Combat System
Overview
The Combat system is a fundamental part of Magic: The Gathering, implemented in Rummage according to the comprehensive rules. This section documents the core combat mechanics that apply to all formats.
Combat Phases
A combat phase consists of the following steps in order:
- Beginning of Combat Step - The last chance for players to cast spells or activate abilities before attackers are declared
- Declare Attackers Step - The active player chooses which creatures will attack and which opponents or planeswalkers they will attack
- Declare Blockers Step - Each defending player chooses which creatures will block and which attacking creatures they will block
- Combat Damage Step - Combat damage is assigned and dealt (with separate first strike and regular damage steps if needed)
- End of Combat Step - The last chance for players to cast spells or activate abilities before the combat phase ends
Core Combat Mechanics
Attacking
- Only untapped creatures can be declared as attackers
- Creatures can't attack their controller
- Creatures can attack players or planeswalkers (unless modified by card effects)
- Creatures with Defender can't attack
- Creatures with Summoning Sickness (entered battlefield this turn) can't attack unless they have Haste
Blocking
- Tapped creatures can't block
- Each blocking creature can only block one attacker (unless modified by card effects)
- Multiple creatures can block a single attacker
- Creatures can only block attackers that are attacking their controller or planeswalkers controlled by their controller
Combat Damage
- Attacking creatures deal damage equal to their power
- Blocking creatures deal damage equal to their power
- If multiple creatures block a single attacker, the attacker's controller assigns the damage among them
- Combat damage is dealt simultaneously (unless first strike or double strike is involved)
- Combat damage to players causes life loss
- Combat damage to planeswalkers removes loyalty counters
- Combat damage to creatures causes damage marked on them
Special Combat Abilities
- First Strike: Creatures with first strike deal combat damage before creatures without first strike
- Double Strike: Creatures with double strike deal damage in both the first strike and regular damage steps
- Trample: Excess combat damage can be assigned to the defending player or planeswalker
- Vigilance: Creatures with vigilance don't tap when attacking
- Deathtouch: Any amount of damage from a creature with deathtouch is enough to destroy the damaged creature
- Lifelink: Damage dealt by a creature with lifelink causes its controller to gain that much life
Implementation Details
The combat system is implemented through a series of components and systems that manage the state of creatures in combat, process combat events, and enforce the rules of combat.
Extensions for Formats
Different formats may extend or modify these core combat mechanics:
- Commander Format: Adds commander damage tracking
- Two-Headed Giant: Modifies how creatures can attack and block
- Planechase: May add special combat rules based on the current plane
For format-specific extensions like Commander's combat rules, see the respective format documentation.
Combat Documentation
- Combat Phases - Detailed explanation of each combat step
- First Strike and Double Strike - How these abilities modify combat
- Combat Damage Calculation - Rules for damage assignment and resolution