Combat
Damage Through Cleanup
Follow damage, prevention, current Might and healing through ordinary, Combat and end-of-turn checks.
Guide overview
What you’ll learn
- Decide which damage remains, when lethal damage kills, and which special check heals survivors.
Guide content
Understand the concept
DamageDamage represents harm marked on a unit and stays marked until it is healed.View in Glossary is a marked amount, not a reduction of MightMight represents both how much Combat Damage a unit can contribute and how much marked Damage it can normally take before being killed.View in Glossary . 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 compares that amount with the amount currently needed to kill that unit. PreventReduce the next matching damage a unit would take by the stated amount. Only the amount actually prevented is used; any remainder lasts for the effect's stated duration.View in Glossary changes damage before it is dealt; HealClear marked damage from one or more units. Healing does not raise their Might.View in Glossary clears damage afterward. The same damage can therefore have different consequences at an ordinary check, Combat Cleanup and the end of the turn.
Keep Might and marked damage separate
A 5-Might unit with 3 damage still has 5 Might. Ordinary 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 is a nonzero marked amount at least equal to current Might, unless an effect changes the lethal requirement. A 0-Might unit with no damage does not die simply for having 0 Might; at least 1 damage is needed for ordinary lethal damage.
Now reduce the damaged 5-Might unit by 2 Might. It has 3 Might and 3 marked damage, so it dies at the next lethal check unless a qualifying replacement changes that event. Increasing its Might instead can keep the same marked damage nonlethal. Neither change erased the damage; you changed the value against which it is checked.
Prevent before damage is marked
Prevention is a Replacement EffectAn effect that changes an event before it happens, often using "would," "as" or "instead."View in Glossary set up in advance to reduce the next damage it covers during its stated duration. Include applicable Bonus DamageA positive increase to a Deal action. It adds once to a single target, separately to each target dealt an amount, or once to the shared total when damage is split.View in Glossary in the amount, then reduce the incoming damage by the remaining prevention value, never below zero. Spend only the amount actually prevented from that tracked value. A value of “all” continues to prevent all qualifying damage until its duration ends.
A 4-Might unit has 1 damage and prevention for the next 3 damage this turn. A 2-damage event is fully prevented: mark no new damage and 1 prevention remains. A later 2-damage event loses 1 to the remaining prevention, so mark 1 new damage. The unit now has 2 damage, and that prevention is exhausted. Fully prevented damage is not dealt and does not create an ability that triggers when damage is taken.
Ordinary Cleanup does not heal
After a resolving spell, complete its instructions and then make the required check. Units with lethal damage die; survivors keep their marked damage. You cannot insert a healing ReactionA timing keyword that includes Action's permissions and also permits a card or activated ability while a Chain is waiting. You still need the proper opportunity, normally Priority; it does not allow an interruption halfway through resolution.View in Glossary after the spell has finished but before that automatic lethal check. A legal earlier Reaction can change the eventual outcome, but it uses the response window before the damage spell resolves.
A 4-Might unit starts with no damage. A spell deals 2 and the unit survives ordinary Cleanup with 2 still marked. A later spell deals another 2. The next ordinary check sees 4 marked damage and kills it. Ready, Exhaust, Move and RecallRecall means moving a permanent back to its controller's Base.View in Glossary do not by themselves clear that damage. An effect that says Heal does clear it at the indicated time.
Combat Cleanup kills before healing
Combat damage is assigned first and then dealt. Damage replacements, including prevention, apply during assignment instead of waiting for the later Deal step. Track the prevention used during that assignment; do not apply it a second time when the assigned result is dealt. For lethal assignment requirements, account for applicable prevention: a 2-Might unit with no existing damage and prevention for the next 3 damage requires 5 assigned damage to reach lethal after prevention.
The official FAQ compares prevention and doubling on one unit: the damaged unit’s 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 , the player who controls it, orders those replacements during assignment, and the order can change both the damage that will be dealt and the prevention remaining. Keep the resulting assigned damage and the remaining prevention recorded through the later simultaneous Deal step. Assigning and dealing are distinct events even though the replacements have already been applied.
After damage is dealt, Combat Cleanup checks lethal damage and handles deaths before its added healing step. It heals all surviving units, including units elsewhere on the board. Then attackers are Recalled if defenders remain as specified. Thus a damaged survivor outside the current battlefield can heal here, but a lethally damaged combat unit cannot wait to be saved by that later healing. Resolve resulting Chain abilities before moving on to the Combat result.
End-of-turn healing and expiration have an order
End-of-turn effects happen before the expiration procedure. That procedure checks lethal damage, heals survivors, expires all “this turn” effects simultaneously, and empties every player’s Rune PoolThe temporary supply of generated Energy and Power waiting to be spent, not the physical Runes in your Base. Every player's pool empties at the start of each Main Phase and at the end of each turn; this removes unused resources, not Rune cards.View in Glossary . Changes can cause further ordinary checks, and handling cards or abilities on the Chain can require restarting the expiration step. The turn advances only after that required work.
A unit is temporarily at 5 Might and has 4 damage when expiration begins. It is not lethally damaged at the initial check, so it heals before the temporary Might increase expires; losing that increase afterward does not resurrect the old 4 damage. If it instead began that check with 5 damage, it would die before the healing step. If an expiration-created ability later deals new damage, that damage and any required checks must be handled in the actual sequence; “the turn is ending” is not permission to skip them.
Keep in mind
Key points
- Prevention changes incoming damage; healing clears already marked damage.
- Ordinary checks keep survivors damaged.
- Combat and end-of-turn special checks kill lethally damaged units before healing survivors.
