4. Main Phase (Part 1)
The first main phase is where you can play most of your cards. You can:
- Play a land (you’re allowed one land per turn).
- Cast creatures, sorceries, enchantments, and artifacts.
- Use abilities of cards already on the battlefield.
During this phase, you’ll likely spend mana to summon creatures or set up spells that enhance your position on the battlefield.
The main phase is your chance to shape the game and prepare for combat.
5. Combat Phase
Combat is one of the most dynamic phases of the game. During combat, you attack your opponent with creatures, and they decide whether to block or take the damage. Combat is broken into several steps:
- Declare Attackers: Choose which creatures will attack and tap them.
- Declare Blockers: Your opponent decides which of their creatures will block, if any.
- Damage Step: Attacking and blocking creatures deal damage simultaneously. Creatures that take damage equal to or greater than their toughness are destroyed.
Combat is where strategy meets risk. Will you attack aggressively or hold back to defend?
6. Main Phase (Part 2)
After combat, you enter a second main phase. This phase works exactly like the first main phase, allowing you to:
- Play a land (if you haven’t already this turn).
- Cast spells or creatures using any remaining mana.
- Activate abilities of your cards.
This phase lets you recover from combat or prepare for your opponent’s turn.
7. End Phase
The end phase is the final part of your turn. It has two steps:
- End Step: Some cards have effects that trigger “at the beginning of your end step.” Resolve these effects now.
- Cleanup Step: If you have more than seven cards in your hand, you must discard down to seven. Also, all damage marked on creatures is removed, and temporary effects wear off.
The end phase wraps up your turn and hands control to your opponent.