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Comprehensive Rules Update

Wonders of The First: Comprehensive Rules Update v1.3.4

With the arrival of Trial by Combat, we’re excited to announce that the Wonders of The First Comprehensive Rules have been updated to version 1.3.4!

This update introduces official definitions for the new keywords appearing in Trial by Combat, alongside several important rules changes, clarifications, and improvements to existing mechanics.

As the world of Wonders of The First continues to grow, so does the rules framework that supports it. This update addresses a variety of card interactions, establishes clearer procedures for resolving complex effects, and provides additional guidance for players and judges.

Let’s take a look at some of the highlights!

New and Updated Keywords

Trial by Combat brings new abilities and interactions to the game. The Comprehensive Rules now include definitions and clarifications for several keywords players will encounter.

Finisher

Finisher triggers whenever a Wonder wins a battle by 4 or more. Its effect resolves during the check for victory battle step.

Walkout

Walkout is an on arrival ability that triggers if the Wonder is the first to arrive under your control that round.

If multiple Wonders arrive simultaneously and none have previously arrived under your control that round, the active player chooses which one counts as first for Walkout.

Spectacle

Spectacle checks whether two realms adjacent to the card with Spectacle are occupied. A realm is occupied when it contains at least one Wonder.

Surge

Surge is a tap free ability that places the specified number of +1 counters on a card. Those counters become -1 counters at the end of the round.

Devout

Devout checks whether you have at least the specified amount of faith. It does not spend faith or count as activating a faith ability.

Immortal

Immortal cards cannot be destroyed, sacrificed, or have their power reduced below their base power.

The updated rules also clarify how Immortal interacts with counters and other power-modifying effects. If a Wonder’s power is already below its base power when it becomes Immortal, its power returns to its base power. This does not count as gaining power.

A Wonder with one or more Immortal counters is also considered Immortal.

Purify

Purify removes all counters from an object and grants it Immortal until the end of the round.

While Immortal, the card cannot be destroyed, sacrificed, or have its power reduced below its base power.

The Purified status lasts until the end of the round.

These definitions give players a consistent reference for understanding how these abilities function and interact with other cards.

Important Rules Changes and Clarifications

Beyond the new keyword definitions, version 1.3.4 includes several updates to existing gameplay procedures.

Targeting and Triggered Effects

An important change has been made to how targeted triggered abilities resolve.

When a targeted effect triggers, its controller chooses its targets at that time. When the effect resolves, those targets are checked again for legality.

If a target is no longer valid, the ability fails and does nothing.

This change helps establish a consistent procedure for resolving triggered effects, particularly when multiple abilities interact.

Resolving Multiple Effects and Triggered Abilities

The updated rules provide additional clarity on how multiple triggered effects are resolved, particularly when resolving one effect causes additional abilities to trigger.

When multiple effects trigger or are generated simultaneously, they are grouped together as a “batch”. The active player chooses the order in which those effects resolve.

The key clarification is that all effects in the current “batch” must finish resolving before any newly triggered effects can resolve. If multiple new “batches” are generated, they resolve in the order they were created.

This establishes a consistent order for resolving chains of triggered abilities and helps clarify more complex interactions involving multiple cards and effects.

Equipping Items

Equipment now follows an updated procedure.

Automatic equipping takes place at the end of the turn, rather than functioning as a triggered effect.

Equipment can also only be equipped to Wonders controlled by the equipment’s controller. If control of a Wonder changes, its equipment drops.

Effects that explicitly instruct a card to equip still resolve when instructed, provided the applicable requirements are met.

End-of-Turn and End-of-Round Effects

The Comprehensive Rules now provide a more specific order for end-of-turn and end-of-round procedures.

This includes clarifications about when temporary effects expire, when cleanup occurs, and how those steps interact with checking for victory.

The update also clarifies an important distinction in card wording:

  • “This round, [effect]” applies to objects currently in The World and eligible objects that arrive later that round.
  • “[Effect] this round” applies to objects currently present when the effect resolves, but not to objects arriving afterward.

While many players may already have interpreted these effects this way, the distinction is now formally established in the rules.

Tokens and Copy Effects

Tokens have received several updates, including expanded rules for spell tokens.

The rules now clarify that:

  • Copy tokens have a cost of 0, regardless of the cost of the original card.
  • If no location is specified when creating a copy token, it appears in the same realm as the copied card.
  • Tokens may be Wonders, items, or spells.
  • Spell tokens resolve their effects from the archive and then cease to exist in the game.

The token rules have also been reorganized to make them easier to reference.

Winning the Game

Additional clarifications address card-draw effects that cause players to draw from an empty deck.

The updated rules explain how triggered draw effects can be ordered and how simultaneous draw-outs are resolved.

Additional Updates Throughout the Rules

Version 1.3.4 also includes refinements to numerous existing mechanics, including Call, Move, Nullify, Portal, Sacrifice, Seek, Faith, Control, and Static Effects.

These updates address specific interactions, clarify existing procedures, and provide additional examples for situations involving complex card effects.

Some changes directly affect gameplay, while others formally establish interpretations or improve the organization and clarity of the rules.

Read the Updated Comprehensive Rules

We encourage all players, judges, and tournament organizers to review Comprehensive Rules v1.3.4, especially those preparing for The Shattering events.

This article highlights several of the most notable updates, but it is not an exhaustive list. The complete rules and changelog remain the authoritative references for all card interactions and gameplay procedures.

Read Comprehensive Rules v1.3.4

View the Full Rules Changelog