Turn Phases Flashcards

1
Q

5 Phases in a Turn

A

1) Beginning Phase
2) First Main Phase
3) Combat Phase
4) Second Main Phase
5) End Phase

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2
Q

1) Beginning Phase

A

a. Untap Step
b. Upkeep Step
c. Draw Step

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3
Q

2) First Main Phase

A
  • You can cast any number of sorceries, instants, creatures, artifacts, enchantments, and planeswalkers, and you can activate abilities.
  • You can play a land during this phase, but remember that you can play only one land during your turn.
  • Your opponent can cast instants and activate abilities.
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4
Q

3) Combat Phase

A

a. Beginning of combat step
b. Declare attackers
c. Declare blockers step
d. Combat damage step
e. End of combat step

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5
Q

4) Second Main Phase

A

Same as first main phase

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6
Q

5) End Phase

A

a. End of turn step

b. Cleanup step

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7
Q

Untap Step

A

You untap all your tapped permanents. On the first turn of the game, you don’t have any permanents, so you just skip this step. No
one can cast spells or activate abilities during this step.

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8
Q

Upkeep Step

A

This part of the turn is mentioned on a number of cards. If something is supposed to happen just once per turn, right at the
beginning, an ability will trigger “at the beginning of your upkeep.” Players can cast instants and activate abilities.

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9
Q

Draw Step

A

You draw a card from your library. (The player who goes first skips the draw step on his or her first turn to make up for the advantage of going first.) Players can then cast instants and activate abilities.

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10
Q

Beginning of Combat Step

A

Players can cast instants and activate abilities. This is your opponent’s last chance to cast spells or activate abilities that stop
your creatures from attacking.

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11
Q

Declare Attackers Step

A

You decide which, if any, of your untapped creatures will attack and which player or planeswalker they will attack. Then they do
so. This taps the attacking creatures. Players can then cast instants and activate abilities

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12
Q

Declare Blockers Step

A

Your opponent decides which, if any, of his or her untapped creatures will block your attacking creatures, then they do so. If multiple creatures block a single attacker, you order the blockers to show which is first in line for damage, which is second, and so on. Players can then cast instants and activate abilities.

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13
Q

Combat Damage Step

A

Each attacking or blocking creature that’s still on the battlefield assigns its combat damage to the defending player (if it’s attacking
that player and wasn’t blocked), to a planeswalker (if it’s attacking that planeswalker and wasn’t blocked), to the creature or creatures blocking it, or to the creature it’s blocking. If an attacking creature is blocked by multiple creatures, you divide its combat damage among them by assigning at least enough damage to the first blocking
creature in line to destroy it before assigning damage to the next one in line, and so on. Once players decide how the creatures they
control will deal their combat damage, the damage is all dealt at the same time. Players can then cast instants and activate abilities.

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14
Q

End of Combat Phase

A

Players can cast instants and activate abilities.

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15
Q

End Step

A

Abilities that trigger “at the beginning of your end step” go on the stack. Players can then cast instants and activate abilities.

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16
Q

Cleanup Step

A

If you have more than seven cards in your hand, choose and discard
cards until you have only seven. Next, all damage on creatures is
removed and all “until end of turn” and “this turn” effects end. No
one can cast instants or activate abilities unless an ability triggers
during this step