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How to Play

Everything a new commander needs to know before entering the arena.

The Goal

Each player starts with 150 HP (100 HP in Ranked). Reduce your opponent's HP to zero — or wipe out every fighter in their battlefield, reserve and deck — to win the match.

Your Turn

  • Draw & summon: draw cards from your piles and field up to six characters — Damage Dealers, Tanks and Support.
  • Act: attack with characters, play Magic Cards, use Specials, Switch forms, trigger Team-Ups and fire Ultimates.
  • End turn: attacking a character or player directly ends your turn automatically and passes play to your opponent.

Magic Cards

Magic Cards are your fuel. They can be played for their own effect, or spent as the cost of character abilities. Every ability lists its cost in ✦ — make sure you hold enough Magic Cards before committing.

Once every 5 turns you may discard a Magic Card to gain a random 1-turn elemental blessing (Fire, Water, Earth, Air, Nature or Lightning).

Combat

  • Attack an enemy character to wear them down, or strike the player directly.
  • Break a defender open to earn an HP Window and hit the enemy player.
  • Taunt: if a character has Taunt, the enemy must target them first.
  • Using two or more Specials in one turn earns a combo bonus Magic Card.

Switch Cards

Switch Cards transform a fighter mid-match, granting them a brand-new ability permanently. The transformation is free — but the new ability costs Magic Cards each time you use it, as listed on the card.

Ultimates & Overdrives

Abilities charge your Ultimate gauge. Once it's full, unleash your Ultimate — the gauge then resets to 0 and can be charged again. Overdrive Cards push a fighter even further beyond their limits.

Team-Ups

Field two copies of the right pairing and their Team-Up ignites: one partner gains a powerful new ability, the other gains a passive buff. The bond lasts until one partner is eliminated or removed from the battlefield.

Realms

Before a match, each player picks a Realm. Dealing damage and healing fills your personal Realm Gauge (1 point per 15 HP, full at 100). When full, you choose when to open your Realm — it rewrites the battlefield rules for both players for 3 turns, from the doubled burns of the Realm of Inferno to the hidden hands of the Realm of Revelation.

Ranked Duels

In Ranked, you scout your rival's twenty fighters and ban five before the battle — and they ban five of yours. Banned characters never appear in the match, and player HP drops to 100. Choose your bans wisely.

Ranked duels award ladder points: Iron → Bronze → Silver → Gold → Platinum → Diamond → Master. The higher your rank, the fewer points a win gives and the more a loss takes. Each season lasts about three months, half your points carry into the next one, and every rank you reach unlocks purely cosmetic rewards — titles, card backs, borders and icons.