| Step |
In Duel Masters, the actions that a player can take during are turn are strictly defined. This order is called a step, with each turn divided into 7 steps. This is shown in detail on the How to Play page.
A players turn consists of the following 7 steps.
- 1) Resolve any abilities that trigger "at the start of your turn".
- 2) Untap your cards in the battle zone and your mana zone.
- 3) Draw a card.
- 4) Put a card from your hand into your mana zone,
- 5) Summon Creatures, Cast Spells, Generate and cross Cross Gears, Fortify a Castle, and Expand Fields.
- 6) Attack your opponent or his creatures
- 7) End your turn and resolve any pending triggers.
Step 1 (Start of Turn step)
Start your turn and resolve any abilities that trigger "at the start of your turn".
Step 2 (Untap step)
At the start of the turn, the turn player untaps all cards in their 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 3 (Draw step)
The player draws a card from their deck. This is forced. During your first turn, if you are going first, you don't draw a card.
Step 4 (Charge step)
The player can put a card from their hand into their mana zone, to use for summoning creatures or casting spells. However, it isn't compulsary and you can choose not to put anything into the mana zone and proceed directly to the next step.
Step 5 (Main step)
A field stays in the battle zone until removed.
Step 6 (Attack step)
If the player has a creature in the battle zone, he can tap it to attack either a tapped creature, or a player. If he attacks a player and they have shield, the attacking player must choose 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 can't attack in the same turn, unless effects state otherwise.
Step 7 (End Turn)
The player ends the turn, and resolves any pending triggers.
Then the opponent starts on the first step of their turn.
Awaken ● Battle ● Block ● Break ● Cast ● Charge ● Cross ● Destroy ● Discard ● Dragsolution
Expand ● Forbidden Liberate ● Fortify ● Gachinko Judge ● Generate ● Link
Reveal ● Seal ● Search ● Shuffle ● Summon ● Switch ● Tap ● Upside Down ● Use
Evolution Cross Gear
Dragheart / Fortress / Weapon
Dragheart Creature ● Dragheart Fortress ● Dragheart Weapon
Exile Creature ● Evolution Exile Creature
D2 Field ● DG Field ● Happiness Field
Forbidden Creature ● Forbidden Core ● Forbidden Impulse
Final Forbidden Creature ● Forbidden Field ● Final Forbidden Field
Psychic Creature ● Psychic Super Creature ● Psychic Evolution Creature
Neo Creature ● Neo Evolution Creature
Castle ● Core ● Spell
Limit 10 ● Tokkyu 8 ● Booster Draft
Super Deck Zero Duel ● Start Deck Champion Finals
Adds Civilization ● Adds Race ● Alternate Win ● Alternative Cost
Attack Bend ● Basic Card ● Chump Block
Degenerate ● Diamond State ● Draw Spell
Extra Turn ● Finisher ● Graveyard Fertilizer ● Graveyard Summon
Hand Change ● Infinite ● Mana Acceleration ● Mana Burn
Mana Summon ● Opponent Reliance ● Reset ● Resistance
Reverse Fury Charge ● Reverse Slayer ● Shield Addition ● Shield Burn
Suicide ● Skip the rest of the turn ● Trample
Unattackable ● Unblockable ● Unchoosable
Vigilance ● Win All Battles ● 3D Dragsolution
Blocker Based Removal ● Bounce ● Can Attack Untapped Creatures
Decrease Power ● Deck Feed ● Fixed Removal ● Force Battle ● Mana Feed
Mass Removal ● Power Based Removal ● Reset ● Sealing ● Shield Feed