315. Start of Turn

315.1. Awaken Phase

315.1.a. The Turn Player readies all Game Objects they control that are able to be readied. See rule 402. Ready for more information.

315.2. Beginning Phase

315.2.a. Beginning Step
315.2.a.1. At the start of Beginning Phase game effects take place.
315.2.b. Scoring Step
315.2.b.1. Holding occurs at this time. See rule 445. Scoring for more information.
315.2.b.2. Reminder: In Modes of Play with Teams , Battlefields held by a Teammate of the Turn Player during this phase are disqualified from being scored this turn by the Turn Player.
315.2.c. Specific game effects or abilities will reference this timing and phase as necessary.

315.3. Channel Phase

315.3.a. The Turn Player gains their additional runes for the turn.
315.3.b. The Turn Player channels 2 runes from their Rune Deck. See rule 417. Channel for more information.
315.3.b.1. If there are fewer than 2 runes in the Rune Deck, they channel as many as possible.
315.3.c. Perform any actions as instructed by game objects during this time.

315.4. Draw Phase

315.4.a. The Turn Player gains their additional card for the turn.
315.4.b. The Turn Player draws 1.
315.4.b.1. If there are no cards remaining in their Main Deck to draw, the Turn Player has been Burned Out . See rule 418. Burn Out for more information.
315.4.b.2. After completing the Burn Out the Turn Player still Draws 1.
315.4.c. Perform any actions as instructed by game objects during this time.
315.4.d. As the Draw Phase ends, each player's Rune Pool empties. See rule 161. Rune Pools for more information.