Learn
- Passive wording, replacement effects, and layers
- Activated abilities, legend abilities, and "use"
- Battlefield control, scoring, and the final point
- The chain, priority, and focus
- Cleanups, killing, and death triggers
- Assigning combat damage, lethal damage, and Might changes
- Combat steps, attackers and defenders
- Communication, intent and investigations
- Costs, discounts, and optional additional costs
- Deck identity, Chosen Champions, and hidden information
- Decklists, deck checks and deck problems
- Exhaust, ready, buff, XP and the other limited actions
- Recycling and burning out
- Game play errors, part 2: drawing, looking and the General Error
- Taking back decisions, shortcuts and angle shooting
- Equipment, attaching, and gear that are units
- Group targets, legal choices and referents
- Hiding cards and playing them from Hidden
- Public, private, secret and derived information
- The judge call: who does what, rulings, appeals and what a judge may say
- Common keywords in practice
- Keyword practice, part 2: Hunt, Level, Ganking, Disarm, Shield and Unique
- Keyword practice, part 1: Vision, Flow, Show Off and Empower
- 2v2 teams and multiplayer games
- Moving, move triggers, and recalling
- One turn, phase by phase
- Reflexive and delayed abilities, and answering a play trigger
- Runes, Energy, Power and the Rune Pool
- Setting up a game, the mulligan and the first turn
- Starting a tournament game
- Targets, and resolving after they change
- Time, slow play, overtime and drawn games
- Tokens, copies, creating, and replacing
- Tournament basics: OPL, roles and events
- Penalties, rewinds, and common play errors
- Triggered abilities, from condition to chain
- The turn queue and Additional Turns
- Unsporting conduct, angle shooting and outside help
- Zones, locations and game objects