300. Playing the Game

301. The Turn
302. Play continues cyclically until one player wins.
303. The phases of a turn are rigid, but the actions taken during those steps can be done in any order, unless otherwise specified.
2 subsections
304. The Turn Player is the player taking the current turn.
305. When there are no items on the Chain and the Turn Player cannot or chooses not to perform any Discretionary Actions , the current phase or step of the turn ends and the next phase, step, or turn begins.
306. The Turn Player changes when the current Turn Player reaches the End of all of the Phases of their Turn.
307. States of the Turn
308. At any given time, the turn is in either a Neutral State or a Showdown State.
2 subsections
309. At any given time, the turn is in either an Open State or a Closed State.
2 subsections
310. These descriptions can be combined, such that the turn is always in one of these four states:
4 subsections
311. Priority and Focus
312. At any given time, up to one player has Priority.
3 subsections
313. At any given time, up to one player has Focus.
5 subsections
314. Phases of the Turn
315. Start of Turn
4 subsections
316. Action Phase
6 subsections
317. End of Turn Phase
4 subsections
318. Cleanups
319. A Cleanup occurs at the following times:
7 subsections
320. While a Cleanup is occurring, Chain Items cannot be Resolved.
1 subsection
321. If an event occurs during a Cleanup that qualifies for a Cleanup, another Cleanup will occur immediately after the first completes, repeating until a Cleanup occurs with no new change in the game’s state.
322. When a Cleanup occurs, the following steps occur in order:
14 subsections
323. Special Cleanups are Cleanup steps invoked at specific times that have additional steps not present in a normal Cleanup.
2 subsections
324. Chains and Showdowns
325. Players can act during the following Windows of Opportunity that occur during the course of regular play:
2 subsections
326. Chains
327. The Chain is a Non-Board Zone that temporarily exists whenever a card is played or an ability is activated.
2 subsections
328. Cards and abilities added to the chain are added as Pending Chain Items that become Finalized Chain Items.
3 subsections
329. The Chain exists as long as a Chain Item is on it.
2 subsections
330. The State of the Turn is partially determined by whether or not the Chain currently exists.
2 subsections
331. Steps of Resolving Chain Items
332. Whenever a card or token is played or an ability is activated or triggered, a Chain is created.
3 subsections
333. Step 1: Finalize
1 subsection
334. Step 2: Execute
1 subsection
335. Step 3: Pass
2 subsections
336. Step 4: Resolve
4 subsections
337. Showdowns
338. A Showdown is a Window of Opportunity in which Players have an Open State in which they may play Spells in an alternating fashion.
1 subsection
339. The State of the turn is partially determined by whether or not a Showdown is in progress.
2 subsections
340. A Showdown begins when Control of a Battlefield is Contested and the turn is in a Neutral Open State.
2 subsections
341. As a Showdown begins, the player who applied Contested status to the Battlefield gains Focus.
342. When a Showdown begins, it may or may not begin with an Initial Chain.
1 subsection
343. When the last item on the chain resolves during a Showdown , Focus passes, and the next Player gains both Focus and Priority.
1 subsection
344. During a Showdown , the player with Focus may do one of the following:
4 subsections
345. If all players pass Focus without playing a spell or activating an ability, then the Showdown Closes.
2 subsections
346. Playing Cards
347. Playing a card is the act of a player utilizing their cards.
2 subsections
348. Cards have different behaviors when played.
2 subsections
349. Cards have different states during the process of being played.
2 subsections
350. The Process of Play
351. Remove the card from the zone you are playing it from and put it onto the Chain.
3 subsections
352. Make necessary choices.
16 subsections
353. Determine Total Cost.
6 subsections
354. Pay the card's costs.
3 subsections
355. Check legality.
3 subsections
356. Finalize this card and proceed with the card's category of Play.
3 subsections
357. Abilities
358. An Ability is the structured rules and capabilities of Game Objects or Spells.
1 subsection
359. A card can have more than one Ability and more than one type of Ability.
360. Passive Abilities
361. Conditions, rules, constraints, or statements that affect the course of regular play.
3 subsections
362. Presence on Permanents
1 subsection
363. Presence on Card outside of the Board
2 subsections
364. Replacement Effects
365. An ability that alters the application of another game effect or game rule.
1 subsection
366. Replacement Effects intercede during the execution of a Game Effect and alter its execution.
1 subsection
367. A Replacement Effect can alter the typical flow of play, including other cards' executions.
368. If more than one Replacement Effect applies to the same event being executed, then the owner of the object being acted on determines the order the Replacement Effects will apply.
2 subsections
369. Activated Abilities
370. Activated Abilities are repeatable effects with a cost. They follow a process of going onto the chain and resolving, similar to Playing a Card. See rule 346. Playing Cards for more information.
2 subsections
371. The controlling player chooses when and whether to activate an Activated Ability.
372. Activated abilities are present on Game Objects and some Spells.
373. Can primarily be activated while on the Board.
374. All Activated Abilities can only be activated on the Controlling Player's Turn and during an Open State.
375. Triggered Abilities
376. Triggered Abilities are repeatable effects that happen when a Condition is met.
4 subsections
377. Presence on Permanents
2 subsections
378. Presence on Cards outside of the Board
2 subsections
379. Reflexive Triggers
380. Reflexive Triggers are a type of Triggered Ability that create one or more Chain Items when their condition is met.
3 subsections
381. Reflexive Triggers use the Chain.
2 subsections
382. Delayed Abilities
383. Delayed Abilities are a type of Ability whose trigger Condition identifies a specific time during a turn or a specific event that can occur during a specific timeframe.
4 subsections
384. Delayed Abilities will resolve or be active just like the ability they augment, but only during the specified time in the effect that created the Delayed Ability. Example: Ravenborn Tome reads “The next spell you play this turn deals 1 Bonus Damage” is a Delayed Passive Ability that passively adds 1 damage to just the next spell played. The next spell is a specific time, and the 1 Bonus Damage is a passive ability. Example: Noxian Guillotine reads “Choose a unit. Kill it the next time it takes damage this turn.” When the chosen unit takes damage is the specified time, and killing it is the condition for a Delayed Triggered Ability.
385. Delayed Abilities are not associated with Units or Gear; they are created by other Abilities or Spells . As such they are executed when their condition and/or specified time occurs regardless of whether the source of the Delayed Ability is still on the board or not.
386. Playing or Activating Abilities
387. Playing or activating Abilities follows the same steps of playing cards.
388. Abilities when added to the Chain become Pending Items until they complete the steps of Playing.
2 subsections
389. Activate or trigger the Ability
2 subsections
390. Make relevant choices
3 subsections
391. Determine Total Cost
3 subsections
392. Pay Costs
2 subsections
393. Check Legality
2 subsections
394. Proceed with Play
5 subsections
395. Game Actions
396. Game Actions are actions players may perform at any given time during the game.
397. A player, unless otherwise specified or prompted, may only perform actions on their turn.
398. There are two types of Game Actions:
2 subsections
399. Types of Actions