In the game of combat, instants can be cast after attacking but before your opponent has a chance to block. However, instants cannot be cast in the middle of another spell or ability resolving. After any spell or ability resolves, the player currently taking a turn gets the opportunity to cast it.
An active player may choose to cast sorceries and sorcery speed spells during their turn, during their pre or post-combat main phase, and only while the stack is empty. This is unless there is cheatery involved.
After declaring attackers in the Declare Attackers Step, you can cast spells and kill them. You can also cast the spell in the Declare step, passing on priority until you have priority in the “beginning of combat” step. The precombat and postcombat main phases are identical, and you can do anything in the postcombat phase as you can in the precombat phase, pending.
Some spells may be cast “only (before/after) (a particular point in the combat phase)”, such as “attackers are declared”, “blockers are declared”, or “creatures with haste”. Casting creatures with haste on either main phase is necessary for attacking or using their ability before or during combat.
Players can activate abilities after attackers are declared and before blockers are declared, as well as after blockers but before damage. A player can only cast a sorcery or permanent spell if the stack is empty during their own main phase.
The main phase is the only phase where a player can normally cast artifact, creature, enchantment, planeswalker, and sorcery spells. Most spells can be cast either during the first main phase of your turn (before combat) or during the second main phase (after combat). If a turn has multiple combat phases, such spells may be cast that turn only before or after the stated point of the first combat phase.
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Can you play a sorcery after combat?
The pre-combat main phase is one of two main phases in a turn, where the active player gets priority over the stack of abilities. This phase can include playing lands, most permanents, and sorcery-speed cards. Expert players advise playing cards after combat to minimize opponent information, but not all cards must be played during the pre-combat main phase. There are exceptions to this rule, but it is essential to consider the balance of cards during combat.
Can you use cantrips out of combat?
The top ten utility cantrips in D and D are categorized based on their utility in exploration, skill checks, trap disarming, puzzle solving, and ancillary benefits. Utility cantrips are useful out of combat, with bonus points if they can also be used in combat. Some attack cantrips have uses out of combat, such as Produce Flame and Fire Bolt. The ranking will be based on five categories: utility in exploration, skill checks, trap disarming, puzzle solving, and ancillary benefits.
The top ten cantrips will be ranked based on their utility in exploration, skill checks, trap disarming, puzzle solving, and ancillary benefits. Honorable mentions will be given before moving into the top ten. The assessment will only consider cantrips that can also deal damage or perform battlefield control.
When can you cast creature spells?
The rules stipulate that the main phase is the sole phase during which a player may cast spells of the following types: artifact, creature, enchantment, planeswalker, and sorcery. These spells are only available to the active player. Nevertheless, some players contend that creature spells may be cast during the second main phase, which occurs after combat. This gives rise to questions regarding the appropriate deployment of these spells within the context of the game.
Can you cast spells after combat?
In a turn comprising multiple combat phases, the casting of spells is permitted only before or after the initial combat phase. The third phase of the game is the combat phase, which consists of five steps. The sequence of steps is as follows: Beginning of Combat, Declare Attackers, Declare Blockers, Combat Damage, and End of Combat. In the event that no creatures are designated as attackers, the declare blockers and combat damage steps are omitted.
Can you cast instants at the end of combat?
The combat phase involves several steps, including casting instants and activating abilities. Players can cast instants and activate abilities during the beginning of the combat phase. They can also decide which untapped creatures will attack and which player or planeswalker they will attack. The opponent decides which untapped creatures will block the attacking creatures, and players can cast instants and activate abilities during the blockers phase.
The combat damage phase assigns combat damage to the defending player, planeswalker, blocking creature, or blocking creature. If an attacking creature is blocked by multiple creatures, the damage is divided among them. Players can then cast instants and activate abilities during the end of the combat phase.
The second main phase is similar to the first, with players casting any type of spell and activating abilities, while opponents can only cast instants and activate abilities. Players can play a land during this phase if they didn’t play one during the first main phase.
The end phase involves triggering abilities at the beginning of the end step, and players can cast instants and activate abilities during the cleanup step. All damage on creatures is removed, and “until end of turn” effects end.
Can you cast spells outside of combat?
In D and D, spells can only be cast if they are prepared, cantrips, class skills, or part of equipment bonuses. If a spell is not prepared, it must be prepared.
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Can you cast spells during combat damage step?
Combat damage represents a distinctive form of damage inflicted by creatures during combat, accessible exclusively during the combat damage step of the Combat Phase. It is not a stack-based damage and is equal to the power of the creature dealing the damage. Consequently, no player is permitted to cast spells or activate abilities between the time combat damage is assigned and dealt.
Can barbarian cast spells while raging?
In response to the pervasive query regarding the inability of an individual to undertake tasks that necessitate a capacity for cerebral functioning that exceeds the norm, or even a diminished capacity, Jeremy Crawford offered a clarifying perspective.
Can sorcery be played anytime?
Sorceries and instants are two types of spells that are grouped together as “spells” in the Comprehensive Rules (September 20, 2024— Duskmourn: House of Horror). Sorceries are never put onto the battlefield, but take effect when their mana cost is paid and the spell resolves, and are immediately put into the owner’s graveyard. They share the same timing restrictions as all permanent spell types, only being cast during the player’s main phase and when nothing else is on the stack.
Effects checking if a spell was cast “anytime a sorcery couldn’t have been cast” only check if the spell’s controller cast it without priority, during a different phase, or while another object was on the stack.
When can you use creature spells?
Creature abilities can be used anytime you can cast an instant spell, provided you can pay associated costs. However, cards like Bloodtithe Harvester have a limiting phrase that states “activate only as a sorcery”. Card abilities can be activated at instant speed unless otherwise stated. Abilities are not considered spells, meaning they cannot be countered or trigger effects that say “whenever you cast a spell”.
When can sorcery spells be played?
Sorceries and instants are spells that can only be cast during the player’s main phases and when the stack is empty. Instants can be cast at any time, including during other players’ turns and while another spell or ability is waiting to resolve. Before the introduction of the stack in 6th Edition, there was another type of spell called an “Interrupt”, which could be played at any time but only allowed players to respond to interrupts with other interrupts.
In Magic lore, the player is a “planeswalker”, a wizard who can travel between different realms or universes. Planeswalker cards represent scaled-down versions of other players, with their decks represented by their abilities. Most planeswalkers are legendary and subject to the “legend rule”, where a player controls more than one legendary planeswalker with the same name, choosing one and placing the other in their owner’s graveyard.
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