Phase in mtg

Phase in mtg DEFAULT

Let’s discuss a strange and probably the most difficult ability in Magic to understand — Phasing.

Phasing appeared at Mirage set and since then it’s mechanics has been changed many times. A long time ago in a galaxy far, far away there was a special zone where all permanents that are “phase out” were located. If a permanent phased out zone-change triggers triggered, but if a permanent phased in all zone-change triggers fell a sleep. One day late Wizards decided that this is unnaturally behavior and as a result all zone-change triggers has stopped to trigger. Then Wizards asked themselves why we move a permanent between zones but zone-change triggers ignore this fact? And... phase out zone phased out from Magic rules. Today phase in/out is a status of the permanent.

How does Phasing work

702.26a. Phasing is a static ability that modifies the rules of the untap step. During each player’s untap step, before the active player untaps permanents, all phased-in permanents with phasing that player controls “phase out.” Simultaneously, all phased-out permanents that had phased out under that player’s control “phase in.”

  • The untap step begins
  • All phased-in permanents with phasing that the active player controls phase out, and all phased-out permanents that the active player controlled when they phased out phase in. All of that happens simultaneously.
  • Abilities say “whenever ~ phases in/out” trigger. Example: Teferi’s Imp.
  • The active player determines which permanents they control will untap. Then they untap all of them simultaneously.
  • Abilities say “whenever ~ becomes untapped” trigger. Example: Wake Thrasher.
  • The upkeep step begins.
  • Abilities say “at the beginning of upkeep...” trigger.
  • The game checks SBA.
  • Each player, in APNAP order, puts each triggered ability they control with a trigger condition that isn’t another ability triggering on the stack in any order they choose.
  • The game checks SBA.
  • The active player receives priority and can cast a spell, activate an ability, or take a special action. Also they can pass and after SBA are checked the next player in turn order receives priority.

Rule 702.26a tells us that phasing in/out occurs at the untap step before permanents untap. That means:

  • if the permanent was tapped, it will phase in or phase out tapped;
  • since no player receives priority during the untap step, they can not react to what is happening..

Only the permanents that active player controls phase in/out directly. If the permanent that active player controls phase out at the end of the turn, it will phase in after the whole turn, at the next untap step of this player. In the untap step, the permanents that inactive player controls can phase in or phase out only indirectly. In order to phase in, the phase-out permanent does not need to have the phasing ability at all. It phases in automatically.


Phase-out permanents are invisible to the game:

702.26b. If a permanent phases out, its status changes to “phased out.” Except for rules and effects that specifically mention phased-out permanents, a phased-out permanent is treated as though it does not exist. It can’t affect or be affected by anything else in the game. A permanent that phases out is removed from combat. (See rule 506.4.)

Example: You control three creatures, one of which is phased out. You cast a spell that says “Draw a card for each creature you control.” You draw two cards.

Example: You control a phased-out creature. You cast a spell that says “Destroy all creatures.” The phased-out creature is not destroyed.

The game ignores a phase-out permanent until the text of the effect contains a direct reference to a permanent with the same status, for example, as Time and Tide.

A phase-out permanent can not be destroyed, sacrificed, bounced etc. by means that affect ordinary permanents.

As soon as the permanent phases in, the game immediately notices it.

702.26c. If a permanent phases in, its status changes to “phased in.” The game once again treats it as though it exists.

All other statuses of the permanent when it phases in/out are saved: the permanent remains tapped/untapped, flipped or not, face up/down. The transformed permanent remains transformed.

Continuous effects are very interesting. Some of them continue to work, and some are not.

702.26e. If a continuous effect generated by the resolution of a spell or ability modifies the characteristics or changes the controller of any objects, a phased-out permanent won’t be included in the set of affected objects. This includes continuous effects that reference the permanent specifically, unless they also specifically refer to the permanent as phased out.

702.26f. Continuous effects that affect a phased-out permanent may expire while that permanent is phased out. If so, they will no longer affect that permanent once it’s phased in. In particular, effects with “for as long as” durations that track that permanent (see rule 611.2b) end when that permanent phases out because they can no longer see it.

When determining which effects stop working and which are not, you need to read the card text very carefully (preferably in the Oracle!)

Phasing is NOT changing the zone

Does phasing out count as leaving the battlefield? No! Does phasing trigger enter the battlefield effects? No!

