← Back to Codex

Sorcery Codex — Cheat Sheet

Keyword & Rules Quick Reference

Keyword abilities

Basic abilities (all units)

Regions & locations

Turn structure

Start phase — all your cards untap; start-of-turn triggers resolve.
Main phase — cast spells, activate abilities, move & attack; only here, only when storyline is empty.
End phase — end-of-turn triggers; damage heals; wards stay; hand limit not applied unless effect says so.

Sorcery Codex — Terms & Conditions

Common Rules Terms

Key terms

Ward vs. Stealth — at a glance

Ward — breaks against targeted spell / special ability, damage, or destruction. Tracked by token. Evil minions can't be warded. A basic-ability attack ignores Ward to declare; Ward breaks when the strike would deal damage.
Stealth — can't be targeted by enemy spells / special abilities, or attacked / intercepted. Removed when the minion attacks, uses a non-passive ability, or interacts with the realm. Silence removes both Stealth and Ward tokens.

Can vs. Can't

Can't wins. Whenever a "can" effect and a "can't" effect disagree about the same thing, the "can't" applies. "Lose" effects imply "can't (re)gain."
Zero means nothing happened. 0 damage, 0 steps, 0 cards drawn — triggers looking for that event do not fire. Exceptions: striking for 0 still counts as a strike; 0-power units can exist.