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Combat Phase

Quick Reference Guide

The combat phase is the third phase of an individual turn. It occurs after the precombat main phase and consists of five distinct steps executed in chronological order.

1 The Beginning of Combat Step Beginning of combat triggers enter the stack. Last window to tap potential attackers.
2 The Declare Attackers Step Active player declares attackers and pays costs. Attack triggers enter the stack.
3 The Declare Blockers Step Defending player assigns blockers. Attackers sort multi-blocker damage orders.
4 The Combat Damage Step Combat damage is assigned and dealt simultaneously. Extra step added for First/Double strike.
5 The End of Combat Step End of combat triggers resolve. Status conditions are cleared as step concludes.
✓ Priority Windows

Players receive priority to cast instants and activate abilities during every single step after turn-based actions or step triggers are completed.

✕ No Response Allowed

Declaring attackers, declaring blockers, and dealing damage are mandatory turn-based structural milestones. They do not use the stack and cannot be responded to.

Technical Breakdown

1. The Beginning of Combat Step

Governing Rules
CR 506.1: Combat sequence
CR 507.1: Beginning triggers

2. The Declare Attackers Step

Governing Rules
CR 508.1: Declaration process
CR 508.2: Attack trigger windows

3. The Declare Blockers Step

Governing Rules
CR 509.1: Blocker declaration
CR 509.2: Multi-blocker order
CR 509.3: Multi-attacker order
CR 509.4: Blocker trigger windows

4. The Combat Damage Step

Governing Rules
CR 510.1: Damage assignment
CR 510.2: Simultaneous execution
CR 510.3: Damage priority steps
CR 510.4: Split strike mechanics

5. The End of Combat Step

Governing Rules
CR 511.1: End step allocation
CR 511.2: Status clear mandates

Combat Phase Card Interactions

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

Goblin Rabblemaster / Legion Warboss

These cards possess triggers that occur at the beginning of combat on your turn. They create a creature token that is forced to attack. Because this happens in the first step of combat, the freshly created token is on the battlefield in time to be legally declared as an attacker in the next step. (CR 507.1)

Xenagos, God of Revels / Luminarch Aspirant

These cards use the beginning of combat step to target and buff a creature. This allows a player to wait until the main phase ends to choose which creature receives the bonus, preventing opponents from using sorcery-speed removal to blow out the buffed target. (CR 507.1)

Berserk

This card dictates that it must be cast only before the combat damage step. By casting it during the declare attackers step or declare blockers step, you double a creature's power and grant it trample. Because the card tracks whether the creature attacked, it triggers a delayed destruction effect at the beginning of the next end step. (CR 508.1)

Kaalia of the Vast / Winota, Joiner of Forces

These cards put creatures directly onto the battlefield tapped and attacking. Because these tokens or cards enter after the turn-based action of declaring attackers has already concluded, they bypass any restrictions or costs required to attack (such as Propaganda). Crucially, they also do not trigger their own attack abilities, as they were never formally declared as attackers. (CR 508.1)

Master of Cruelties

This creature has a trigger that checks if it attacks and is not blocked. This trigger fires immediately during the declare blockers step. It sets the defending player's life total to 1 before damage is assigned. If another unblocked creature is attacking that same player, that creature will deal its damage in the next step and instantly win the game. (CR 509.1)

Ninjutsu (e.g., Yuriko, the Tiger's Shadow)

The ninjutsu ability requires an unblocked attacking creature. A creature does not officially become unblocked until the defending player declares their blocks. Therefore, the declare blockers step is the very first window where a player can activate ninjutsu to swap a creature out before damage is dealt. (CR 509.1)

Fireshrieker / Rafiq of the Many

Keywords like first strike and double strike alter the fundamental structure of the phase. If any creature has these keywords, the game creates a second, entirely distinct combat damage step to handle damage values separately. (CR 510.4)

Ninjutsu (Post-Damage Trick)

Because a creature remains an unblocked attacking creature even after damage is dealt, you can actually activate Ninjutsu during the combat damage step after your initial creature has already dealt its damage. This allows you to deal damage with a cheap creature, swap it for a Ninja, and still get the Ninja's combat damage trigger. (CR 510.4)

Reconnaissance

This card allows you to untap an attacking creature and remove it from combat. Because a creature retains its attacking status through the entire end of combat step, you can let combat damage resolve normally, enter the end of combat step, and then activate Reconnaissance to untap all surviving attackers. This grants your entire army pseudo-vigilance for zero mana. (CR 511.1, 511.3)

Desert

This land features an activated ability causing 1 damage to a target attacking creature, restricted exclusively to the end of combat step. This limitation ensures that the land can only punish an attacking creature after that creature has already had the opportunity to assign and deal its combat damage. (CR 511.1, 511.3)

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