Battle Trance draw restriction

Battle Trance supplies its own three cards, then stops additional drawing for the rest of the turn. Upgrading increases that initial draw to four; it does not remove the restriction. A second Battle Trance in the same hand is not another unrestricted draw burst.

Order other draw effects before Trance when their cards are needed to decide the turn. Playing Trance first can disable the draw portion of a later effect. Likewise, Unceasing Top cannot continue drawing merely because your hand becomes empty afterward. An empty hand does not override the draw restriction.

The restriction is about drawing, not every way a card can enter hand. Effects that create a card or return a chosen card from another pile have different wording. Fiddle’s interaction examples explain that distinction.

Use Trance when the extra access lets the current hand play needed damage, defense or setup. If the deck relies on a long chain of repeated draw, compare that immediate burst with the draws you would lose later in the same turn. The card costs no energy, but its sequencing can still end the engine.