Turn structure and phases
Phases in order, with what happens in each. Written for rules effective 2026-10-16.
Start of turn
Awaken: the Turn Player readies every game object they control that can be readied.
Start of turn
Beginning: start of Beginning Phase effects happen, then the Scoring Step. The Turn Player Holds every battlefield they control.
Rule 315.2.a.1 · Rule 315.2.b.2
Start of turn
Channel: the Turn Player channels 2 runes from the Rune Deck, or as many as possible if fewer than 2 remain.
Start of turn
Draw: the Turn Player draws 1. With no cards in the Main Deck they Burn Out, then still draw 1.
Rule 315.4.b · Rule 315.4.b.1 · Rule 315.4.b.2
Main Phase
It starts with each player's Rune Pool emptying (unspent Energy and Power are lost), then start of Main Phase effects.
Rule 316.2 · Rule 316.3 · Rule 316.4
Main Phase
The Main Phase has no set structure. The Turn Player takes any number of discretionary actions. It is a Neutral Open State and only the Turn Player may play spells or activate abilities.
Rule 316.5 · Rule 316.5.a · Rule 316.5.b
Main Phase
Moves can start a Combat (opposing Units at one battlefield) or a Showdown (a move to an empty battlefield).
Main Phase
The Turn Player must say they are ending their turn. That ends the Main Phase.
Ending Phase
Ending Step: end of turn effects happen.
Ending Phase
Expiration Step: an Ending Special Cleanup. It heals all Units, expires all "this turn" effects at once and empties Rune Pools.
Rule 317.2.a · Rule 317.2.b · Rule 317.2.c · Rule 317.2.d
Ending Phase
The next player with a turn queued becomes the Turn Player.
Reminders
Game actions happen one at a time and finish completely. Simultaneous triggers are ordered by turn order, starting with the Turn Player.
Rule 303.1 · Rule 303.2 · Rule 303.2.a
Reminders
With nothing on the chain and nothing more the Turn Player can or will do, the phase or step ends and the next begins.