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Magic: The Gathering® Comprehensive Rules
 
These rules are current as of February 20, 2002.
 


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 action—the active player drawing a card—goes 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.


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