Thinking where to post this, but I guess it goes best in the rules section of the forum.
Hi, currently helping one of my friends in the cosplay community to learn mtg.. she's using a white soldier deck, with plenty of vanilla 2/2 knights because she's really a beginner. Anyway, I made this steps in a turn and written it on a piece of paper. I've simplified it, because showing my friend the actual rules might make mtg look complicated. If I made a mistake in the summary of what happens in a turn, please point it out. Thanks.
1. Untap
2. Upkeep - instants and creature ability can be used
3. Draw
4. 1st main phase - play land, you can cast instant, sorecery, creature, artifact, enchantment
5. Beginning of combat - instant and creature ability can be used
6. Declare attackers - instant and creature ability can be used
7. Declare blockers - instant and creature ability can be used
8. Damage step - no abilities or spells can be used
9. 2nd main phase - same as 1st main, you can play a land if you have not yet done in 1st main
10. End step - instant and creature ability can be used
Also slowly teaching my friend about priority, passing priority, and the stack. But I'm doing it slowly, so she won't get confused.
Thinking where to post this, but I guess it goes best in the rules section of the forum.
Hi, currently helping one of my friends in the cosplay community to learn mtg.. she's using a white soldier deck, with plenty of vanilla 2/2 knights because she's really a beginner. Anyway, I made this steps in a turn and written it on a piece of paper. I've simplified it, because showing my friend the actual rules might make mtg look complicated. If I made a mistake in the summary of what happens in a turn, please point it out. Thanks.
1. Untap
2. Upkeep - instants and creature ability can be used
3. Draw
Activated abilities can be used regardless of the source, not just from creatures. The same is true of the draw step, the combat damage step, and the end of combat step.
504. Draw Step
504.1. First, the active player draws a card. This turn-based action doesn’t use the stack.
504.2. Second, the active player gets priority. (See rule 116, “Timing and Priority.”)
116. Timing and Priority
116.1. Unless a spell or ability is instructing a player to take an action, which player can take actions at any given time is determined by a system of priority. The player with priority may cast spells, activate abilities, and take special actions.
116.1a A player may cast an instant spell any time they have priority. A player may cast a noninstant spell during their main phase any time they have priority and the stack is empty.
116.1b A player may activate an activated ability any time they have priority.
You also left out the last step of the turn, which is the only step other than untap when no spells or abilities can be used.
500.2. A phase or step in which players receive priority ends when the stack is empty and all players pass in succession. Simply having the stack become empty doesn’t cause such a phase or step to end; all players have to pass in succession with the stack empty. Because of this, each player gets a chance to add new things to the stack before that phase or step ends.
500.3. A step in which no players receive priority ends when all specified actions that take place during that step are completed. The only such steps are the untap step (see rule 502) and certain cleanup steps (see rule 514).
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Why bother with mere rulings when so many answers can be found in the Rules?
Thanks for clearing things up. I'm bookmarking this page, since I might need to come back to it in the near future. Sometimes even I need to refresh my mind on important rules.
Just one more question. Is the Combat Damage Step the last chance to cast things like Giant Growth before creatures deal damage to each other?
No, that is already too late. In order to increase a creature's power/toughness in time to matter for combat damage, it has to happen before the combat damage step, so in the declare blockers step at the latest. The first thing that happens during the combat damage step is the assigning and dealing of combat damage, which are turn based actions, which happen at the very beginning of a step/phase. Players only get to do stuff afterwards.
With first strike and/or double strike involved, which create a second combat damage step in the combat phase, a player can modify a creature's power/toughness during the first combat damage step and still influence the second combat damage. But again, it is too late to matter for the first combat damage step.
You forgot casting planeswalkers during a main phase.
Thanks for clearing things up. I'm bookmarking this page, since I might need to come back to it in the near future. Sometimes even I need to refresh my mind on important rules.
Just one more question. Is the Combat Damage Step the last chance to cast things like Giant Growth before creatures deal damage to each other?
No, it is too late.
In most steps, the very first thing that happens is the special action of that step - drawing in the draw step, discarding in the cleanup step, declaring attackers or blockers, and here, combat damage being dealt. Players receive priority only after the action happens. So the last chance to Giant Growth a creature to have it deal more damage/survive combat is in the Declare Blockers Step.
This is a important information to pass on. For example:
7- Declare Blockers. Defending player declares blockers, if any. Then, players can use instants and activated abilities.
Start with the special action of that step, then go with the permission to cast.
Thanks a lot for the useful info. Those would help me explain things better when we're doing practice games. Oh, and I did not have planeswalkers because we're only using 7th edition cards. Will introduce planeswalkers to my friend later. ^___^
Anyway, plenty of important things here. Thread bookmarked.
You also left out the last step of the turn, which is the only step other than untap when no spells or abilities can be used.
