Each variant has its own rules regarding such cards. A turn consists of five phases, in this order: beginning, precombat main, combat, postcombat main, and ending. Each of these phases takes place every turn, even if nothing happens during the phase. The beginning, combat, and ending phases are further broken down into steps, which proceed in order. A phase or step in which players receive priority ends when the stack is empty and all players pass in succession.
Because of this, each player gets a chance to add new things 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 see rule and certain cleanup steps see rule They are put on the stack the next time a player would receive priority.
Some effects can give a player extra turns.
They do this by adding the turns directly after the specified turn. If a player is given multiple extra turns, the extra turns are added one at a time. If multiple players are given extra turns, the extra turns are added one at a time, in APNAP order see rule The most recently created turn will be taken first. 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. 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. Some effects can cause a step, phase, or turn to be skipped. The beginning phase consists of three steps, in this order: untap, upkeep, and draw. First, all phased-in permanents with phasing that the active player controls phase out, and all phased-out permanents that the active player controlled when they phased out phase in.
This all happens simultaneously. Second, the active player determines which permanents they control will untap. Then they untap them all simultaneously. No player receives priority during the untap step, so no spells can be cast or resolve and no abilities can be activated or resolve. Any ability that triggers during this step will be held until the next time a player would receive priority, which is usually during the upkeep step.
The upkeep step has no turn-based actions. Once it begins, the active player gets priority.
First, the active player draws a card. Second, the active player gets priority.
There are two main phases in a turn. The precombat and postcombat main phases are individually and collectively known as the main phase.
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Only the first main phase of the turn is a precombat main phase. All other main phases are postcombat main phases. This includes the second main phase of a turn in which the combat phase has been skipped. It is also true of a turn in which an effect has caused an additional combat phase and an additional main phase to be created. The main phase has no steps, so a main phase ends when all players pass in succession while the stack is empty.
Third, the active player gets priority. The main phase is the only phase in which a player can normally cast artifact, creature, enchantment, planeswalker, and sorcery spells. The active player may cast these spells. 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 or put onto the battlefield attacking see rule There are two combat damage steps if any attacking or blocking creature has first strike see rule During the combat phase, the active player is the attacking player; creatures that player controls may attack.
During the combat phase of a two-player game, the nonactive player is the defending player; that player and planeswalkers they control may be attacked. During the combat phase of a multiplayer game, there may be one or more defending players, depending on the variant being played and the options chosen for it.
Note that the choice may be dictated by the variant being played or the options chosen for it. That player becomes the defending player. In multiplayer games using the shared team turns option, the active team is the attacking team and the nonactive team is the defending team. Only a creature can attack or block. Only a player or a planeswalker can be attacked. It continues to be an attacking creature, although it is attacking neither a player nor a planeswalker. It may be blocked. If it is unblocked, it will deal no combat damage.
It may be cast only before or after the declare attackers step begins, regardless of whether any attackers are actually declared. It may be cast only before or after the declare blockers step begins, regardless of whether any blockers are actually declared. If a turn has multiple combat phases, such spells may be cast at an appropriate time during any of them. If a turn has multiple combat phases, such spells may be cast that turn only before or after the stated point of the first combat phase. First, the active player declares attackers. To declare attackers, the active player follows the steps below, in order.
The active player chooses which creatures that they control, if any, will attack. The chosen creatures must be untapped, and each one must either have haste or have been controlled by the active player continuously since the turn began. If the defending player controls any planeswalkers, or the game allows the active player to attack multiple other players, the active player announces which player or planeswalker each of the chosen creatures is attacking.
If any restrictions are being disobeyed, the declaration of attackers is illegal. If the number of requirements that are being obeyed is fewer than the maximum possible number of requirements that could be obeyed without disobeying any restrictions, the declaration of attackers is illegal.
If a requirement that says a creature attacks if able during a certain turn refers to a turn with multiple combat phases, the creature attacks if able during each declare attackers step in that turn. The active player taps the chosen creatures. If any of the chosen creatures require paying costs to attack, or if any optional costs to attack were chosen, the active player determines the total cost to attack. Costs may include paying mana, tapping permanents, sacrificing permanents, discarding cards, and so on.
Once the player has enough mana in their mana pool, they pay all costs in any order. Partial payments are not allowed. Each chosen creature still controlled by the active player becomes an attacking creature.
Some effects may increase or reduce the cost to pay, or may provide other alternative costs. A player who has priority may play a land card from their hand during a main phase of their turn when the stack is empty. Creatures can attack and block. Part - 3. Players may include cards from any printing in their constructed decks if those cards appear in sets allowed in that format or those cards are specifically allowed by the Magic: The Gathering Tournament Rules. It appears below the rules text.
Abilities that trigger on a creature attacking trigger only at the point the creature is declared as an attacker. Any abilities that triggered on attackers being declared or that triggered during the process described in rules Triggered abilities that trigger on attackers being declared may have different trigger conditions.
The same is true if the effect specifies a creature is put onto the battlefield attacking a planeswalker and that planeswalker is no longer on the battlefield or is no longer a planeswalker when the effect resolves. If a spell or ability could apply to multiple attacking creatures, the appropriate defending player is individually determined for each of those attacking creatures. If there are multiple defending players that could be chosen, the controller of the spell or ability chooses one.