702.26d. The phasing event doesn’t actually cause a permanent to change zones or control, even though it’s treated as though it’s not on the battlefield and not under its controller’s control while it’s phased out. Zone-change triggers don’t trigger when a permanent phases in or out. Tokens continue to exist on the battlefield while phased out. Counters remain on a permanent while it’s phased out. Effects that check a phased-in permanent’s history won’t treat the phasing event as having caused the permanent to leave or enter the battlefield or its controller’s control.

The game considers the phased permanent as the same object — it remembers everything about its existence.

Phyrexian Dreadnought
Teferi's Protection

Changing the status does not break the continuity of control. It means that creatures do not suffer from “summoning sickness” if you have controlled them long enough and continuously.

If you bring a creature to the battlefield during the opponent's turn (for example, Teferi Mage of Zhalfir), and the cunning opponent phase it out, Teferi will phase in at the beginning of your untap step, and you can attack with it during the same turn.

Phasing indirectly

702.26g When a permanent phases out, any Auras, Equipment, or Fortifications attached to that permanent phase out at the same time. This alternate way of phasing out is known as phasing out “indirectly.” An Aura, Equipment, or Fortification that phased out indirectly won’t phase in by itself, but instead phases in along with the permanent it’s attached to.

Runeclaw Bear
Spirit Mantle

Because the game does not see the phased-out permanents, the SBA ignores them.

Reality Ripple

The following rule tells us that if one permanent is attached to another, the game will try to keep this connection when phasing.

702.26h  If an object would simultaneously phase out directly and indirectly, it just phases out indirectly.

Runeclaw Bear
Spirit Mantle
Teferi's Protection

702.26i An Aura, Equipment, or Fortification that phased out directly will phase in attached to the object or player it was attached to when it phased out, if that object is still in the same zone or that player is still in the game. If not, that Aura, Equipment, or Fortification Fortification: An artifact subtype. Fortifications can be attached to lands. See rule 301, "Artifacts," and rule 702.67, "Fortify." 301. Artifacts 702.67. Fortify phases in unattached. State-based actions apply as appropriate. (See rules 704.5m and 704.5n.)

Darksteel Plate
Reality Ripple

702.26j Abilities that trigger when a permanent becomes attached or unattached from an object or player don’t trigger when that permanent phases in or out.

Grafted Exoskeleton

If Grafted Exoskeleton phases out directly it’s ability will not trigger.

Bramble Elemental

Even if the aura attached to the Bramble Elemental phases out directly, the ability will not trigger.

Phasing out tokens

Until recently, the tokens ceased to exist then phased out. Now that’s not the case. Which is generally understandable, because phased-out permanents do not leave the battlefield.

token germ 0/0
Reality Ripple

Phasing in the Commander

The following rules apply to multiplayer games:

702.26k Phased-out permanents owned by a player who leaves the game also leave the game. This doesn’t trigger zone-change triggers. See rule 800.4.

702.26n. In a multiplayer game, game rules may cause a phased-out permanent to leave the game or to be exiled once a player leaves the game. (See rules 800.4a and 800.4c.) If a phased-out permanent phased out under the control of a player who has left the game, that permanent phases in during the next untap step after that player’s next turn would have begun.

If a player loses in the Commander game, then all their phase-out permanents are put in the deck box. Moreover, it does not matter how they got their status directly or indirectly.

NB: If your Commander phases out, you cannot to put it into the command zone because “phase-out” is not a zone.

And the last phasing rule for today: If a permanent has two phasing abilities there is only one phasing. Remember that phasing is a static ability, it does not know how to trigger.

702.26p Multiple instances of phasing on the same permanent are redundant.

Now we know all about phasing, it’s time to discuss

How does Teferi’s Protection work

Teferi’s Protection creates several effects. Two of them are continuous and have duration until the beginning of the next turn of the Protection’s controller. As usual in Magic game “next” means “nearest”.

  • If you cast Teferi's Protection during your turn, the effects will work during all of your opponents’ turns and will stop at the beginning of your untap step.
  • If you cast Teferi’s Protection during opponents turn, then the effect will end with the start of your next turn.

You life total can’t change

We have already seen a card with the same text. It is Platinum Emperion. Its reminder text says: “You can’t gain or lose life. You can’t pay any amount of life except 0”. This is a good hint, because every event that leads to a life change:

  • either it increases them, that means you get lifes;
  • or it reduces them, which means you lose lifes.

Since this is prohibited, all such manipulations cannot be performed: effects (parts of effects) are ignored, and costs cannot be paid.

