Magnetism
The Electric element ability. The target cell becomes a magnet — pull one adjacent card onto it.
Electric Element
Only Electric cards can carry Magnetism arrows. See Elements for the full element overview.
How it Works
When you trigger a Magnetism ability arrow, the target cell becomes a magnet. You choose one card from the cells adjacent to the target cell (excluding your active card's cell) and that card is pulled onto the target cell. The target cell must be empty.
Rules
- The target cell acts as a magnet. Choose one card from the cells orthogonally adjacent to the target cell.
- The active card's cell is excluded from the adjacency choices — you cannot pull your active card onto the target cell via Magnetism.
- You may pull any player's card — your own or your opponent's.
- The target cell must be empty. The pulled card does not replace anything already there — Magnetism cannot be triggered if the target cell is occupied.
- Magnetism works on covered cards (standard covered and Growth-placed).
- Magnetism cannot pull Block cards.
- Moving a card via Magnetism may trigger reactivation.
- If no valid adjacent card exists (all adjacent cells are empty, contain only Block cards, or only contain the active card), Magnetism cannot be triggered.
Interactions
Adjacency check
Adjacency is calculated from the target cell, not from your active card. If your Electric card is at B3 and targets D3, the adjacent cells are C3, E3, D2, and D4 — not the cells around B3.
Testing
Under evaluation: whether the magnet can pull the active card's own cell —
effectively letting the active card reposition itself via Magnetism
without triggering a standard reactivation. The design intent is to allow
post-flip repositioning.