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Category Archives: Turn Structure
You can’t do anything in the untap step (other than untapping).
In Magic, the turn is broken down in to many steps and phases, which give players the opportunity to cast spells or activate abilities at different points in the turn. They are, in order: Beginning Phase: Untap* Upkeep Draw Main … Continue reading
Multiplayer tips: How attacking/blocking works.
So normally, when you attack, there’s no question which player you’re attacking. However, when there are multiple legal choices for who to attack, it gets a little more involved. You still only get one combat phase and one of each … Continue reading
Posted in Combat Phase, Multiplayer, Turn Structure
Tagged Geist of Saint Traft, Silent Arbiter
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A Miracle card must be cast in the same step you draw the card (even if it’s a sorcery).
When you draw your first card for the turn (usually in your draw step), you can reveal it as you draw it if it has the Miracle ability. When you do that, the ability triggers and goes on the stack … Continue reading
Posted in Resolving spells and abilities, Static Abilities, Triggered Abilities, Turn Structure
Tagged Reforge the Soul, Thunderous Wrath
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The “next end step” means the very next one to begin (usually in the same turn).
Seance is an interesting card that lets you trade a creature card in your graveyard for a temporary creature on the battlefield. The only caveat is that your new best friend (or rather your returned best friend) will only remain … Continue reading
What first strike and double strike mean for the combat phase.
First Strike and Double Strike: Fun abilities that make creatures scary good in combat. But what exactly ARE they? How do they work? How does my Phyrexian Crusader deal damage ‘first’? Normally, during the Combat Phase, there’s only one step … Continue reading
Posted in Abilities, Combat Phase, Turn Structure
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A blocked creature stays blocked for the rest of combat, no matter what happens to the blocker.
The first thing that happens in the declare blockers step is that the defending player chooses which creatures will block and how they’re blocking. Once that happens, the blocks are locked in. Attackers that had a blocker declared become “blocked” … Continue reading
Posted in Combat Phase, Keywords, Static Abilities, Turn Structure
Tagged Kruin Outlaw, Moonmist
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The token put into play by Séance is exiled in the next end step.
Séance is a very flavorful white enchantment from Dark Ascension that allows you to temporarily bring back creatures from your graveyard as spirits. As mentioned, this is temporary. Séance’s ability triggers at the beginning of each upkeep step. When this … Continue reading
Posted in Triggered Abilities, Turn Structure, Uncategorized
Tagged Séance, Sundial of the Infinite
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