Magic: The Gathering Turn Structure: Phases and Steps
Every game of Magic: The Gathering runs on a rigid clockwork of phases and steps that both players share — the same sequence, every turn, without exception. Knowing this structure cold is what separates reactive play from deliberate play. This page breaks down all five phases, the steps within them, how priority flows, and where the most consequential decisions actually live.
Definition and scope
A turn in Magic consists of 5 phases, executed in strict order: Beginning, Precombat Main, Combat, Postcombat Main, and Ending. Within those phases, 5 of them contain named steps — discrete sub-units where specific rules apply and specific actions are required or forbidden. The full sequence, as defined in the Magic: The Gathering Comprehensive Rules (CR 500–514, published and maintained by Wizards of the Coast), runs 11 distinct steps across the full turn.
That structure applies universally — across every format from Standard to Vintage, across physical and digital play on Magic: The Gathering Arena, and across 2-player and multiplayer games like Commander. The rules don't bend for elegance or convenience; they're a foundation that everything else is built on top of.
How it works
The full turn sequence, in order:
- Beginning Phase
- Untap Step — The active player untaps all permanents they control. No player receives priority here; spells and abilities cannot be cast.
- Upkeep Step — Priority is passed. Triggered abilities that trigger "at the beginning of upkeep" go on the stack here. This is often where enchantments demand payments or triggered effects fire.
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Draw Step — The active player draws one card. Priority opens after the draw, making this another window for instants and abilities.
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Precombat Main Phase — The active player has priority with an open stack. Sorcery-speed spells (sorceries, creatures, artifacts, enchantments, planeswalkers) can be cast here. Both main phases are functionally identical in terms of what can be cast — the strategic difference is timing relative to combat.
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Combat Phase
- Beginning of Combat Step — A narrow window before attackers are declared. Relevant for abilities that trigger "at the beginning of combat" or effects that tap creatures before they can attack.
- Declare Attackers Step — The active player chooses attackers and taps them. Triggered abilities fire.
- Declare Blockers Step — The defending player assigns blockers. Damage assignment order for multiple blockers is set here.
- Combat Damage Step — Creatures deal damage simultaneously (unless first strike or double strike is involved, which creates an additional damage step). This is the only step where a split damage step can occur: first-strike creatures resolve damage first, then surviving creatures deal damage in a second step.
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End of Combat Step — Final window for combat-related triggers and responses before leaving combat.
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Postcombat Main Phase — Functionally identical to the precombat main phase. Sorcery-speed spells are available again. Strategically, this phase matters because combat has already resolved — you know what creatures survived before committing to playing lands or tapping out for spells.
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Ending Phase
- End Step — "At the beginning of the end step" triggers fire here. This is the last window for instants and activated abilities each turn.
- Cleanup Step — The active player discards to maximum hand size (7 by default). Damage is removed from creatures. "Until end of turn" effects expire. Normally, no player receives priority here unless an ability triggers during cleanup.
Priority passes between players throughout this structure. The active player receives priority first at each step. After each action, priority is passed to the next player. A phase or step ends only when all players pass priority with an empty stack (The Stack and Priority covers this mechanic in full detail).
Common scenarios
Upkeep triggers and payment windows: A card like Cumulative Upkeep requires a payment during the upkeep step. If the payment isn't made, the permanent sacrifices itself. Opponents can respond to those triggers before the controller decides whether to pay — a narrow but real line of play.
Attacking into the beginning of combat: Some effects, particularly in competitive formats, tap creatures during the beginning of combat step — before the active player can legally declare them as attackers. A creature that becomes tapped in response to a "beginning of combat" trigger can no longer attack in that combat phase.
First strike and double strike damage: Creatures with first strike deal damage in an additional combat damage step before normal-damage creatures. If a first-strike creature kills its blocker before the second damage step, that creature's damage never resolves against the attacker. Double-strike creatures participate in both damage steps. This is detailed further in the combat phase breakdown.
Postcombat main for mana efficiency: Experienced players frequently hold large mana plays for the postcombat main phase. Playing a 5-mana creature precombat can telegraph information; playing it after combat, once the opponent has spent or saved removal during the combat phase, carries less risk and retains more information advantage.
Decision boundaries
The two main phases look identical on paper but diverge sharply in practice — the contrast is worth making explicit. The precombat main is better for haste creatures (attack immediately), pump spells meant to affect combat, and instant-speed setups. The postcombat main is better for conserving information, playing into an open board, and ensuring combat results are known before committing resources.
The untap step is absolute: no priority, no responses, no exceptions. Cards like Stasis and Winter Orb exploit this by modifying how untapping works, but the step itself cannot be interrupted by player action.
The cleanup step is similarly closed — no priority unless a trigger fires, at which point a new cleanup step begins after that trigger resolves. This rarely matters in casual play but becomes relevant with cards that trigger specifically during cleanup.
For players building toward deeper rules literacy, the Comprehensive Rules published by Wizards of the Coast are freely available and contain the full text of every phase and step definition. A broader orientation to how the game's systems interlock is available at the Magic: The Gathering conceptual overview, and the full site index lives at magicthegatheringauthority.com.