What is considered a turn in MTG Commander?

What is Considered a Turn in MTG Commander?

In Magic: The Gathering Commander, a turn is a sequence of steps that a player takes to play their cards, summon creatures, and attack or defend. Understanding what constitutes a turn is crucial to playing the game effectively. In this article, we’ll delve into the details of a turn in MTG Commander, highlighting the key phases, steps, and important points to keep in mind.

The Five Phases of a Turn

A turn in MTG Commander is divided into five phases, which are:

  • Beginning Phase: This is the first phase of the turn, where players untap their mana sources and can play lands.
  • Precombat Main Phase: In this phase, players can play spells, cast abilities, and declare attackers.
  • Combat Phase: This is where players engage in combat, declaring attackers and blockers.
  • Postcombat Main Phase: After combat has resolved, players can again play spells, cast abilities, and declare blockers.
  • Ending Phase: The final phase of the turn, where players take any necessary end-of-turn effects and the next player’s turn begins.

The Steps Within Each Phase

Each phase is further broken down into specific steps, which are:

Beginning Phase

  • Step 1: Untap: Players untap their mana sources, including lands and other untapping abilities.
  • Step 2: Upkeep: Players pay any costs that were deferred from the previous turn.
  • Step 3: Draw: Players draw a card from their deck.

Precombat Main Phase

  • Step 4: Play Lands: Players can play lands to add mana to their pool.
  • Step 5: Play Spells: Players can play spells, cast abilities, and declare attackers.

Combat Phase

  • Step 6: Declare Attackers: Players declare which creatures are attacking.
  • Step 7: Declare Blockers: Players declare which creatures are blocking.
  • Step 8: Combat: Combat resolves, with creatures dealing damage and players taking damage.

Postcombat Main Phase

  • Step 9: Play Spells: Players can again play spells, cast abilities, and declare blockers.
  • Step 10: End Combat: Combat ends, and any remaining combat damage is dealt.

Ending Phase

  • Step 11: End Turn: The player’s turn ends, and the next player’s turn begins.

Additional Points to Keep in Mind

  • Mana Flow: Mana flows from untapped lands to the mana pool, and then is used to play spells or abilities.
  • Creature Combat: Creatures can only attack or block during the combat phase.
  • Spell Timing: Spells can be played during the main phases, but not during the combat phase.
  • Triggered Abilities: Triggered abilities can be triggered during specific steps, such as during the draw step or combat phase.
  • Stacking Effects: Effects can be stacked, allowing players to add multiple effects to a single step or phase.

In conclusion, a turn in MTG Commander is a complex sequence of phases, steps, and effects that players must navigate to succeed. By understanding the basics of a turn, including the five phases and their respective steps, players can improve their gameplay and strategy. Remember to keep track of mana flow, creature combat, spell timing, triggered abilities, and stacked effects to stay ahead of the game.

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