5. Turn Structure
Rules overview
The clockwork of every turn. Five phases (Beginning, Pre-combat Main, Combat, Post-combat Main, Ending), each broken into steps. Each step has its own priority pattern and trigger windows.
If you've ever asked "when can I tap that creature down to stop it from attacking?" or "does this trigger fire before or after combat damage?", the answers live here.
What you'll find
- 500 General -- the order of phases and steps.
- 501 Beginning Phase (untap, upkeep, draw).
- 502 Untap Step -- nobody gets priority, surprisingly enough.
- 503 Upkeep Step -- the "at the beginning of your upkeep" trigger window.
- 504 Draw Step -- the active player draws a card.
- 505 Main Phase -- both the first (precombat) and second (postcombat) main phases.
- 506 Combat Phase -- the umbrella phase.
- 507 Beginning of Combat Step -- the last chance to tap creatures down.
- 508 Declare Attackers Step.
- 509 Declare Blockers Step.
- 510 Combat Damage Step -- both first-strike and regular.
- 511 End of Combat Step.
- 512 Ending Phase.
- 513 End Step -- where "at the beginning of the end step" triggers fire.
- 514 Cleanup Step -- discard down to hand size, damage wipes off, "until end of turn" effects expire.