Magic: The Gathering turn structure and phases illustrated as a time wheel
Expert Review

Magic: The Gathering Phases – The Ultimate Guide to Turn Structure & Priority

Master MTG turn structure with our comprehensive guide to Magic: The Gathering phases, priority, and strategic timing for competitive play.

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Magic: The Gathering Starter Kit 2024

Magic: The Gathering Starter Kit 2024

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Ultra Pro Playmat with Phase Tracker

Ultra Pro Playmat with Phase Tracker

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Quick Verdict

The definitive guide to understanding Magic: The Gathering's turn structure, priority windows, and strategic timing that transforms intermediate players into rules-savvy competitors.

TOP CARDS

Magic: The Gathering Starter Kit 2024
Perfect entry point for learning MTG phases with guided tutorials
#1

Magic: The Gathering Starter Kit 2024

Perfect entry point for learning MTG phases with guided tutorials

  • Includes comprehensive rulebook with phase explanations
  • Two ready-to-play decks for immediate practice
Price Range$15-$25
View Product →
Ultra Pro Playmat with Phase Tracker
Essential accessory for visualizing turn structure during gameplay
#2

Ultra Pro Playmat with Phase Tracker

Essential accessory for visualizing turn structure during gameplay

  • Turn phases printed directly on playmat edge
  • Helps prevent timing mistakes during games
Price Range$25-$35
View Product →

SAFETY TECHNOLOGY Expert Analysis.

The Fundamental Structure of Time in Magic

Every game of Magic: The Gathering unfolds as a carefully orchestrated sequence of moments—phases and steps that govern when you can act, when your opponent can respond, and when the game itself takes control. Understanding these Magic: The Gathering phases isn't just about memorizing rules; it's about mastering the strategic timing that separates casual players from competitive ones.

Whether you're resolving a dispute at your kitchen table, navigating your first Commander game, or preparing for tournament play, the turn structure serves as the immutable framework upon which all strategies are built. A single misplayed phase can mean the difference between victory and defeat—casting your removal spell too early, floating mana that disappears before you can use it, or missing the crucial window to respond to an opponent's threat.

This comprehensive guide will walk you through every phase, every step, and every priority window in Magic: The Gathering. More importantly, we'll teach you not just what happens during each phase, but when to act for maximum strategic advantage. By the end, you'll understand why professional players are so precise about announcing phases and how you can leverage this knowledge to elevate your gameplay.

The key to mastering Magic isn't just knowing the rules—it's understanding the invisible structure of priority that exists within every phase.

The Golden Rule: Understanding Priority and the Stack

Before diving into the specific Magic: The Gathering phases, you must grasp the concept that underlies all of them: priority. Think of phases and steps as containers—empty rooms where the real action takes place. That action is controlled by priority, the permission system that determines who can cast spells and activate abilities at any given moment.

Priority: The Foundation of Turn Structure

Priority is the right to take an action. In Magic, only one player has priority at any given time, and that player can:

  • Cast spells (if the spell's timing restrictions allow)
  • Activate abilities
  • Take special actions (like playing a land)

The Active Player (AP)—the player whose turn it is—always receives priority first at the start of each step and phase. After they take an action or choose to pass priority, it moves to the Non-Active Player (NAP). In two-player games, this is straightforward. In multiplayer games like Commander, priority passes clockwise around the table.

When all players pass priority in succession without taking actions, the game moves to the next step or phase, or if there are spells/abilities on the stack, the top item resolves.

Priority isn't just a technicality—it's the strategic heartbeat of every interaction in Magic.

The Stack: Where Actions Queue

When you cast a spell or activate an ability, it doesn't resolve immediately (except for mana abilities). Instead, it goes onto the stack, an invisible zone where spells and abilities wait to resolve. The stack operates on a "last in, first out" principle—think of stacking plates, where you take from the top first.

Understanding the stack is crucial because it determines the order in which effects resolve. If your opponent casts a Lightning Bolt targeting your creature, you can respond by casting a Giant Growth. The Giant Growth resolves first (since it was cast second), making your creature large enough to survive the Lightning Bolt.

The Stack and Priority Connection

Every time a spell or ability is added to the stack, players receive priority again in APNAP order. This creates "priority windows"—opportunities to respond with instants and abilities. Mastering these windows is essential for competitive play.

For more detailed information about how spells and abilities interact, check out our comprehensive guide on the stack in Magic: The Gathering.

