500.1.
A turn consists of five phases, in this order: beginning, precombat main, combat, postcombat
main, and ending. Each of these phases takes place every turn, even if nothing happens during the
phase. The beginning, combat, and ending phases are further broken down into steps, which
proceed in order.
500.2.
A phase or step in which players receive priority ends when the stack is empty and all players
pass in succession. Simply having the stack become empty doesn‘t cause such a phase or step to
end; all players have to pass in succession with the stack empty. Because of this, each player gets a
chance to add new things to the stack before that phase or step ends.
500.3.
A step in which no players receive priority ends when all specified actions that take place during
that step are completed. The only such steps are the untap step (see rule 502) and certain cleanup
steps (see rule 514).
500.4.
When a step or phase ends, any unused mana left in a player‘s mana pool empties. This turnbased
action doesn‘t use the stack.
500.5.
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 514.2.
500.6.
When a phase or step begins, any abilities that trigger «at the beginning of» that phase or step are
added to the stack.
500.7.
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.
500.8.
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.
500.9.
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.
500.10.
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 614.10.
500.11.
No game events can occur between turns, phases, or steps.