Parts of the Turn Tap a section to expand

> Begin Untap Draw ∨ Beginning Phase Untap Step Untap all permanents No one can cast spells or activate abilities during this step Upkeep Step Resolve any abilities that trigger at "the beginning of the upkeep" You can cast instants and activate abillities Draw Step Skip this step on the first turn of a two-player game Draw a card Resolve any abilities that trigger at "the beginning of the draw step" You can cast instants and activate abillities More Details ∨ Beginning Phase Untap Step Phasing in and out (simultaneously) Untap all permanents (simultaneously) state-based effects and triggered abilities are delayed to the upkeep Upkeep Step Any abilities that trigger at the beginning of the upkeep go on the stack The active player gains priority Draw Step Active player draws a card. Any abilities that trigger at the beginning of the draw step go on the stack The active player gains priority Close Fewer Details Comprehensive Rules

> Main Phase Play a land (only one land per turn)

Cast creatures and other spells

Activate abilities of plainswalkers ∨ First Main Phase In any order: Once per turn, the active player may play a land from his or her hand

Cast creatures and other spells

Activate abilities of plainswalkers More Details ∨ Precombat Main Phase Abilities that trigger at the beginning of the main phase or the precombat main phase go on the stack The active player gains priority Once per turn, the active player may play a land from their hand while the stack is empty (This is a special action that doesn't use the stack)

Non-instants can be played during this phase, by the active player, when the stack is empty

Plainswalkers' abilities can be activated, by the active player, when the stack is empty Close Fewer Details Comprehensive Rules

> Combat Declare Attackers Opponents declare blockers Combat damage is dealt ∨ Combat Phase Beginning of Combat Step Choose all players that you wish to attack You can cast instants and activate abillities Declare Attackers Step Assign attacking creatures: Must be untapped

Must have haste or have been controlled by the active player continuously since the turn began Assign which creatures are attacking which players Tap creatures that are attacking Pay for optional attacking costs, if desired Abilities trigger for attacking creatures being declared You can cast instants and activate abillities Declare Blockers Step The defending player chooses which creatures they control to block: Must be untapped

The defending player chooses which creatures will block which attacking creatures

More than one creature may block a single attacking creature Resolve any abilities that trigger for blockers being declared You can cast instants and activate abillities For each attacking creature that's become blocked, announce that creature's damage assignment order For each blocking creature, the defending player announces that creatures's damage assignment order Combat Damage Announce how each attacking creature assigns its combat damage The defending player announces how each blocking creature assigns its combat damage Each attacking creature and blocking creature assigns combat damage equal to its power All combat damage that's been assigned is dealt simultaneously If a creature has first strike or double strike : As the combat damage step begins, the only creatures that assign combat damage in that step are those with first strike or double strike Instead of proceeding to the end of combat step, the phase gets a second combat damage step The only creatures that assign combat damage in that step are the remaining attackers and blockers that had neither first strike nor double strike as the first combat damage step began, as well as the remaining attackers and blockers that currently have double strike After that step, the phase proceeds to the end of combat step

or : End of Combat Step Resolve any abilities that trigger "at the end of combat" You can cast instants and activate abillities Creatures and planeswalkers are removed from combat and effects that last "until end of combat" expire More Details ∨ Combat Phase Beginning of Combat Step Choose all players that you wish to attack The active player gains priority Declare Attackers Step The active players assign attacking creatures: Must be untapped

Must have haste or have been controlled by the active player continuously since the turn began Active player assigns which creatures are attacking which players If applicable, the active player anounces Banding / "bands with other" which creatures are banded Active player taps all creatures that are attacking The active player can choose to pay for optional attacking costs The active player may activate mana sources and once they have enough for all costs, pays them in any order in full Each chosen creature still controlled by the active player is an attacting creature Abilities trigger for attacking creatures being declared The active player gains priority Declare Blockers Step The defending player chooses which creatures they control to block: The chosen creatures must be untapped

The defending player chooses which creatures will block which attacking creatures

More than one creature may block a single attacking creature, unless stated otherwise

Defending creatures must obey any and all restrictions and requirements If any of the chosen creatures require paying costs to block, the defending player determines the total cost to block If any of the cost require mana, the defending player then has a chanse to activate mana abilities One the player has enough mana in their mana pool, they pay all costs in any order in full Each chosen creature still controlled by the defending player becomes a blocking creature A blocking creature remains as such until is is removed from combat or the combat phase ends Any attacking creature with one or more creatures declares as blocking for it becomes a blocked creature; any without creatures blocking them become unblocked creatures This remains unchanged until the creature is removed form combat, an effect says that it is blocked or unblocked, or the combat phase ends, which ever comes first Abilities trigger for blockers being declared The active player gains priority For each attacking creature that's become blocked, the active player announces that creature's damage assignment order For each blocking creature, the defending player announces that creatures's damage assignment order Combat Damage The active player announces how each attacking creature assigns its combat damage The defending player announces how each blocking creature assigns its combat damage Each attacking creature and blocking creature assigns combat damage equal to its power An unblocked creature assigns its combat damage to the player or planeswalker it's attacking

A blocked creature assigns its combat damage to the creatures blocking it according to the damage assignment order announced for it This may allow the blocked creature to divide its combat damage. However, it can’t assign combat damage to a creature that’s blocking it unless, when combat damage assignments are complete, each creature that precedes that blocking creature in its order is assigned lethal damage. When checking for assigned lethal damage, take into account damage already marked on the creature and damage from other creatures that’s being assigned during the same combat damage step, but not any abilities or effects that might change the amount of damage that’s actually dealt. An amount of damage that’s greater than a creature’s lethal damage may be assigned to it.

A blocking creature assigns combat damage to the creatures it's blocking according to the damage assignment order announced for it This may allow the blocking creature to divide its combat damage. However, it can’t assign combat damage to a creature that it’s blocking unless, when combat damage assignments are complete, each creature that precedes that blocked creature is assigned lethal damage. When checking for assigned lethal damage, take into account damage already marked on the creature and damage from other creatures that’s being assigned during the same combat damage step, but not any abilities or effects that might change the amount of damage that’s actually dealt. An amount of damage that’s greater than a creature’s lethal damage may be assigned to it.

All combat damage that's been assigned is dealt simultaneously The active player gains priority Any abilities that triggered are put onto the stack first If a creature has first strike or double strike : As the combat damage step begins, the only creatures that assign combat damage in that step are those with first strike or double strike Instead of proceeding to the end of combat step, the phase gets a second combat damage step The only creatures that assign combat damage in that step are the remaining attackers and blockers that had neither first strike nor double strike as the first combat damage step began, as well as the remaining attackers and blockers that currently have double strike After that step, the phase proceeds to the end of combat step

or : End of Combat Step Abilities that trigger "at the end of combat" trigger The active player gains priority Creatures and planeswalkers are removed from combat and effects that last "until end of combat" expire Attacking twice Close Fewer Details Comprehensive Rules

> Main Phase Play a land (only one land per turn)

Cast creatures and other spells

Activate abilities of plainswalkers ∨ Second Main Phase In any order: Once per turn, the active player may play a land from his or her hand

Cast creatures and other spells

Activate abilities of plainswalkers More Details ∨ Postcombat Main Phase Abilities that trigger at the beginning of the main phase or the postcombat main phase go on the stack The active player gains priority: Once per turn, the active player may play a land from their hand while the stack is empty (This is a special action that doesn't use the stack)

Non-instants can be played during this phase, by the active player, when the stack is empty

Plainswalkers' abilities can be activated, by the active player, when the stack is empty Close Fewer Details Comprehensive Rules