Phase 1: The Beginning Phase

The Beginning Phase is where every turn starts, consisting of three distinct steps that prepare the game state for your turn. This phase is home to some of the most crucial triggered abilities in the game and represents your first opportunity each turn to take actions.

The Beginning Phase sets the stage—missing priority windows here can cost you the entire game.

Untap Step: The Forbidden Window

The Untap Step is unique among all steps in Magic: The Gathering phases because no player receives priority during this step. This means you cannot cast spells or activate abilities here under normal circumstances.

During the Untap Step, the following happens simultaneously and automatically:

  1. Phasing occurs (for cards with the Phasing mechanic—they phase in or out)
  2. The Active Player untaps all permanents they control (unless an effect prevents this)
  3. The step immediately ends

You Cannot Act During Untap

One of the most common mistakes new players make is thinking they can "kill a creature before it untaps." You cannot. If you want to prevent a creature from untapping, you must cast your removal spell during the opponent's End Step of their previous turn, or wait until their Upkeep step (after it has already untapped).

Important exceptions and edge cases:

  • Cards like Sands of Time can modify or skip the Untap step entirely
  • Some cards have abilities that trigger "at the beginning of the Untap step" (like Paradox Haze adding extra Upkeep steps)
  • Abilities that trigger during Untap use the stack during the next step that has priority (typically Upkeep)

Upkeep Step: The First Priority Window

The Upkeep step is where the game comes alive. After the Untap step ends, the Upkeep step begins, and this is the first time each turn that players receive priority.

The sequence in the Upkeep step:

  1. Triggered abilities that trigger "at the beginning of your upkeep" go on the stack
  2. The Active Player receives priority
  3. Players can cast instants, activate abilities, and respond to triggers
Phyrexian Arena card from Magic: The Gathering
Upkeep Trigger

Example: Phyrexian Arena

A classic example of an 'at the beginning of your upkeep' trigger

Trigger: Draw a card, lose 1 life at upkeep

Timing: Goes on stack when Upkeep begins

Response Window: Opponents can destroy it before it resolves

$8-$15
Vendilion Clique card from Magic: The Gathering
Timing Tech

Strategic Example: Vendilion Clique

Often cast during opponent's Upkeep or Draw step

Strategic Timing: Cast during Draw step to see their drawn card

Upkeep Option: Force them to use mana before main phase

Format: Modern, Legacy, Commander staple

$45-$65

The Upkeep step is where players with strong triggered abilities gain massive advantages—never underestimate this phase.

Strategic Considerations for Upkeep:

  • This is your last chance to act before your opponent draws for turn
  • Destroying card-draw permanents here prevents them from gaining value
  • In Commander, Upkeep triggers can create complex stack situations with multiple players

Draw Step: The Card Advantage Window

The Draw Step follows Upkeep and has a specific, critical sequence:

  1. The Active Player draws a card (this is a game action, not a spell or ability)
  2. Any abilities that trigger from drawing a card go on the stack
  3. The Active Player receives priority

You Cannot Respond to the Draw Itself

The draw happens as a turn-based action before anyone receives priority. You cannot cast an instant "before they draw." However, once they've drawn, you immediately receive priority (after the Active Player) in the Draw step and can respond before they reach their Main Phase.

Advanced Draw Step Strategy:

Cards like Vendilion Clique are often cast during an opponent's Draw step specifically because you can see the card they just drew before they can cast it. This is a narrow window of information advantage that competitive players exploit regularly.

If you're interested in cards that manipulate draw steps and card advantage, our guide to card advantage in Magic: The Gathering provides extensive strategy tips.

Phase 2: Pre-Combat Main Phase

After the Beginning Phase concludes, the first Main Phase begins—commonly called the Pre-Combat Main Phase or simply "Main Phase 1." This is typically where the bulk of your turn's major decisions occur.

Sorcery-Speed Actions and Main Phase Authority

The Main Phase is the only time you can perform sorcery-speed actions, which include:

  • Casting sorcery spells (obviously)
  • Casting creature spells (unless they have Flash)
  • Casting enchantments, artifacts, and planeswalkers
  • Playing a land (special action, doesn't use the stack, once per turn)

You can only perform these actions during your own Main Phase, when the stack is empty, and you have priority.

The strategic question isn't whether to use your Main Phase—it's which Main Phase to use.

