Card Abilities

Card Abilities may have several parts that collectively represent a card's ability. When a card is delayed, the entire ability is canceled, as if the text does not apply. Each part of the ability is preceeded by an ability label that specifies when the ability can be triggered and/or when it applies

Warfare/Advance/Support/Deplete
Cards that have labels that match a Tactic may use that Tactic to carry out this ability.

Advantage
Advantages allow cards to be played or activated outside of normal means if the instructions are followed. . An Advantage card can always be played using its normal operation.

Ambush
Ambush abilities may be triggered during the Capture phase, specifically before a battlefield is captured. The Capture phase describes the specifics for using Ambush abilities. Battlefield Ambush abilities are mandatory but may be ignored if they are specified as optional.

Attack
Attacks are the on-play ability of the card and occurs at the designated time in the Card Resolution Order. Attack abilities are mandatory unless specified with a conditional. When an attack ability is used, its effects are carried out immediately, unless the effect of the ability is deferable, such as playing additional cards. When an ability indicates that a unit attacks, this ability is carried out.

Command
Commands are repeatable abilities triggered on your turn. Once per turn, during your Battle Phase, a card’s controller may invoke this ability. They may do so in between their Maneuvers, but not in the middle of a resolution. Command abilities are optional and may only be used once per turn. When a command is invoked, any effects of the command are subject to the Card Resolution Order, as if you played a card.

Constant
Constant abilities apply at times, to the best extent possible. The Card Resolution Order indicates at which point Constant abilities apply to a card being played, or to a Constant card itself being played

Event
Event abilities occur at the specified time, Daybreak or Nightfall, or when the stated description occurs.

Fate
Fate abilities represent a choice of outcome. Fate abilities may not be triggered on their own but have additional triggers that indicate when the Fate abilities will trigger. Any ability that has a Fate ability is considered a Fate card. Individual Fate abilities can only be triggered once per card resolution.

Interrupt
Interrupt abilities occur in response to a trigger about to happen and take precedence according to the Card Resolution Order

Loot
Loot abilities may be triggered during the Capture phase, specifically when a battlefield is captured. The Capture phase describes the specifics for using Loot abilities.

Retreat
Retreat abilities may be triggered during the Capture phase, specifically after a battlefield is captured. The Capture phase describes the specifics for using Retreat abilities.

React
React abilities occur in response to a trigger. The Card Resolution Order describes when React abilities occur. A card does not have to be in play before the Reacting card in order to trigger the Reacting card. Due to its nature, React When should be considered Immediately After the When condition, occurring After When occurrences, but Before After occurrences.

Ready
The state in which a card enters play. This can never be cancelled and triggers even if the unit is assigned into play.

Unleash
Unleash is an ability with Command like timing that requires a charge token to be removed from the minion. If a unit has no charge tokens, it cannot trigger an Unleash ability. Once per turn, a unit’s controller may remove a charge from that unit to invoke this ability.

Unleash X/N
A special type of Unleash ability that allows multiple charges to be spent at once, whereas Charges are usually once per turn. If the ability is Unleash N then it requires N charges to unleash i.e. Unleash 3 requires 3 charges and cannot be used if they have more. Excess Charges are not removed. For Unleash X, X must be 1 or greater, but the amount is decided by the controller.

Use
This term is used for item abilities that resolve with attack timing, but is called use for thematic purposes.