What can you do on your end step?

Mastering the End Step: A Comprehensive Guide to Magic: The Gathering’s Final Frontier

The End Step in Magic: The Gathering (MTG) often feels like the calm before the storm, a fleeting moment of quiet before the turn transitions. But experienced players know that the end step is anything but passive. It’s a crucial juncture, the final opportunity to react to your opponent’s actions and set up your own game plan before your turn begins. Understanding what you can and cannot do during the end step is vital for mastering the nuances of the game.

The direct answer is this: During your opponent’s end step, you can primarily use instants and activate abilities. This includes things like casting an instant spell, using an activated ability on a card you control (unless it is restricted to sorcery speed), or using an ability with a trigger “at the beginning of the end step.” You cannot play lands or cast sorceries, unless something in the game allows it to be played at “instant speed.” The end step is the last chance for your opponent to do anything before the turn ends.

Let’s explore this in more detail and answer some common questions.

The End Step Explained

The end step is the final step of a turn. It immediately follows the postcombat main phase (or, if no combat was involved, the precombat main phase). It’s important to note that like any other step or phase (except for the untap and usually cleanup steps), the end step doesn’t end until all players pass priority in succession while the stack is empty. This means that after any trigger or spell resolves, players get priority again, creating the opportunity to react or initiate new actions.

Here’s what happens during the end step:

  • “At the beginning of your end step” effects trigger: Any abilities that trigger at the beginning of the end step go onto the stack. This includes both yours and your opponent’s.
  • Players receive priority: The active player gets priority first and they can take an action. If they do, players can respond again to that action. This process repeats as players do things with each other, all during the end step.
  • The end step concludes: When all players pass priority consecutively with an empty stack, the end step ends and the Cleanup Step begins.

Understanding this sequence is key to leveraging the end step effectively.

What Can You Do on Your Opponent’s End Step?

The most critical aspect of the end step is understanding what you can do during your opponent’s last chance to act. Here’s a breakdown:

  • Cast Instants: This is the primary action you can take. You can cast any instant spell, whether it’s a counterspell, removal, or combat trick.
  • Activate Abilities: You can activate abilities of cards you control, provided they don’t have a restriction such as only being activated as a sorcery. This can include abilities to draw cards, generate mana, or manipulate the board.
  • Triggered Abilities: Abilities that trigger “at the beginning of the end step” are placed on the stack at the start of the end step.
  • Do Nothing: You also have the option to pass priority and do nothing, allowing your opponent’s turn to conclude and yours to begin.

These actions during an opponent’s end step can set up your next turn. This can mean disrupting your opponent’s plan, protecting your creatures, or setting up combos. This moment is often critical for efficient gameplay.

What Can’t You Do on Your End Step?

While the end step offers many opportunities, it also has limitations. It’s crucial to know what you can’t do:

  • Play Lands: You cannot play a land during your opponent’s end step. Land plays are specifically permitted only during your main phase when the stack is empty. Rule 305.1 dictates this.
  • Cast Sorceries: Unless you have an effect that allows you to cast it as if it had flash, you cannot cast sorcery spells on your opponent’s end step. Sorceries are restricted to being cast during your main phase when the stack is empty. This is stated by rule 307.1.
  • Equip: The Equip ability is a sorcery-speed activation and can only be used during your main phase when the stack is empty.
  • Cast Creature Spells: Similarly to sorceries, you can’t cast a creature spell on your opponent’s end step unless it has flash or another effect that permits casting it at any time that you could cast an instant.

Frequently Asked Questions (FAQs)

Here are some frequently asked questions that will deepen your understanding of the end step:

1. Can you play a land on your End Step?

No. You have no written permission to play a land on your end step. Rule 305.1 allows land plays only during your main phase when the stack is empty.

2. Can you play a sorcery on your End Step?

No. Sorceries can only be played during your main phase when the stack is empty, per rule 307.1. Unless you have an effect that lets you cast them at “instant speed”, like the card Vedalken Orrery.

3. Can you play an instant on my end step?

Yes. The end step is the last chance to cast instants or activate abilities this turn.

4. Can you use activated abilities on your end step?

Yes, unless otherwise specified, you can activate abilities at any time you have priority. As long as an ability does not specify it needs to be played during your main phase, you can activate the ability on your opponent’s end step.

5. What is the next end step?

“At the beginning of the next end step” means “the next time an end step begins.” This is often used in cards with abilities that have a delayed trigger.

6. Can you equip at instant speed?

No. The Equip ability is done at sorcery speed, only during your main phase with an empty stack. Some equipment can be attached at instant speed if they have an additional ability that allows it.

7. Is a sorcery a permanent?

No. A sorcery is not a permanent. It goes to the graveyard after resolution.

8. Do players get priority during the end step?

Yes. The active player receives priority first during the end step. This is the time that actions can be taken, like casting spells, using abilities, or passing priority and doing nothing.

9. What is the rule 305.7 in magic?

Rule 305.7 pertains to land subtype changes. If a land gains a basic land type from an effect, it loses all previous types and abilities.

10. What does Hexproof protect from?

Hexproof protects from spells and abilities that target, not from specific colors, card types, or effects. It prevents a player from specifically targeting a permanent with hexproof.

11. What is a triggered ability “at the beginning of the end step?”

These are abilities that trigger at the very start of the end step and are placed on the stack. Two such examples are Biovisionary’s and Twinflame’s abilities.

12. Do you lose mana between phases?

Yes. When a phase ends, any unused mana left in a player’s mana pool is lost.

13. Can you cast disturb at instant speed?

Disturb is linked to creatures, and as such can only be cast at sorcery speed unless there are ways to use the disturb ability at “instant speed” like effects that enable flash.

14. Can you equip Planeswalkers?

Normally, no. The card Luxior, Giada’s Gift is the only equipment that can be equipped to a planeswalker, turning it into a creature.

15. Is double strike also first strike?

No. Double strike is different from first strike. Creatures with double strike deal combat damage in the first combat damage step alongside creatures with first strike. Double strike also does additional damage in a normal combat damage step.

Conclusion

The end step may seem like a simple transitional phase, but it’s a critical point in Magic: The Gathering where strategic actions can turn the tide of a game. Knowing what you can and cannot do during this step, and understanding how to use it to your advantage, is crucial for any player looking to refine their game and gain an edge. By mastering the nuances of the end step, you’ll become a more thoughtful and competitive Magic player.

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