3.
Turn Structure
300.
General
300.1.
A turn consists of five phases, in this order:
beginning, first main, combat, second main,
and end. Each of these phases takes place every
turn, even if nothing happens during the phase.
The beginning, combat, and end phases are further
broken down into steps, which proceed in order.
300.2.
A phase or step ends when the stack is empty
and both players pass in succession. No game
events can occur between turns, phases, or steps.
(Simply having the stack become empty doesn't
cause the phase or step to end; both players
have to pass with the stack empty. Because of
this, each player always gets a chance to add
new things to the stack before the current phase
or step ends.)
300.3.
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 combat step. Effects that last
"until end of turn" are subject to
special rules; see rule 314.1b.
300.4.
When a phase ends (but not a step), any unused
mana left in a player's mana pool is lost. That
player loses 1 life for each one mana lost this
way. This is called mana burn. Note that mana
burn is loss of life, not damage, so it can't
be prevented or altered by effects that affect
damage. (See rule
406.1, "Mana Abilities.")
300.5.
When a phase or step begins, any abilities that
trigger "at the beginning of" that
phase or step are added to the stack.
300.6.
Some spells and abilities 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 both 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.
301.
Beginning Phase
301.1.
The beginning phase consists of three steps,
in this order: untap, upkeep, and draw.
302.
Untap Step
302.1.
First, the active player determines which permanents
he or she controls will untap. (Normally they
all do, but effects may modify this.) Then he
or she untaps them all simultaneously. Effects
can keep one or more of a player's permanents
from untapping normally.
302.2.
No player receives priority during the untap
step, so no spells or abilities can be played
or resolved. Any ability that triggers during
this step will be held until a player would
receive priority during the upkeep step. (See
rule 303, "Upkeep Step.")
302.3
Before a player untaps his or her permanents,
all permanents with phasing that player controls
phase out, and all permanents that player controlled
when they phased out simultaneously phase in.
(See rule 217.8,
"Phased-Out," and rule
502.15, "Phasing.")
303.
Upkeep Step
303.1.
As the upkeep step begins, any abilities that
trigger at the beginning of that upkeep step
or that turn's untap step go on the stack. (Upkeep-triggered
abilities use the phrase "At the beginning
of your upkeep" or a similar wording; see
rule 404, "Triggered
Abilities.") Once all such abilities have
gone onto the stack, the active player gets
priority. Then players may play spells and abilities.
304.
Draw Step
304.1.
As the draw step begins, any abilities that
trigger at the beginning of the draw step go
on the stack. (Draw-step-triggered abilities
use the phrase "At the beginning of your
draw step" or a similar wording; see rule
404, "Triggered Abilities.") Then
the draw step actionthe active player
drawing a cardgoes on the stack. This
action is a triggered ability, but it isn't
controlled by either player. It simply goes
on the stack on top of all abilities players
control that trigger at the beginning of the
draw step. Then the active player gets priority,
and players may play spells and abilities.
305.
Main Phase
305.1.
There are two main phases in a turn. In each
turn, the first main phase, known as the precombat
main phase, and second main phase, known as
the postcombat main phase, are separated by
the combat phase (see rule 306,
"Combat Phase"). The precombat and
postcombat main phases are individually and
collectively known as the "main phase."
305.2.
The main phase has no steps, so a main phase
ends when both players pass in succession while
the stack is empty.
305.3.
As the main phase begins, any abilities that
trigger at the beginning of that main phase
go on the stack. (Main-phase-triggered abilities
use the phrase "At the beginning of your
main phase" or a similar wording; see rule
404, "Triggered Abilities.") Then
the active player gets priority, and players
may play spells and abilities. (This is the
only phase in which a player can normally play
artifact, creature, enchantment, and sorcery
spells, and only the active player may play
these spells.)
305.4.
