Main Phases
Turn structure · beginner
Each turn has two main phases: one before combat and one after.
What you can do
- Cast any spell -- creatures, sorceries, instants, planeswalkers, enchantments, artifacts.
- Play a land (one per turn).
- Activate abilities (anything not restricted to other timing).
What only the main phase allows
- Cast sorceries and other "sorcery-speed" spells.
- Cast permanents that aren't flash.
- Use sorcery-speed abilities like Karn Liberated's loyalty abilities.
This is true only when the stack is empty and it's your main phase.
Pre-combat vs post-combat
Mechanically the two main phases are identical. The pre-combat one matters when:
- You want to cast a creature with haste before attacking.
- You want to play a land before attacking to make sure you have mana to pump up an attacker.
The post-combat one matters when:
- You want to cast something after you see how combat went.
- You triggered something on combat damage that you want to use this turn.
- You want to trade or bait by holding spells until the path is clear.
Tip for new players
A common new-player mistake is to cast everything in the pre-combat main phase out of habit. Slowing down and asking "do I want to attack first?" often unlocks better lines.
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