500.2. A phase or step in which players receive priority ends when the stack is empty and all players pass in succession. Simply having the stack become empty doesn’t cause such a phase or step to end; all players have to pass in succession with the stack empty. Because of this, each player gets a chance to add new things to the stack before that phase or step ends.
500.3. A step in which no players receive priority ends when all specified actions that take place during that step are completed. The only such steps are the untap step (see rule 502) and certain cleanup steps (see rule 514).
Some cleanup steps do allow you to play instants or activate abilities (note the quoted rule says "certain cleanup steps").
Specifically, if anything gets put on the stack during the cleanup step (for example, discarding down to 7 resulting in Kozilek, Butcher of Truth being put in the graveyard, triggering Kozilek's shuffle ability), all players get priority as normal during that cleanup step, and another cleanup step is created. This keep happening until a cleanup step happens that nobody gets priority in.
One more question. Asking it here since, it's still related to steps in a turn.
I attack with a Raging Goblin, opponent blocks with Gang of Elk. Can I kill the elk on my second main phase with volcanic hammer, or not? Do the 1 damage from the raging goblin stay on the elk after the combat damage step?
One more question. Asking it here since, it's still related to steps in a turn.
I attack with a Raging Goblin, opponent blocks with Gang of Elk. Can I kill the elk on my second main phase with volcanic hammer, or not? Do the 1 damage from the raging goblin stay on the elk after the combat damage step?
Damage marked on a permanent, whether it's dealt in combat or not, remains on that permanent, effectively, "until end of turn" (C.R. 514.2, 119.6).
And again, another addition to this thread. Question related to steps in a turn.
About the card Orcish Oriflamme. When my creatures attack during the declare attackers step, that's where they get the +1/+0 bonus, right? But how long does the +1/+0 effect last. Until the end of combat phase? The creatures no longer have +1/+0 on my second main phase? This is a releveant question because the deck where the enchantment is used also has Bloodshot Cyclops. I need to know how long the creatures have the +1/+0... so the cyclops can throw them with added damage.
Attacking creatures you control get the +1/+0 for as long as they are attacking creatures. So from the moment they are declared as attackers or enter the battlefield attacking, until the are removed from combat or the combat phase ends, whichever happens first. This is a continuous effect from a static ability, so it updates the affected set of objects constantly.
508.1k Each chosen creature still controlled by the active player becomes an attacking creature. It remains an attacking creature until it’s removed from combat or the combat phase ends, whichever comes first. See rule 506.4.
508.4. If a creature is put onto the battlefield attacking, its controller chooses which defending player or which planeswalker a defending player controls it’s attacking as it enters the battlefield (unless the effect that put it onto the battlefield specifies what it’s attacking). Such creatures are “attacking” but, for the purposes of trigger events and effects, they never “attacked.”
511.3. As soon as the end of combat step ends, all creatures and planeswalkers are removed from combat. After the end of combat step ends, the combat phase is over and the postcombat main phase begins (see rule 505).
Thanks for clearing things up. I'm bookmarking this page, since I might need to come back to it in the near future. Sometimes even I need to refresh my mind on important rules.
Just one more question. Is the Combat Damage Step the last chance to cast things like Giant Growth before creatures deal damage to each other?
No, it is too late.
In most steps, the very first thing that happens is the special action of that step - drawing in the draw step, discarding in the cleanup step, declaring attackers or blockers, and here, combat damage being dealt. Players receive priority only after the action happens. So the last chance to Giant Growth a creature to have it deal more damage/survive combat is in the Declare Blockers Step.
This is a important information to pass on. For example:
7- Declare Blockers. Defending player declares blockers, if any. Then, players can use instants and activated abilities.
Start with the special action of that step, then go with the permission to cast.
Following your advice. I have rewritten the steps in a turn guide to help my friend who is new to magic. I have skipped telling about priority for now, since we are just playing the 7th ED 40 card precons. I'll tell her about priority when we move on to 60 card decks. She enjoys playing the "Decay" and "Armada" 7th ED precons. **
Is this acceptable now? Will print it in bond paper once it's ok.
1. Untap step - the active player untaps all tapped permanents that he / she controls. No spells or abilities can be used here.
2. Upkeep - players can use instants and activated abilities
3. Draw step - active player draws a card. Then players can use instants and activated abilities.
4. First Main Phase - active player can play a land. Can use.. instant, creature, sorcery, artifact, and enchantment. Non-active player can use instants and activate abilities.
