Steal Victory

Steal Victory (Blue)

When this defends, steal an aura token the attacking hero controls.

Rulings

From the Super Slam release notes
  • Steal Victory triggers when it becomes a defending card on the combat chain. You will steal an aura token of your choice the attacking hero controls when the triggered effect resolves.
  • When resolving Steal Victory’s triggered effect, if there is no attacking hero when this triggered effect resolves, the steal effect fails.

Keyword notes

Steal
  • Steal is an effect keyword.
  • When a player is instructed to steal something from another player, they choose what to steal and they gain control of it.
  • Any objects stolen from the other player will remain in its current state (e.g. tapped/untapped, existing counters, etc.).
  • If a player is instructed to steal an object that is equipped, that player must have a respective empty zone and must be able to equip that object to that zone. If that player does not have the required empty zone and/or the zone already has another object equipped to it, the steal effect will fail and the object will stay where it is.
  • Stealing an equipped object from another player will equip the object. This can satisfy any conditions and can trigger any effects that specifically look at when the object is equipped.
  • The effect of stealing an object does not satisfy any conditions nor trigger any effects that specifically look at when the object enters the arena or is played because the object is already in the arena and the control of the object is simply changing.
  • Stealing an object does not count as giving control of an object for the purposes of rules or effects.
  • Stealing an object counts as gaining control of an object for the purposes of rules or effects; however, gaining control of an object does not count as stealing for the purposes of rules or effects.
All keywords

Versions

Price history

SUP069

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