Steps to a Turn

This section explains the steps of a turn. Every turn begins and repeats in this same sequence. Whenever you enter a new step, any triggered abilities will also occur during that step.

The active player (the player whose turn it is) gets to play spells from their hand by paying the Mana Cost on the card (or, if it’s an Avatar, choosing to place them in their party.) Your opponent gets to do the same. During each turn, you will most likely initiate combat and the minions you played will deal their power rating to the target. When attacking an Avatar, your power is called your Attack Rating, and the opponent’s Avatar must make a damage Roll (dice rolls) that results in a roll greater than the base Attack Rating, or be fainted by the minion. When a spell enters the Spell Zone to resolve, you must wait for confirmation by your opponent to determine whether they respond or to let it pass and resolve, before moving onto the next step in the match.

1. Beginning Step: You restore all Mana and add an additional Mana to your pool. Triggered abilities that specify the beginning step are activated, otherwise in most cases the beginning step moves to the next step, the Draw Step. Also, no player can play spells in the beginning step.

2. Draw Step: You draw a card from your library.

3. Main Step: You play a card from your hand by paying its Mana Cost or you may place an Avatar into your party on your side of the battlefield. Your opponent can also play Flash spells during your Main Step.

4. Combat Step: You initiate combat if your minion is no longer exhausted, which is the rule that prevents minions from attacking on the first turn, by choosing targets for your minion to attack. Valid targets are Avatars and minions; if an opponent’s minion has the Taunt ability, for every minion with Taunt, you must faint or remove that minion with Taunt from play in order to target an opponent’s Avatar or minion with one of your minions.

Both power ratings are subtracted from the toughness rating and put onto the Damage Stack. The Damage Stack for each individual minion shows how much remaining toughness is needed to faint the minion (stacking the damage until the minion faints.) When a minion receives damage equal to or greater than its toughness rating over the course of a turn, that minion faints and is placed into its owner’s graveyard. If a minion survives until the end of a turn without taking lethal damage, the minion recovers all its toughness from the damage Stack at a step before the end of turn and is healed.

When an Avatar is attacked by a minion, the Avatar makes a damage roll, as shown on the Avatar card. An example is the Cook, with a 2d6 damage roll. The Player rolls the 2d6 in response to being attacked by a minion with a baseline power of 5/*. If the Avatar rolls a score greater than 5 on their 2d6, the Avatar survives combat and remains on the battlefield. If the Avatar fails the roll, it is placed into your graveyard. Your opponent can also play Flash spells during your Combat step.

5. Clean-up Step: All damage from the damage Stack is returned to minions, having their toughness restored.

6. End of Turn: All effects end and you pass your turn to your opponent. Temporary Mana is depleted and you carry any Mana you did not spend during your turn to your opponent’s turn.

Now, it’s your opponent’s turn, proceeding to the Beginning Step for your opponent. You repeat these steps in sequence until a player draws all four cards from their Prize Pool, or a player is unable to draw a card from their library due to the fact that their library and graveyard has entirely been voided from the game. In which case, the game ends immediately and the player with all four prizes wins the game.

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