

Once blockers have been ordered, damage is dealt. Since your opponent’s Mesa Unicorn will be destroyed in either case, they order Eager Construct before Dwarven Priest so that at least one of your creatures will be destroyed. Meanwhile, Mesa Unicorn can deal enough damage to destroy Eager Construct, but not enough to destroy Dwarven Priest. Remember, the attacking player always chooses the order in which blocking creatures receive damage.Įager Construct and Dwarven Priest will deal a total of 4 damage to Mesa Unicorn, which is enough to destroy it. When you block one attacker with two or more creatures, your opponent must choose the order in which your blockers will take damage. In this example, Mesa Unicorn is attacking, and you have two creatures that can block. In the following examples, an opponent is attacking you with a variety of creatures: If a creature takes damage that isn’t enough to destroy it in a single turn, that creature stays on the battlefield, and the damage wears off at the end of the turn. If a creature is dealt damage equal to or greater than its toughness over the course of a single turn (whether it be combat damage, damage from spells or abilities, or a combination of both), that creature is destroyed, and it goes to its owner’s graveyard (or "dies"). You must assign at least enough damage to the first blocking creature to destroy it before you can assign damage to the second one, and so on.

#SEQUENCE GAME RULES FOR 2 PLAYERS HOW TO#
If one of your attacking creatures is blocked by multiple creatures, you decide how to divide its combat damage among them. If damage is dealt to your opponent, they lose that much life. An attacking creature that is blocked deals damage to the creature or creatures that are blocking it, and vice versa.An attacking creature that isn’t blocked deals damage to the player it’s attacking.Once all blockers have been chosen, each creature-both attackers and blockers-simultaneously deals damage equal to its power (the number on the left side of the slash in the lower right corner of the card). Tapped creatures can’t be declared as blockers. Your opponents then choose which of their creatures will block, if any. Tap your creatures to show that they are attacking. In your combat phase, you choose which of your creatures will attack, and you choose which opponents they will attack. The middle phase of each turn is the combat phase. If a creature that is attacking an opponent isn’t blocked, it deals damage equal to its power to that opponent.

The most common way to win the game is to attack with your creatures. The card is now on the battlefield.Ĭards on the battlefield are called permanents to differentiate them from instants and sorceries, which are never on the battlefield. If the spell is a creature, artifact, or enchantment, you put the card on the table in front of you. If the spell is an instant or a sorcery, you follow the instructions on the card, and then you put the card into your graveyard. Once a spell has been cast, one of two things happens.
#SEQUENCE GAME RULES FOR 2 PLAYERS PLUS#
For example, if you were casting Serra Angel, which costs, you could tap three basic lands of any type to pay plus two Plains to pay. To cast a spell, you must pay its mana cost (located in the upper right corner of the card) by tapping lands (or other permanents) to make the amount and type of mana which that spell requires. As your turn begins, untap your tapped cards so you can use them again. When a permanent is tapped, you can’t tap it again until it’s been untapped (turned back upright). You do this when you use a land to make mana, when you attack with a creature, or when you activate an ability that has the symbol as part of its cost ( means "tap this permanent"). To tap a card is to turn it sideways to show that it has been used for the turn. This section describes the actions you'll take during a game, including tapping your cards, casting spells, and attacking/blocking with creatures in combat.
