With the launch of Mortal Ambition today, this article will cover specific interactions and rulings for cards within the set as well as any errata to cards within Mortal Ambitions!
All of the content in this article will be found on the Index.
Errata are used very sparingly in Grand Archive TCG, and should only be used to improve consistency in wording or correct errors made in templating. We are always improving our processes so that errata are less frequently necessary in the future. Below are the errata for Mortal Ambition:
Oath of the Sakura
Formerly: If you control exactly three unique allies...
Errata: If you control exactly three allies that are all unique...
Ruling Notes
Mortal Ambition reimagines the Three Kingdoms period and introduces a new advanced element: Exia, the element of sacrifice! Will you masterfully shift the currents to win over the tide of battle, or be a relentless warrior on the battlefield? This set has a focus on Unique allies and Horse companionship, in addition to Empowering spells, and a return to a the ranger mechanic of Loading — this time with bows and arrows! Following are some of the interesting interactions you might expect to come up during their experience in playing Mortal Ambition! The Rulebook has been updated to include all of the new terms and keywords:
Equestrian
The first keyword we'll discuss is Equestrian, one of the featured mechanics of the set. Allies with Equestrian will get a bonus if you simultaneously control a Horse ally. With this set, we've added many new Beast and Animal Horses to the pool of cards for all classes and archetypes to experiment with.
1.) Equestrian is a static ability that grants an object a bonus as long as that object's controller controls a Horse ally.
2.) The Horse ally may have any typing so long as "Horse" exists as a subtype and "Ally" exists as a supertype.
Empower
For the spellcasters, a new keyword being added is Empower. Empower grants you, the player, an effect that will boost the effects of the next Spell card you activate. It can either boost or unlock additional effects or grant additional scaling to your spells that already care about your champion's level.
1.) Empower is a static ability which means "The next Spell card you activate this turn activates and resolves as if your champion got +1 level.".
2.) Empower is granted to the player that controls the card or effect granting Empower. It is applied as a continuous effect that is used and applied as soon as the Empowered player activates their next Spell card. Empower is not applied as an effect to the activated card, but the card can check if it is being Empowered by the player.
Retort
A new defensive keyword being added is Retort. Retort improves the power of units while retaliating against attacks.
1.) Retort is a static ability which means "As long as this ally is retaliating, it gets +N power."
Mastery: Shifting Currents
The last new mechanic being added to AMB is in the form of a Mastery. Going forward, we will explore new design spaces with Masteries, exclusive mechanics that exist as a non-object and interact with specific sets of cards, and add a completely new mechanic to the game depending on the mastery. The first Mastery being explored is Shifting Currents.
With Shifting Currents, the player has access to a current that flows in a cardinal direction: North, South, East, and West. Some effects allow you to change the direction of your current and some cards change their effect completely depending on the direction your current is pointing. It is up to you to harness the power of the currents and dictate the flow of battle! Cards that care about the Shifting Currents Mastery will have icons on the bottom left with directional arrow symbols depicting which directions are important for that card.
1.) Changing adjacent directions means the currents can only go one step in a cardinal direction. For example, north can go either east or west whereas east can only go north or south.
2.) Shifting Mastery is not an object and cannot be targeted by any effects.
3.) Mastery cards (the cards that either reflect or track Masteries) cannot be placed in any decks (Main, Material) and only serve to track the mastery.
Acolyte of Cultivation
1.) The cost reduction ability still applies even if the Spell card was negated.
Cone of Frost
1.) Each instance of damage can target a different unit.
Coronal of Rejuvenation
1.) You may play the card was was banished for the materialization cost with the rest ability. This is also true for any floating memory or cards in memory used to pay for its materialization costs.
Everflame Staff
1.) Each instance of non-combat damage triggers Everflame Staff's ability. For effects that deal damage to multiple objects, each object that was dealt damage will count as one instance for Everflame Staff.
Executioner's Spear
1.) A durability counter is removed on the resolution of the damage step. Before the On Kill ability of Executioner's Spear resolves, the weapon is checked for destruction due to zero durability counters.
Heavenly Guide
1.) A played card is a card that was activated or materialized.
2.) You do not pay the memory cost for leveling up.
Imperial Seal
1.) Imperial Seal will not change the element of your champion, and therefore won't grant Element Bonuses for basic elements.
Jin, Undying Resolve
1.) A champion with immortality won't die for having more damage counters on them than their life stat.
Oath of the Sakura
1.) Exactly three allies means you must control only three allies and they must each be unique.
Oppressive Presence
1.) X is calculated as Oppressive Presence resolves.
Orb of Sealing
1.) The face down cards have no properties. They have no name, types, effects, or stats. This means that effects that interact with cards in banishment that require seeing a certain property such as 'Sword' subtype won't be able to interact with face down cards.
2.) The card that is turned faced down has the same timestamp and is still susceptible to effects that references it as a card. E.g. A suppress effect will still return the face down card to the field with its delayed trigger.
Relentless Outburst
1.) Relentless Outburst will deal damage in separate instances.
Seal the Past
1.) The target player chooses which cards are banished.
2.) The target player does not need to have three preserved cards to activate this card; if they have less than three cards, all preserved cards will be banished.
Seize Fate
1.) Seize Fate does not prevent your champion from dying due to having damage counters equal to or above its life stat.
2.) Removing the damage counters with Seize Fate's replacement effect does not count as an instance of recover.
3.) The replacement effect does not count as damage prevention.
4.) State-based checks that occur to check whether the champion is banished is part of the replacement effect. E.g. If Seize Fate resolves while a champion has no damage counters on it, the champion will not get banished until the next time damage counters are removed if that champion would be dealt damage.
Sword Saint of Everflame
1.) The Fire element does not have to be enabled for you to activate its ability.
Three Visits
1.) If Three Visits were to be negated, it will go to the zone it would have gone to if it had resolved.
Weaken Resistance
1.) The replacement effect will only happen if nonzero damage is dealt. If the damage is prevented, the replacement effect will be attempted during the next instance of damage.
Xia Qiao, Cinderkeeper
1.) Units banished by Xiao Qiao's ability do not trigger their On Death abilities.