Wonders of The First

Comprehensive Rules · v1.3.2

1 Cards

101 Card Stats

Section titled “101 Card Stats”

Wonders cards have the following stats.

101.1 Card Name

Section titled “101.1 Card Name”

101.2 Classes

Section titled “101.2 Classes”

101.3 Card Types

Section titled “101.3 Card Types”

101.3.1 Wonders

Section titled “101.3.1 Wonders”

101.3.2 Lands

Section titled “101.3.2 Lands”

101.3.3 Spells

Section titled “101.3.3 Spells”

101.3.4 Items

Section titled “101.3.4 Items”

101.3.5 Changing Card Types

Section titled “101.3.5 Changing Card Types”

101.4 Tier

Section titled “101.4 Tier”

A card’s tier determines the maximum copies of that card allowed in a deck.

101.5 Cost

Section titled “101.5 Cost”

101.6 Power

Section titled “101.6 Power”

101.7 Faction

Section titled “101.7 Faction”

101.8 Orbital

Section titled “101.8 Orbital”

Orbitals are worlds or universes where the stories of Wonders of the First take place. Almost every card comes from an orbital. Orbitals are identified by the icon in the upper right, under the power/type box. Cards get energy cost discounts from other cards (such as lands) with matching orbitals. (See Link in the Keywords section below.)

101.8.1 The Six Orbitals

Section titled “101.8.1 The Six Orbitals”

101.8.2 Non-Orbital Cards

Section titled “101.8.2 Non-Orbital Cards”

101.9 Ability

Section titled “101.9 Ability”

102 Infinite Stat and Resource Values

Section titled “102 Infinite Stat and Resource Values”

2 Other Game Objects

201 Stones

Section titled “201 Stones”

202 Resources

Section titled “202 Resources”

Players should use dice, markers, or some other visible method to track their energy, actions, and other resources such as faith.

202.1 Energy

Section titled “202.1 Energy”

202.2 Actions

Section titled “202.2 Actions”

202.3 Faith

Section titled “202.3 Faith”

203 Tokens

Section titled “203 Tokens”

204 Counters

Section titled “204 Counters”

3 Areas of the Game

301 Areas

Section titled “301 Areas”

There are five areas where cards can exist: The World, a Deck, a Hand, The Abyss, and Banishment.

301.1 The World (Realms)

Section titled “301.1 The World (Realms)”

301.2 Deck

Section titled “301.2 Deck”

301.3 Hand

Section titled “301.3 Hand”

301.4 The Abyss

Section titled “301.4 The Abyss”

301.5 Banishment

Section titled “301.5 Banishment”

301.6 Movement Between Areas

Section titled “301.6 Movement Between Areas”

301.7 Inactive Realms

Section titled “301.7 Inactive Realms”

301.8 Banished Realms

Section titled “301.8 Banished Realms”

302 Card Abilities In Various Areas

Section titled “302 Card Abilities In Various Areas”

Card abilities are generally only active while in The World, or in the case of spells, when played. In general, cards do not have any abilities while in a hand, deck, The Abyss, or banishment. There are some exceptions to this, such as:

Unless otherwise specified, card abilities only affect other cards in The World.

303 Deckbuilding

Section titled “303 Deckbuilding”

Each player brings a main deck with 50 cards. Tiers determine how many copies of a card are allowed in a 50-card deck.

303.1 Card Tiers

Section titled “303.1 Card Tiers”

303.2 DBS and Deckbuilding

Section titled “303.2 DBS and Deckbuilding”

303.3 Archives

Section titled “303.3 Archives”

304 Additional Formats

Section titled “304 Additional Formats”

Players can choose from a number of deckbuilding formats or play variants, as long as they agree ahead of time. In casual play, players can create their own Deck Balance Score categories. Check wondersccg.com for details.

304.1 Prerelease Format

Section titled “304.1 Prerelease Format”

305 Official Card Text

Section titled “305 Official Card Text”

4 Sequence of Play

401 Determine First Player

Section titled “401 Determine First Player”

402 Draw Starting Hands

Section titled “402 Draw Starting Hands”

402.1 Mulligan

Section titled “402.1 Mulligan”

403 Steps of the Round

Section titled “403 Steps of the Round”

403.1 Beginning of Round

Section titled “403.1 Beginning of Round”

Beginning of the round is an umbrella term that encompasses all the events in this step. Some cards use the term “The start of the round” which means the same thing. However, if a card refers to On Round Start or On Round N, this refers specifically to the trigger event after the new realm opens.

