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Phases and Steps

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This page is current as of Comprehensive Rules June 2011. Please direct your feedback to: The Staff


Summary

  1. Turn structure --- updated by Kalle
  2. Beginning phase --- updated by Nicodaemon
  3. Pre-combat main phase --- updated by Nightcrawler
  4. Combat phase --- updated by Turycell
  5. Post-combat main phase --- updated by Kalle
  6. Ending phase --- updated by Federico


Phases of a Turn

In this chapter we will analyze the structure of a turn. Knowing the order of each turn, the correct sequence of the phases and steps and how each of them works, is extremely important. Some players will use priority and the rules of various phases to try to get additional information about their opponent's strategy, or the cards in their hand. Knowing how turn structure works lets players make optimal choices, whether they concern blocking decisions (see the Attack Phase examples) or timings when casting a spell.

A turn consists of five Phases; some of these phases are further broken down into Steps.[CR 500.1]

A phase or step in which players receive priority ends when the stack is empty and all players pass in succession.[CR 500.2] Between the end of a step or phase and the beginning of the next step/phase, no events can occur.[CR 500.11] Simply having the stack become empty doesn't cause such a phase or step to end: all players have to pass when the stack is empty. Each player therefore gets a chance to add new objects to the stack before that phase or step ends. A step in which no players receive priority ends when all specified actions that take place during that step are completed. The only such steps are the untap step and some cleanup steps.[CR 500.3]

When a step or phase ends, any unused mana left in a player's mana pool empties. This turn-based action doesn't use the stack.[CR 500.4]

When a phase or step ends, any effects scheduled to last "until end of" that phase or step expire. When a phase or step begins, any effects scheduled to last "until" that phase or step expire. Effects that last "until end of combat" expire at the end of the combat phase, not at the beginning of the end of the combat step. Effects that last "until end of turn" are subject to special rules (see cleanup step).[CR 500.5]

Note: It is important to learn the distinction between "until the end of" and "at end of". The first case refers to the duration of a continuous effect that will cease to apply (and exist) the moment the the phase or step to which it refers ends. In the second case, it's a triggered ability (recognizable from the word "at") that will trigger at the beginning of the indicated phase or step.
Example. Giant Growth and the activated ability of Jade Statue are continuous effects that will end at the end of the turn (during the cleanup step) or at the end of the combat phase (just before the second main phase) respectively. This kind of effect ending does not use the stack.
Giant Growth
Example. The abilities of Gemini Engine, the Unearth ability of Anathemancer and the ability of Bloodchief Ascension are triggered abilities (with those of Gemini Engine and Anathemancer being delayed triggered abilities). The abilities of Anathemancer or Bloodchief Ascension will trigger and go onto the stack at the beginning of the next end step, while Gemini Engine's would go onto the stack at the beginning of the end-of-combat step.
Gemini Engine

This is important because, if an object with a triggered ability that causes something to be sacrificed "at end of turn" is played during the opponent's end step after it has already begun, you will get to play your turn with this object on the battlefield and sacrifice it only at the beginning of your end step. The trigger event "at the beginning of the (next) end step" (which is the more recent Oracle wording for abilities triggering "at end of turn") has already happened. The step does not back up to put these abilities on the stack, so they will wait for the next occurrence of the next end step (which in this case will be on your turn). [CR 500.6] and [CR 513.3]

There is no way to play continuous effect that last "until end of turn" during an opponent's turn that would make them last into yours. All such effects end during the cleanup step of the turn in which they were played.[CR 514.2]

When a phase or a step begins, each ability that triggers "at the beginning of" that phase or step will be put on the stack.[CR 500.6]

Example. Kemba, Kha Regent and Venser's Journal trigger at the beginning of your upkeep. The effects from each of these cards would trigger and be put onto the stack when the upkeep step begins.

Likewise, Putrefax's effect will trigger at the beginning of the end step. If it is somehow put into play after the end step has begun, its triggered ability will not go onto the stack until the next end step (at the end of the next turn). The delayed trigger of Gemini Engine will likewise trigger at the beginning of the end of combat step (remember that 'at end of combat' is short for the longer phrase 'at the beginning of the end of combat step').

Kemba, Kha Regent
Example. This is true for all the "normal" abilities that explicitly state that they trigger "at the beginning of" a step or phase like Sacred Mesa, or even for cards that use the phrase "at end of combat" (see Gemini Engine in the example above). The same principle works with delayed triggered abilities, like sacrificing the token created by Kiki-Jiki, Mirror Breaker or Giantbaiting (remember that the phrase "at end of turn" means "at the beginning of the end of turn step").
Sacred Mesa
Example. Some keyword abilities can include triggered abilities that trigger at certain points in the game, such as Suspend or Unearth. The portion of the suspend ability which removes a time counter from the object triggers at the beginning of the upkeep step. The triggered ability starting "at the beginning of your upkeep..." has been "compressed" into a single keyword, with the complete wording available in the comprehensive rules. The "reminder text" written in italics after a keyword ability can also help a player in understanding exactly what an ability does; however, the reminder text is not exhaustive and may have been abbreviated. Be sure to consult the Comprehensive Rules for the complete meaning - the Hideaway ability found on Windbrisk Heights illustrates why this can be important!
Ancestral Vision

