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Combat

Triggers Between Combat Stages

Walk through damage, Combat Cleanup, result and control, resolving the effects between each stage.

What you’ll learn

  • Damage → Combat Cleanup → its effects → result → its effects → control → its effects → combat ends.
  • Lethal units die before Combat Cleanup heals survivors.
  • A cleanup Recall can produce No Result even with only defenders left.

Understand the concept

The board immediately after combat damage is not necessarily the board used to determine who won. Combat has separate checkpoints, and effects from one stage , carrying out their instructions, before the next checkpoint. Follow the sequence instead of announcing a winner as soon as damage is dealt.

Damage leads straight into Combat Cleanup

After both sides finish assigning damage, their combat damage is dealt simultaneously. The combat procedure then goes into Combat ; there is no normal window inserted between that damage and the lethal check.

Cleanup kills units with . It records when the card carrying them dies, before moving those cards to Trash, and keeps the necessary information from before the death. Those abilities wait to be processed; they do not interrupt cleanup halfway through. A that sends the dying card somewhere other than Trash can remove its death trigger.

Related RuleWhen Does Deathknell Happen?

Heal and Recall happen before the result

After lethal units are killed, Combat Cleanup heals all units. If defenders remain at the battlefield, surviving attackers there are to their controllers’ Bases. These are automatic combat steps, not optional choices.

Example - An attacking 4 Might unit and a defending 4 Might unit each are assigned 4 combat damage and prevent 1, taking 3. Both survive. Cleanup heals them, then Recalls the attacker because a defender remains. The defender is now alone, but this combat has No Result because the attacker was Recalled by this combat-cleanup step.

Related RuleWho Wins Combat, and What Happens to Survivors?

Resolve the damage and death effects

Resolve items from combat damage and Combat Cleanup before determining the result. This includes eligible death abilities and effects triggered by damage. Their instructions can change which units are present when the result is checked.

Worked sequence - Combat damage kills the last defender while one attacker survives → cleanup completes → a death ability resolves and plays a unit at the dead defender’s Base → the result is checked. That Base unit is not at the contested battlefield, so it does not prevent the attacker’s win. If a legal intervening effect instead places a defender at that battlefield, recheck the result using that actual board; do not use the board as it looked just after damage.

Related RuleWhen Do Triggered Abilities Happen?

Result effects resolve before control

At the result check, an attacker or defender normally wins if only that player has units remaining there. No Result applies when both or neither have units there, or attackers were Recalled during the specified cleanup step. If both sides remain, stage another Showdown and Combat.

Next, resolve effects from determining the result before establishing control. If no contest is staged there, establish control for the player with units remaining, or make an empty battlefield uncontrolled. The player taking control need not be the original challenger. Resolve control effects before combat ends; only then remove attacker/defender designations and expire this-combat effects.

Related RuleWhen Do You Gain or Lose Control of a Battlefield?

Key points

  • Damage → Combat Cleanup → its effects → result → its effects → control → its effects → combat ends.
  • Lethal units die before Combat Cleanup heals survivors.
  • A cleanup Recall can produce No Result even with only defenders left.
  • Use the current board at each checkpoint.
Next guideTwo Versus Two at the Table