Combat in Magic: The Gathering is more than tapping creatures and comparing power with toughness. It has five steps, turn-based declarations that do not use the stack, and priority windows for instants and abilities. Separating those moments prevents late blockers, accidental rewinds and incorrect damage.
This guide complements the mana-curve method: a smooth deck can still lose exchanges through poor combat sequencing.
The five combat steps
| Step | Main action |
|---|---|
| Beginning of combat | Confirm the transition and allow responses |
| Declare attackers | Choose every attacker at once |
| Declare blockers | Choose every blocker at once |
| Combat damage | Assign and deal damage |
| End of combat | Handle final effects |
Before attackers
Beginning of combat is the defender's last chance to tap a creature before it is declared as an attacker. Tapping it afterwards does not remove it from combat. Clearly announce the transition from the main phase.
Declare attackers together
The active player chooses all attackers and what each one attacks. A creature normally must be untapped and have been controlled since the start of that player's most recent turn, unless it has haste. Attackers tap unless an effect says otherwise. The declaration itself does not use the stack; attack triggers are put on the stack afterwards.
Blockers do not tap
The defending player declares all blockers at once. An untapped creature normally blocks one attacker, while several creatures may block the same attacker. Blocking does not tap a creature. An attacker remains blocked even if its blockers later leave the battlefield; without trample or another relevant effect, it does not simply damage the defending player.
The window before damage
After blockers, both players know the full combat arrangement. The active player receives priority first, then the defender can respond. If both pass with an empty stack, combat moves to damage and the game does not casually return to the previous step.
Use the current damage rule
The Foundations rules update removed blocker damage-assignment order. When one attacker is blocked by multiple creatures, its controller divides damage during the combat damage step without announcing an order earlier or assigning lethal damage to one blocker before the next. Trample still requires lethal damage to all blockers before excess damage can reach the attacked player, planeswalker or battle.
Combat damage is normally simultaneous. First strike or double strike can create an additional combat-damage step, so check which creatures remain in combat before the normal damage step.
Common mistakes
- Skipping beginning of combat.
- Declaring attackers one at a time.
- Tapping blockers.
- Assuming an attacker becomes unblocked when its blocker leaves.
- Using the old assignment-order rule.
- Missing the response window after blockers.
Seven-point checklist
- Announce beginning of combat.
- Declare all attackers and their targets.
- Put triggers on the stack and pass priority.
- Declare all blockers without tapping them.
- Announce the pre-damage window.
- Assign damage under the current rule and apply trample.
- Check state-based actions and triggers.
Practise with creatures and interaction from the Magic: The Gathering range. New event players can also review Draft versus Sealed. CTA: name the five steps and pause after blockers in your next game.