Grove of the Burnwillows

If your opponent activates the 2d ability of Grove of the Burnwillows, you will not get any lifes. Getting a life is part of the ability’s effect. That is why the game ignores it.

Ad Nauseam

Thanks to the fact that you can’t lose lifes using Ad Nauseam, you can put the entire library in your hand. Some decks win the game that way.

Tree of Redemption

If your life should increase or decrease as a result of resolving the Tree of Redemption ability, then there is no exchange. (CR 118.7).

Resolute Archangel

The Resolute Archangel trigger will do nothing, because setting the amount of life to a specific value also leads to life changes that are forbidden.

Nefarious Lich

Since you can’t get lifes, the effects that replace getting and losing life don’t work. I.e. you can’t draw a card instead of getting life (CR 614.16c).

Blood Scrivener

The replacement effect of Blood Scrivener will replace draw a card with draw two cards, and the part about losing 1 life will be ignored.

Since Teferi’s Protection gives the player protection from everything (see below), all is written further about the first part of the effect is true only for Platinum Imperion. However, this information may be useful to you:

Protection from everything

So far, there was only one Magic card that mentions “Protection from everything”. It is Progenitus. The special rule is written for it:

702.16j “Protection from everything” is a variant of the protection ability. A permanent with protection from everything has protection from each object regardless of that object’s characteristic values. Such a permanent can’t be targeted by spells or abilities, enchanted by Auras, equipped with Equipment, fortified by Fortifications, or blocked by creatures, and all damage that would be dealt to it is prevented.

Accordingly, if the player has Protection from everything, then:

  • (702.16b) this player can’t be targeted by anything;
  • (702.16c) this player can’t be enchanted ( Fraying Sanity will fall of);
  • (702.16e) all damage that would be dealt to this player is prevented.

Nothing else happens:

  • the player can still be attacked (meaning that damage is usually prevented);
  • the player is affected by spells and abilities that do not target them (“every player...”, “all opponents...”, etc.) and do not deals damage to him;
  • the player can lose the game: if they have 13 lifes, then Triskaidekaphobia will finish them.

  1. ⇑ To understand why the phrase is written this way, you need to read about Phasing indirectly.

Players do not, and cannot, simply move to steps or phases. When I say "move to combat", the game does not instantly and automatically move to the beginning of combat step—I do not get to make that happen.

What players cando here is these two things:
  • We can pass priority. (CR 117) When all players have passed priority in turn order, either the top object on the stack resolves, or if the stack is empty, we move to the next step or phase. (CR 117.4)
  • We can propose shortcuts. (CR 722)
Essentially, "move to combat" is not an action I take. It is a shortcut I propose. It actually means "I propose we all pass priority until the beginning of combat step commences." (Or the declare attackers step, usually.) In response the other players can either accept that shortcut, or they can respond by saying they'll do something different to what the shortcut proposes.

In this case, someone said "I play Chaos Warp." If this were a sanctioned tournament, the Magic Tournament Rules, section 4.2: Tournament Shortcutswould have things to say about exactlywhat step or phase we're in now (and it may well be the beginning of combat step). but this was not a sanctioned tournament. Instead it's up to the players to work out between them what's going on exactly. It could be argued that another player was casting Chaos Warp during the precombat main phase instead of accepting that shortcut to move to the beginning of combat, and that's exactly the version of events they appear to have gone with.

Once Chaos Warp was resolved, they were still in the precombat main phase. The shortcut does not resume; it was handled and is now in the past. The active player had freedom to act how they saw fit. They used that opportunity to cast Ancient Greenwarden, then afterwards proposed the same shortcut again.

So in retrospect the events unfolded like this:
  1. Active player is in their precombat main phase.
  2. Active player proposes moving to combat, in which they and each other player pass priority in that precombat main phase so that the beginning of combat step begins. (Or maybe also through that step too, so that they could declare attackers.)
  3. Someone counters that shortcut by proposing that they hold priority instead of passing it (CR 722.2b). Effectively everyone accepts. They use their priority to cast Chaos Warp when they have priority during the precombat main phase.
  4. Still in precombat main phase: Everyone passes priority in order, letting Chaos Warp resolve.
  5. Still in precombat main phase: Priority returns to the active player. They cast Ancient Greenwarden.
  6. Still in precombat main phase: Everyone passes priority in order, letting Ancient Greenwarden resolve. (This is someone's opportunity to counter it; nobody does apparently.)
  7. Still in precombat main phase: The active player proposes to move to combat, the same shortcut as in step 2.
  8. This time, players accept.
So you may see, saying "move to combat" isn't what makes combat happen. It's a proposal of a shortcut, and it's all the other players agreeing to the shortcut that makes the game advance.

