MTR 4.3 Out-of-Order Sequencing

Due to the complexity of accurately representing a game of Magic, it is acceptable for players to engage in a block of actions that, while technically in an incorrect order, arrive at a legal and clearly understood game state once they are complete.

All actions taken must be legal if they were executed in the correct order, and any opponent can ask the player to do the actions in the correct sequence so that they can respond at the appropriate time (at which point players will not be held to any still-pending actions).

An out-of-order sequence must not result in a player prematurely gaining information which could reasonably affect decisions made later in that sequence.

Players may not try to use opponent’s reactions to some portion of an out-of-order sequence to see if they should modify actions or try to take additional ones. Nor may players use Out-of-Order Sequencing to try to retroactively take an action they missed at the appropriate time. In general, any substantial pause at the end of a completed batch is an indication that all actions have been taken, the sequence is complete and the game has moved to the appropriate point at the end of the sequence.

Examples:
1. A player discards a card to pay for Masticore’s upkeep cost before untapping their lands.
2. A player resolves Harrow and puts the card into their graveyard, then searches.
3. While resolving Restore Balance, a player discards before sacrificing lands and creatures.
4. A player with two creatures being put into the graveyard due to state-based actions resolves the leaves-the-battlefield triggered ability on one of them before putting the other creature in the graveyard.
5. A player declares a blocker, animates a Treetop Village, and then attempts to block with that Treetop Village.