Stack and priority explained: when can you respond in MTG?

|Omèr Cremers
SpellArmory Academy-cover over stack en priority, met de subtitel ‘Zo werken timing en reacties in Magic’, een veer en een inktpot.

In brief

  • The stack determines the order: what is placed on top last, is handled first.
  • Priority determines who may act: you respond when it is your turn to perform a legal action.
  • Everyone passes in succession? Only the top item resolves. After that, priority is given again.
  • Not everything uses the stack: playing a land, mana abilities, and combat damage are key exceptions.

Your opponent wants to destroy your creature. You have an instant with which you can make it larger. Which card is handled first, and does it matter who plays something first?

Yes: the same cards can result in a completely different outcome depending on the order. Below, you can see exactly how that works. Are you brand new to Magic? Start with how Magic: The Gathering works.

The order

Stack

What is waiting to be handled, and which item comes first?

The moment to react

Priority

Which player is currently allowed to cast a spell, activate an ability, or pass?

What is the stack?

The stack is a shared game zone where spells and most activated and triggered abilities wait to be handled. A new item is placed on top. If everyone passes in succession, the top item resolves.

This is called Last In, First Out: last on, first off. Casting a spell and letting that spell resolve are two different moments.

Step 1 The top one resolves

After everyone passes in succession, you perform only that spell or ability.

Step 2 The game checks

Among other things, lethal damage is processed. Waiting triggers go onto the stack.

Step 3 New priority

The player whose turn it is gets the chance to act first again.

SpellArmory tip: handle one item at a time.

The stack is not emptied all at once. Players can respond again between two items. During the resolution of a spell or ability, no one has priority: you cannot interrupt the execution halfway through with a regular reaction.

Two cards, two different outcomes

For this example, we use Lightning Strike and Titanic Growth. Both are instants. You can normally cast them when you have priority.

Lightning Strike from Dominaria United: an instant that deals 3 damage to a target
Lightning Strike Deals 3 damage to a target. In our example, that is your creature.
Titanic Growth from Core Set 2021: an instant that gives a creature +4/+4 until end of turn
Titanic Growth Gives a creature +4/+4 until end of turn. Your 2/2 thereby becomes a 6/6.

The starting situation: it is your turn, you are playing against one opponent, and you have an undamaged 2/2 creature. You both have enough mana. There are no other relevant effects or reactions.

Situation A

You respond to the damage

Your opponent casts Lightning Strike. After they pass priority, you respond with Titanic Growth.

Read the stack from top to bottom
1 · RESOLVES FIRST Titanic Growth The 2/2 becomes a 6/6.
2 · WAITING Lightning Strike Deals 3 damage afterwards, if everyone passes again.

Between these two items, players receive priority again.

Outcome: your creature survives.

A 6/6 with 3 damage does not have lethal damage. Titanic Growth was in time.

Situation B

Your opponent responds to the growth

You cast Titanic Growth and pass priority. Your opponent responds with Lightning Strike.

Read the stack from top to bottom
1 · RESOLVES FIRST Lightning Strike Deals 3 damage to the still 2/2 creature.
2 · WAITING Titanic Growth The buff has not happened yet.

The creature dies before anyone receives priority again.

Outcome: your creature dies.

Titanic Growth no longer has a legal target and does not resolve.

Note: a 6/6 with 3 damage is not a 6/3. Regular damage does not reduce toughness; the damage remains marked on the creature until it is removed, usually during cleanup.

Situation A step by step, including priority
  1. You have priority and pass. Your opponent casts Lightning Strike on your 2/2 and passes priority.
  2. You cast Titanic Growth on that creature. The Growth is placed on top of the Strike.
  3. You pass and then your opponent passes. Only Titanic Growth resolves: your creature becomes a 6/6.
  4. After automatic checks, you as the active player receive priority again.
  5. You both pass again. Now Lightning Strike resolves and your creature takes 3 damage.

If you let the Strike resolve on your undamaged 2/2 first, responding with Titanic Growth is too late. The creature is destroyed by lethal damage before you receive priority again.

Priority: who can respond when?

Priority is the right to perform certain actions at that moment. For example, you can cast an instant, activate a legal ability, or pass. If you pass, priority goes to the next player in turn order.

The active player is the one whose turn it is. At the beginning of most steps and phases, they receive priority first, after automatic actions have been performed and any triggers have been placed on the stack.

1
After your own action you get priority back

If you cast a spell or activate an ability while having priority, you receive priority again afterward. You can therefore respond to your own spell before passing priority.

2
After resolution, the active player starts

After the resolution of a spell or non-mana ability, the player whose turn it is receives priority first. First, the game processes automatic checks and waiting triggers.

3
Everyone must pass in succession

Only when all players pass without taking an action in between does the top item resolve. If the stack is empty, the current step or phase ends.

SpellArmory tip: say “I hold priority”.

