Rules

Spellwatch is an assistant, not an official judge. Players always stay in control of the physical game.

The Stack

How spells and abilities wait to resolve.

Spells and abilities go on the stack and resolve one at a time, last in first out. Each player gets priority to respond before the top object resolves.

Triggered Abilities

"When", "whenever" and "at" abilities.

A triggered ability goes on the stack the next time a player would receive priority after its trigger condition is met. Missing a trigger is handled socially at a casual table.

Combat Steps

Beginning, attackers, blockers, damage, end.

Combat proceeds through beginning of combat, declare attackers, declare blockers, combat damage, and end of combat. Players receive priority in each step.

Commander Rules

Command zone, commander damage, colour identity.

Each player starts at 40 life. A player dealt 21 combat damage by a single commander loses. Commanders may be recast from the command zone for an additional {2} each time.

Summoning Sickness

Why new creatures usually can't attack.

A creature can't attack or use {T}/{Q} abilities unless it has been under its controller's control since their most recent turn began, or it has haste.

State-Based Actions

Automatic checks the game performs.

Before any player receives priority, the game checks for things like creatures with lethal damage, players at 0 or less life, and legend rule conflicts.