Magic: The Gathering

Complete Turn Structure
I Beginning Phase 3 Steps
Untap Step
auto 1. Phasing occurs. All phased-in permanents with phasing you control phase out simultaneously. All phased-out permanents you control phase in simultaneously.
auto 2. Day/night check happens. If conditions are met, it becomes day or night.1
auto 3. Untap all your permanents (lands, creatures, artifacts, enchantments, tokens) simultaneously, unless an effect prevents it.
none No player receives priority. No spells or abilities can be cast or activated. (Triggered abilities wait for Upkeep.)
Upkeep Step
auto "At the beginning of your upkeep" abilities trigger and go on the stack. Any untap-step triggers also go on the stack now.
each Cast instants, activate abilities, or cast spells with flash. Respond to upkeep triggers.
Draw Step
auto Draw one card. In two-player games, the starting player skips this on their very first turn. In most multiplayer formats, no player skips this.
each Cast instants, activate abilities, or cast spells with flash. You can act on what you just drew before the main phase.
II 1st Main Phase Precombat
auto Saga lore counters are added (if applicable). "At the beginning of your main phase" abilities trigger.
Active Player May
you Play a land from your hand (once per turn, stack must be empty)
you Cast any spell — creatures, sorceries, instants, enchantments, artifacts, planeswalkers, battles
you Activate planeswalker loyalty abilities (once per planeswalker per turn, sorcery speed)
you Activate other abilities.
auto ETB effects trigger when permanents enter the battlefield.
Each Player May
each Cast instants or spells with flash
each Activate abilities
III Combat Phase Up to 6 Steps
1. Begin Combat 2. Declare Attackers 3. Declare Blockers 4. First / Double Strike Damage* 5. Combat Damage 6. End of Combat
Begin Combat
auto "At the beginning of combat" abilities trigger.
each Cast instants, activate abilities. Last chance to tap down or remove potential attackers before they're declared.
Declare Attackers
you Choose which creatures attack and who/what they attack (player, planeswalker, or battle). Attackers tap unless they have vigilance.
auto Attack triggers go on the stack. If no attackers are declared, skip to End of Combat.
each Cast instants, activate abilities. Can pump attackers, remove potential blockers, etc.
Declare Blockers
auto Defending player assigns blockers. Multiple creatures can block a single attacker. (Unblockable creatures can't be assigned blockers.)
auto Block triggers go on the stack.
each Cast instants, activate abilities. Last chance for combat tricks — pump spells, removal, etc. — before damage.
First / Double Strike Damage*
auto Only creatures with First Strike or Double Strike deal damage in this step. *This step only exists if such creatures are in combat.
each Cast instants, activate abilities. Creatures killed here won't deal regular damage.
Combat Damage
auto Assign and deal combat damage:
Unblocked attackers deal damage to the player, planeswalker, or battle they attacked.
Blocked attackers — if blocked by multiple creatures, the attacker's controller divides damage among those blockers however they choose.2
Trample — must still assign at least lethal damage to all blockers before excess goes to the defending player/planeswalker/battle. (Deathtouch + trample: 1 damage per blocker counts as lethal.)
auto All damage is dealt simultaneously. Defenders do not get to react between damage assignment and damage being dealt.
each Cast instants, activate abilities. "When this creature deals combat damage" triggers go on the stack here.
End of Combat
auto "At end of combat" and "until end of combat" abilities trigger/expire.
each Cast instants, activate abilities.
IV 2nd Main Phase Postcombat
Active Player May
you Play a land (if you haven't yet this turn)
you Cast any spell — same options as 1st Main Phase
you Activate planeswalker loyalty abilities (if not already used this turn)
you Activate abilities. Good time to play creatures you don't want exposed to combat.
auto ETB effects trigger when permanents enter the battlefield.
Each Player May
each Cast instants or spells with flash
each Activate abilities
V Ending Phase 2 Steps
End Step
auto "At the beginning of your end step" and "at the beginning of the next end step" abilities trigger.
each Cast instants, activate abilities. Final opportunity for instant-speed interaction this turn.
Cleanup Step
auto Discard down to maximum hand size (usually 7).
auto Remove all damage from permanents. All "until end of turn" and "this turn" effects expire simultaneously.
none No player receives priority.unless a triggered ability fires3
Automatic / Required
Active Player May
Each Player May
No Priority
Based on the Comprehensive Rules — January 2026, Lorwyn Eclipsed