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Turn Structure

Temporary and Vision Timelines

Track a Temporary unit or gear through the turn, and resolve multiple Vision abilities without assuming each sees a different card.

What you’ll learn

  • Place Temporary before Beginning Phase scoring.
  • Resolve each Vision and its Predict separately.

Understand the concept

A is a Main Deck game object that stays on the board after being played: units and are permanent types. Runes, battlefields and legends are outside that category. and are keywords that may appear on a permanent. Vision reacts to playing it. Temporary waits for the start of its ’s Beginning Phase, before scoring. The controller is the player making decisions for that permanent. Follow these events rather than interpreting Temporary as an end-of-turn duration.

The turn when the permanent arrives

Suppose you play a Temporary unit during your Main Phase. It enters unless an effect changes that. If it also has Vision, its play trigger lets you . Temporary does not kill it at that turn’s Ending Phase.

The unit can remain through opponents’ turns. Its presence still matters for movement, combat and control, subject to the usual rules. Giving it Temporary late in a turn does not create a scheduled end-of-turn death.

Related RuleWhat Do Temporary and Vision Do?

Awaken does not remove Temporary

At the start of the controller’s next turn, Awaken the unit with the rest of that player’s applicable cards. The unit is still Temporary. Next comes Beginning: its Temporary ability triggers at the start of that phase, before scoring.

Example - The only unit at a battlefield Your Temporary unit survived there until your turn. It readies during Awaken, but Temporary then kills it before you score for . If it was your only unit there and no other effect supplies a replacement presence, you cannot rely on it to keep that battlefield controlled for the scoring step.

Related RuleWhat Happens During Each Part of Your Turn?

Use the current controller and active text

Temporary refers to its permanent’s controller. If control changes, the relevant Beginning Phase belongs to the new controller. Having Temporary more than once has the same result as having it once: the keyword generates only one Temporary trigger.

The keyword must be active to trigger. Printed Temporary on attached gear is with its printed Rules Text. That text can still be recognized by an effect checking for the keyword, but its kill trigger does not function while inactive. Do not kill all attachments merely because their top-most unit has Temporary.

Two Visions can see the same top card

Unlike Temporary, multiple copies of Vision trigger separately. Each Predict lets you look at the top card of your Main Deck and choose whether to it (put it on the bottom of that deck). They resolve in sequence, with the normal process for resolving spells and abilities on the between them.

Example - Keep, then keep The first Vision shows a card you want. You leave it on top. If nothing changes the top card before the second Vision resolves, you see that same card again.

Example - Recycle, then look Instead, recycle the card seen by the first Vision. The second now looks at the new top card. You decide separately for each Predict; two copies of Vision do not mean “look at the top two and choose together.”

Related RuleWhat Happens When You Look, Reveal or Predict?

Key points

  • Temporary uses the controller’s Beginning Phase before scoring, not the Ending Phase.
  • Temporary duplicates are redundant; Vision duplicates trigger separately.
  • Keeping the top card can make successive Visions see it again.
Next guideTokens in Play