Playing Lands: The Special Action Exception

Playing a land is a special action in Magic, which means:

  • It doesn't use the stack
  • It cannot be responded to
  • You can only play one land per turn (unless an effect allows additional land plays)
  • You can only do this during your Main Phase when the stack is empty

This is why you can't "respond" to someone playing a land—by the time you receive priority again, the land is already on the battlefield.

Saga Timing: A Modern Consideration

For players using Saga enchantments, there's an important timing detail: Saga counters are added as a state-based action at the start of your Pre-Combat Main Phase, immediately after the Draw Step. The triggered ability from the new counter then goes on the stack, and you receive priority.

Understanding when Sagas trigger is crucial for formats like Standard and Pioneer where these enchantments see heavy play.

Main Phase 1 vs Main Phase 2: The Strategic Divide

Here's the critical strategic question: Should you cast your creatures and sorceries in Main Phase 1 (before combat) or Main Phase 2 (after combat)?

Cast Pre-Combat When...

You need the creature to attack this turn, or when you have haste enablers and want maximum aggression.

Cast Post-Combat When...

You want to keep mana open for combat tricks and interaction, hiding information from opponents.

The Bluffing Advantage

Casting spells post-combat makes opponents think you had responses available during combat, improving future attacks.

Pro Tip: Default to Main Phase 2

Professional players generally cast their creatures in Main Phase 2 (Post-Combat Main Phase) unless there's a specific reason to do otherwise. This is because keeping mana open during combat creates uncertainty for opponents, potentially allowing free attacks or forcing suboptimal blocks.

Phase 3: The Combat Phase (The Complex One)

The Combat Phase is where most games are won or lost, and it's the most intricate of all Magic: The Gathering phases. Unlike the straightforward Main Phases, combat consists of five distinct steps, each with its own priority windows and strategic implications.

The Battleground of Priority Windows

Combat is fundamentally a negotiation. Each step represents a moment where both players can respond, adjust their strategy, and attempt to gain advantage. The player who understands these steps can turn seemingly unfavorable combats into victories through precise timing of combat tricks, removal spells, and activated abilities.

Many intermediate players understand the basic flow of combat but make critical errors in timing—casting their Giant Growth too early, using removal at the wrong step, or misunderstanding when creatures can be saved from combat damage. This section will eliminate those mistakes forever.

Combat is won not by having the better creatures, but by understanding the better timing.

Step 1: Beginning of Combat Step

Before any creatures are declared as attackers, the Beginning of Combat step occurs. This step serves one primary purpose: giving players a priority window before attackers are declared.

What happens:

  1. Abilities that trigger "at the beginning of combat" go on the stack
  2. The Active Player receives priority
  3. Players can cast instants and activate abilities

Strategic importance:

This is the last moment to:

  • Tap potential attackers (preventing them from attacking)
  • Remove creatures before they can attack
  • Activate abilities that affect whether creatures can attack

Common Tournament Shortcut

In competitive play, when a player says "Go to combat?" or "Combat?", they are technically proposing a shortcut to the Beginning of Combat step while priority is on the opponent. This gives the opponent the opportunity to act before attackers are declared. If the opponent does nothing and says "Okay," then attackers are immediately declared. This prevents the Active Player from gaining information by seeing their opponent pass priority before deciding who attacks.

Example scenario: Your opponent controls a creature with an ability that costs mana to activate. If you wait until after they've declared attackers, they've already committed to the attack and cannot activate the ability if it would change their decision. By acting in the Beginning of Combat step, you force them to make decisions blind.

Step 2: Declare Attackers Step

This is where attacking creatures are chosen. The Declare Attackers step has a specific sequence:

  1. The Active Player declares all attacking creatures simultaneously
    • Attacking creatures are tapped (unless they have Vigilance)
    • The Active Player chooses which opponent or planeswalker each creature attacks (in multiplayer)
    • All attack costs are paid and attack requirements/restrictions are checked
  2. Abilities that trigger on creatures attacking go on the stack
  3. The Active Player receives priority

Once attackers are declared, they cannot be "undeclared"—the attack is locked in even if the creatures are removed.

Strategic timing for this step:

  • After attackers are declared is when you should cast most removal spells targeting attackers
  • Destroying an attacker here won't prevent the attack (it just removes the attacker)
  • Buffing attackers should usually happen here or in the Declare Blockers step
  • Cards like Cryptolith Rite can tap creatures for mana before they're declared as attackers, allowing tricky plays

Common mistake: Players sometimes try to cast removal "before attackers are declared" to prevent an attack. While you can do this in the Beginning of Combat step, once you've reached Declare Attackers, it's too late—the creatures are already attacking.

