Meridian Pathway
Instant - 

: You may play auras this turn as though they were instants.
Whenever you pitch a Chi, you may have this get ward 3 until end of turn.


: You may play auras this turn as though they were instants.Whenever you pitch a Chi, you may have this get ward 3 until end of turn.
Rulings
From the Part the Mistveil release notes
- After resolving Meridian Pathway’s activated ability, you may choose to play auras as though they were instants. An aura card with the action type played as though it were an instant does not cost an action point and can be played whenever the player has priority, otherwise it is still considered to be an action card.
- On your turn, you may choose to play auras with the action type as though it were an action, even if you can play this as though it were an instant.
- If it is your action phase and you play an aura with go again as though it were an instant, you will gain an action point.
- If you activated Meridian Pathway’s ability while it has Ward 3, and it were destroyed before the activated ability’s layer resolves on the stack, it will resolve as normal.
- Whenever you pitch a Chi, a triggered layer will be created for each Chi pitched. For example, if you were to pitch 2 Chi cards to pay for the cost of card, a total of two triggered layers will be created (one triggered layer for each of the chi cards pitched). When each triggered layer resolves, you may choose to have Meridian Pathway get ward 3.
- If you would be dealt damage and the Meridian Pathway you control has multiple Ward 3 abilities on it, you would only be able to use one Ward 3 effect on that damage event which will destroy the Meridian Pathway and prevent 3 damage. As Meridian Pathway was destroyed, its other Ward 3 prevention effects would be unable to apply to that same damage event.
Keyword notes
Ward X - If your hero would be dealt damage, prevent X of that damage and destroy this.
- Ward is a static ability that generates a fixed-prevention effect.
- The prevention effect is not optional. It applies whenever damage would be dealt to your hero.
- If another prevention effect reduces a damage event to 0, the replacement condition is no longer met (damage would not be dealt), so Ward would not apply.
- The prevention amount applies to a single damage event. The leftover prevention amount does not apply to any future damage that would be dealt to your hero.
- If the damage prevention can not be applied due to an effect, the object with Ward on it is still destroyed as part of the replacement effect application.
TalentMystic
ClassIllusionist
TypeEquipment
SubtypesLegs
KeywordsWard 3
Legal inClassic Constructed, Blitz, Living Legend, Ultimate Pit Fight
ArtistsMario Wibisono
Versions
Price history
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