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Keyword Rulings

Posted by BrainiYak on 19/04/2022

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An alphabetical list of all the keywords in the game with more detailed descriptions than what the game provides.

-by Moonfassa

Last updated: Aug 13, 2023

Cards generally follow their order of card text if they have multiple keywords, but you can find a more comprehensive card interactions guide here.


This is exclusive to structures. You can click on the structure to use its activate ability once per turn. This is not affected by summoning sickness so you can activate the same turn you play the structure.


Aquatic creatures can only travel over ocean and lake tiles. They cannot travel over any other type of land, and will drown if they end their turn on a non-lake land.


A creature with charge can move multiple spaces in a straight line. For example, oblivion rider has charge 3 which allows it to move 1 to 3 spaces in this case. If your creature is not initially being taunted, it can charge past taunt creatures without being stopped.

If a creature has both jump and charge, any movement beyond jump range will only count as charging. This means you cannot jump over obstacles more than 2 spaces away, and you must move in a straight line if you plan to move more than 2 spaces away.


Triggers whenever the creature exchanges attacks with other creatures, the opponent’s orb, or structures. This will not trigger if the creature is being attacked at a distance from a ranged creature.


Corrupt triggers the first time that creature moves onto an enemy land, but only if it does not have summoning sickness. A creature with corrupt will have purple shadows swirling around it. Once it corrupts, it will lose those shadows and cannot corrupt again.


Dash allows you to move a creature X spaces in a straight line when you summon it. See the "Summon Abilties" section to see how dash interacts with other summoning triggers.

You can cancel the dash abilty by right clicking. If a creature has both jump and dash, it doesn’t need to dash in a straight line. It can dash to any space within its normal movement range, including jumping over obstacles.


Any creature that this deals damage to will die instantly. This does require damage to be dealt, so it won’t have any effect if your creature has 0 attack, if the creature you’re attacking has protection, or if a 4+ attack creature combats with Sharra.


Discover will create a copy of a card. Player-based conditions such as discounts from Wavecrash Colossus will apply and base its discounts on how many times you've collected from an enemy well since the beginning of the game.


Divine creatures can’t be targeted by you or your opponent when using spells or other abilities. They can still be attacked, area of effect such as firestorm can still damage them, and the land they stand on is still targetable.


Draining will deal damage to the target and heal you equal to the damage dealt. Azarai will instead reduce all creatures' attack by 2 and increase its own attack equal to the amount drained.


Whenever a creature or structure without flying or aquatic ends its turn on the ocean, it will die. Likewise, whenever an aquatic creature ends its turn on a non-lake land, it will die. Drowning will only occur at the end of the creature's owner's turn, checking only once per hex. For example, if your Rakoan Shieldmates is left over an ocean space, it will die at the end of your turn, but the 1/1 Rakoan that spawns with last words will stay alive until the end of your next turn.

End of Turn Effects

Order of end of turn effects:

  • Doomsday
  • Drowning*
  • Ruunin
  • Wavecrafter
  • Haunted Husk
  • Triton Adventurer
  • Tiki Adventurer
  • Keldran Adventurer
  • Ogre Adventurer
  • Compass of Gagana
  • Animated Banquet
  • Crystal Flower
  • Creatures that die at end of turn (Flash Salmon, Hydra Head, Wind Soldier)

If there are multiple of the same card (for example 2 animated banquets on board), those effects will happen in board order. This is the ONLY situation where board order will come into play. Each card will only trigger once per turn.

Note: Dancing Blade (Pandora only) untested


If the card does not specify what type of enemy, it means all enemies will be affected. This includes enemy gods.


Fatigue refers to the event that happens when a player tries to draw a card from their deck but they have no cards left. The first time this occurs that player will take 1 damage. The second time 2 damage, then 3, and so on.


Fight is a mechanic where your creature will engage in combat with an enemy creature on the board, no matter where they are located. Any usual combat effects apply, except this does not count as your creature's attack for the turn. If your creature does not have summoning sickness, you can still move and attack even after using a card like Hunt Down. Creatures who have fight as a gift ability are usually "you may" abilities, so you can cancel them, but just watch out for Hunt Down, because this is not a "you may" and you will have to select a target if you play this card.


Flying allows you to move a creature over ocean and land, but not through other creatures or structures.


A gift happens when you summon a card. If a legendary card has a conditional gift effect such as Banon, where its gift will only trigger if your deck has no creatures left in it, the card will glow yellow while it’s in your hand if you’ve met this requirement.


God refers to a player’s orb. You are a god!


A creature with haste will ignore summoning sickness which means it can move, attack, and harvest Faeria on the turn that it’s played.


Jump creatures can move up to two tiles away instead of the standard one, and can also leap over obstacles including other creatures and ocean tiles. Unlike charge, jump creature also don’t have to move in a straight line.