During either main phase, the active player
may play one land from his or her hand if the
stack is empty, the player has priority, and
he or she hasn't yet taken this special action
this turn. (See rule
214.9, "Lands.") This action doesn't
use the stack and it isn't a spell or ability
of any kind. It can't be countered, and players
can't respond to it with instants or activated
abilities.
306.
Combat Phase
306.1.
The combat phase has five steps, which proceed
in order: beginning of combat, declare attackers,
declare blockers, combat damage, and end of
combat. The declare blockers and combat damage
steps are skipped if no creatures are declared
as attackers (see rule 308.4).
306.2.
A creature is removed from combat if it stops
being a creature (as a result of leaving play
by any
means, such as by being destroyed or removed
from the game), if it regenerates (see rule
419.6b), or if its controller changes. "Removed
from combat" means the creature stops being
an attacking, blocking, blocked, and/or unblocked
creature. Once a creature has been declared
as an attacking or blocking creature, spells
or abilities that would have kept that creature
from attacking or blocking don't remove the
creature from combat. Tapping or untapping a
creature that's already been declared as an
attacker or blocker doesn't remove it from combat
and doesn't prevent its combat damage.
307.
Beginning of Combat Step
307.1.
As this step begins, triggered abilities (if
any) are added to the stack, and then the active
player gets priority to play spells and abilities.
308.
Declare Attackers Step
308.1.
The active player declares which, if any, creatures
he or she controls will attack. Only creatures
can attack, and the following creatures can't
attack: tapped creatures (even those that can
attack without tapping), Walls, and creatures
the active player didn't control continuously
since the beginning of the turn. This declaration
is simultaneous, not sequential, and doesn't
go on the stack. Any triggered ability generated
during this action waits until a player would
receive priority.
308.2.
The active player determines whether the attack
is legal. (See section 5, "Additional Rules.")
If it is, he or she taps all creatures that
will attack. Tapping a creature when it is declared
as an attacker is not a cost; attacking simply
causes creatures to become tapped. Then the
player pays all required costs. Other costs
and/or restrictions may also apply. (See rule
409.1f.) The active player may play mana
abilities at this time only if an attack cost
includes a mana payment.
308.3.
If the proposed attack isn't legal or the active
player can't pay all required costs, all actions
described in rules 308.1
and 308.2 are canceled. Then
the active player redeclares which creatures
will attack. (See rule
422, "Handling Illegal Actions.")
308.4.
If no creatures are declared as attackers, the
game proceeds directly to the end of combat
step,
skipping the remainder of the declare attackers
step as well as the entire declare blockers
and combat damage steps.
308.5.
A creature becomes an attacking creature when
it has been declared as part of a legal attack
and all attack costs have been paid, but only
if it's controlled by the active player. It
remains an attacking creature until it's removed
from combat or the combat phase ends, whichever
comes first. The nonactive player is considered
to have been attacked that turn at this time
if one or more creatures are attacking.
308.5a
A creature is considered attacking alone if
it's the sole creature declared as an attacker
in a given combat phase.
308.6.
After a legal attack has been declared and all
required costs have been paid, the active player
receives priority to play spells and abilities.
309.
Declare Blockers Step
309.1.
The defending player declares which, if any,
creatures he or she controls are blocking and
which attacking creature each one blocks. Tapped
creatures and noncreature permanents can't be
declared as blockers. Each creature may block
only one attacking creature, although any number
of creatures may block the same attacking creature.
(Note that blocking doesn't cause a creature
to tap.) This declaration is simultaneous, not
sequential, and doesn't go on the stack. Any
triggered ability generated during this action
waits until a player would receive priority.
309.2.
The defending player determines whether the
block is legal. (See section 5, "Additional
Rules.") If it is, he or she pays all required
costs. A player may play mana abilities at this
time only if a blocking cost that player could
pay includes a mana payment.
309.3.
If the proposed block isn't legal or the defending
player can't pay all required costs, all actions
described in rules 309.1
and 309.2 are canceled. Then
the defending player redeclares blocking creatures.
