Combat
Showdowns Step by Step
Follow a contested battlefield from a waiting contest through open and closed states to Combat or control.
Guide overview
What you’ll learn
- Identify when a waiting contest begins and why movement can change its next step.
Guide content
Understand the concept
A contest can be waiting without already being the active ShowdownA Showdown is a structured opportunity for players to act when a Battlefield is contested.View in Glossary . Staging marks what the game must handle when the current work allows it. Learn to separate that waiting contest, the Showdown response window, and any Combat that follows.
Mark what is waiting
A unit becoming present at a battlefield its 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 the unit) does not control applies ContestedA temporary battlefield status applied when a unit becomes present there, its controller does not control that battlefield, and it is not already contested. It prepares a Showdown or Combat rather than immediately transferring control.View in Glossary status if it is not already contested. 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 stages a Showdown there; opposing players’ units also stage Combat. “Staged” means awaiting its start, not that players have already received a response window. A staged Showdown persists while the contesting player still has units there and the battlefield remains contested. Staged Combat stops waiting if the opposing units cease to be present before it begins.
An effect sends units to two different battlefields. Finish that effect and its required tasks before opening either contest. Both can become staged. The game handles one active contest at a time; the turn player selects the battlefield when the relevant opening task offers a choice.
Read the two parts of the state
Neutral means no Showdown or Combat is in progress. Showdown state means one is in progress. Open means no 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 exists; Closed means a Chain exists. These are two separate distinctions. A Showdown can therefore be Open while players take turns with 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 , or Closed while its current Chain is handled.
At the start of a Showdown, the player who applied Contested receives Focus, the chance to act while the Showdown’s Chain is empty. Gaining Focus also gives 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 , the right to take a legal action now. They can play a legally timed card or ability, or pass. A normal card-created Chain closes the state; 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 then use priority. When that Chain finishes, the Showdown returns to Open and Focus normally passes. Chains initiated by 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 or AddPut the stated Energy or Power into your Rune Pool. Activated and triggered Add abilities resolve as soon as finalized; spells that Add resources use the Chain normally.View in Glossary are exceptions: finishing those alone does not pass Focus. When everyone passes Focus consecutively, the Showdown ends.
Conversion waits for the right state
You move to an empty, uncontrolled battlefield and a non-combat Showdown begins. During it, an opponent plays a legal movement spell that brings their unit there. That spell’s Chain must finish before an Open Showdown can be converted into a Combat Showdown at that same battlefield. You do not begin damage assignment halfway through the movement spell.
Trace it: non-combat Showdown Open → movement spell creates Showdown Closed → spell resolves and checks stage Combat → Chain finishes and Showdown becomes Open → the conversion task opens Combat there. Attacker and defender are established through Combat’s opening procedure, including its triggered abilities. If the opposing presence disappears before the Combat starts, the staged Combat no longer proceeds.
A second battlefield waits its turn
During an active contest at battlefield A, a legal effect can create a new contest at battlefield B. B waits as staged while A and any necessary steps on the Chain are handled. A staged contest does not automatically let players start another independent Focus sequence while A is still active.
When the game returns to Neutral Open with no required steps still preventing the opening task, a waiting contest can begin. At Cleanup, staged Showdowns without staged Combat are considered by their opening task before the separate staged-Combat opening task. If several qualifying battlefields are offered by the same task, the turn player chooses one. Track each location separately; removing the contesting units from B can cancel its waiting Showdown before it ever opens.
Multiplayer and team destinations remain restricted
In a game with more than two players, a battlefield with staged or ongoing Combat is not a valid Move destination for a player uninvolved in that Combat or without units already there. It is also not a valid place for an uninvolved player to play units. A required Move to an invalid destination instead RecallRecall means moving a permanent back to its controller's Base.View in Glossary ; an effect requiring an uninvolved player’s unit to be played there puts it in that player’s Base instead. Do not treat the time before damage as unrestricted third-player entry.
Team play adds a different restriction: a battlefield occupied by your teammate’s units is an invalid Move destination for your units. Friendly status does not give you control of their units or permit their Standard MoveA Standard Move is the normal way a unit moves between its Base and a Battlefield.View in Glossary . Before following an effect that stages another contest, check these destination restrictions as well as the card’s own wording.
Keep in mind
Key points
- Staged contests wait for their permitted opening task.
- Open/Closed tracks the Chain; Neutral/Showdown tracks the active contest.
- Combat and teammate restrictions still apply to movement caused by effects.
