This search based on the March 17, 2008 release of the Rulings.
305 - Main Phase
- 305.1 - There are two main phases in a turn. In each turn, the first main
phase, known as the precombat main phase, and the second main phase, known
as the postcombat main phase, are separated by the combat phase (see
Rule 306, "Combat Phase"). The precombat and postcombat main phases are
individually and collectively known as the main phase.
[CompRules 2003/10/01]
- 305.2 - The main phase has no steps, so a main phase ends when all players
pass in succession while the stack is empty. (See Rule 300.2)
[CompRules 2003/07/01]
- 305.3 - As the main phase begins, any abilities that trigger at the
beginning of that main phase go on the stack. (See Rule 410, "Handling
Triggered Abilities.") Then the active player gets priority and players
may play spells and abilities. (This is the only phase in which a player
can normally play artifact, creature, enchantment, planeswalker, and
sorcery spells, and only the active player may play these spells.)
[CompRules 2007/10/01]
- 305.4 - During either main phase, the active player may play one land card
from his or her hand if the stack is empty, if the player has priority,
and if he or she hasn't yet taken this special action this turn. (See
Rule 212.6, "Lands.") This action doesn't use the stack and it isn't a
spell or ability of any kind. It can't be countered, and players can't
respond to it with instants or activated abilities. [CompRules 2003/07/01]
This search based on the March 17, 2008 release of the Rulings.
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