(See rule 422,
"Handling Illegal Actions.")
309.4.
A creature becomes a blocking creature when
it has been declared as part of a legal block
and all block costs have been paid, but only
if it's controlled by the defending player.
An attacking creature with one or more creatures
declared as blockers for it becomes a blocked
creature; one with no blockers becomes an unblocked
creature. The creature's status remains unchanged
until the creature is removed from combat or
the combat phase ends, whichever comes first.
309.4a
A creature is considered blocking alone if it's
the sole creature declared as a blocker in a
given combat phase.
309.5.
After all legal blocks have been declared and
all required costs have been paid, the active
player receives priority to play spells and
abilities.
310.
Combat Damage Step
310.1.
First the active player announces how each attacking
creature will assign its combat damage. Then
the defending player announces how each blocking
creature will assign its combat damage. (See
also rule 502.2,
"First Strike.") A player may divide
a creature's combat damage as he or she chooses
among the legal recipients. Dividing combat
damage is subject to the following restrictions:
310.1a
Each attacking creature and each blocking creature
will assign combat damage equal to its power.
310.1b
An unblocked creature will assign all its combat
damage to the defending player.
310.1c
A blocked creature will assign combat damage,
divided as its controller chooses, to the creatures
blocking it. If no creatures are currently blocking
it (if, for example, they were destroyed or
removed from combat), it will assign no combat
damage.
310.1d
A blocking creature will assign combat damage,
divided as its controller chooses (no fractions),
to the attacking creatures it's blocking. If
it isn't currently blocking any creatures (if,
for example, they were destroyed or removed
from combat), it will assign no combat damage.
310.2.
All assignments of combat damage go on the stack
as though they were a single pseudospell. Then
the active player receives priority to play
spells and abilities.310.3.
Although combat-damage assignments go on the
stack, they aren't spells or abilities, so they
can't be countered.
310.4.
Combat damage resolves as though it were a pseudospell.
When it resolves, it's dealt as originally assigned.
This happens even if the creature dealing damage
is no longer in play, its power has changed,
or the creature receiving damage has left combat.
(Note that the source of the damage is the creature
as it currently exists, or as it most recently
existed if it is no longer in lay.) If a creature
that was supposed to receive damage is no longer
in play or is no longer a creature, the damage
assigned to it isn't dealt. After combat damage
finishes resolving, the active player gets priority.
311.
End of Combat Step
311.1.
All "at end of combat" abilities trigger
and go on the stack. (See rule
404, "Triggered Abilities.") Then
the active player receives priority to play
spells and abilities.
312.
End Phase
312.1.
The end phase consists of two steps: end of
turn and cleanup.
313.
End of Turn Step
313.1.
The end of turn step begins with the active
player having priority. All "at end of
turn"-triggered abilities trigger and go
on the stack. Then players may play spells and
abilities.
313.2.
If "at end of turn"-triggered abilities
are created or if cards with "at end of
turn"-triggered abilities come into play
after preexisting ones have already gone on
the stack at the beginning of the end of turn
step, those abilities won't go on the stack
until the next turn's end phase. In other words,
the step doesn't "back up" so new
"at end of turn"-triggered abilities
can go on the stack.
314.
Cleanup Step
314.1.
The cleanup step proceeds in the following order.
314.1a
First, if the active player's hand contains
more cards than his or her maximum hand size
(normally seven), he or she discards enough
cards to reduce the hand size to that number.
This action doesn't go on the stack.
314.1b
Then, simultaneously, all damage is removed
from permanents and all "until end of turn"
and "this turn" effects end. This
action doesn't go on the stack.
314.1c
Then, only if the conditions for any state-based
effects exist or if any abilities have triggered,
the active player receives priority to play
spells and abilities. Once the stack is empty
and both players pass, another cleanup step
begins. Otherwise, no player receives priority
and the step ends.