Types

In Complex Plains Unbounded, all cards have a single type, which designates its purpose during play. The majority of cards can only be played through the activation and resolution of stacks, the only exception being Instants, which can be played in response to any player action. Every type of card can have up to five different STATS, some of which behave differently for different types and subtypes.

Start
Starts are one of two obligatory components of a stack, the other being Finishes, and are always placed face-down on the field in the bottom of the stack. More often than not, Starts designate the purpose and main effect of the entire stack, whether it's conjuring a massive fireball or healing your allies. Only one Start can be used in a stack. (For a list of Starts, click here.)

Chain
Chains are voluntary components of a stack, and are always placed face-down between the Start and the Finish of a stack. The purpose of Chains is to add small effects and alterations to a Start, at the cost of increasing the stack's Complexity. It is possible to use any number of Chains in a single stack. (For a list of Chains, click here.)

Finish
Finishes are one of two obligatory components of a stack, the other being Starts, and are always placed face-up on the field at the top of the stack. Finishes indicate under what circumstances a stack will be activated, these circumstances ranging from turn counts to specific conditions. Only one Finish can be used in a stack. (For a list of Finishes, click here.)

Instant
Instants are different from the other card types in that they do not need stacks in order to be played. Instead, players can activate them in response to any other player action and have their effect resolve accordingly. Alternatively, they can be activated by turn player during that player's Channeling Phase. Because of the inherent speed of these cards, their effects are often costly or only possible to use once per game. (For a list of Instants, click here.)