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StepsEdit

Your turn is comprised of five different steps. They are listed below. Click on one to learn more about it.

To learn how to concoct this into a full game, visit The Final How-to-Play. This will finish off your lessons.

Keep in mind that you will have many turns.


Prepare StepEdit

Your prepare step is the first step of your turn. First, you draw a card from the top of your deck, and add it to your hand. Then you reward yourself for that difficult task with 2 EP. All creatures lose Summoning Sickness. Back to top...


Play StepEdit

Your play step is your second step. This is when you put cards from your hand onto the battlefield, you select targets for spells, and you select which creatures are getting equipped with items. To do this, you deduct the card's EP cost from your EP. If this would bring you to negative EP, you can't play the card. When you play a creature, it comes into play with Summoning Sickness. This means it can't attack. If the number of creatures in play exceeds the Max Capacity of a location, you can't play that location. Similarly, if the Max Capacity of a location in play equals the amount of creatures, you can't play any more creatures. Next, choose targets for your spells that you played in your play step. Select among all the Legal Targets. Finally, choose target creatures for your non-relic items to equip to. Back to top...

Resolve StepEdit

Your resolve step is your fourth step. This is where traps are played effects happen, and creatures take damage. First, spell's effects take place. Next, non-relic items equip to their targeted creatures. Back to top...

Attack StepEdit

This is where creatures attack, First choose which of your creatures are attacking, and which of your opponents creatures they are targeting. (Note: Creatures with Summoning Sickness can't attack) . Then, the controller of a targeted creature has a chance to play a trap card from their hand of cards. They pay the EP cost, and then put down the trap. The effect of the trap resolves, and the creature suffers the consequences. Finally, all creatures that are not being protected by traps are dealt damage. To deal damage to a creature, subtract the damage source (in this case the attacking creature's AP score) from the targeted creature's HP score. If this would bring it to 0 HP or below, it is sent to the graveyard.

End StepEdit

Your end step is a placeholder. Certain spells will cause you to do things during your end step, but otherwise, the end step is empty. Back to top...