5. Beginning of Combat - players can use instants and activated abilities
6. Declare Attackers - Attacking player declare attackers, if any. Then players can use instants and activated abilities
7. Declare Blockers - Defending player declare blockers, if any. Then players can use instants and activated abilities
8. Combat Damage - damage is dealt to creatures, and unblocked creatures deal damage to the player being attacked. Creatures that receive lethal damage are put into their owner's graveyeard -- after that, players can use instants and activated abilities
9. Second Main phase - if the active player has not played a land in the first main phase, he / she can play a land here . Active player can use.. instant, creature, sorcery, artifact, and enchantment. Non-active player can use instant and activate abilities.
10. End step - players can use instants and activated abilities
I would include the cleanup step as the last step to tell that this is where "until end of turn" effects end, damage is removed, and the active player has to discard down to 7. The possibility for accumulating damage should be mentioned somewhere, and that this cannot carry over to the next turn. I would also somehow seperate the phases to show which steps belong to them (for example with different colors).
1. Untap step - the active player untaps all tapped permanents that he / she controls. No spells or abilities can be used here.
2. Upkeep - players can use instants and activated abilities
3. Draw step - active player draws a card. Then players can use instants and activated abilities.
4. First Main Phase - active player can play a land. Can use.. instant, creature, sorcery, artifact, and enchantment. Non-active player can use instants and activate abilities.
5. Beginning of Combat - players can use instants and activated abilities
6. Declare Attackers - Attacking player declare attackers, if any. Then players can use instants and activated abilities
7. Declare Blockers - Defending player declare blockers, if any. Then players can use instants and activated abilities
8. Combat Damage - damage is dealt to creatures, and unblocked creatures deal damage to the player being attacked. Creatures that receive lethal damage are put into their owner's graveyeard -- after that, players can use instants and activated abilities
9. Second Main phase - if the active player has not played a land in the first main phase, he / she can play a land here . Active player can use.. instant, creature, sorcery, artifact, and enchantment. Non-active player can use instant and activate abilities.
10. End step - players can use instants and activated abilities.
11. Cleanup step - "until end of turn" effects end, remove marked damage, active player discards down to 7
Hi, currently helping one of my friends in the cosplay community to learn mtg.. she's using a white soldier deck, with plenty of vanilla 2/2 knights because she's really a beginner. Anyway, I made this steps in a turn and written it on a piece of paper. I've simplified it, because showing my friend the actual rules might make mtg look complicated. If I made a mistake in the summary of what happens in a turn, please point it out. Thanks.
1. Untap
2. Upkeep - instants and creature ability can be used
3. Draw
4. 1st main phase - play land, you can cast instant, sorecery, creature, artifact, enchantment
5. Beginning of combat - instant and creature ability can be used
6. Declare attackers - instant and creature ability can be used
7. Declare blockers - instant and creature ability can be used
8. Damage step - no abilities or spells can be used
9. 2nd main phase - same as 1st main, you can play a land if you have not yet done in 1st main
10. End step - instant and creature ability can be used
Also slowly teaching my friend about priority, passing priority, and the stack. But I'm doing it slowly, so she won't get confused.
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Want to play a UW control deck in modern, but don't have jace or snaps?
Please come visit us at the Emeria Titan control thread
You also left out the last step of the turn, which is the only step other than untap when no spells or abilities can be used.
Just one more question. Is the Combat Damage Step the last chance to cast things like Giant Growth before creatures deal damage to each other?
Nexus MTG News // Nexus - Magic Art Gallery // MTG Dual Land Color Ratios Analyzer // MTG Card Drawing Odds Calculator
Want to play a UW control deck in modern, but don't have jace or snaps?
Please come visit us at the Emeria Titan control thread
With first strike and/or double strike involved, which create a second combat damage step in the combat phase, a player can modify a creature's power/toughness during the first combat damage step and still influence the second combat damage. But again, it is too late to matter for the first combat damage step.
You forgot casting planeswalkers during a main phase.
Former Rules Advisor
"Everything's better with pirates." - Lodge
(The Gamers: Dorkness Rising)
"Any sufficiently analyzed magic is indistinguishable from science."
(Girl Genius - Fairy Tale Theater Break - Cinderella, end of volume 8)
No, it is too late.
In most steps, the very first thing that happens is the special action of that step - drawing in the draw step, discarding in the cleanup step, declaring attackers or blockers, and here, combat damage being dealt. Players receive priority only after the action happens. So the last chance to Giant Growth a creature to have it deal more damage/survive combat is in the Declare Blockers Step.
This is a important information to pass on. For example:
7- Declare Blockers. Defending player declares blockers, if any. Then, players can use instants and activated abilities.
Start with the special action of that step, then go with the permission to cast.
Thanks a lot for the useful info. Those would help me explain things better when we're doing practice games. Oh, and I did not have planeswalkers because we're only using 7th edition cards. Will introduce planeswalkers to my friend later. ^___^
Anyway, plenty of important things here. Thread bookmarked.
