Whitepaper
Master Format – Rulebook
Introduction
The Master format is the most strategic and complex layer of Mintayn’s rulesets. Unlike Snap’s resource-free speed or Advanced’s streamlined LP battles, Master introduces a mana economy, 60-card decks, and monsters with multiple attack options. Matches are longer, deeper, and reward precise deckbuilding and tactical sequencing.
- Match duration: ~15–30 minutes
- Playstyle: resource-driven, high-complexity, layered interactions
- Audience: competitive players who want full strategic depth
Core Principles
Win Condition
- Reduce opponent’s LP from 8000 (default) to 0.
- No deck-out win or loss: the game continues even if you cannot select.
Deck Size & Construction
- 60 cards total (Monsters, Spells, Counters in one deck).
- Copy limit: up to 3 copies of each card.
- Exceptions: Prime Evolutions and Prime Singulars are 1× (singleton).
Format-Neutral Cards
- All Mintayn cards are full-art and contain no printed stats or text.
- Each format (here: Master) defines stats, costs, and abilities dynamically.
Selection (No Random Draws)
- At the start of your turn, you select 1 card from your deck and add it to your hand.
- No random drawing is used in Master.
Card Types
Monster Cards
- Each monster has:
- 1 DEF stat (used for defense when targeted).
- Up to 4 attacks, each with:
- Cost (mana requirements, discards, or conditions).
- Effect (damage, destruction, board control, or utility).
- Condition (e.g., “requires ≥3 mana of same class,” “usable once per game”).
- Attacks may be offensive (damage), defensive (stat reduction), or utility (board manipulation).
- Belong to one of the five classes: Coreon, Fluxion, Synaphera, Obscura, Aetherion.
Spell Cards
- Instant Spells: resolve once, then go to Graveyard.
- Ongoing Spells: remain on the field (count toward board presence).
- Require mana to cast; are class-bound (need a matching monster).
Counter Cards
- Playable only on the opponent’s turn or during combat windows.
- Require mana; are class-bound.
- Provide negation, prevention, or combat tricks.
Evolution & Prime Cards
- Evolutions: strengthen monsters into their next stage.
- Prime Evolutions: third-stage evolutions, singleton, very strong.
- Prime Singulars: unique legendary monsters with strict conditions.
Field & Zones
- Monster Zone: up to 7 monsters simultaneously. Evolved stacks count as 1.
- Mana Zone: face-down cards used as mana (see §6.1).
- Spell/Support Zone: for ongoing Spells that remain active.
- Hand: max 10 cards at end of turn.
- Graveyard: all destroyed monsters, used Spells, and Counters.
Game Setup
- Shuffle decks (integrity only).
- Starting LP: 8000 each.
- Starting hands:
- Player 1 (P1): selects 7 cards.
- Player 2 (P2): selects 8 cards.
- First-turn restriction: P1 cannot attack on turn 1.
Turn Structure
Mana Step
- At the start of your turn, you may place 1 card from hand face-down into your Mana Zone.
- Each card provides 1 mana of its class color (Coreon = red, Fluxion = blue, Synaphera = green, Obscura = black, Aetherion = white/neutral).
- Mana remains permanently unless removed by effects.
Selection Step
- Choose 1 card from your deck and add it to your hand.
Main/Spell Phase
- Play any number of Spells by paying their mana costs.
- Instant Spells → Graveyard; Ongoing Spells → remain face-up.
Summon Phase
- Normal Summon: once per turn, you may summon a monster without mana cost if ≤ Level 3.
- Mana Summon: play any monster by paying its mana cost.
- Special Summon: only if effects allow.
Position Step
- Monsters may be set to Attack Position (AP) or Defense Position (DP).
- May change AP↔DP once per monster per turn (but switched monsters cannot attack this turn).
Evolution Step (optional)
- Once per turn globally, evolve 1 monster by paying its cost.
- Place the next stage on top of its predecessor.
- The evolved monster cannot attack this turn.
Attack Phase
- Each monster may declare 1 attack per turn (choose 1 of its available attacks).
- Pay the attack’s mana cost and check its condition.
- Resolve effects: damage to LP, destruction, control effects, etc.
- Counters may be chained before resolution.
End Phase
- Discard to 10 cards in hand.
- Resolve “until end of turn” effects.
Combat System
Attacks
- Each monster has up to 4 attack options.
