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Timing refers to the concept of when and in which order effects will happen and in which order actions are performed.

Details

Whenever an action is performed, priority is given to the active player.

Actions are automatically performed by the game rules, or are performed by the players.

Trigger abilities can trigger at any time, including while a card is being used, or even while an ability is resolving. The triggered abilities become pending abilities.

Static abilities continuously affect the game.

Turn-Based Actions happen automatically when certain steps begin or end, unless some effects prevent them from happening.

State-Based Actions happen automatically when certain conditions are met. They are handled with priority even if an ability is being resolved.

Rulings

From the Duel Masters - General Game Rules: Version 1.13 (March 16th, 2018)

  • 111. Timing
    • 111.1. Whenever an action is performed, priority is given to the active player.
    • 111.2. Actions are automatically performed by the game rules, or are performed by the players.
      • 111.2a Trigger abilities can trigger at any time, including while a card is being used, or even while an ability is resolving. The triggered abilities become pending abilities.
      • 111.2b Static abilities continuously affect the game.
      • 111.2c Turn-based actions happen automatically when certain steps begin or end, unless some effects prevent them from happening.

        Example: Untapping cards in a mana zone at the start of turn, or drawing a card at the draw step.

      • 111.2d State-based actions happen automatically when certain conditions are met. They are handled with priority even if an ability is being resolved.

        Example: Winning the game, opponent losing the game, destruction of creatures with power 0 or less, etc.

From the Duel Masters - General Game Rules: Version 1.13 (March 16th, 2018)

  • 111. タイミング
    • 111.1. いずれかの処理が行われるとき, 常にターン・プレイヤー側の処理を優先して行います.
    • 111.2. 処理はゲームのルールによって自動的に実行されるか, またはプレイヤーによって実行されます.
      • 111.2a 誘発型能力は, カードを使用している間, あるいは効果を解決している間であっても, いつでも誘発します.その効果は誘発した瞬間に待機状態となります.
      • 111.2b 常在型能力は継続的にゲームに影響を及ぼします.
      • 111.2c ターン起因処理は, 特定のステップが始まったとき, または終わったときに自動的に発生します.例 . アンタップ, ドローなど
      • 111.2d 状況起因処理は特定の条件を満たしたときに自動的に発生します.これは, 能力の解決中であっても優先して処理されます.例 . 勝利・敗北条件の達成, パワー0以下のクリーチャーの破壊など

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