Nexus MTG News // Nexus - Magic Art Gallery // MTG Dual Land Color Ratios Analyzer // MTG Card Drawing Odds Calculator
Want to play a UW control deck in modern, but don't have jace or snaps?
Please come visit us at the Emeria Titan control thread
Specifically, if anything gets put on the stack during the cleanup step (for example, discarding down to 7 resulting in Kozilek, Butcher of Truth being put in the graveyard, triggering Kozilek's shuffle ability), all players get priority as normal during that cleanup step, and another cleanup step is created. This keep happening until a cleanup step happens that nobody gets priority in.
Two Score, Minus Two or: A Stargate Tail
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I attack with a Raging Goblin, opponent blocks with Gang of Elk. Can I kill the elk on my second main phase with volcanic hammer, or not? Do the 1 damage from the raging goblin stay on the elk after the combat damage step?
Nexus MTG News // Nexus - Magic Art Gallery // MTG Dual Land Color Ratios Analyzer // MTG Card Drawing Odds Calculator
Want to play a UW control deck in modern, but don't have jace or snaps?
Please come visit us at the Emeria Titan control thread
Nexus MTG News // Nexus - Magic Art Gallery // MTG Dual Land Color Ratios Analyzer // MTG Card Drawing Odds Calculator
Want to play a UW control deck in modern, but don't have jace or snaps?
Please come visit us at the Emeria Titan control thread
About the card Orcish Oriflamme. When my creatures attack during the declare attackers step, that's where they get the +1/+0 bonus, right? But how long does the +1/+0 effect last. Until the end of combat phase? The creatures no longer have +1/+0 on my second main phase? This is a releveant question because the deck where the enchantment is used also has Bloodshot Cyclops. I need to know how long the creatures have the +1/+0... so the cyclops can throw them with added damage.
Nexus MTG News // Nexus - Magic Art Gallery // MTG Dual Land Color Ratios Analyzer // MTG Card Drawing Odds Calculator
Want to play a UW control deck in modern, but don't have jace or snaps?
Please come visit us at the Emeria Titan control thread
Former Rules Advisor
"Everything's better with pirates." - Lodge
(The Gamers: Dorkness Rising)
"Any sufficiently analyzed magic is indistinguishable from science."
(Girl Genius - Fairy Tale Theater Break - Cinderella, end of volume 8)
Nexus MTG News // Nexus - Magic Art Gallery // MTG Dual Land Color Ratios Analyzer // MTG Card Drawing Odds Calculator
Want to play a UW control deck in modern, but don't have jace or snaps?
Please come visit us at the Emeria Titan control thread
Following your advice. I have rewritten the steps in a turn guide to help my friend who is new to magic. I have skipped telling about priority for now, since we are just playing the 7th ED 40 card precons. I'll tell her about priority when we move on to 60 card decks. She enjoys playing the "Decay" and "Armada" 7th ED precons. **
Is this acceptable now? Will print it in bond paper once it's ok.
1. Untap step - the active player untaps all tapped permanents that he / she controls. No spells or abilities can be used here.
2. Upkeep - players can use instants and activated abilities
3. Draw step - active player draws a card. Then players can use instants and activated abilities.
4. First Main Phase - active player can play a land. Can use.. instant, creature, sorcery, artifact, and enchantment. Non-active player can use instants and activate abilities.
5. Beginning of Combat - players can use instants and activated abilities
6. Declare Attackers - Attacking player declare attackers, if any. Then players can use instants and activated abilities
7. Declare Blockers - Defending player declare blockers, if any. Then players can use instants and activated abilities
8. Combat Damage - damage is dealt to creatures, and unblocked creatures deal damage to the player being attacked. Creatures that receive lethal damage are put into their owner's graveyeard -- after that, players can use instants and activated abilities
9. Second Main phase - if the active player has not played a land in the first main phase, he / she can play a land here . Active player can use.. instant, creature, sorcery, artifact, and enchantment. Non-active player can use instant and activate abilities.
10. End step - players can use instants and activated abilities
Nexus MTG News // Nexus - Magic Art Gallery // MTG Dual Land Color Ratios Analyzer // MTG Card Drawing Odds Calculator
Want to play a UW control deck in modern, but don't have jace or snaps?
Please come visit us at the Emeria Titan control thread
Former Rules Advisor
"Everything's better with pirates." - Lodge
(The Gamers: Dorkness Rising)
"Any sufficiently analyzed magic is indistinguishable from science."
(Girl Genius - Fairy Tale Theater Break - Cinderella, end of volume 8)
+1
Nexus MTG News // Nexus - Magic Art Gallery // MTG Dual Land Color Ratios Analyzer // MTG Card Drawing Odds Calculator
Want to play a UW control deck in modern, but don't have jace or snaps?
Please come visit us at the Emeria Titan control thread