If a creature has both jump and charge, any movement beyond jump range will only count as charging. This means you cannot jump over obstacles more than 2 spaces away, and you must move in a straight line if you plan to move more than 2 spaces away.

Last words

Triggers when the creature or structure is destroyed.


Triggers at the start of each of that player's turns.


Prevents all damage from the next damage source, removing protection when this happens.


If a ranged creatures moves naturally, it cannot attack for the rest of the turn. You may use mobility tricks such as Flash Wind to artificially move them. As long as they haven't used their natural movement, they are free to attack.

Ranged creatures shoot in a straight line with infinite range, but they must have a direct line of sight on the target. If a Farm Boy is standing in front of your desired target, you can only shoot the Farm Boy.

Ranged creatures do not take retaliate damage from the defending creature unless:

  • the defender is adjacent to the ranged creature
  • the defender IS a ranged creature (ranged creatures shoot back)

Any combat abilities that the ranged creature has will still trigger, but combat abilities on the defending creature will not trigger unless the defender is retaliating in the above two cases.

Summon Abilities

When a creature is summoned, it will follow triggers in order of its card text. If multiple creatures trigger their summoning abilities at once, triggers will happen in the following order. This order may prevent a card from getting certain buffs. Cards with multiple summon triggers will run through this list one summon at a time (example: Rain of Fish). Note that a creature released from swallow does not count as being summoned (even though it will have summoning sickness).

Order of triggers:

  • Temporary discounts are lost
  • Game checks if creature has 0 life and prevents any future buffs that creature could gain, but does not kill the creautre yet (future buffs are lost)
  • Ancient Beastmaster checks for a 5 life creature but does not apply the buff yet
  • Rain of Fish damage
  • Tiki Totem buff
  • Illusion of Grandeur/ Firebringer/ Hate Seed abilities trigger
  • Path to Paradise checks for a creature but doesn't apply the buff yet
  • Mistral Guide's dash & flying ability
  • Beastmaster buff applied if earlier check was successful
  • Path to Paradise buff applied if earlier check was successful
  • Other Dash abilities
  • Shifting Octopus buffs applied
  • Temporary buffs applied
  • Triton Trainer checks for jump creature but does not apply buff yet
  • Gift / Lore Thief
  • Triton Trainer / Herald of War buffs applied if earlier check was successful
  • Crumbling Golem gets damaged
  • Failed Experiment creatures and 0 life creatures die

Note that because Roaming Yak has gift printed before dash, card text is prioritized before this list and therefore a Roaming Yak triggers its gift ability first, then dash.

I found a weird bug here that ignored some of these rules but it's not really important to the game so I didn't bother trying to figure out what causes it.

Summoning Sickness

While not officially used in Faeria, many players use this term from MTG to describe a creature that has just been played. A creature cannot move, attack, or harvest Faeria on the same turn it is played unless it has haste, which ignores summoning sickness.


You cannot swallow a creature that has swallowed something else.

  • There is one bug where Shozen ignores this rule and will swallow anything upon kiling it. If the defending creature had swallowed something, that something ceases to exist.

When a creature is swallowed, it is removed from the game, also removing any stat, land, Faeria or any other changes made to that card. When it is released from the swallow, it will come back to the board with summoning sickness. However, this does not count as you summoning that creature so anything like gift abilities will not trigger.

Taking control of a creature that has swallowed something will only give you control over the swallower, not the swallowed.


Creatures adjacent to a taunt cannot move and can only attack the taunt. If multiple taunts are adjacent, that player can choose which target they want to attack.


Teleporting does not count as that creature's movement for the turn.


Transforming a creature sets its stats to the original attack and life printed on the transform card. Which means any buffs gained or damage that the creature has taken, will disappear. When a creature transforms, it does not count as a new creature being summoned, but it will retain summoning sickness considerations. So something to remember is that because the creature has transformed into something entirely different, it will also lose abilities such as haste. So a card like Ninja Toad won’t be able to get summoned, transformed via Mirror Phantasm, and attack all in the same turn.

There are currently 4 bugs with this mechanic:

  • Haste creatures that transform this will be able to move three times.

  • A Carassius that emerges from a transform will count as two deaths towards your total Carassius count when it dies. This does not count as an extra death for any other reasons, for example with Soul Eater.

  • A Soul Eater that emerges from a transform will gain stats for each friendly creature that died this game.

  • A Firebringer that emerges from a transform will gain stats for each friendly creature you've played with higher attack than life.


You can have any combination of colours in special lands as long as the total number satisfies that requirement. Gagana requires 4 wild, so I could build 2 forest, and 2 mountains, or I could decide to build 4 forests, and it would work the same. Wild creature count as neutral creatures, which allows them to be played on any of your own lands, including neutral prairies.

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