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    • General Rules - Objectives
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    • General Rules - Ending the Game
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    • General Rules - Parts of a Card
      • Parts of a Card - Name
      • Parts of a Card - Cost
      • Parts of a Card - Typeline
      • Parts of a Card - Element
      • Parts of a Card - Speed
      • Parts of a Card - Power and Life
      • Parts of a Card - Durability
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    • General Rules - Card Types
      • Card Types - Champion
      • Card Types - Ally
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      • Card Types - Attack
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    • General Rules - Card Characteristics
      • Double-faced Cards
  • Game Mechanics
    • Game Mechanics - Game Zones
      • Game Zones - Public vs Private Information
      • Game Zones - Main Deck
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      • Game Zones - Effects Stack
      • Game Zones - Intent
      • Game Zones - Object-Specific Zones
    • Game Mechanics - Turn Order
      • Turn Order - Wake Up Phase
      • Turn Order - Materialize Phase
      • Turn Order - Recollection Phase
      • Turn Order - Draw Phase
      • Turn Order - Main Phase
      • Turn Order - End Phase
      • Turn Order - Combat Phase
        • Combat Phase - Attacking and the Combat Phase
        • Combat Phase - Attack Declaration
        • Combat Phase - Retaliation Step
        • Combat Phase - Damage Step
        • Combat Phase - End of Combat Step
      • Turn Order - Ending Phases
      • Turn Order - Skipping Phases
    • Game Mechanics - Playing Cards
      • Playing Cards - Card Activation
      • Playing Cards - Card Materialization
      • Playing Cards - Costs and Memory
      • Playing Cards - Resolution
    • Game Mechanics - Abilities
      • Abilities - Activated Abilities
      • Abilities - Triggered Abilities
      • Abilities - Static Abilities
      • Abilities - Restriction Abilities
      • Abilities - Ability Tracking
    • Game Mechanics - Types of Effects
      • Types of Effects - Game Effects
      • Types of Effects - Replacement Effects
      • Types of Effects - Continuous Effects
    • Game Mechanics - Objects and Targeting
    • Game Mechanics - Timing and Permissions
    • Game Mechanics - Damage
    • Game Mechanics - Damage Prevention
    • Game Mechanics - Drawing Cards
    • Game Mechanics - Counters
    • Game Mechanics - Mastery
    • Game Mechanics - Miscellaneous Topics
      • Tracking Information
      • Permission
      • Concession
      • Randomization
      • Rounding
      • Searching and Finding
      • Special Game Actions and Turn-based Actions
      • State-based Checks and Effects
      • Player Action Legality
      • Naming
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      • Copy
      • Properties and States
      • Card and Object Information
      • Default Case
  • Glossary
    • Keywords and Abilities
    • Game Terms
    • Type List
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  1. Game Mechanics
  2. Game Mechanics - Turn Order

Turn Order - Main Phase

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Last updated 1 year ago

  1. First, the turn player receives Opportunity.

  2. During this phase, the turn player may perform any slow or fast player actions while they have Opportunity and the Effects Stack is empty or they may proceed to the end phase.

  3. Attacking is considered to be a slow player action and will immediately put the game through the . The game will return to the main phase after the end of combat.

  4. If any player actions were taken during the passing of Opportunity or any effects, activations, or materializations entered the Effects Stack, the turn player receives Opportunity after the Effects Stack becomes empty and the player can again perform slow or fast player actions.

  5. Non-turn players may only activate cards or take player actions at fast speed during this phase when they have Opportunity.

  6. If the Effects Stack is empty and no other player actions have been taken while Opportunity was being passed, the main phase ends and the game immediately proceeds to the end phase.

combat phase