  1. The new realm opens.
  2. Add energy and actions.
    • Each player adds one energy for each round that has happened in the game.
    • For example, on round 5 each player adds 5 energy.
    • Each player also adds one energy for each stone they control.
    • Each player gains 3 actions.
  3. Trigger On Round Start effects and/or On Round N effects in the same event.
    • This includes round-specific events such as ascend.
      • If there are multiple triggered events the active player (the player who will take the first turn of the round) chooses the order of resolution, one at a time.
  4. Each player draws a card.
  5. The first player begins their turn.

403.2 Take Turns (Use Actions)

Section titled “403.2 Take Turns (Use Actions)”

403.3 Using Turns

Section titled “403.3 Using Turns”

On your turn, spend an action to:

Alternatively, you can use your turn for a free action, if available:

You can draw multiple cards, play multiple cards, activate multiple abilities, and attack multiple times each round using actions if you choose.

Note: Many cards allow players to gain extra energy and actions within turns.

403.4 Round End

Section titled “403.4 Round End”

The next round begins with the first player continuing to play until a player seizes a stone. From that point forward, the last player to seize a stone is the first player.

403.5 End of Turn, Round, and Game Effects

Section titled “403.5 End of Turn, Round, and Game Effects”

404 Spending Actions

Section titled “404 Spending Actions”

404.1 Draw a Card

Section titled “404.1 Draw a Card”

404.2 Play a Card

Section titled “404.2 Play a Card”

Additional Rules For Playing Cards

Core Mechanic

404.3 Attack

Section titled “404.3 Attack”

404.3.1 Battle Structure

Section titled “404.3.1 Battle Structure”

404.3.2 Battle Timing

Section titled “404.3.2 Battle Timing”
  1. On Attack step — Once you declare an attack and spend the action (or free attack), any of your cards in that realm with “On Attack” abilities trigger. These triggers are created simultaneously and resolved in the active player’s chosen order. Abilities that say “whenever (something) attacks” trigger at the same time as On Attack abilities.
  2. On Defense step — After resolving On Attack triggers, any cards controlled by the defending player in that realm with On Defense abilities trigger. These triggers are created simultaneously and resolved in the active player’s chosen order.
  3. On Battle step — Now trigger On Battle triggers from any cards in that realm. These triggers are created simultaneously and resolved in the active player’s chosen order.
  4. Check for victory — Sum the power of each player’s Wonders in the realm. The higher total wins the battle. A tie means the battle is a draw.
  5. Move a stone — If the attacker wins, they choose and seize one stone from the realm. This can be from the center or the opponent. If there are multiple stones, the attacker seizes only one. If the defender wins that player seizes a stone if able. If the battle is a tie, the stone does not move.
  6. End of battle — After moving (or not moving) the stone, resolve any end-of-battle effects. These include abilities such as Flying (moving a Wonder to an adjacent realm) and other cards that trigger “at end of battle.” Once all end of battle abilities resolve, the battle is finished and play proceeds to the next turn or action.

For example, Chained Crow has Deathstrike and Flying. It attacks and the battle is a tie 6 to 6. The check for victory step registers the tie. This counts as tying a battle, so Deathstrike triggers and destroys an enemy. Since the battle was a tie, the stone doesn’t move during the move stone step. During the end of battle step, the attacking player has the Crow fly to another realm.

404.4 Activate an Ability

Section titled “404.4 Activate an Ability”

404.5 Pass

Section titled “404.5 Pass”

404.5.1 Maximum of 11 Passes Within a Round

Section titled “404.5.1 Maximum of 11 Passes Within a Round”

404.5.2 Passing as a Turn

Section titled “404.5.2 Passing as a Turn”

405 Winning the Game

Section titled “405 Winning the Game”

5 Resolving Effects

501 Triggered Effects

Section titled “501 Triggered Effects”

501.1 Targeting

Section titled “501.1 Targeting”

502 Resolving Multiple Effects

Section titled “502 Resolving Multiple Effects”

503 Endless Loops of Effects

Section titled “503 Endless Loops of Effects”

504 Replacement Effects

Section titled “504 Replacement Effects”

505 Control of Cards, Objects, and Effects

Section titled “505 Control of Cards, Objects, and Effects”

505.1 Controlling Objects

Section titled “505.1 Controlling Objects”

505.2 Controlling Effects

Section titled “505.2 Controlling Effects”

505.3 Controlling Realms

Section titled “505.3 Controlling Realms”

505.4 Controlling Turns

Section titled “505.4 Controlling Turns”

505.5 Ownership of Cards

Section titled “505.5 Ownership of Cards”

506 Even Distribution in Realms

Section titled “506 Even Distribution in Realms”

507 Copy Effects

Section titled “507 Copy Effects”

508 Resolving Partial Effects and Contradictions

Section titled “508 Resolving Partial Effects and Contradictions”

509 Tapping and Untapping

Section titled “509 Tapping and Untapping”

510 Face Down Cards In The World

Section titled “510 Face Down Cards In The World”

Abilities will sometimes put face down cards in The World as a means of randomization. Until they are turned face up they don’t count as any card type and have no effect on the game. When they are turned face up, treat them as if they entered from The Abyss.

