Standard rules: the compact reference
Use these basic rules to plan your turn. A card's exact text can change a normal rule.
Cards can change deck size, class access, Mana limits, or other rules. Read the card before assuming the normal rule still applies.
| Part of the game | Normal rule |
|---|---|
| Goal | Bring the enemy hero to 0 Health, or meet a card's special win rule. Armor takes damage first, but is not Health. |
| Deck | Usually 30 cards. You may use two of each non-Legendary and one of each Legendary. Cards must fit your class access and Standard rules. Some card text changes these limits. |
| Starting hand | The first player gets three cards. The second gets four and The Coin. Each player may replace starting cards once in the mulligan. |
| Turn resources | Normally gain one full Mana Crystal per turn, up to ten, and draw one card at turn start. Unused Mana does not carry to the next turn. |
| Space | Your hand holds ten cards. Each board has seven slots shared by minions, Locations, Dormant cards, and similar objects. Extra draws with a full hand are lost. A summon needs room when it happens. |
| Attacks | A ready character chooses a legal target. Both sides deal combat damage at the same time. Most minions must wait a turn to attack. Rush and Charge change this in different ways. |
| Card text | Follow text that clearly changes a normal rule. Escape from Violet Hold's Rulebreakers make this especially useful to check. |
| Random effects | Each effect uses its allowed pool and limits. A “Created by” card came from an effect, not a draw from the original deck. |
Plan the whole turn
Count board space before summoning. Count hand space before drawing or returning cards. Count current Mana, maximum Mana, and temporary Mana separately. A legal first play can block a later one.
A minion that dies in a normal trade can still deal its combat damage. A minion removed before combat does not. Raising Attack does not deal damage by itself.
The Coin is a spell. It can trigger spell effects and count as a card played. Spend it when the full plan gives enough pressure, safety, or help to be worth losing that later choice.