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Beginning Phase

Quick Reference Guide

The beginning phase is the first phase of an individual turn and consists of three distinct steps executed in order.

1 Untap Step Phase-in/out happens, then the active player untaps all controlled permanents.
2 Upkeep Step Upkeep and delayed untap triggers go on the stack. Active player gains priority.
3 Draw Step Active player draws a card as a turn-based action. A priority window opens before the main phase.
✕ No Priority Window

Untap Step: Players cannot cast spells, activate abilities, or use mana abilities. Triggers are held until upkeep.

✓ Priority Windows Open

Upkeep & Draw Steps: Instants can be cast and abilities activated once the automatic turn steps complete.

Technical Breakdown

1. The Untap Step

Governing Rules
CR 501.1 — Beginning sequence
CR 502.1 — Phasing mechanics
CR 502.2 — Mandatory untap rules
CR 502.3 — Priority restrictions

2. The Upkeep Step

Governing Rules
CR 503.1 — Upkeep trigger sorting
CR 117 — Priority frameworks

3. The Draw Step

Governing Rules
CR 504.1 — Turn draw constraints
CR 504.2 — Draw step priority
CR 103.7a–c — Starting draw conditions

Beginning Phase Card Interactions

Various cards modify the structure of these steps, alter turn-based actions, or trigger specifically based on these timing intervals.

Sphinx of the Second Sun

Creates an entirely new beginning phase (an untap step, an upkeep step, and a draw step) during the postcombat main phase. This lets a player untap lands and permanents, resolve upkeep triggers, and draw an additional card before their turn ends. (CR 502.2, 502.3)

Winter Orb / Stasis

These permanents alter the static rules of the untap step. Winter Orb restricts players to untapping only one land during their untap step, while Stasis forces players to skip their untap step entirely. (CR 502.2)

Inspired (e.g., King Macar)

Abilities with the "Inspired" keyword trigger when the creature becomes untapped. Because the game forces all controlled permanents to untap simultaneously during the untap step, these abilities trigger immediately but are held until the upkeep step to be put on the stack. (CR 502.3)

Paradox Haze

Targets a player and grants them a second, consecutive upkeep step directly after their first. Any "at the beginning of your upkeep" triggers fire a second time during the turn. (CR 503.1)

Eon Hub

Completely eliminates the upkeep step from the turn structure for all players. The game transitions directly from the untap step to the draw step, bypassing cumulative upkeep costs and detrimental upkeep triggers. (CR 503.1)

Suspend (e.g., Ancestral Vision)

Functions entirely within the upkeep step. At the beginning of the suspended card's owner's upkeep, a time counter is removed. When the last counter comes off, the card is cast as a turn-based trigger during that step. (CR 702.62)

Necropotence / Maralen of the Mornsong

These cards alter or replace the fundamental turn-based action of the draw step. Necropotence states the active player skips their draw step entirely. Maralen stops players from drawing cards at all, replacing the draw step with a library search. (CR 504.1)

Teferi's Puzzle Box

Triggers "at the beginning of each player's draw step." Because it is a triggered ability, it goes on the stack immediately after the active player has already performed their normal turn-based draw, forcing them to cycle their entire hand to the bottom of their library and redraw. (CR 504.2)

Miracle (e.g., Terminus)

Exploits the precise moment a card is drawn. If a card with Miracle is the first card a player draws during a turn, they may reveal it immediately. This triggers a special priority window allowing them to cast the spell for its reduced Miracle cost during the draw step. (CR 702.94)

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