Lightning Greaves
Instant -
, destroy this: Instant cards you play this turn get go again.
Arcane Barrier 1
Battleworn
, destroy this: Instant cards you play this turn get go again.Arcane Barrier 1
Battleworn
Rulings
From the Rosetta + 1st Strike release notes
- You can only gain action points from “go again” during your own action phase (during your turn.)
- This effect only applies to instant cards you play after this effect resolves. If you play an instant card before activating this, or you activate this before an instant card resolves, the instant card will not have “go again”.
- Instant cards that give action points (e.g. Blink) will give an action point in addition to the action point granted by go again.
- An action card played as though it were an instant will not get “go again” from Lightning Greaves’ effect unless it has the instant type as well.
- Cards with multiple types in their type box will get this effect if one of them is the instant type. For example, a melded split card that has both the “action” and “instant” types will get go again.
- If you play the action side of a split card that is not melded, it does not contain the property of an instant card and will not gain “go again”.
- An object cannot have more than one “go again” ability. If an effect would give the “go again” ability to an object that already has the “go again” ability, then that part of the effect fails. For example, if you play Burn Up // Shock as just Shock (no meld), it will get “go again” from Lightning Greaves’ effect. However, if you play a melded Burn Up // Shock, Lightning Greaves effect will not apply because it already has “go again” from its Burn Up half of the card.
Keyword notes
Arcane Barrier - is one of the most common ways to prevent arcane damage. If you would be dealt arcane damage you may pay X{r} instead to prevent X arcane damage that source will deal.
- You can have multiple instances of arcane barrier.
- You can only prevent one arcane damage per arcane barrier per source.
- You can prevent arcane damage you do to yourself.
- Players cannot respond to the prevention.
- To fully prevent a card dealing 3 arcane damage, you would require 3 arcane barrier and 3 resources to prevent it. To fully prevent 3 Runechant tokens (3 instances of 1 damage). You would require 1 arcane barrier and 3 resources to prevent it.
- Preventing arcane damage does not destroy the equipment with arcane barrier (unless otherwise specified).
- Arcane barrier is a replacement effect. It does not use the chain. Players cannot respond to the prevention.
- Each source of arcane barrier can replace damage 1 time per source. To fully prevent a card dealing 3 arcane damage, you would require arcane barrier 3 and 3 resources to prevent it. To fully prevent 3 Runechant tokens (3 instances of 1 damage). You would require arcane barrier 1 and 3 resources to prevent it.
- If a card has Arcane Barrier 2, you must pay the full two resources even if it only prevents one damage. You cannot choose to pay one resource to prevent one damage.
- You can have multiple instances of arcane barrier, for example Nullrune Hood, Nullrune Cloak, and Nullrune Gloves.
- Arcane barrier can be used every time you would be dealt arcane damage. It’s not limited to once per turn.
- Each instance of arcane barrier you control can be used 1 time only, each time a source would deal arcane damage to you. For example if a source would deal 5 arcane damage to you, and you control two cards with arcane barrier 1, you will in total be able to prevent 2 arcane damage this source would deal to you.
- To fully prevent a card dealing 3 arcane damage, you would require 3 arcane barrier and 3 resources to prevent it. To fully prevent the arcane damage from 3 Runechant tokens (3 instances of 1 damage), you would require 1 arcane barrier and 3 resources to prevent it.
- A equipment with arcane barrier does not move to the chain when arcane barrier is used.
- You can prevent arcane damage you would deal to yourself.
- Players cannot respond to the prevention. Arcane barrier is a replacement effect, not an activated or triggered ability.
- To fully prevent a card dealing 3 arcane damage, you would require 3 arcane barrier and 3 resources to prevent it. To fully prevent 3 runechant tokens (3 instances of 1 damage from difference sources). You would require 1 arcane barrier and 3 resources to prevent it.
Battleworn - Equipment that wear down after each time they are used to defend. If you defend with a card with Battleworn, put a -1{d} counter on it when the combat chain closes.
- When you defend with a card it remains on the combat chain until the chain closes, therefore you cannot defend with an equipment multiple times on the same combat chain.
- A -1
counter stays on the card until the card is destroyed or the game ends. - If the defense of a card that is defending is below zero, its defense value is considered to be zero.
- When this card is destroyed, it is sent to your graveyard. (Not when it has 0
) - When this card is destroyed, it is sent to your graveyard.
- If the defense of a card that is defending is below zero, calculate as if its defense is zero.
TalentLightning
TypeEquipment
SubtypesLegs
Defense1
KeywordsArcane Barrier 1, Battleworn
Legal inClassic Constructed, Blitz, Living Legend, Ultimate Pit Fight
ArtistsIsuardi Therianto
Versions
Price history
ROS071RFMore from Rosetta
Planning where this card lives? Lay it out in a binder or browse the full card database.










