What is The Chain?
In order to understand how events in the World of Warcraft TCG will be ordered and processed, we will need to go over the "chain". The chain is one of the elements that adds a level of complexity and strategy to the WoW TCG that you wont find in other more basic table top games. While this can make for some potentially confusing situations at first, the chain is a very simple concept.
Every time that you play a card from hand or use a power from a card in play (such as the one on [Bradford the Frozen]), it doesn't "happen" immediately. Instead, it goes into a temporary, imaginary place called, the chain.
Think of the chain as a sort of holding area where your cards and effects wait to see if anyone responds to them. Most of the time you will simply play out your cards, use your powers, and move on through your turn without any breaks. That's fine, but its important you know how the chain works when an opponent wants to respond with a [Nether Fracture] or something similar.
Priority
Have you ever tried to play a card at the same time as another player and promptly gotten into an argument about who played what first? This is actually impossible to do because of the way the WoW TCG is designed. In order for you to play a card, or use a power from a card in play, you must have "priority". Only one player can have priority at a time and it passes back and forth between players.
Whichever player's turn it is, is called the active player. Active players always begin with priority. In order to add to the chain (also called adding a "link"), a player must have priority. After adding to the chain you pass priority back to your opponent who can now add to the chain with cards and powers of their own. A link is cleared from the chain when all players pass priority after any responses have been made.
Sometimes the chain will be filled with several links as both players make multiple responses to a card or power. In order to sort the order by which these actions resolve, we typical say, "last in, first out". Meaning, the last link to the chain is the first one that resolves, going all the way back to the original link.
Examples
Players can add to the chain in a variety of ways; lets start with a simple example.
It is your turn and therefore you are the active player and because of this always has priority while the chain is empty. You play an ally from your hand, adding a link to the chain. Since you have priority, you have the chance to respond to your ally by adding another link to the chain (meaning you can respond to your own cards after playing them). Once you are done making any responses, you pass priority to me, your opponent. Now I can respond by playing cards from my hand or using powers from cards in play or I can pass priority and your ally successfully resolves and enters play.
A common use of the chain is responding to an opponent's card with a card of your own. lets say that you have a [Darktwister Kern] in play. On my turn, I decide to [Fire Blast] it back to the Stone Age. At this point, [Fire Blast] is simply a card on the chain. Now both players get a chance to respond. I don't want to add anything after my card, so now its on you to either let your ally die or keep it alive. It just so happens you have [Guarded by the Light] and decide to play it in response to the [Fire Blast]. Your card goes on the chain, on top of mine.

Now that you've played a card, you have the option of playing another one, using a power from a card in play, or passing priority back to me. Lets say you have nothing to add and pass priority. Now I have the chance to play something in response to your prevention ability, but in this case, I wont. Now that we have both passed priority the top link on the chain (your card) resolves preventing the next 3-damage to your ally. We're not done, however as there is still the [Fire Blast] on the chain. As this point the active player regains priority (me) and I can continue to add to the chain on top of the [Fire Blast]. I choose not to and you do the same, letting my [Fire Blast] resolve. It tries to deal damage to your ally, but it is prevented because of your ability.
While the above example might seem a bit complicated, keep in mind that generally, players will short-cut all of these steps with simple verbal cues.
Me: I [Fire Blast] your ally.
You: I'll prevent it with [Guarded by the Light].
Me: Sigh...Okay It's good.
Powers Vs. Abilities
In the previous example, I played an ability and you responded with another ability. But that's not the only way to add to the chain. Payment powers from cards in play also use the chain, and they can be responded to just like abilities.
For example, let's say I have [Lissie Spizfrat] in play and use her power. In response, you play [Prayer of Shadow Protection]. Your ability goes on the chain on top of my ally's power. Assuming we both pass priority to each link, nothing on your side of the table will take damage because of the Shadow Resistance you've gained through the turn, while everything I control will take 3-shadow damage.
What about Interrupts?
Now that you know how to respond to a card or power, lets talk about how to interrupt one. Cards can be interrupted in several different ways, but the most popular method is through cards like [Nether Fracture]. These abilities use the chain just like any other card and can be responded to like normal. When an interrupt resolves, it removes the interrupted card from the chain and places it in its owners graveyard. The interrupted card does not get a chance to resolve—it is completely removed.
For example, I play [Rise to the Challenge], adding it to the chain. You respond with [Counterspell], adding it to the chain on top of my card. Your [Counterspell] resolves, removing my [Rise to the Challenge] from the chain and placing it in my graveyard. Now the chain is completely empty. My ability never got a chance to resolve and I don't get any benefit from the ability once so ever.
What else uses the chain?
Most actions a player can take add a link to the chain, such as any of the following:
- Playing a card from hand.
- Placing a resource.
- Completing a quest.
- Using a payment power.
- Proposing a combat.
- Triggered effects.
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