Combat
Triggers Between Combat Stages
Walk through damage, Combat Cleanup, result and control, resolving the effects between each stage.
Guide overview
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.
Guide content
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 ResolveCarry out a finalized Chain item's effects. Normally the newest waiting item resolves after everyone passes Priority in sequence. Units, Gear and Add abilities instead resolve immediately when finalized.View in Glossary , 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 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 ; there is no normal 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 window inserted between that damage and the lethal check.
Cleanup kills units with 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 . It records 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 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 Replacement EffectAn effect that changes an event before it happens, often using "would," "as" or "instead."View in Glossary that sends the dying card somewhere other than Trash can remove its death trigger.
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 RecallRecall means moving a permanent back to its controller's Base.View in Glossary 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.
Resolve the damage and death effects
Resolve 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 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.
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.
Keep in mind
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.
