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General Rulings - 505

505 - Main Phase
  • 505.1 - There are two main phases in a turn. In each turn, the first main phase (also known as the precombat main phase) and the second main phase (also known as the postcombat main phase) are separated by the combat phase (see Rule 506, "Combat Phase"). The precombat and postcombat main phases are individually and collectively known as the main phase. [CompRules 2009/07/08]
  • 505.1a - If an effect causes a turn to have an additional combat phase and an additional main phase, the additional main phase is also a postcombat main phase. [CompRules 2009/07/08]
  • 505.2 - The main phase has no steps, so a main phase ends when all players pass in succession while the stack is empty. (See Rule 500.2.) [CompRules 2009/07/08]
  • 505.3 - First, any abilities that trigger at the beginning of the main phase go on the stack. (See Rule 603, "Handling Triggered Abilities.") [CompRules 2009/07/08]
  • 505.4 - Second, the active player gets priority. Players may cast spells and activate abilities. The active player may play a land. [CompRules 2009/07/08]
  • 505.4a - The main phase is the only phase in which a player can normally cast artifact, creature, enchantment, planeswalker, and sorcery spells. Only the active player may cast these spells. [CompRules 2009/07/08]
  • 505.4b - 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 305, "Lands.") This action doesn't use the stack. Neither the land nor the action of playing the land is a spell or ability, so it can't be countered, and players can't respond to it with instants or activated abilities. [CompRules 2009/07/08]
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