When is upkeep in magic




















Sound strange? It's not. Like I said, it's simple. It's also probably the most important long-term concept you will take out of this article, so sit up straight and pay attention.

Created with the addition of the Sixth Edition rules, the stack is where spells and abilities reside while they wait to see if they resolve. Spells go on top of the stack in the order they were added to it.

In visual terms, it's helpful to actually picture this as a literal stack of cards, with the newest card always going on top of the stack. How does it work? Well, a player we'll call him Ben with priority plays a spell or ability, and it is added to the stack.

At this point, Ben has the option of adding additional spells or abilities on top of the stack note: this means you can respond to your own spells or abilities , or they can choose to pass priority to their opponent we'll call him Opie and see if the spell or ability resolves. Once Opie has priority, he can then add spells or abilities to the stack on top of Ben's, or he can pass.

Priority goes back and forth until both players pass in a row. When both players pass, the spell or ability on top of the stack the last card played resolves. After each spell or ability resolves, the active player the player whose turn it is gets priority again. At first that may sound complicated, but as you get used to using it in practice it will become second nature.

To show this using an example, Ben decides he wants to cast Grizzly Bears , so he adds the Grizzly Bears to the stack. Opie doesn't have any way of stopping the Bears from resolving, so he passes, meaning the Grizzly Bears are now in play and the stack is now empty. Ben says he is done casting spells for now.

Opie has a deep-seated hatred of bears from a previous forest hike, and decides that the bears must die. Therefore, now that the bears are in play, he places a Shock onto the table, targeting the bears.

Ben decides he wants the bears to live, so he casts Giant Growth , also targeting the bears. The Giant Growth goes on the stack, on top of the Shock. Next on the stack is the Shock. This means they will live to maul opponents another day.

Three major things do not use the stack. First of all, mana abilities do not use the stack, so as soon as you use the ability like tapping a land , you get the mana. There is no opportunity for an opponent to respond to this by tapping your land or destroying it, or anything silly like that - you just get the mana and they get to sit there and be polite until you decide what to do with it. Next, "static abilities" constant effects, which we'll get to in more detail in a later article also do not use the stack.

For example, take the card Glorious Anthem. Last but not least, playing land does not use the stack. Land cards are not spells, so you just get to put them into play. To clarify, saying something "does not stack" simply means that there is no chance to respond to that action before it occurs.

Each turn is constructed of five phases, and each phase consists of discrete steps that happen regardless of whether or not you do something during them. Phases also signal the length of time you can float mana before you take mana burn.

You can float mana from step to step through a phase, but if the phase ends and you still have mana in your pool, you burn for whatever amount of mana you have not used. Today we're primarily going to focus on phases 1, 2, 4, and 5 with the knowledge that we'll be hitting the Combat Phase in more detail in the next two articles. Untap Step - During your untap step, you untap all your tapped permanents. You are not allowed to do anything else during this step. Upkeep Step - This happens directly after untap and is the first time players may take action during a turn.

Abilities that trigger at the beginning of upkeep go on the stack, and then players can play instants and abilities. Draw step: The first thing you do during your draw step is draw a card. Once that is done, both players may play spells and abilities. There are no spiffy steps in this one, just one giant phase where lots of stuff usually happens. Assuming it is your turn, you can play any type of spell or ability during this phase.

By contrast, since it's your turn, opponents can only play instants or abilities at this time not creatures, sorceries, etc. Main phases are also the only time that you can play lands. During the early turns, you will normally want to play your lands during your first main phase so that you have more mana up to bluff or cast combat tricks.

While you will generally want to cast combat-oriented sorceries or enchantments during your first main phase like Blanchwood Armor , for the most part you will want to wait to cast other spells and creatures until after combat occurs. This leaves your opponent uncertain as to what you might play or do during and after combat and gives you more options and information with which to make your decisions.

So, as a general rule of thumb, you often won't cast any spells before you attack unless it would help you out in that attack. The combat phase is perhaps the trickiest of all of them. It is comprised of five steps and typically has more action than a Michael Bay movie with better dialogue to boot. Declare Attackers The player whose turn it is decides which creatures are attacking. Lands and sorcery-speed cards can be played during this phase or the post-combat main phase. Expert players will tell you to play your cards after combat to give your opponent the least amount of info possible during combat.

The combat phase is where most of the action happens. Declare attackers and declare blockers are pretty self-explanatory. Combat damage is calculated during the combat damage step.

At the end of the combat damage step, any creatures that were dealt lethal damage go to the graveyard and the turn progresses to end of combat. If no attackers are declared during the declare attackers step, the declare blockers and combat damage steps are skipped. Other than being after combat, the post-combat main phase is identical to the pre-combat main phase.

The ending phase consists of two steps: end step and cleanup step. At the beginning of the end step, the active player immediately gets priority. This is the last part of the turn where cards can be played. After both players have passed priority, the cleanup step takes place. Any player that has more than seven cards in hand discards down to their maximum hand size and all damage is removed from permanents. If you play digital Magic, you probably know a thing or two about priority.

Basically, you can only cast a spell if you have priority. If both players want to cast a spell, whoever has priority gets to go first. The active player whose turn it is gains priority at the start of each phase. You give priority to your opponent whenever you cast a spell so that your opponent may respond to it or by passing priority.

Both players need to pass priority for a spell or ability to resolve. If the stack is empty and both players pass priority, the game progresses to the next phase of the turn.

You may not even be aware of this concept if you use MTG Arena, because the game takes care of all this passing back and forth for you. This step is the second step of the beginning phase. Upkeep Step The upkeep step has no turn-based actions. Once it begins, the active player gets priority. This step is the third and final step of the beginning phase. Draw Step First, the active player draws a card. Second, the active player gets priority.

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