Some effects can give a player extra turns. They do this by adding the turns directly after the current turn. If a player gets multiple extra turns or if multiple players get extra turns during a single turn, the extra turns are added one at a time. The most recently created turn will be taken first. [CR 500.7]

Example. Time Warp is a sorcery that grants an extra turn to a target player after the completion of the current turn. If you cast it targeting your opponent, he or she will play the extra turn right after your turn. If multiple extra turns are created, the last created turn will be taken first (this works in the same way as the stack: last played -> first to have its effect).
Time Warp
Note: In tournaments in which a time limit is in effect for rounds, you will be allowed to play up to five additional turns after time on the round is called (or three turns in 2HG tournaments). Creating extra turns when the game is in the 5 extra turns will not change the total number of additional turns to be played. It will, however, change who takes them. If you play Time Warp five times, you will take all five additional turns, and your opponent will not get to take any of them. Casting a Time Warp during the 5th additional turn will not have any effect as there are no further additional turns to take, and the game is ended by tournament rules.

Some effects can add phases to a turn. They do this by adding the phases directly after the specified phase. If multiple extra phases are created after the same phase, the most recently created phase will occur first. [CR 500.8]

Example. When Godo, Bandit Warlord attacks for the first time in a turn, an extra combat phase is added right after the one in progress.
Godo, Bandit Warlord
Example. The ability of Aggravated Assault adds 2 phases to a turn; one combat phase and one main phase after the extra combat phase added. These phases are played immediately after the end of current phase (if the ability was activated in the first main phase, the additional phases take place before the normal second main phase).
Aggravated Assault


Some effects can add steps to a phase. They do this by adding the steps directly after a specified step or directly before a specified step. If multiple extra steps are created after the same step, the most recently created step will occur first. [CR 500.9]

Example. If at least one creature with First Strike or Double Strike is attacking or blocking, an additional combat damage step is generated after the normal combat damage step. Only creatures with First Strike or Double Strike deal damage in the first combat damage step. [CR 510.5]
Knight Exemplar


Some effects can cause a step, phase, or turn to be skipped. To skip a step, phase, or turn is to proceed past it as though it didn't exist. [CR 500.10] [CR 614.10]

Example. The triggered ability of Blinding Angel causes the entire combat phase of a player to be skipped.

The player or team who plays first in a standard two player game or a 2 Headed Giant game of Magic does not draw a card or cards at the beginning of their first turn. This is actually a result of that player or team skipping the draw step for that turn.[CR 103.7a] So the Beginning Phase only contains the Untap and Upkeep steps, rather than the normal Untap, Upkeep and Draw steps.

Blinding Angel
Example. Eon Hub causes the upkeep steps to be skipped. While this card is on the battlefield:
  • Triggered abilities that would trigger "at the beginning of upkeep" don't trigger. For example, you would not reveal a card nor put it into your hand with Dark Tutelage.
  • Activated abilities with restrictions like "activate this ability only during your upkeep" cannot be activated. You would not be able to activate Scourglass at all.
  • Abilities that trigger during the untap step, such as that of Wake Thrasher, will still be put on the stack as soon as possible. This would mean at the beginning of the draw step instead of in the upkeep step.
Eon Hub
Example. Solitary Confinement causes the draw step to be skipped. When this card is on the battlefield:
  • You don't draw cards for Howling Mine.
  • You don't take damage from a tapped Mana Vault. (Note that printed text for this card is misleading. The Oracle text says "At the beginning of your draw step, if Mana Vault is tapped, it deals 1 damage to you".)
Solitary Confinement

Anything scheduled for a skipped step, phase, or turn won't happen. Anything scheduled for the "next" occurrence of something waits for the first occurrence that isn't skipped. If two effects each cause a player to skip his or her next occurrence, that player must skip the next two; one effect will be satisfied in skipping the first occurrence, while the other will remain until another occurrence can be skipped. [CR 614.10a]

Example. Say you have a Yosei, the Morning Star on the battlefield, and you cast a second one. Due to the "legend rule", they both go the graveyard, and their abilities trigger. If you target your opponent with both abilities, he will skip his next two untap steps.
Yosei, the Morning Star
Example. WORDING MATTERS: Final Fortune grants you an additional turn, but also creates a delayed triggered ability that will make you lose the game at the beginning of the end step of THAT turn.

If that turn is somehow skipped, the delayed triggered ability will never trigger, because you will never take that specific turn. This trick works even if an effect like the one from Wormfang Manta "gives back" the skipped turn later; the extra turn created by Wormfang Manta is an entirely new one, and not the some one created by Final Fortune.
This opens the door for a clever play:

  • You cast Final Fortune as a cheap way to get an extra turn (albeit a cursed one).
  • then you cast a spell that "eats" the extra turn, such as Meditate. You can dodge the lethal effect of Final Fortune and you usually get something HUGE in exchange for the skipped turn.

Play considerations aside, this is a good example of how sometimes "wording matters". If the text of Final Fortune was only slightly different, for example if it read "Take an extra turn after this one. At the beginning of the end step of your next turn, you lose the game" or "Take an extra turn after this one. At the beginning of the next end step, you lose the game", the trick would not work, and the lethal effect would apply sooner or later.

Final Fortune
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