- Each attack specifies:
- Cost (mana requirement).
- Target (LP, opposing monster, board, or global).
- Effect (damage, destruction, condition).
DEF Value
- Monsters have a universal DEF stat.
- When attacked: compare attack damage/effect to target’s DEF (or apply text).
- If damage ≥ DEF: monster is destroyed (stack goes to Graveyard).
- If damage < DEF: attack fails, unless effect says otherwise.
Direct Attacks
- If opponent controls no monsters, monsters may attack LP directly.
- LP damage = listed value of the chosen attack.
Special Mechanics
Mana System
- Core system: 1 mana card per turn (face-down).
- Mana provides colored resources to pay costs.
- Some effects manipulate mana (add, remove, lock).
Evolution Rules
- Evolve only face-up monsters.
- Pay evolution cost, stack next stage on top.
- Evolved monster cannot attack this turn.
- If top card is destroyed, the stack is destroyed.
Prime Evolutions
- Third stage, singleton.
- Very powerful stats and effects.
- Cannot attack the turn they are evolved.
Prime Singulars
- Unique legendary monsters.
- Conditions: must control ≥2 monsters and meet its printed condition (e.g., ≤2000 LP).
- When played, may replace an active monster or occupy an empty slot.
Chains & Counterplay
- Only Counters create chains.
- Spells/Attacks resolve unless countered.
- LIFO resolution.
- Cap: 3 links per player (6 total).
Victory & End of Game
- A player wins when the opponent’s LP reaches 0.
- No deck-out victories exist.
Tournament Guidelines
- Match duration: 15–30 minutes.
- Shot-clock: 60 seconds per decision.
- Hand limit: 10 cards.
- Chain cap: 3 per player (6 total).
- Open log: all card selections, summons, and attacks must be declared aloud.
Master Format — Timing Sequence (Summary)
Master is the most complex format, combining LP, a mana system, large decks, and multi-attack monsters. Its turn sequence includes additional resource steps:
- Turn Start
Nothing happens automatically. The active player prepares for their turn. - Mana Step
The active player may place exactly one card from their hand face-down into the Mana Zone. This card provides one mana of its class color for the rest of the game. Mana is permanent unless removed by effects. - Selection Step
The active player chooses exactly one card from their deck and adds it to their hand. This replaces drawing. Opponents cannot interfere unless a card explicitly prevents selection. - Main / Spell Phase
The active player may cast any number of Spells, paying their mana costs. Instant Spells resolve immediately and go to the Graveyard; Ongoing Spells remain on the field. The opponent may respond with Counters, creating chains that resolve in LIFO order. - Summon Phase
- Normal Summon: Once per turn, the player may summon a monster without paying costs, but only if it is level 3 or below.
- Mana Summon: Any monster can be summoned by paying its mana cost.
- Special Summon: May occur if allowed by card effects.
- Position Step
Monsters may be switched between Attack Position (AP) and Defense Position (DP) once per turn each. Monsters that switched positions cannot attack this turn. - Evolution Step (optional)
Once per turn globally, the active player may evolve one face-up monster by paying the evolution cost. Place the new stage on top of its predecessor. The evolved monster cannot attack this turn. If defeated, the entire stack goes to the Graveyard. - Attack Phase
Each monster may declare one attack, choosing from up to four listed attacks on its card.- Cost & Condition: Before declaring the attack, the player must pay the attack’s mana cost and confirm all listed conditions are met.
- Attack Declaration: The chosen monster and attack option are declared, along with the target (another monster or directly to LP if allowed).
- Counter Window: Opponents may respond with Counters before the attack resolves. Chains resolve in LIFO order.
- Damage Resolution: If the attack deals damage, compare its damage value to the target’s DEF, or apply its text effect. If the opponent controls no monsters, direct LP damage may be dealt.
- End Phase
Resolve all “until end of turn” effects. The active player must discard down to the hand limit (normally 10 cards). Play then passes to the opponent.
Balance Levers & Variants
- LP: 6000 (faster), 8000 (default), 10000 (epic).
- Mana rate: 1 per turn (default); 2 for accelerated play.
- Deck size: 60 (default); 50 or 70 in experimental formats.
- Hand size: 10 (default); 8–12 in variant play.
- Starting hand: 7/8 (default); adjust for faster or slower openers.