300.4. When a phase or step ends, any effects scheduled to last “until end of” that phase or step expire. When a phase or step begins, any effects scheduled to last “until” that phase or step expire. Effects that last “until end of combat” expire at the end of the combat phase, not at the beginning of the end of combat step. Effects that last “until end of turn” are subject to special rules; see rule 314.2.
300.5. When a phase or step begins, any abilities that trigger “at the beginning of” that phase or step are added to the stack.
300.6. Some effects can give a player extra turns. They do this by adding the turns directly after the current turn. If a player gets multiple extra turns or if multiple players get extra turns during a single turn, the extra turns are added one at a time. The most recently created turn will be taken first.
300.7. Some effects can add phases to a turn. They do this by adding the phases directly after the specified phase. If multiple extra phases are created after the same phase, the most recently created phase will occur first.
300.8. Some effects can add steps to a phase. They do this by adding the steps directly after a specified step (or directly before a specified step). If multiple extra steps are created after the same step, the most recently created step will occur first.
300.9. Some effects can cause a step, phase, or turn to be skipped. To skip a step, phase, or turn is to proceed past it as though it didn’t exist. See rule 419.6e and rule 419.6f.
301.1. The beginning phase consists of three steps, in this order: untap, upkeep, and draw.
302.1 First, all permanents with phasing that the active player controls phase out, and all phased-out objects that the active player controlled when they phased out simultaneously phase in (this game action doesn’t use the stack). See rule 217.8, “Phased Out,” and rule 502.15, “Phasing.”
302.2. Next the active player determines which permanents he or she controls will untap. Then he or she untaps them all simultaneously (this game action doesn’t use the stack). Normally, all of a player’s permanents untap, but effects can keep one or more of a player’s permanents from untapping.
302.3. No player receives priority during the untap step, so no spells or abilities can be played or resolved. Any ability that triggers during this step will be held until the next time a player would receive priority, which is usually during the upkeep step. (See rule 303, “Upkeep Step.”)
303.1. As the upkeep step begins, any abilities that trigger at the beginning of that upkeep step and any abilities that triggered during the turn’s untap step go on the stack. (See rule 410, “Handling Triggered Abilities.”) Then the active player gets priority and players may play spells and abilities.
304.1 First, the active player draws a card. This game action doesn’t use the stack. Then any abilities that trigger at the beginning of the draw step and any other abilities that have triggered go on the stack. Then the active player gets priority and players may play spells and abilities.
305.1. There are two main phases in a turn. In each turn, the first main phase, known as the precombat main phase, and the second main phase, known as the postcombat main phase, are separated by the combat phase (see rule 306, “Combat Phase”). The precombat and postcombat main phases are individually and collectively known as the main phase.
305.2. The main phase has no steps, so a main phase ends when all players pass in succession while the stack is empty. (See rule 300.2.)
305.3. As the main phase begins, any abilities that trigger at the beginning of that main phase go on the stack. (See rule 410, “Handling Triggered Abilities.”) Then the active player gets priority and players may play spells and abilities. (This is the only phase in which a player can normally play artifact, creature, enchantment, and sorcery spells, and only the active player may play these spells.)
305.4. 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 212.6, “Lands.”) This action doesn’t use the stack and it isn’t a spell or ability of any kind. It can’t be countered, and players can’t respond to it with instants or activated abilities.
306.1. The combat phase has five steps, which proceed in order: beginning of combat, declare attackers, declare blockers, combat damage, and end of combat. The declare blockers and combat damage steps are skipped if no creatures are declared as attackers (see rule 308.4). There are two combat damage steps if any attacking or blocking creature has first strike (see rule 502.2) or double strike (see rule 502.28).
306.2. A creature is removed from combat if it leaves play (such as by being destroyed or removed from the game), if it regenerates (see rule 419.6b), if its controller changes, if it stops being a creature, or if an effect removes it from combat. Removed from combat means the creature stops being an attacking, blocking, blocked, and/or unblocked creature.
306.2a Once a creature has been declared as an attacking or blocking creature, spells or abilities that would have kept that creature from attacking or blocking don’t remove the creature from combat.
306.2b Tapping or untapping a creature that’s already been declared as an attacker or blocker doesn’t remove it from combat and doesn’t prevent its combat damage.
306.3. During the combat phase, the active player is attacking and is the attacking player. As the combat phase starts, the active player chooses one of his or her opponents. The chosen opponent is being attacked and is the defending player. Some multiplayer games allow the active player to attack multiple other players. See rule 602, “Attack Multiple Players Option” and rule 606, “Two-Headed Giant Variant.”
306.4. An attacking creature is attacking alone if no other creatures are attacking. A blocking creature is blocking alone if no other creatures are blocking.
307.1. As the beginning of combat step begins, any abilities that trigger at the beginning of combat go on the stack. (See rule 410, “Handling Triggered Abilities.”) Then the active player gets priority and players may play spells and abilities.