Advanced Systems
Cleanup and Death Triggers
Trace automatic checks, recording abilities that trigger on death and the point where players can act again.
Guide overview
What you’ll learn
- Follow lethal damage and Kill instructions through abilities waiting on the Chain, replacement effects and repeated Cleanup checks.
Guide content
Understand the concept
CleanupAn automatic rules check that handles winning, lethal damage and board conditions before play continues. It is not an action you choose or normally announce, and an ordinary check does not heal units.View in Glossary is the game’s automatic check, not an action you choose or a new response window. An effect finishes, the required checks take place, and only then does the game process waiting abilities and give players another legal opportunity. Death triggers need a little bookkeeping inside that sequence.
Finish the current effect first
Changes such as adding or removing a ChainAn off-board zone that holds cards and abilities during the process of playing them. Cards and abilities on it are public information.View in Glossary item, entering or leaving the board, changing status or completing a Move require a Cleanup. If a Chain item is resolving, that check waits as an outstanding task until the item has finished. During Cleanup, items cannot complete their play steps (finalization) or carry out their instructions (resolution) and players do not receive PriorityThe right to take a legal action now. Only one player can have Priority at a time, and having it does not remove a card or ability's timing restrictions.View in Glossary or FocusThe opportunity to act in a Showdown when the Chain is empty. Gaining Focus also gives Priority; you need both to act. Passing Priority during a Chain does not itself pass Focus.View in Glossary . New Triggered AbilityAn ability started by a stated event or time, usually introduced by "when" or "at." It goes on the Chain when its condition is met.View in Glossary can still be added as pending items, waiting for those play steps.
Suppose an abstract spell deals Lethal DamageMarked damage sufficient to kill a unit in cleanup. Normally it must be a nonzero amount at least equal to the unit's Might. Effects can change the amount needed.View in Glossary , then heals that same legal unit. There is no ordinary lethal check between those instructions: complete the whole spell, then check the resulting damage. Compare an explicit Kill instruction: it sends the unit to the Trash during the instruction itself. A later Heal instruction does not bring it back. Damage awaiting a lethal check and an immediate Kill are different routes.
Capture a unit’s own death ability before departure
When lethal damage will kill a unit, Cleanup first captures its DeathknellAn ability that triggers when its own permanent is killed and sent to the Trash. Replacing that death with something else prevents the Deathknell from happening.View in Glossary and other abilities that trigger on its own death as pending Chain items. Note the unit’s current location, characteristics and other information needed by those abilities before putting it in its owner’s Trash. An explicit Kill instruction makes the same pre-departure record for such abilities.
Watchful Sentry demonstrates the simple case. Lethal damage is present when the check occurs → its own death ability becomes pending → the unit actually dies → after the current checks and tasks finish, the ability is finalized and can resolve to draw 1. The ability’s existence on the Chain does not keep Sentry alive, and its draw does not happen before death merely because the ability was recorded first.
Card example
Watchful Sentry
Sentry’s Deathknell is recorded before its departure, but drawing is the later ability’s result. Keep that distinction when a replacement prevents its death.
Unit
Watchful Sentry
[Deathknell] — Draw 1. (When I die, get the effect.)
Confirm that death actually happened
Recording a death ability is provisional bookkeeping. If a Replacement EffectAn effect that changes an event before it happens, often using "would," "as" or "instead."View in Glossary changes the death into healing, exhausting and RecallRecall means moving a permanent back to its controller's Base.View in Glossary , the PermanentA Main Deck game object that remains on the board after being played. Unit and Gear are permanent types. Runes, battlefields and legends are not permanents simply because they stay on the board.View in Glossary (a unit or gear that remains on the board after being played) was not killed and sent to the Trash. Its own-death ability is removed from the Chain. Do not award both the save and the Deathknell result.
For example, Sentry is about to die after an effect has already established a qualifying death replacement. Capture the pending ability, apply the replacement, and follow its alternative result. Because Sentry never completes the death event, its draw ability does not survive this check. A token that really dies is different: it reaches the relevant zone and then stops existing, without canceling an already-created legal death ability simply because it is a token.
An observer is not its own death trigger
A permanent that watches another unit die normally needs its triggered ability to be active in the game area where it is evaluated after the event, usually the board. If the observer leaves that active zone in the same event, it cannot normally trigger for the other death. Its own Deathknell uses the special capture described above instead.
If two different death abilities trigger simultaneously, their ControllerThe player who currently controls a game object and makes the choices assigned to that controller. Control is established differently for battlefields and other objects, and need not match ownership.View in Glossary orders them on the Chain; different players normally add theirs in turn order, starting with the turn player. Each instance of Deathknell triggers separately. They are then finalized in addition order, while ordinary waiting abilities resolve newest first after the required passes. Note any pre-death information separately for each ability rather than replacing it with the unit’s later Trash state.
Continue the board corrections
The winning check is first: at the Victory Score and strictly ahead of every opponent, the qualifying player wins before later board corrections. Cleanup also updates attacker and defender designations, checks loss of battlefield control where allowed, recalls misplaced unattached non-unit gear and non-unit runes, and corrects objects in a Base other than their controller’s. Hidden cards at battlefields not controlled by their player go to their owners’ Trash. Attachment has its own exceptions; do not Recall attached gear just because its controller differs from that of the unit it is attached to.
A unit with lethal damage at a battlefield dies, leaving its Equipment unattached. The corrective Recall can send that gear to its controller’s Base. If the battlefield also becomes uncontrolled at the permitted control check, its hidden card is removed. These corrections can themselves change the board and require another Cleanup. Keep checking until a Cleanup produces no new state change; do not offer a Reaction between these automatic corrections.
Special checks add steps, not a free action
Combat Cleanup adds healing after the lethal checks, then recalls attackers if defenders remain. End-of-turn expiration adds healing, simultaneous expiration of “this turn” effects and emptying every Rune Pool. A follow-up Cleanup caused by a special Cleanup is ordinary; it does not automatically repeat all the special insertions. End-of-turn has a separate instruction to restart its expiration step if items were handled on the Chain.
Finally, recording Deathknell is not an opportunity to use a different Activated AbilityAn ability you choose to use by paying the cost before its colon. Its effect is written after the colon.View in Glossary on the dying unit. Normal activated abilities need their permitted timing, normally your turn in an Open State; Reaction or another explicit permission can alter that. Once lethal Cleanup is underway, you cannot pause it to activate a healing or sacrifice ability. Use a legal earlier window, or an automatic replacement already applicable to the death.
Keep in mind
Key points
- Finish resolving the current item before ordinary Cleanup.
- Capture own-death information before departure, then confirm actual death.
- Automatic corrections can repeat; they do not create a player action window.
