When the smoke clears after combat, you will have a second
opportunity to reinforce your side of the battlefield. The second
main phase allows you another opportunity⁷ to play your one land
for the turn and any permanents you have mana to pay for.
Since so much can happen in combat, most good players will
advise you to play spells during your second main phase as much
as possible. A good rule of thumb is that unless it will help you in
combat, wait until the second main phase.
This is a good tiling to lean early in your Magic career because it
helps promote the right kind of thinking. Playing this way will
limit the amount of information your opponent lias about what
you have available to you in combat and can lead to them making
mistakes. Also, your needs may change based on what happens
in combat, so you can play optimally if you have more
information at your disposal. Remember, information is power!
End Phase
Appropriately named, the end phase marks the end of
eveiy turn・ The end phase is your opponents' last time
to play instants or activate abilities before they start
their own tum. It is also when all **end of turn** effects
end (like the Giant Growth from before) and all non・
lethal damage is removed from creatures・
You will also need to check how many cards you have in your
hand. Unless stated by an effect on a card, your hand has a
maximum size of seven cards. If vou have more than seven cards
**
in hand at the end of your turn, you must discard from your hand
until you are down to seven.
Once that is done, your turn is over. Play then passes to your
opponent who begins by untapping all of their permanents and
following the phases as outlined above. You will continue this
way, taking turns until one player s life total is reduced to zero or
one of you runs out of cards in your libraiy. Then the game is
over and it*s time to reshuffle and play again!
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