This search based on the March 17, 2008 release of the Rulings.
300 - General
- 300.1 - A turn consists of five phases, in this order: beginning, precombat
main, combat, postcombat main, and end. Each of these phases takes place
every turn, even if nothing happens during the phase. The beginning,
combat, and end phases are further broken down into steps, which proceed
in order. [CompRules 2003/07/01]
- 300.2 - A phase or step in which players receive priority ends when the
stack is empty and all players pass in succession. No game events can
occur between turns, phases, or steps. Simply having the stack become
empty doesn't cause such a phase or step to end; all players have to pass
with the stack empty. Because of this, each player gets a chance to add
new things to the stack before that phase or step ends.
[CompRules 2008/02/01]
A step in which no players receive priority ends when all specified
actions that take place during that step are completed. The only such
steps are the untap step (see Rule 302) and certain cleanup steps (see
Rule 314). [CompRules 2008/02/01]
- 300.2 - A phase or step ends when the stack is empty and all players pass
in succession. No game events can occur between turns, phases, or steps.
Simply having the stack become empty doesn't cause the phase or step to
end; all players have to pass with the stack empty. Because of this,
each player gets a chance to add new things to the stack before the
current phase or step ends. [CompRules 2005/08/01]
- 300.3 - When a phase ends (but not a step), any unused mana left in a
player's mana pool is lost. That player loses 1 life for each one mana
lost this way. This is called mana burn. Mana burn is loss of life, not
damage, so it can't be prevented or altered by effects that affect damage.
This game action doesn't use the stack. (See Rule 406, "Mana Abilities.")
[CompRules 2005/08/01]
- 300.4 - When a phase or step ends, any effects scheduled to last "until end
of" that phase or step expire. When a phase or step begins, any effects
scheduled to last "until" that phase or step expire. Effects that last
"until end of combat" expire at the end of the combat phase, not at the
beginning of the end of combat step. Effects that last "until end of
turn" are subject to special rules; see Rule 314.2. [CompRules 2003/07/01]
- 300.5 - When a phase or step begins, any abilities that trigger "at the
beginning of" that phase or step are added to the stack.
[CompRules 2003/07/01]
- 300.6 - Some effects can give a player extra turns. They do this by adding
the turns directly after the current turn. If a player gets multiple
extra turns or if multiple players get extra turns during a single turn,
the extra turns are added one at a time. The most recently created turn
will be taken first. [CompRules 2005/08/01]
- 300.7 - Some effects can add phases to a turn. They do this by adding the
phases directly after the specified phase. If multiple extra phases are
created after the same phase, the most recently created phase will occur
first. [CompRules 2003/10/01]
- 300.8 - Some effects can add steps to a phase. They do this by adding the
steps directly after a specified step (or directly before a specified
step). If multiple extra steps are created after the same step, the most
recently created step will occur first. [CompRules 2003/10/01]
- 300.9 - Some effects can cause a step, phase, or turn to be skipped. To
skip a step, phase, or turn is to proceed past it as though it didn't
exist. See Rule 419.6e and Rule 419.6f. [CompRules 2003/07/01]
This search based on the March 17, 2008 release of the Rulings.
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