For insights on building aggressive strategies around the combat phase, see our guide to Magic: The Gathering deck archetypes.

Step 3: Declare Blockers Step

After attackers are declared, defenders get their turn to respond. The Declare Blockers step is often the most strategically dense moment in combat.

Sequence of events:

  1. The defending player declares all blocking creatures simultaneously
    • Each blocker must be assigned to block one attacker
    • Multiple blockers can block the same attacker
    • Blockers don't tap (unless an effect says otherwise)
  2. If multiple creatures block the same attacker, the attacking player orders the blockers (this determines damage assignment order)
  3. Abilities that trigger on creatures blocking or becoming blocked go on the stack
  4. The Active Player receives priority

The Golden Window for Combat Tricks

The Declare Blockers step, after blocks are declared but before damage, is the optimal timing for most combat tricks. This is when you should cast that Giant Growth or use creature abilities that pump power and toughness. Acting here ensures:

  • You know which creatures are blocked/blocking
  • Your opponent has committed their creatures
  • Your spell has maximum impact on combat math

Critical ruling: Once a creature is declared as a blocker, it remains blocking even if it's removed from combat. Similarly, once an attacker is blocked, it remains blocked even if all blockers are removed (unless it has Trample).

The phrase "once blocked, always blocked" is the mantra every combat-focused player must internalize.

Example scenario: You attack with a 3/3 creature. Your opponent blocks with a 2/2. You cast a removal spell killing their blocker. Your 3/3 does NOT deal damage to the opponent—it's still considered blocked. However, if your 3/3 had Trample, it would deal 3 damage to the defending player (since there's no blocker to assign damage to).

Step 4: Combat Damage Step

The moment of truth—creatures deal their damage. The Combat Damage step has specific and important timing:

  1. All attacking and blocking creatures assign combat damage simultaneously
    • Damage is assigned in the blocker order determined earlier
    • Each creature must assign lethal damage to the first blocker before assigning to the next
  2. All assigned combat damage is dealt simultaneously
  3. Abilities that trigger on damage being dealt go on the stack
  4. The Active Player receives priority
First Strike and Double Strike: The Dual Damage Steps

When any creature in combat has First Strike or Double Strike, the Combat Damage step splits into TWO separate steps:

First Strike Combat Damage Step:

  • Creatures with First Strike or Double Strike deal damage
  • Damage is dealt and state-based actions are checked
  • Players receive priority
  • Any creature that died to First Strike damage doesn't deal damage in the normal step

Regular Combat Damage Step:

  • Creatures without First Strike (that survived) deal damage
  • Creatures with Double Strike deal damage AGAIN
  • Damage is dealt and state-based actions are checked
  • Players receive priority

This creates additional priority windows and can dramatically change combat math. A creature with First Strike that kills its blocker doesn't take return damage, effectively giving it pseudo-indestructibility in that combat.

Historical note: Prior to 2010, there was a rule called "damage on the stack" that allowed players to assign combat damage, let it go on the stack, then sacrifice creatures or remove them while the damage would still resolve. This rule was removed, and now damage happens simultaneously without using the stack.

Post-Damage Priority Window

You CAN cast spells after combat damage is dealt but before creatures die. This is because state-based actions (which destroy creatures with lethal damage) are only checked when a player would receive priority. This creates a narrow window for tricks like saccing a creature that's already taken lethal damage to get additional value.

Step 5: End of Combat Step

The final step of combat is often overlooked, but it has strategic importance:

  1. Abilities that trigger "at end of combat" go on the stack
  2. The Active Player receives priority
  3. After all players pass priority, the combat phase ends

Why this step matters:

  • Some creatures have "remove from combat" abilities that trigger here
  • Cards with "until end of combat" effects end here
  • This is your last chance to cast spells while creatures are still considered "attacking" or "blocking"

The End of Combat step is where forgotten triggers happen—always double-check for "end of combat" effects.

