Chapter 6 · Lesson 3 of 7

Actions

Most cards can only be played on your own turn, when nothing else is going on: no Showdown, nothing waiting to resolve. That's the normal timing.

[Action] is a keyword that gives a card extra permission: it can also be played during Showdowns, on any player's turn. It doesn't take any timing away, so you can still play it on your own turn like a normal card.

Quick check

Your opponent attacks your battlefield. You hold Hextech Ray ([Action]) and Mobilize (no keyword). Which can you play in the Showdown?

Words from this lesson

[Action]
Lets a card also be played during Showdowns, on either player's turn.

From the Core Rules (2026-10-09): 806 — Action · 307 — States of the Turn · 341 — Showdowns

Try it on the table

2 drills

  1. 1Not Just on Your Turn

    It's Garen's turn. His Laurent Bladekeeper (3 Might) is about to attack A, held by your Flame Chompers (3). A tie kills both, and you'd lose A. You hold Hextech Ray (1 Energy + 1 Fury: deal 3 to a unit at a battlefield). It's an [Action], so you can cast it during the Showdown, even on his turn. Press Next to watch him move, then Ray the attacker when you get Focus.

    Need a hint?

    Press Next until it's your Focus in the Showdown at A, then click Hextech Ray and target Garen's Laurent Bladekeeper.

    Start drill 1
  2. 2See Who Shows Up

    You're on 7, B is scored, and Annie's Traveling Merchant (2) holds A: your Flame Chompers (3) beats it. But Annie holds Ride the Wind ([Action]: move a friendly unit and ready it), and her Cemetery Attendant (3) waits at her base. Keep your Hextech Ray ([Action]: deal 3) for the Showdown. Move in, pass, and fire it once you see who's defending.

    Need a hint?

    Move the Chompers to A and pass. When the Attendant arrives, Ray it.

    Start drill 2