The Turn Structure
A turn consists of five phases, some of which contain several steps. At the beginning of each step, turn-based actions happen first (they don't use the stack), then triggered abilities go on the stack, then the active player gets priority. A step only ends once all players pass in succession while the stack is empty.
-
Beginning Phase
-
Untap Step
No priority Turn-based action (doesn't use the stack)First, permanents phase in/out and the day/night designation is checked, then the active player untaps their permanents — all turn-based actions. Nobody receives priority during this step: nothing can be cast or activated; triggers wait until the upkeep.
502.1First, 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. This turn-based action doesn’t use the stack. See rule 702.26, “Phasing.”
502.3Third, the active player determines which permanents they control will untap. Then they untap them all simultaneously. This turn-based action doesn’t use the stack. Normally, all of a player’s permanents untap, but effects can keep one or more of a player’s permanents from untapping.
502.4No 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. (See rule 503, “Upkeep Step.”)
-
Upkeep Step
"At the beginning of your upkeep" triggers go on the stack (including any that triggered during the untap step). Then the active player gets priority — the first window in the turn to cast instants.
-
Draw Step
Turn-based action (doesn't use the stack)The active player draws a card (a turn-based action, not a trigger — it can't be "responded to" before it happens). Then triggers, then priority. Reminder: whoever plays first in a two-player game skips the draw on their very first turn.
-
First Main Phase
-
First Main Phase
Here — and only here or in the second main phase — the active player may cast sorceries, creatures, artifacts, enchantments and planeswalkers (while the stack is empty) and play their land for the turn. Playing a land is a special action: it doesn't use the stack and nobody can respond to it. Sagas get their next lore counter at the beginning of the first main phase.
505.1There are two main phases in a turn. In each turn, the first main phase (also known as the precombat main phase) and the second main phase (also known as the postcombat main phase) are separated by the combat phase (see rule 506, “Combat Phase”). The precombat and postcombat main phases are individually and collectively known as the main phase.
505.6Fourth, the active player gets priority. (See rule 117, “Timing and Priority.”)
505.4Second, if the active player controls one or more Saga enchantments and it’s the active player’s precombat main phase, the active player puts a lore counter on each Saga they control with one or more chapter abilities. (See rule 714, “Saga Cards.”) This turn-based action doesn’t use the stack.
-
Combat Phase
-
Beginning of Combat
In multiplayer games, the defending player is chosen now. "At the beginning of combat" triggers go on the stack, then priority: the last opportunity to tap or remove a creature BEFORE attackers are declared.
Rules: 507.1507.1First, if the game being played is a multiplayer game in which the active player’s opponents don’t all automatically become defending players, the active player chooses one of their opponents. That player becomes the defending player. This turn-based action doesn’t use the stack. (See rule 506.2.)
-
Declare Attackers
Turn-based action (doesn't use the stack)The active player declares all attackers at once (a turn-based action) — they become tapped (unless they have vigilance) and any attack costs are paid. Only AFTER that do attack triggers go on the stack and players get priority. Removing a creature now prevents its damage but doesn't undo the attack.
508.1First, the active player declares attackers. This turn-based action doesn’t use the stack. To declare attackers, the active player follows the steps below, in order. If at any point during the declaration of attackers, the active player is unable to comply with any of the steps listed below, the declaration is illegal; the game returns to the moment before the declaration (see rule 733, “Handling Illegal Actions”).
508.2Second, the active player gets priority. (See rule 117, “Timing and Priority.”)
-
Declare Blockers
Turn-based action (doesn't use the stack)The defending player declares all blockers at once (a turn-based action). For attackers blocked by multiple creatures, the active player announces the damage order. Then triggers ("becomes blocked" / "becomes unblocked") and priority — the classic window for combat tricks like Giant Growth.
509.1First, the defending player declares blockers. This turn-based action doesn’t use the stack. To declare blockers, the defending player follows the steps below, in order. If at any point during the declaration of blockers, the defending player is unable to comply with any of the steps listed below, the declaration is illegal; the game returns to the moment before the declaration (see rule 733, “Handling Illegal Actions”).
509.2Second, the active player gets priority. (See rule 117, “Timing and Priority.”)
-
Combat Damage Step
Turn-based action (doesn't use the stack)Combat damage is assigned and dealt (a turn-based action) — simultaneously, without using the stack; nobody can "respond to the damage", only before or after. With first strike or double strike there are TWO combat damage steps. Then triggers and priority.
510.1First, the active player announces how each attacking creature assigns its combat damage, then the defending player announces how each blocking creature assigns its combat damage. This turn-based action doesn’t use the stack. A player assigns a creature’s combat damage according to the following rules:
510.2Second, all combat damage that’s been assigned is dealt simultaneously. This turn-based action doesn’t use the stack. No player has the chance to cast spells or activate abilities between the time combat damage is assigned and the time it’s dealt.
510.4If at least one attacking or blocking creature has first strike (see rule 702.7) or double strike (see rule 702.4) as the combat damage step begins, the only creatures that assign combat damage in that step are those with first strike or double strike. After that step, 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.
-
End of Combat
"At end of combat" triggers go on the stack, players get priority. As the step ends, all creatures are removed from combat — effects like "as long as it's attacking" end.
511.1The end of combat step has no turn-based actions. Once it begins, the active player gets priority. (See rule 117, “Timing and Priority.”)
511.3As soon as the end of combat step ends, all creatures, battles, and planeswalkers are removed from combat. After the end of combat step ends, the combat phase is over and the postcombat main phase begins (see rule 505).
-
Second Main Phase
-
Second Main Phase
Just like the first main phase — the land may be played here if it hasn't been yet. The typical place for everything you only want to deploy after combat.
Rules: 505.1505.1There are two main phases in a turn. In each turn, the first main phase (also known as the precombat main phase) and the second main phase (also known as the postcombat main phase) are separated by the combat phase (see rule 506, “Combat Phase”). The precombat and postcombat main phases are individually and collectively known as the main phase.
-
Ending Phase
-
End Step
"At the beginning of the end step" triggers go on the stack, then priority — the usual window for the opponent's "at the end of turn" actions. Careful: effects lasting "until end of turn" do NOT end here, but in the cleanup step.
-
Cleanup Step
No priorityThe active player discards down to their maximum hand size, then "until end of turn" effects end and all damage wears off — both simultaneously. Normally NOBODY receives priority here. But if something triggers (e.g. from the discard), the triggers go on the stack, players receive priority, and another cleanup step follows.
514.1First, if the active player’s hand contains more cards than their maximum hand size (normally seven), they discard enough cards to reduce their hand size to that number. This turn-based action doesn’t use the stack.
514.2Second, the following actions happen simultaneously: all damage marked on permanents (including phased-out permanents) is removed and all “until end of turn” and “this turn” effects end. This turn-based action doesn’t use the stack.
514.3Normally, no player receives priority during the cleanup step, so no spells can be cast and no abilities can be activated. However, this rule is subject to the following exception: