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Turn Structure

When Does the Game Check Damage, Control and Winning?

Automatic checks handle lethal damage, winning and battlefield control before play continues. They are not an extra action to announce.

The short answer

When a spell or ability finishes, the game automatically checks its results before anyone can respond again. A unit with dies at that check: you cannot wait for the spell to finish and then squeeze in a healing to save it.

These automatic checks are called . They also check winning and battlefield control. Cleanup is not a phase or an action you choose or normally announce.

An ordinary check does not heal surviving units.

How it works

Damage: normally, a unit dies when it has a nonzero amount of damage at least equal to its . A 0 Might unit with no damage does not die just for having 0 Might. Effects can change how much damage is lethal.

Winning: the automatic check looks for a winner first. At or above the game's Victory Score, you win only if you have more points than every opponent. A tie at that score does not win through this check.

Control: losing your last unit at a battlefield does not always mean losing control immediately. The control check waits until the is empty, with no or Combat ongoing there. Those contests settle control through their own ending steps.

Healing: ordinary checks leave nonlethal damage marked. Combat and end-of-turn checks heal units, but only after lethally damaged units have died. An effect can also instruct you to heal.

Checks also happen after relevant changes such as moves. They wait for a resolving spell or ability to finish; they do not interrupt its instructions halfway through.

Example

Noxus Hopeful

Example 1 - Lethal damage after a spell

A 4 unit has no damage. A spell deals it 4 damage, with no other effects changing the result:

Spell finishes → automatic check sees → the unit dies.

A healing would need an earlier legal opportunity; there is no response window between that finished spell and the unit dying.

Example 2 - Damage below lethal

A different 4 Might unit has only 2 damage after a spell. It survives the automatic check with that damage still marked. The check does not heal it.

Energy4
Might4
Fury

Unit

Noxus Hopeful

[Legion] — I cost [Energy 2] less. (Get the effect if you've played another card this turn.)

OGN-012/298