| 
        
          | 
  
  | 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.
     |  |  |  |