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As far as madness is concerned, none of this posting has included rules from traits outside of the base playset. I'm not really up for organizing that at the moment - My apologies.
Thanks for the feedback ^^
if you want to add an example of the first strike damage step, have gurmag swiftwing, bloodflow coinnoissuer enchanted with necromantic thirst. opp has no blocking creatures to stop the bloodflow (either by the 2/1 bird that can only block flying, or cuz we killed them last turn or something, or the rogues passage land) attack with the bat and bloodflow, let the bat deal first strike damage, then before the normal damage, sac the bat, boosting bloodflow's damage, then when bloodflow deals damage to the player, you can pull the bat back from the GY
phase 1 - transition: going from main phase to combat phase
phase 2 - Declare attackers
phase 3 - transition
phase 4 - declare blockers
phase 5 - first strike damage
phase 6 - transition
phase 7 - normal damage
(hidden)phase 8 - damage resolution (not currently needed i dont think, but if they add other cards it may become noteworthy)
i would put the turn sequence first
followed by the speed and resolution order of cards (and edit it so that you dont call creatures/enchantments/artifacts as sorceries, they are just cast at the same speed as a sorcery. it may confuse players that are planning on using a card with spell mastery thinking a creature in thier GY is a sorcery)