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A players turn in Duel Masters consists the following series of 6 steps;

  1. Start your turn and untap your cards.
  2. Draw a card into your hand.
  3. Put a card from your hand into your mana zone,
  4. Summon Creatures, Cast Spells, Generate Cross Gears, Fortify a Fortress
  5. Attack your opponent or his creatures
  6. End your turn.

Contents

Step 1 (Untap)Edit

At the start of the turn, the player untaps all cards in thier mana zone and battle zone, unless certain effects prevent cards from being untapped. This is the only part of the turn where abilities such as Silent Skill can be used.

Step 2 (Draw)Edit

The player draws a card from their deck. During your first turn, if you are going first, you do not draw a card.

Step 3 (Charge)Edit

The player can place a card into their mana zone, to use for summoning creatures or casting spells. Note that the player can choose not to place anything into the mana zone and proceed directly to the next step.

Step 4 (Summon/Cast)Edit

If the player possesses enough untapped mana, they can tap them to pay for the cost of his/her creature, spell, cross gear, or fortress. Creatures go directly into the battle zone, while spells get sent to the graveyard after they are cast, unless other effects state otherwise. Cross gears stay in the battle zone and must have their cost paid a second time to be crossed onto a creature of the player's choice. A fortress is placed onto a shield until the shield is removed from the battle zone.

Step 5 (Attack)Edit

If the player possesses a creature, he can tap it to attack either a tapped creature, or a player. If he attacks a player and the attacked player has shields present, the attacking player must select a shield for the creature to break. Creatures other than evolution creatures and linked Gods that have been put into the battle zone this turn have summoning sickness cannot attack in the same turn, unless effects state otherwise.

This is also the only part of the turn where tap abilities can be used.

Step 6 (End)Edit

The player ends the turn, and the opponent starts on Step 1 of their turn.

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