The Chain
Some things happen at once. Others wait. When you play a spell, it doesn't happen right away: it goes on the Chain, a pile of things waiting to happen, and your opponent gets a chance to answer first.
- Spells go on the Chain and wait.
- Units and gear skip the Chain. They simply arrive, and there's nothing to answer.
- Tapping or recycling a rune also happens at once.
- When both players pass in a row, the newest thing on the Chain resolves (happens) first, then the one under it. Last in, first out, like plates on a stack.
- So passing does two jobs: with something on the Chain, both passing resolves it; with nothing on the Chain, both passing ends a Showdown, as before.
So a spell can be beaten by a spell put on top of it. Cards that can do that have [Reaction], and in Showdowns you play [Action] cards: both come in the next lessons. You won't need them to play these drills.
You play a spell. Your opponent plays a different spell on top of it. Which happens first?
Yasuo holds Defy, which counters a spell. You could ready Vi, Destructive with Forbidden Technique, or play Sneaky Deckhand straight to A. Which can Defy stop?
Make your guess, then play the drill to find out.
- Charm: a spell. It waits on the Chain before it moves anything.

- Sneaky Deckhand: a unit. It arrives at once.

Words from this lesson
From the Core Rules (2026-10-09): Chains · Units and gear resolve at once