15.1Retract
15.2Teleport
- 15.2.1
To Teleport a Soul is to pick it up and place it on another empty soul slot of its controller whose highest rank is exactly the Soul's rank, and onto which the Soul could be recruited.
- 15.2.2
The Soul may not go to a slot that hangs directly under its current slot (that slot would lose the Soul above it).
- 15.2.3
The effect's controller chooses the slot. If there is none, the Soul stays where it is.
- 15.2.4
The Soul does not leave the field. It keeps its damage, bonuses, granted effects and counters, and its Armament moves with it. Ambushes stay at the old slot. An Ambush it set still counts as its own: until that Ambush has been sprung, the Soul can't set another.
15.3Exile
15.4The Leader never moves
15.5Leaving the field
- 15.5.1
A card that leaves the field (to a hand, the Elysium or the Exile) loses everything that applied to it there: damage, bonuses, granted effects, the count of its limits. If it comes back, it is a new card.
- Its limits start again from zero.
- Effects it put on the Cascade during its earlier stay fizzle (11.6.1).
- An Ambush it set before no longer counts as its own: it may set a new one, and the old one stays at its slot and may still be sprung.
- 15.5.2
Being captured is not leaving the field: the Soul stays on its slot, face down.
15.6Deck and hand
- 15.6.1
Draw: take the top card of your deck into your hand. With an empty deck, nothing happens.
- 15.6.2
Enlist: search your deck for a card that matches, show it to your opponent and put it into your hand; then shuffle your deck. If no card matches, you take nothing, and the deck is still shuffled.
- 15.6.3
Look at the top: look at the given number of cards from the top of your deck, put the given number into your hand and the rest on the bottom of your deck in the order you choose.
- 15.6.4
Discard: put cards from the hand into the Elysium. The player who discards chooses which, including when an effect makes the opponent discard.
