Learn the Arena · Master the R-Link

Learn to Play

Start with the complete gameplay walkthrough, then use this page as a quick reference for the Arena, turn structure, and core card types.

Introductory gameplay walkthroughCaptions available · Full-screen supported

The objective

Build your Arena.
Break theirs.

Manifest Avatars, create responses with R-Effects, and push the opposing player from 10,000 Life to zero.

10,000Starting Life
5Opening cards
5 + 5Avatar and Action Zones

A player also loses when their Deck is empty and they are required to draw. The first player skips their opening draw and cannot conduct a Battle Stage on their first turn.

AVATAR ZONES

A1
A2
A3
A4
A5

ACTION ZONES

Z1
Z2
Z3
Z4
Z5
Veins, Mysts, and Relics use your five Action Zones. Avatars use the five zones above them.

One turn · Four stages

01

Prime

Draw, Soul Manifest one Avatar, develop Action Zones, cast a Myst, and meet the requirements for Elite Avatars.

02

Battle

Declare one attack with each Offensive Avatar. Compare PWR, or PWR against GRD when the defender is in Defense.

03

Regroup

Use a second development window to play cards, activate effects, or prepare the Arena for the next turn.

04

End

Resolve end-of-turn effects, pass priority, and hand the turn to your opponent.

The language of Triune

Five ways to
shape the battle.

Exact card text always controls. These are the roles each card type normally plays.

Avatars

Your combatants. Manifest them in Offense or Defense and use PWR or GRD to control battle.

Elite Avatars

Special champions that begin in the Elite Deck and enter play through printed Manifestation requirements.

Veins

Spell-like cards. Normal Veins are Speed 1; R-Effect Veins can answer legal actions at Speed 2.

Relics

Persistent cards that remain in an Action Zone to provide repeatable, triggered, or continuous value.

Mysts

Mysts are limited, powerful spells.

Reading your cards

How to Read Card Effects

Cost, Result, and Restrictor describe different parts of an effect. Not every effect has all three. Exact card text always controls.

Pay the Cost, then activate the effect. When it successfully resolves, receive the Result. Some cards also require a Restrictor: an extra payment made by accepting a limit on what you can do afterward.

Cost
Everything before the semicolon, including targeting. Complete the Cost before activation; it cannot be interrupted. You must still follow legal timing and make legal selections.
Result
What happens when the effect resolves.
Restrictor
An extra payment made by accepting a stated limit. Apply it after successful resolution, according to the card’s wording.

Read it in three parts

CostYou can target 1 card your opponent controls; Resultdestroy it, Restrictorand if you do, for the rest of this turn after this effect resolves, you cannot Manifest Avatars from the ED.

ED means Elite Deck. Selecting the target is the Cost; destroying it is the Result. Because this example says “and if you do,” its Restrictor applies only if that target is actually destroyed.

This limit starts after the effect resolves and lasts for the rest of this turn. Other Manifestation requirements and full-turn eligibility rules still apply.

Spot the effect’s speed

Normal-speed activated actions

Normal-speed activated actions use Speed 1. An Ignition Effect uses Speed 1 during its controller’s own Prime or Regroup Stage in an Open Game State and cannot be used as a response.

(R-Effect)Reactionary Effect

The printed marker (R-Effect) always appears at the head of an effect statement, before its activation condition or other wording. It identifies that specific effect as Speed 2.

Use an R-Effect on either turn or as a response only when its conditions and a legal timing window permit, and complete its Cost before activation. It then follows the R-Link rules below.

Read each effect separately. The marker does not make every effect on the card Speed 2. Unmarked Trigger and Continuous effects retain their separate definitions; the absence of the marker does not automatically make them Speed 1.

Three effects, three timing cues

These excerpts come from existing starter cards. Each card's full text, conditions and usage limits still apply.

Ignition Effect Speed 1

Belle, Healer of the Eternal Pact · EP-SD02

You can target 1 Warrior-type Eternal Pact Avatar in your Vault; discard 1 card, and if you do, Manifest that Avatar in Defense.

You choose to activate this effect during your own Prime or Regroup Stage in an Open Game State. It cannot be used as a response. Targeting is the Cost before the semicolon; discarding and Manifesting are part of the Result.

You can only use each effect of Belle, Healer of the Eternal Pact once per turn.

R-Effect Speed 2 · Reactionary Effect

Alandra, Queen of the Eternal Pact · EP-SD04

(R-Effect) During your opponent’s turn, you can Expend this card you control; Manifest 1 Eternal Pact Avatar from your Deck.

The leading marker makes this effect Speed 2. Its wording limits it to your opponent's turn. At a legal timing window, including a legal response window, Expend Alandra as the Cost before activation; Manifest the Avatar when the effect resolves.

You can only use each effect of Alandra, Queen of the Eternal Pact once per turn.

Trigger Effect Event-based activation

Justin, Fleet of the Eternal Pact · EP-SD03

If this card is Manifested, you can add 1 Eternal Pact Vein from your Deck to your hand.

Justin being Manifested creates the opportunity to use this optional effect at the next legal trigger opportunity. You cannot freely activate it whenever you want. The event alone does not grant Speed 2 response permission; if it occurs during resolution, wait until that R-Link sequence finishes.

You can only use each effect of Justin, Fleet of the Eternal Pact once per turn.

See how the R-Link resolves

Respond in the moment

When a legal Speed 2 card or effect responds to an action, it becomes the next R-Link. After both players decline to respond, resolve the sequence backward—highest number first, then continue to R-Link 1.

Build for match play

Your Decks

  • Main Deck40–60 cards; up to 3 copies of a card name and 1 copy of each Myst by name.
  • Elite DeckUp to 15 Elite Avatars.
  • Reserve DeckUp to 15 cards for one-for-one sideboarding between games.

Your seat at the table

Help shape what comes next.

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