The Stack works just like a stack of dinner plates. When you add a
spell or ability to the stack, it goes on top. And as you remove spells
and abilities from the stack, you first remove the top one before removing
the one underneath it.
The result of this stacking behavior is that the spell or ability put on
the stack first, resolves last. This leads many people to the mistaken
assumption that when you respond to someone's spell or ability, that yours
goes first. But it does not really.
This deserves repeating: responding to someone's spell or ability does
NOT make everything about your spell or ability happen before theirs.
The way the stack works, players put a spell or ability on the stack by
playing it. Playing involves paying costs and choosing targets
(see Crystal Clear - 1A for more details).
As additional spells and abilities are added to the stack, you will see
that costs are paid in the order the spells and abilities are played.
Later, when the spells and abilities resolve
(see Crystal Clear - 1B for more details), they
will come off the stack in reverse order. Here you will see that
effects occur in the reverse order.
Let's go through an example here. Bob's
Prodigal Sorcerer
("{Tap}: Prodigal Sorcerer deals 1 damage to target creature or player.") looks
threatening, so Carl decides to play
Twiddle
("Tap or untap target artifact, creature or land.")
to tap it. Bob responds by playing his Sorcerer's
ability.
Showing the stack like a stack of plates looks is awkward in practice,
so the examples here show spells and abilities stacking to the right. Each
indentation is a new level on the stack. This allows us to show time passing
as you read down the page. Here is how the stack looks over time:
A | B | C | D |
A1) Bob plays
Twiddle
: He pays {U} and chooses Carl's Prodigal Sorcerer as the target.
| |
B1) Carl plays
Prodigal Sorcerer
's ability: He taps the Sorcerer and chooses Bob as the target. It goes on the stack
(shown indented here to mean that it is on top of the Twiddle.)
| |
Both players pass
| |
Resolve B1) Resolve the Sorcerer ability: The Sorcerer deals 1 damage to Bob.
| |
Both players pass
|
Resolve A1) Resolve the Twiddle: Bob chooses whether to tap or untap, and chooses tap.
Since the Sorcerer is already tapped, this does nothing.
|
This is a very simple example, but it demonstrates how the Stack works.
As you can see, the costs and targeting choices happened in order, then the
effects happened in reverse order. The important thing to notice here is
that you can't stop someone from playing something by using a spell
or ability because your effect won't happen until after they have a chance
to pay that cost.
As you work to master Magic timing rules, you should practice writing
out the stack using this format. Lay out the order spells and abilities
are played, noting costs paid and targeting choices. Then lay out the
effects of resolving spells or abilities in reverse order. You may be
surprised as just how clear many complex timing questions become.
The only other important note about the stack is that it is not just added
to and then emptied. Each time a spell or ability resolves and is removed
from the stack, new spells and abilities can be added. Here's a slightly
more complex stack example:
A | B | C | D |
A1) Bob plays
Lightning Bolt
: He pays {R} and chooses Carl as the target. It goes on the stack.
| |
B1) Carl plays
Healing Salve
: He pays {W}, chooses to prevent damage, and chooses
himself as the target. It goes on the stack (shown indented here to mean that
it is on top of the Lightning Bolt.)
| |
C1) Bob plays
Counterspell
: He pays {U}{U} and chooses Healing Salve as the target.
| |
Both players pass
| |
Resolve C1) Resolve the Counterspell: Healing Salve is countered and
removed from the stack.
| |
Healing Salve (B1) won't resolves since it is no longer on the stack
| |
B2) Carl plays
Samite Healer
's ability: He taps the healer and chooses himself as the target.
| |
Both players pass
| |
Resolve B2) Resolve the Samite Healer ability: The next 1 damage dealt to Carl will
be prevented.
| |
Both players pass
|
Resolve A1) Resolve the Lightning Bolt: Carl takes 2 damage (3 minus the one that
was prevented).
|
Notice how spells are added and removed several times without emptying the
stack?
To wrap up, there are some limitation as to what can go on the stack.
Instants and abilities can always be used to start a Stack or to add to a
stack. Artifact, Creature, Enchantment, and Sorcery spells (and abilities
played as a sorcery) can only be played to start a stack and only during
a player's Main Phase. This means that it is not possible to add a Sorcery
or Creature to a stack.
Playing a land does not go on the stack. It's a special action.
Once you get a feeling for the separation of playing
(see Crystal Clear - 1A) and resolving
(see Crystal Clear - 1B) spells and abilities, and how that looks on
the Stack, you're a most of the way to understanding timing in Magic.
The next topic is Priority
(see Crystal Clear - 1D).
|