Effects

Effects are the abilities you attach to a card. They live in Card Editor → Effects. Each card can carry up to 3 of them, and they fire in the order listed on the card.

To build a variant of an effect you already have, use its Clone button — on the effect's card in the list, or beside Save while the effect is open. It opens the editor on an unsaved copy named <original> (copy), with every setting carried over; change what you need and press Save. Nothing is written until you do, so leaving without saving discards the copy and the original is never touched.

Trigger events

An effect fires on one or more of these events:

  • On play (self) — the card was just summoned.
  • On death — the card was removed from the board.
  • On death by duel — the card died as the direct result of losing a duel against another agent card (as opposed to any other death cause).
  • On turn start / On turn end — controlled by whose turn it is (owner vs. opponent) via the effect's own settings.
  • On attack — the card attacks another.
  • On targeted by attack — the card is the attack target.
  • On ally targeted by attack — an allied card is attacked.

Combat-timing triggers can be configured to run before or after the duel resolves.

Target scopes

An effect picks its targets from one or more scopes:

  • Self — the card carrying the effect.
  • Allies / Enemies — other cards on the board on the relevant side.
  • Duel opponent — for combat triggers and On death by duel, the other card involved in the duel.
  • Player / Opponent — target a player directly (e.g. life or mana).

You can further narrow Allies/Enemies targets with property filters using the game's card properties, with comparison operators (= ≠ > ≥ < ≤) for numbers or value matching for text. Duel opponent doesn't use this Targeting-section filter (it's a single, predetermined target, not a pool) — instead, gate it on the opposing agent's properties via the property filters under Trigger Conditions, which controls whether the effect fires at all. You can also require the target be currently in a specific state, and set Number of targets — leave it blank for All, which hits every matching target with no picker. With a number set, targets are chosen at random unless you tick Player selected, which lets the player pick them. A card with several Player selected effects asks for each pick in turn.

Effect types

Effect types cover the actions the engine knows how to run — dealing damage, changing a property value, redirecting an incoming attack, drawing cards, and so on. The available fields on the effect form change with the selected type; only combinations the engine can actually resolve are exposed.

If an effect has nothing valid to act on when it triggers — no matching target, no card to move, no room to spawn into — it quietly does nothing: no board change, and no "effect activated" notification. You'll only see the notification when the effect actually does something.

A Move card effect that pulls a card off the board can choose whether the relocated card keeps its current (buffed) property values or resets to its original ones — see Reset properties? in the Sourcing section, shown when the source is the board. Moving a card to the graveyard always resets its properties, regardless of that setting.

Limits and gating

  • Property filters (combat triggers only — On attack, On targeted by attack, On ally targeted by attack, On death by duel) — gate whether the effect fires at all based on the opposing agent's properties, with the same comparison operators as target property filters. On ally targeted by attack also offers a separate filter for the allied (defending) target.
  • Per-turn limit — cap how many times an effect can fire in a single turn.
  • In state — only fire if the source card is currently in a specific state.
  • Requires player confirmation — pauses gameplay to show the effect modal before the effect resolves (opponent moves are held back too, so both players see the notification). If an activated effect then asks you to pick its targets, Skip in the target picker declines them — the effect does nothing, but it still counts as activated, so it uses up the per-turn limit and any cooldown.

Assigning to a card

An effect only affects gameplay once it's assigned to a card in the Cards sub-tab. Editing the effect updates every card that references it.