Choose your path wisely: offensive or defensive. To emerge victorious, focus on leveling up your talents, enhancing your crucible, and mastering resource management. By adopting this strategic approach, your damage output will escalate exponentially. Take advantage of powerful card synergies and execute devastating combos to gain the upper hand in battle.
Strategy: Stay attuned to the ebb and flow of the fight. If your opponent adopts a defensive stance, prepare for a prolonged engagement, carefully plotting your moves. Conversely, when faced with an aggressive adversary, adapt swiftly by bolstering your defensive capabilities or mustering the strength to unleash a counteroffensive that will turn the tide of battle.
STARTING THE GAME
Embark on your journey with a solid foundation. Commence the game by shuffling your deck and exchanging cuts with your opponent. Each player draws 7 cards, and the player who rolls the highest dice decides who starts the game. Remember, at the start of each turn, draw a card from your deck, but be mindful to conclude your turn with a maximum of 7 cards in hand.
First turn Draw: The first player draws a card on his first turn.
No XP on first turn: Take heed, players don't accumulate experience points during the initial turn, either casting or priors from the opponent. It's wise to exercise restraint and avoid excessive spellcasting during this crucial phase, ensuring you conserve your resources for subsequent turns.
Talents: Embark on a journey of growth and mastery through the accumulation of experience points. To earn experience, it is essential to engage in spellcasting, striving to perform at least one spell action each turn. However, strategic decisions and resource limitations may occasionally impede this requirement, such as when setting up a powerful combo. It is crucial for players to carefully consider this strategic balance, as talents play a pivotal role in shaping the battlefield and tilting the scales of power in their favor.
Crucible: is more than just a symbolic token for metal smelting—it possesses unique actions that empower the Metamancer. Furthermore, it can be adorned with up to 4 Ember cards, enhancing the Crucible's might and expanding its capabilities. Each Ember card, with its distinct actions, grants the Crucible increased range and power, presenting diverse strategic opportunities for the Metamancer to exploit. Use dice to count your molten resources, colored dice will be helpful to count it, we suggest yellow for Gold, white for Silver, green for Iron, red for Copper and Blue for Platinum resources.
So far you've learned how to start the game, the meaning of each type of card and the function of each type of token, from your Metamancer and your Crucible, to talents and experience points.
UNDERSTANDING PRIOR
In each phase, when a player activates a card, his opponent can respond by activating a prior type card of his choice, as well as melt any amount of powder cards as part of his Prior. This mechanic, known as the stack, is a powerful feature present in many TCG games. It allows players to take actions in response to their opponents' actions, providing an opportunity to defend themselves.
TARGETING
In Metamancers TCG, precise targeting is crucial for spellcasting and abilities. When you cast a spell or activate an ability, you must select all of its targets. Failure to meet targeting requirements renders the spell or ability invalid. For instance, if a spell requires "Destroy target creature," but no creatures exist on the battlefield, you cannot cast it since there are no eligible targets.
When a spell or ability states "deals damage to any target," you have the freedom to choose any creature or player as the target. However, Crucibles are exempt from being targeted.
Once you've chosen targets, you cannot alter your decision. When the spell or ability resolves, it verifies the legality of the targets—ensuring they still exist and meet the spell or ability's requirements. If a target is no longer legal, the spell or ability has no effect. If none of the targets remain legal, the spell or ability becomes null.
STACKING
In Metamancers TCG, the stack is where spells and abilities patiently wait to resolve their effects. Resolving any action as a spell or ability means that its impact takes place.
When you cast a spell or activate an ability, it doesn't take effect immediately—it enters the stack. Spells and abilities remain on the stack until both players decide not to cast or activate anything new. Triggered abilities also join the stack until they are resolved.
After you finish adding spells and abilities to the stack, priority shifts to the next player in turn order. They may choose to respond with their own prior spells or abilities. Subsequent players, including yourself, can then respond to those responses, creating a stack of events waiting to be resolved. Spells and abilities remain on the stack until all players decline to cast or activate anything new. Triggered abilities also enter the stack until they are resolved.
After an action resolves, both players have another opportunity to respond. If neither player chooses to respond, the next item on the stack will resolve. If the stack is empty, the current step of the turn will conclude, and the game will progress to the next step. This back-and-forth exchange of actions and responses ensures dynamic gameplay and strategic decision-making throughout the game.
As a general rule, actions on the stack resolve one by one, starting with the last one added to the stack.
TURN
Each turn follows a specific sequence. Whenever a new step or phase is entered, any triggered actions that occur during that step or phase are triggered and added to the stack. The active player (the player whose turn it is) takes the first action, followed by each other player in turn order. When all players choose not to take any further actions and there are no unresolved actions on the stack, the game proceeds to the next step.
1 - STOKE PHASE
Stoke Cards: When you start your turn, quenched cards under your control must be stoked. No actions can be taken during this step.
2 - DRAW STEP
Draw a Card: The owner of the turn draws a card from his deck. This action cannot be skipped.
Exhaustion: As the battle rages on in the world of Metamancers, players must be ever watchful of their dwindling resources. When a player's deck is depleted, and they begin their turn without the ability to draw any cards during the draw phase, they succumb to Exhaustion. This state of weariness inflicts 10 Exhaustion damage upon the player, reflecting the toll that their depleted deck takes on their strength and focus. In the face of Exhaustion, players must devise strategies to manage their cards wisely, ensuring they have enough remaining in their deck to sustain their actions and defenses. The consequences of allowing one's deck to be exhausted can be dire, and it serves as a constant reminder to remain vigilant and adaptive in this enthralling world of magic and battles. Only the most skilled and resourceful Metamancers will prevail, navigating the challenges of fatigue and emerging victorious in their quest for supremacy.
3 - MAIN PHASE
During this phase, the player that is owning the turn may melt 1 non-resource card from his hand and 1 resource card from his hand. Cast Spells and use Attacks and Abilities from his creatures in any order and the opposing player may only cast prior and use artifact abilities.
4 - END PHASE
End Step: Abilities that trigger "at the beginning of your end step" are added to the stack, and the opposing player gets the priority before the turn ends.
Cleanup Step: If a player has more than seven cards in hand, they must discard until they have only seven and all "until end of turn" effects end. No one can cast instants or activate abilities unless an ability triggers during this step.
WIN CONDITION
Each Metamancer has its own health attribute, usually 50 points. The last Metamancer with health points on the board is the winner of the game.