becomes Mighty . Example: A Unit with Might 5 that gets +1 [M] does not become Mighty , because it was already Mighty.
710. Units on the board are evaluated according to their current Might. Example: A unit with a base Might of 3 is targeted by a spell that reads "A unit gets +3 [M] this turn." As that spell resolves, its Might changes from 3 to 6, and it becomes Mighty . When that effect expires at the end of the turn, it will no longer be Mighty.
711. Units in Non-Board Zones are evaluated according to their inherent Might. Example: A unit in the trash is Mighty if its printed Might is 5 or greater. It doesn't matter if there were effects raising or lowering its might while it was on the board.
712. Bonus Damage
713. Bonus Damage is an intrinsic property that can be granted to Deal actions that influence the amount of Damage that the action is distributing.
714. If more than one instance of Bonus Damage is applied or granted to a Deal action, all instances are summed and applied once.
2 subsections
715. Bonus Damage applies to the total damage Dealt by one instance of the action.
3 subsections
717. Attaching is a limited action that causes cards to become linked to each other to combine their effects in some way. This causes one card to become Attached and the other to become A Top-Most Card. See rule 421 Attach for more information.
718. Attached is the state of a card being linked to another card in this way.
8 subsections
719. A Top-Most Card is a card that has one or more cards linked to it through the process of Attaching.
5 subsections
720. Inactive
722. Inactive text is still present on cards.
2 subsections
723. Rules Text is never Inactive by default.
724. Effect Text is Inactive unless the card with the Effect Text is Attached.
725. Inactive text can partially cease to be Inactive under specific circumstances and exceptions.
3 subsections
726. Keywords
727. A Keyword is a specific term that appears on Cards that acts as a shorthand for a specific game effect, or ability of any variety.
3 subsections
728. A card can have any number of Keywords.
729. Similar to other rules text, execute any effects of Keywords in the order listed when reading the card from top to bottom of the rules text.
730. Keyword Glossary
731. Accelerate
6 subsections
732. Action
4 subsections
733. Assault
3 subsections
734. Deathknell
3 subsections
735. Deflect
3 subsections
736. Ganking
3 subsections
737. Hidden
6 subsections
738. Legion
3 subsections
739. Reaction
4 subsections
740. Shield
3 subsections
741. Tank
3 subsections
742. Temporary
3 subsections
743. Vision
3 subsections
744. Equip
5 subsections
745. Quick-Draw
4 subsections
746. Repeat
4 subsections
747. Weaponmaster
4 subsections