Example cards that care about End of Combat:

  • Reconnaissance: Can untap attacking creatures during End of Combat
  • Maze of Ith: Effects that remove creatures from combat trigger here

Phase 4: Post-Combat Main Phase

After combat concludes, players enter the Second Main Phase, officially called the Post-Combat Main Phase. This phase is functionally identical to the Pre-Combat Main Phase—you can cast sorceries, creatures, planeswalkers, and play your land for the turn (if you haven't already).

The Second Main Phase is where patient players reap the rewards of their combat phase decisions.

Why Main Phase 2 Matters Strategically

As mentioned earlier, casting your non-haste creatures in Main Phase 2 provides several advantages:

Information advantage: You've already seen what happened in combat—which tricks your opponent played, what they blocked with, and how they valued their life total.

Bluffing leverage: By keeping mana open through combat, you represented potential instant-speed interaction. Even if you had nothing, your opponent might have played around removal or tricks. After combat, you can safely spend that mana on sorcery-speed spells.

Resource efficiency: If combat went better than expected, you might not need to cast as many creatures or spells as you thought. Holding them in Main Phase 2 gives you maximum flexibility.

Lightning Bolt instant spell
Strategic Timing

The Main Phase 2 Question

Should you cast removal pre or post-combat?

Pre-Combat: Use if you need to clear blockers

Post-Combat: Use if removing attackers that got through

Wrong Time: Wasting it in Main Phase 1 when combat might not happen

$2-$5
Magic: The Gathering Starter Kit 2024
Best for Learning

Magic: The Gathering Starter Kit 2024

Perfect for mastering phase timing with guided play

Includes: Comprehensive rulebook with phase breakdowns

Practice Tool: Two balanced decks for learning timing

Ideal For: New and returning players

$15-$25

The Only Time You MUST Use Main Phase 1

If your creature has haste and you want it to attack this turn, you must cast it in the Pre-Combat Main Phase. Otherwise, defaulting to Main Phase 2 is almost always correct for competitive play.

Phase 5: The Ending Phase

The turn's conclusion happens in the Ending Phase, which consists of two steps that handle cleanup and end-of-turn effects. Despite being at the end of the turn, this phase has several critical strategic windows and rules interactions that catch players off guard.

The Ending Phase is where "until end of turn" effects expire and where the turn's final opportunities for interaction occur.

End Step: The Final Action Window

The End Step (sometimes called the "End of Turn Step") is the first step of the Ending Phase and serves as the final normal priority window of the turn.

What happens:

  1. Abilities that trigger "at the beginning of the end step" or "at the beginning of your end step" go on the stack
  2. The Active Player receives priority
  3. Players can cast instants and activate abilities as normal

This step is crucial for several reasons:

"End of turn" instants: Many players strategically cast instants during the opponent's End Step to maximize time before they need to discard down to hand size on their own turn.

Delayed triggers: Many cards create effects that trigger "at the beginning of the next end step" (like token creation from cards exiled with Hideaway).

Last chance for interaction: If you want to act before the turn ends, this is typically your last opportunity with a normal priority window.

Casting card draw spells at the end of your opponent's turn is one of the most common and powerful timing techniques in Magic.

End Step vs 'End of Turn'

When a card says "until end of turn," the effect actually lasts until the Cleanup Step (the next step after End Step), NOT until the End Step. This subtle distinction matters for triggered abilities that check when effects end.

Strategic examples:

  • Flash creatures: Often best cast during the opponent's End Step to maximize the time before they can respond
  • Card draw instants: Casting draw spells on the opponent's End Step gives you cards to work with on your turn without waiting
  • Token removal: Tokens created "until end of turn" persist through the End Step and are removed during Cleanup

Cleanup Step: The Automatic Reset

The Cleanup Step is the most unusual step in Magic: The Gathering phases because players do not receive priority under normal circumstances. This step happens automatically:

What happens (in order):

  1. The Active Player discards down to their maximum hand size (usually 7 cards)
  2. All damage marked on permanents is removed
  3. All "until end of turn" and "this turn" effects end

If the above actions cause any triggered abilities to trigger, those abilities are put on the stack, and players receive priority. After those resolve, the Cleanup Step repeats until no triggered abilities occur. This is why cards like Psychic Vortex can create loops if not handled carefully.

Exception: If a player would discard but has exactly 7 cards (or fewer), no discard occurs, and no triggered abilities from discarding will trigger.

The Cleanup Step is where the game resets for the next turn—understanding it prevents confusion about when effects end.