511 Counting Game Events

Section titled “511 Counting Game Events”

When a card refers to the first time, second time, third time, or similar, use the actual number of times that event has happened in that round, game, and so forth.

For example, Glacium Keep says “When you play a third Thalwind land, you may untap this.” This only triggers once per game, when you have played exactly two Thalwind lands and you play the third. This ability won’t trigger again that game.

6 Game Terms

Abyss

Section titled “Abyss”

Ability

Section titled “Ability”

Actions

Section titled “Actions”

Active Player

Section titled “Active Player”

Active Realm

Section titled “Active Realm”

Allied Wonders

Section titled “Allied Wonders”

Arrives

Section titled “Arrives”

Banish

Section titled “Banish”

Base Power

Section titled “Base Power”

Battle

Section titled “Battle”

Bury

Section titled “Bury”

Class

Section titled “Class”

Core

Section titled “Core”

Counters

Section titled “Counters”

Current Realm

Section titled “Current Realm”

Destroy

Section titled “Destroy”

Dies

Section titled “Dies”

Discard

Section titled “Discard”

Draw

Section titled “Draw”

Enemy

Section titled “Enemy”

Energy

Section titled “Energy”

Equip

Section titled “Equip”

First Time

Section titled “First Time”

Free Attack

Section titled “Free Attack”

Move

Section titled “Move”

Next

Section titled “Next”

For example, Wretched Mirror of Requiem says “The next time an enemy Wonder arrives in any realm, its owner sacrifices it.” If multiple enemy Wonders arrive simultaneously, their controller chooses and sacrifices only one of them.

Nullify

Section titled “Nullify”

On Arrival

Section titled “On Arrival”

On Attack

Section titled “On Attack”

On Battle

Section titled “On Battle”

On Death

Section titled “On Death”

On Defense

Section titled “On Defense”

On Harvest

Section titled “On Harvest”

On Play

Section titled “On Play”

On Round End

Section titled “On Round End”

On Round Start

Section titled “On Round Start”

On Round X

Section titled “On Round X”

Pay X

Section titled “Pay X”

Play

Section titled “Play”

Power

Section titled “Power”

Realm

Section titled “Realm”

Reveal

Section titled “Reveal”

Sacrifice

Section titled “Sacrifice”

Seize Stone

Section titled “Seize Stone”

Status Effect

Section titled “Status Effect”

Stone

Section titled “Stone”

Stoneseeker

Section titled “Stoneseeker”

Story Token

Section titled “Story Token”

Tap Ability

Section titled “Tap Ability”

Tap/Untap

Section titled “Tap/Untap”

Target

Section titled “Target”

This Round

Section titled “This Round”

Tokens

Section titled “Tokens”

Unknown Lands

Section titled “Unknown Lands”

Unopposed

Section titled “Unopposed”

Wonder

Section titled “Wonder”

World

Section titled “World”

7 Keyword Abilities

Ascend

Section titled “Ascend”

Attuned

Section titled “Attuned”

Awaken

Section titled “Awaken”

Call

Section titled “Call”

Celestial Counter

Section titled “Celestial Counter”

Deathstrike

Section titled “Deathstrike”

Deny

Section titled “Deny”

Eternal

Section titled “Eternal”

Faith

Section titled “Faith”

Flying

Section titled “Flying”

Growth Counter

Section titled “Growth Counter”

Guardian

Section titled “Guardian”

Harvest

Section titled “Harvest”

Heart of a Legend

Section titled “Heart of a Legend”

Hoard

Section titled “Hoard”

Kingdom

Section titled “Kingdom”
Section titled “Link”

Null Counter

Section titled “Null Counter”

Portal

Section titled “Portal”

Protector

Section titled “Protector”

Rage

Section titled “Rage”

Seek

Section titled “Seek”

Shield

Section titled “Shield”

Stun

Section titled “Stun”

Symbiosis

Section titled “Symbiosis”

Example 1: Seraphina “The Serpent” Blackthorn is copied by a Rootling Terror. That Rootling Terror is copied by a second Rootling Terror. What happens?

Example 2: A Swamp Sovereign is copied by a Vobb Stalker. That Vobb Stalker is copied by a Glemmer Bandit. What happens?

Unstable

Section titled “Unstable”

8 The Prisoner

Changelog

v1.3.2

Section titled “v1.3.2”

Initial port from PDF. Document the diffs between v1.3.1 → v1.3.2 here once known.

v1.3.1

Section titled “v1.3.1”

Prior PDF release (Wonders Comp Rules v1.3.1.pdf, 2025-04-09). No web version existed.