[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"detail-sidebar-cat-1-en-105":3,"doc-seo-573200-105":53,"doc-detail-573200-en":120},{"code":4,"msg":5,"data":6},0,"success",[7,14,19,24,29,34,39,44,49],{"id":8,"doc_module":9,"doc_module_name":10,"category_name":11,"show_sort_weight":12,"slug":13},11,1,"Template","Presentations",90,"presentations",{"id":15,"doc_module":9,"doc_module_name":10,"category_name":16,"show_sort_weight":17,"slug":18},12,"Resumes",80,"resumes",{"id":20,"doc_module":9,"doc_module_name":10,"category_name":21,"show_sort_weight":22,"slug":23},14,"Invoices",70,"invoices",{"id":25,"doc_module":9,"doc_module_name":10,"category_name":26,"show_sort_weight":27,"slug":28},15,"Posters",60,"posters",{"id":30,"doc_module":9,"doc_module_name":10,"category_name":31,"show_sort_weight":32,"slug":33},16,"Social Media",50,"social-media",{"id":35,"doc_module":9,"doc_module_name":10,"category_name":36,"show_sort_weight":37,"slug":38},17,"Forms",40,"forms",{"id":40,"doc_module":9,"doc_module_name":10,"category_name":41,"show_sort_weight":42,"slug":43},18,"Letters",30,"letters",{"id":45,"doc_module":9,"doc_module_name":10,"category_name":46,"show_sort_weight":47,"slug":48},21,"Paper Templates",5,"papers-templates",{"id":50,"doc_module":9,"doc_module_name":10,"category_name":51,"show_sort_weight":4,"slug":52},158,"General","general-158",{"code":4,"msg":54,"data":55},"ok",{"site_id":56,"language":57,"slug":58,"title":59,"keywords":60,"description":61,"schema_data":62,"social_meta":113,"head_meta":115,"extra_data":117,"updated_unix":119},105,"en","reference-sheet-for-neophyte-wizards-phases-of-your-turn","Reference Sheet for Neophyte Wizards - Phases of Your Turn","","Reference sheet detailing the full turn structure for Neophyte Wizards: beginning phase actions, upkeep and draw sequencing, main phase spell and ability timing, restrictions on opponent casting, and step-by-step combat flow from declaring attackers and blockers through first strike and normal damage, ending with end of turn opportunities. Includes cleanup rules, plus common keyword abilities with concise gameplay effects.",{"@graph":63,"@context":112},[64,80,95],{"@type":65,"itemListElement":66},"BreadcrumbList",[67,71,74,77],{"item":68,"name":69,"@type":70,"position":9},"https://docshare.wps.com","Home","ListItem",{"item":72,"name":10,"@type":70,"position":73},"https://docshare.wps.com/template/",2,{"item":75,"name":36,"@type":70,"position":76},"https://docshare.wps.com/template/forms/",3,{"item":78,"name":59,"@type":70,"position":79},"https://docshare.wps.com/template/reference-sheet-for-neophyte-wizards-phases-of-your-turn/573200/",4,{"url":78,"name":59,"@type":81,"author":82,"headline":59,"publisher":85,"fileFormat":88,"inLanguage":57,"description":61,"dateModified":89,"datePublished":89,"encodingFormat":88,"isAccessibleForFree":90,"interactionStatistic":91},"DigitalDocument",{"name":83,"@type":84},"Syukur Setiap Hari","Person",{"url":68,"name":86,"@type":87},"DocShare","Organization","application/pdf","2026-10-13",true,{"@type":92,"interactionType":93,"userInteractionCount":4},"InteractionCounter",{"@type":94},"ViewAction",{"@type":96,"mainEntity":97},"FAQPage",[98,104,108],{"name":99,"@type":100,"acceptedAnswer":101},"What are the key actions in the Beginning Phase?","Question",{"text":102,"@type":103},"Untap every tapped permanent you control, then resolve Upkeep triggers, and finally draw a card. After that, players may play Instants and abilities.","Answer",{"name":105,"@type":100,"acceptedAnswer":106},"How does the First Main Phase differ from the Second Main Phase?",{"text":107,"@type":103},"In the First Main Phase you can generally cast spells and use abilities, while opponents can only cast Instants or use abilities. The Second Main Phase is similar but occurs after combat, and it is typically your last chance before passing the turn.",{"name":109,"@type":100,"acceptedAnswer":110},"What is the correct order for damage during Combat Phase?",{"text":111,"@type":103},"First, First Strike creatures deal damage. Once that is done, the remaining creatures that are still standing deal their own damage, then the combat ends with only limited reaction opportunities.","https://schema.org",{"og:url":78,"og:type":114,"og:title":59,"og:site_name":86,"og:description":61},"article",{"robots":116,"canonical":78},"index,follow",{"doc_id":118,"site_id":56},573200,1791934469,{"code":4,"msg":5,"data":121},{"doc_id":118,"user_id":122,"nickname":83,"user_avatar":123,"doc_module":9,"category_id":35,"category_name":36,"doc_title":59,"doc_description":61,"doc_content":124,"file_id":125,"file_url":126,"file_type":127,"file_size":128,"view_count":4,"is_deleted":4,"is_public":9,"is_downloadable":9,"audit_status":9,"page_count":9,"language":129,"language_code":57,"site_id":56,"html_lang":57,"table_of_contents":130,"faqs":131,"seo_title":132,"seo_description":61,"update_tm":119,"read_time":4},962093541965,"https://ap-avatar.wpscdn.com/davatar_276721f389ce27ea32af1340a28f341c","Reference Sheet for Neophyte Wizards Phases of Your Turn  \nBeginning Phase  \n• Untap every tapped permanent you control (Lands, Creatures, etc.) .  \n• Upkeep. Abilities that trigger at the beginning of upkeep happen, and then players may play Instants and abilities.  \n• Draw a card. Then players may play Instants and abilities.  \nFirst Main Phase  \nYou may generally cast any spells and use any abilities. Opponent may only cast Instant cards or use abilities. While you will generally want to cast combat-oriented Sorcery or Enchantment cards during your First Main Phase, for the most part you will want to wait to cast other spells and Creatures until the Second Main Phase. Things that you may do include:  \n• Play a Land card.  \n• Cast Creature cards. Most will have summoning sickness, which means it may not attack nor activate any abilities that include the tap symbol until your next turn.  \n• Cast Sorcery, Enchantment, and Artifact cards.  \n• Attach Equip (cost) cards to creatures.  \nCombat Phase  \n• Begin combat. Announce this, because opponent is allowed to react.  \n• Declare attackers. You declare which creatures attack, play instantsand trigger abilities. Opponent reacts, you react to the reaction, etc.  \n• Declare blockers: the opponent declares which creatures block which one, and then everybody can react. It's a good time to play Instant spells and use abilities to affect damage.  \n• Damage: First, the First Strike creatures deal damage. Once this is done, the remaining (and still standing) creatures deal their own.  \n• End combat: It is possible (though rare) to react at this stage.  \nSecond Main Phase  \nThis is just like the First Main Phase, except post-combat. You may play the exact same things here that you could play during the First Main Phase, including playing a Land (but remember, you only get to play one Land per turn unless some card says otherwise.) Strategically, this is usually when you should probably cast most of your Creature, Sorcery, and Enchantment cards that would not have been a factor in the combat that just took place. It's the last chance you have before you passing the turn to your opponent. Consider the Mana from untapped Lands you may want to use during opponent's turn.  \nEnd Phase  \n• End of Turn. Last chance to play instants and abilities. This is a goodtime for the opponent to cast spells and use abilities before their turn begins. Remember to do this yourself during their End Phase.  \n• Cleanup. Discard down to 7 cards. Next, all damage from creatures is removed and all \"until end of turn\" effects end.  \nCommon Keyword Abilities  \nDeathtouch. A creature damaged by a creature with deathtouch is killed.  \nDefender. A creature with defender may not be an attacker, but may block an attack.  \nDouble strike. A creature with double strike deals both first strike then normal combat damage.  \nEquip. This ability is written Equip (cost) . Pay the Equip cost during your main phase to attach it to a creature you control. You may pay the Equip cost again to move it to another creature. If the creature leaves the battlefield (or stops being a creature) any equipped cards\"fall off,\" becoming unattached but remaining on the battlefield.  \nFirst strike. Creatures with first strike deal damage before other creatures in combat.  \nFlash. Artifacts, creatures or enchantments with flash may be played any time their controller could play an Instant.  \nFlying. Creatures with flying can't be blocked except by creatures with flying and/or reach.  \nHaste. Creatures with the haste ability do not get “summoning sickness.” They may attack and use abilities that involve the tap symbol the same turn they are cast.  \nHexproof. A player or permanent with hexproof cannot be the target of spells or abilities controlled by opponents.  \nLifelink. Cards with lifelink cause their controller to gain the same amount of life whenever they deal damage.  \nReach. Creatures with reach may block creatures with flying.  \nScry. This abil","cbCaitFcUBIlz4NW","https://ap.wps.com/l/cbCaitFcUBIlz4NW","pdf",909846,"English","# Beginning Phase\n## First Main Phase\n# Combat Phase\n# Second Main Phase\n# End Phase\n# Common Keyword Abilities","[{\"question\":\"What are the key actions in the Beginning Phase?\",\"answer\":\"Untap every tapped permanent you control, then resolve Upkeep triggers, and finally draw a card. After that, players may play Instants and abilities.\"},{\"question\":\"How does the First Main Phase differ from the Second Main Phase?\",\"answer\":\"In the First Main Phase you can generally cast spells and use abilities, while opponents can only cast Instants or use abilities. The Second Main Phase is similar but occurs after combat, and it is typically your last chance before passing the turn.\"},{\"question\":\"What is the correct order for damage during Combat Phase?\",\"answer\":\"First, First Strike creatures deal damage. Once that is done, the remaining creatures that are still standing deal their own damage, then the combat ends with only limited reaction opportunities.\"}]","Reference Sheet for Neophyte Wizards - Phases of Your Turn | PDF"]