We can also connect this back to first principles: Magic is a turn-based game. Everyone gets turns (including turns at priority). Nobody can just arbitrarily decide to skip another player's turn, ever—everyone alwaysgets the turns they're entitled to. If I could say "I end my turn" and that just happened automatically like that, I would be skipping every single phase and everyone's turns at priority, and I am simply not allowed to do that. (And frankly, Sundial of the Infinitewould have no reason to exist.)
Go to full postSours:
  1. New revell model kits
  2. Tattoo in legs girl
  3. Sean john watch instructions
  4. State fair alaska 2015

Magic: The Gathering Phases Guide

Magic: The Gathering is a wonderful game that has you slinging spells at friends and enemies with one aim: to win. It has been around since 1993 and is incredibly popular because it is a lot of fun, but also has a lot of depth. There are even people who make a good living from playing Magic in tournaments around the world.

As a result of the level of play that you can reach, starting off can feel daunting. Because of this, there are lots of articles on Prima to help you find your way with this classic card game. This article is going to focus on the way each turn progresses. While this is taken care of automatically in Magic: The Gathering Arena, it very much isn’t in paper MtG. So, in order to learn how the game will progress, you can simply read on.

Beginning Phase

The very first part of every turn consists of three parts. Each of these parts is mandatory and can’t be skipped. This is important because if you were to miss your Untap Step you’d be left without Mana for that turn.

Untap Step

This is where you untap all of your permanents. This means Lands, Creatures, Artifacts, and anything else you might have in play. This is essential to your being able to cast spells or attack.

Upkeep Step

Many effects take place in this step, but none by default. There are lots of spells which have “in your Upkeep” on them so it is important to know where it is.

Draw Step

You draw a card from your library here. Just the one though. In the event there are no cards in your library and you go to draw then you lose the game. This is relevant to certain strategies in MtG.

Main Phase (1)

This is where you can play your cards. The early turns usually involve you playing a Land card here followed by a spell, but there is some merit to leaving that until the second Main Phase depending on what you want to bluff.

Combat Phase

The Combat Phase is broken into parts in order to allow for different stages of interactions at “Instant Speed” which tends to be Instant spells and activated abilities.

Beginning of Combat Step

This is the stage where an opponent could use spells that tap your creatures down in order to stop them attacking.

Declare Attackers Step

This is where you choose which creatures are attacking, once you leave this step your decisions are permanent for that turn.

Declare Blockers Step

Blockers are declared by your opponent in order to defend against incoming attacks.

Combat Damage Step

Damage is the last thing to happen in the Combat Phase. First Strike damage happens first and then the rest occurs.

End of Combat Step

It is what it says it is.

Main Phase (2)

Your final chance to cast any permanents or Sorcery spells in your turn. Once you decide to move from this phase you should be ready for your turn to end.

Ending Phase

The last bit has a few relevant steps, it is the last chance for people to cast “Instant Speed” things or use abilities.

End Step

Weirdly, this is not the last bit of this phase. There are a few effects which apply to this step, for example, some creatures have to be sacrificed in the End Step.

Cleanup Step

The final phase of each turn has the player discarding down to hand size (7). If something happens during this step that causes you to draw more cards, then the phase can keep going. Generally speaking, nothing will happen though.

You should have a rough idea of how the steps progress now. The best practice and learning comes from playing though, so get out there and give the game a go. You can find everything else we have on Magic: The Gathering here in our Hub.




Began to kiss passionately. Immediately my hands began to explore her body. After a while, she sat down on the sofa, and put her feet on my knees. You liked my legs, especially since today they were tired and had to walk a lot during the day, and in the evening to your hostel. So give them a little massage.

Mtg phase in

These two, it turns out, meanwhile embraced and kissed fiercely, forgetting about everything in the world. I gently spanked Galechka on the ass, they say, stand up. She got up awkwardly, and instead of getting up, she knelt down next to me. Her gaze also focused on the kissing couple.

Understanding the Phases of MTG - Magic: The Gathering Guide

We were talking with Leshka now. About women. And about you.

Now discussing:

I untied Alesya and helped her, who had not yet come to her senses, to get to her feet, the girl's body trembled and chills. Well, let's go to the bath and put you in order. By the way, are you ready for the third stage. - Olga inquired slyly, taking the girl by the arm.

43108 43109 43110 43111 43112