Turn Structure
This document provides an overview of the turn structure rules in Magic: The Gathering. For the detailed implementation in Rummage, please see Turn Structure Implementation.
Overview of Turn Structure
A turn in Magic: The Gathering consists of five phases, some of which are divided into steps. The phases proceed in the following order:
-
Beginning Phase
- Untap Step
- Upkeep Step
- Draw Step
-
First Main Phase
-
Combat Phase
- Beginning of Combat Step
- Declare Attackers Step
- Declare Blockers Step
- Combat Damage Step
- End of Combat Step
-
Second Main Phase
-
Ending Phase
- End Step
- Cleanup Step
Phase and Step Rules
Phase transitions follow these rules:
- Each phase or step begins with game events that happen automatically
- Then, the active player receives priority
- When all players pass priority in succession with an empty stack, the phase or step ends
- The game proceeds to the next phase or step
Special Turn Structure Rules
Priority
- Players receive priority in APNAP (Active Player, Non-Active Player) order
- No player receives priority during the untap step or cleanup step (unless a trigger occurs)
- The active player receives priority first in each phase/step
Skipping Steps
- If no player has a triggered ability triggering at the beginning of a step and no player takes an action during that step, that step is skipped
- The upkeep step, draw step, and end step are never skipped this way
Combat Phase
The combat phase has special rules:
- Only creatures can attack
- Creatures with summoning sickness cannot attack
- The active player chooses which creatures attack and which player or planeswalker they attack
- The defending player(s) choose which creatures block and how blocking is assigned
Format-Specific Variations
Different formats may have specific variations in how turns proceed:
- Commander: See Commander Turn Structure for multiplayer turn order rules
- Two-Headed Giant: Teams share turns and certain steps
- Planechase: Additional actions may be taken during main phases
Related Documentation
For detailed information about turn structure in Rummage, please see:
- Turn Structure Implementation: Core implementation details
- Combat: How combat fits into the turn structure
- Stack: How spells and abilities interact with turn structure
- Priority System: Detailed rules on priority
For format-specific implementations:
- Commander Turn Structure: Commander-specific turn rules
- Multiplayer Turns: How turns work in multiplayer games