Product Reviews: Learning Tools for MTG Phases

Understanding Magic: The Gathering phases requires practice, and having the right tools can accelerate your learning. Here are detailed reviews of the products recommended above:

Review: Magic: The Gathering Starter Kit 2024

Best For: New players learning the game and returning players refreshing their knowledge

The Magic: The Gathering Starter Kit 2024 is specifically designed to teach new players the fundamentals of Magic, including turn structure and phase timing. This product includes two balanced, ready-to-play decks that are perfect for learning the game's phases through actual gameplay.

What Makes It Special:

The Starter Kit includes a comprehensive rulebook that breaks down each phase and step in detail, with visual aids and examples. The two decks are carefully balanced to create engaging games while teaching fundamental concepts. The included turn order reference cards provide quick reminders during gameplay, making it easier to remember when you can act.

Key Features:

  • Comprehensive rulebook: Detailed explanations of all phases and steps with examples
  • Two balanced decks: Pre-constructed decks designed for learning
  • Visual turn order reference: Quick-reference cards showing the turn structure
  • Immediate playability: No deck building required—just open and play

Value Proposition:

At $15-25, the Starter Kit offers exceptional value for new players. You get two complete decks, a detailed rulebook, and reference materials that would cost significantly more if purchased separately. The decks are playable out of the box, making this the perfect entry point for learning Magic's turn structure.

Limitations:

  • Basic card interactions: The decks focus on fundamental mechanics, so complex interactions are limited
  • Not for competitive play: These are learning decks, not tournament-ready
  • Single use for experienced players: If you already know the phases, this product offers less value

Our Verdict:

The Starter Kit is the perfect tool for learning Magic's phases. The combination of detailed rules, visual references, and hands-on practice creates an ideal learning environment. If you're new to Magic or teaching someone else, this product is essential.

Review: Ultra Pro Playmat with Phase Tracker

Best For: Players who want visual reminders during gameplay

The Ultra Pro Playmat with Phase Tracker features the turn structure printed directly on the playmat's edge, providing a constant visual reference during games. This eliminates the need to remember phase order or consult rulebooks mid-game.

What Makes It Special:

Having the phase order visible on your playmat creates a learning tool that's always accessible. As you play, you can glance at the edge to see which phase you're in and what comes next. This is particularly valuable for Commander games where turn structure can become complex with multiple players and triggered abilities.

Key Features:

  • Turn phases printed on edge: Visual reference always in view
  • Durable rubber backing: Stays in place during gameplay
  • Standard playmat size: Fits all standard play areas
  • Helps prevent timing mistakes: Reduces errors from forgetting phase order

Value Proposition:

At $25-35, the Phase Tracker playmat offers good value for players who want visual aids. While more expensive than basic playmats, the phase reference adds significant utility, especially for players learning the game or playing complex formats like Commander.

Limitations:

  • Text may be small: Some players may find the phase text difficult to read
  • Limited to phase order: Doesn't include detailed explanations, just the structure
  • Requires separate purchase: Unlike the Starter Kit, this is an accessory, not a complete learning tool

Our Verdict:

The Phase Tracker playmat is an excellent accessory for players who want constant visual reminders of turn structure. While it won't teach you the phases, it will help you remember them during gameplay. Combined with the Starter Kit or other learning materials, this playmat creates a comprehensive learning environment.


Conclusion: Mastering Magic's Turn Structure

The Path to Phase Mastery

Understanding Magic: The Gathering phases transforms gameplay from reactive to strategic. The player who knows when to act gains significant advantages—casting removal at the optimal moment, floating mana correctly, and leveraging priority windows that opponents miss.

Key Takeaways:

  1. Priority controls when you can act—understanding APNAP order is fundamental
  2. Combat has five distinct steps—each with strategic importance
  3. Main Phase 2 is usually superior—default to post-combat casting
  4. The Stack determines resolution order—last in, first out
  5. End Step is crucial—many effects trigger or end here

Practice Makes Perfect:

The best way to master Magic's phases is through hands-on practice. Use the Starter Kit to learn fundamentals, reference the Phase Tracker playmat during games, and gradually internalize the timing windows that separate casual players from competitive ones.

Remember: Every professional player was once a beginner who didn't understand priority. With practice and the right tools, you'll develop the phase awareness that elevates your gameplay.


FAQ: Magic: The Gathering Phases

See the frequently asked questions section above for detailed answers about priority, phase timing, and strategic considerations.

Frequently Asked Questions

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