Turn structure: Difference between revisions

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* {{DailyRef|mtgcom/academy/33|Tactical Protocol: Your Opponent's Turn|Jeff Cunningham|April 14, 2007}}
* {{DailyRef|mtgcom/academy/33|Tactical Protocol: Your Opponent's Turn|Jeff Cunningham|April 14, 2007}}
* {{DailyRef|mtgcom/academy/34|Tactical Protocol: Introduction to Information & Resources|Jeff Cunningham|April 21, 2007}}
* {{DailyRef|mtgcom/academy/34|Tactical Protocol: Introduction to Information & Resources|Jeff Cunningham|April 21, 2007}}
[[Category:Magic rules]][[Category:Turn structure| *]]
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[[Category:Magic rules]]
[[Category:Turn structure| *]]

Revision as of 19:19, 4 June 2014

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.

General rules

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Beginning phases and steps

When a phase or step begins, any abilities that trigger "at the beginning of" that phase or step are added to the stack in "Active Player, Non-Active Player" (APNAP) order. The active player (the player whose turn it is) puts the triggered abilities they control (if any) on the stack in any order they wish, then the non-active player does likewise for the triggered abilities (if any) they control. Priority then passes to the active player. As usual every player then gets a chance to respond to these triggers with instants and instant-speed activated abilities when they have priority.

Ending phases and steps

When all players pass priority in succession and the stack is empty, a phase or step ends. Nothing happens between turns, phases or steps. Because a phase or step only ends when the stack is empty and all players pass priority, every player gets an opportunity to add new things to the stack before the current phase or step ends. Under the current rules (since Magic 2010), whenever a phase or step ends, all mana is emptied for all player's mana pools with no additional penalty.

Extra turns

If an effect gives a player extra turns, it does this by adding the turns directly after the current turn. if multiple extra turns are created or if multiple players get extra turns during a single turn, the extra turns are added one at a time. This is done in the regular Last-In-First-Out (LIFO) order.

Extra phases and steps

If effects add a phase to a turn, or steps to a phase they work the same way as with extra turns. An extra phase is added directly after a specified phase, and an extra step is added directly after or before a specified step. If multiple phases or steps are created after the same phase or step they resolve in LIFO order. If phases (or steps) are created after seperate phases (or steps) they occur in the order they would normally occur in the turn structure.

Skipping turns, phases and steps

Some effects can cause a turn, phase or step to be skipped. A turn, phase or step is skipped by proceeding past it as though it didn't exist. This means that any actions for any player that would normally happen during the turn, phase or step is skipped as well.

References

External Links