Combat phase: Difference between revisions

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* {{DailyRef|mtg/daily/mm/129|Fight Club, Part 1|[[Mark Rosewater]]|February 07, 2011}}
* {{DailyRef|mtg/daily/mm/129|Fight Club, Part 1|[[Mark Rosewater]]|February 07, 2011}}
* {{DailyRef|mtg/daily/mm/130|Fight Club, Part 2|[[Mark Rosewater]]|February 14, 2011}}
* {{DailyRef|mtg/daily/mm/130|Fight Club, Part 2|[[Mark Rosewater]]|February 14, 2011}}
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[[Category:Magic rules]][[Category:Turn structure]]
[[Category:Magic rules]]
[[Category:Turn structure]]

Revision as of 17:36, 4 June 2014

Template:Navigation CRTemplate:Navigation turn structure

The combat phase is the third phase in a turn, and has five steps in this order:

If no creatures are declared as attackers, the declare blockers step and combat damage step are skipped. If any attacking or blocking creatures has first strike or double strike, there are two combat damage steps.

A creature is removed from combat if:

  • it leaves play
  • it regenerates [CR 419.6b]
  • its controller changes
  • it stops being a creature
  • an effect removes it from combat

When a creature is removed from combat it stops being an attacking, blocking, blocked, and/or unblocked creature.

If a creature has been declared as an attacking or blocking creature, spells or abilities that would have kept that creature from attacking or blocking do not 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. (This is contrary to pre-sixth edition rules.)

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External links