You can only declare a card to materialize if you have the means to pay for its costs. Then, to pay for the memory cost, banish cards equal to the memory cost from your memory zone at random. Unlike cards in your Main Deck, cards in your Material Deck have a blue memory cost shown in the upper left corner of the card.įirst, declare what card you want to materialize. Return to the Main Phase afterwards.Ħ.) End Phase - “Until end of turn” effects and temporary damage marked on allies wear off.ĭuring your Materialize Phase, you may materialize a card from your Material Deck. There are seven phases in a turn of Grand Archive.ġ.) Wake Up Phase - Units the turn player controls wake up (turn them portrait orientation).Ģ.) Materialize Phase - The turn player may materialize a card from their Material Deck.ģ.) Recollection Phase - The turn player returns all cards from their memory zone into their hand.Ĥ.) Draw Phase - The turn player draws a card.ĥ.) Main Phase - The turn player may activate cards with Slow timing and declare attacks.ĥa.) Combat Phase - Enter this phase after declaring an attack with a unit. However, if the action card is Fast, it can be played in response to other effects and on any player’s turn.Īdvanced: Read more about timing opportunity and playing with Fast speed effects in the comprehensive rules. If the action card is Slow, then it can only be activated during your Main Phase while there are no other effects on the stack. These cards have either a Slow or a Fast stat. As a reminder, champions die when the amount of damage counters reaches their life stat.Īfter the Damage Step, Combat Phase ends and the game returns to Main Phase.Ĭombat can be performed multiple times each turn as long as players have the means to do so.Īction cards perform a one time effect, and are sent to the graveyard. ![]() If a champion receives damage, put that many damage counters on them. If an ally receives damage equal to or surpassing their life stat within a single turn, that ally dies and is sent to the graveyard. All combat damage is dealt at the same time. Allies deal damage in combat based on their power stat. In addition, if a defender retaliates, that defender deals damage back to the attacker. During this step, damage is dealt from attackers to their target(s). Champions don’t natively have a power stat and therefore are usually unable to retaliate.Īfter the Retaliation Step, the game enters the Damage Step. ![]() Only units with a power stat can retaliate. During the Retaliation Step, the controller of an awake unit being attacked may rest that unit to retaliate. Remember: you can only use up to two faction cards for a single deck, not counting neutral cards.Allies can attack the same turn they enter the field.Īfter an attack is declared, the game enters the Combat Phase’s first step, the Retaliation Step. These cards usually have no special bonuses, but that doesn’t mean they can’t hold their own! These cards are usually used for filler when you have no more of your faction cards to fill your deck with. Neutral: With no faction to specialize in, these cards are your common, everyday units.They also have access to sneaky surprises that are unique to them, such as the Vanish card, which can return unit cards you have played back into your hand. Cards like Shadow Katana, Stance of the Swift Mantis, and Lunge increase movement. Ninjas: Ninjas are stealthy assassins who utilize the battlefield to their advantage.The Pyromancer unit card’s basic attack does damage in a small area, damaging all nearby enemies. Fire Whirl, Pillar of Flame, and Wall of Fire are all good area attack spells that do good damage. Warlocks: Mages who have mastered the destructive arts, warlocks consist of deadly area attack cards.Pirate cards focus on debuffs – which weaken your opponent’s units – to gain the upper hand in battle. As an added bonus, they also have some gold-related cards that help you with gold income, because you know pirates love their plunder! Pirates: Arrr! Pirates fight like how you imagine them too: dirty and full of tricks.Their cards consist of defense-oriented types, and there are plenty of healing/regeneration spell cards too. Crusaders: The crusaders are holy warriors that fight with the light on their side.In here you can find unit cards with beefy attack power, attack power buff cards, and unit buff cards dealing with wind knockback and area attacks. ![]() Vikings: True to their origins, the viking cards focus on brute strength.
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