Do you want to respond directly to your own spell? Make that clear. According to common tournament conventions, it is otherwise assumed that you pass priority after placing something on the stack. Retaining priority allows you to add something; it does not allow your spells to resolve without others being able to respond.

Priority is not the same as permission for every card

Normal instant-timing

You have priority

An instant or spell with flash can normally be cast at any moment you have priority, even during someone else's turn or with something on the stack.

Normal sorcery-timing

You need three things

  • Priority.
  • Your own main phase.
  • An empty stack.

This applies to sorceries and most permanent spells. Card text may make exceptions.

Playing a land can normally only be done during your own main phase, with priority and an empty stack, as long as you still have a land play available. Abilities can have their own timing restrictions. More about flash and other terms can be found in the MTG keyword guide.

What does and doesn't use the stack?

Wait for resolution

On the stack

  • Spells: for example creatures, instants, and sorceries being cast.
  • Activated abilities: recognizable by costs followed by a colon, except for mana abilities.
  • Triggered abilities: usually recognizable by “when”, “whenever”, or “at”, except for triggered mana abilities.
No separate reaction to the action

Not on the stack

  • Playing a land.
  • Activating a mana ability.
  • Paying costs, such as tapping or sacrificing.
  • Declaring attackers and blockers and dealing combat damage.
  • Static abilities and automatic checks, such as processing lethal damage.
Mind Stone from Commander Masters, with a mana ability and a separate ability to draw a card
One card, two types of abilities

Mind Stone makes the difference visible

Tap: add one colorless mana.

This is a mana ability. It does not use the stack and works immediately. An opponent cannot respond to this mana ability itself.

Pay 1 mana, tap and sacrifice Mind Stone: draw a card.

This ability does use the stack. You pay all costs immediately; Mind Stone is therefore already sacrificed before anyone can respond. You draw the card only when the ability resolves.

Because both abilities have tapping as a cost, you cannot simply use both with the same untapped Mind Stone.

The same distinction applies to a Forest and Titanic Growth: you don't respond to the mana ability of the land; you do, however, respond to the spell that is cast with that mana.

You also cannot interrupt playing a land. A landfall trigger that occurs as a result does go on the stack and can be answered as soon as you receive priority.

Priority during the turn: where can you respond?

A step often begins with an automatic action. That happens first. Then the game processes checks and any triggers, and the active player receives priority.

This is the normal turn structure. “Priority” means there is room for legal actions afterward; it does not mean you may play every card at that moment.

1

Beginning phase

Untap No priority

You untap. Triggers that occur here wait until the next priority moment, usually in your upkeep.

Upkeep Priority

First, any upkeep triggers go on the stack. You can act here before drawing your normal card for the turn.

Draw Priority after

First you automatically draw the card for your turn. Then priority follows.

2

First main phase

Main phase Priority

With an empty stack, you can also cast sorceries and most permanent spells, or play a land if you are still allowed to.

3

Combat phase

Beginning of combat Priority

The last normal reaction moment before attackers are declared. Do you want to tap a creature to prevent an attack? Do that before declaring.

Declare attackers Priority after

First, attackers are declared. Then any triggers and reactions follow.

Declare blockers Priority after

First, blockers are declared. Then you can, for example, cast a combat trick, before combat damage.

Combat damage Priority after

First, damage is assigned and dealt. Creatures with lethal damage are handled before anyone receives priority again.

End of combat Priority

A final moment for reactions within the combat phase.

4

Second main phase

Main phase Priority

The same normal timing rules as during the first main phase.

5

Ending phase

End step Priority

Any end-step triggers go on the stack first. After that, the active player receives priority.

Cleanup Usually none

Discard down to your maximum hand size, remove damage, and end temporary effects. Priority only occurs here in exceptional situations.

Exceptions: first strike, double strike, and cleanup

First strike and double strike can result in an extra combat damage step. After that first damage, priority is received again before the regular combat damage.

Cleanup: if state-based actions are required or triggers are waiting, players can still receive priority here. A subsequent cleanup step follows.

Effects such as “until end of turn” normally end during cleanup, simultaneously with the removal of marked damage. Therefore, they do not end at the beginning of the end step.

Triggers and APNAP: the order in Commander

A triggered ability is normally placed on the stack just before a player would receive priority. If something triggers during the resolution of a spell, that trigger waits until the spell is completely finished.

Are standard triggers from multiple players waiting at the same time? Then APNAP: Active Player, Non-Active Player applies. First, the active player puts their own triggers on the stack; then the others follow in turn order. Each player chooses the order of their own triggers.

Four players · it is A's turn

First on is not first off

The turn order is A, B, C, D. One event causes one standard ability to trigger for every player.

Putting them on the stack:

A → B → C → D

Resolving without new reactions:

D → C → B → A

This is what the stack looks like
TOP · FIRST IN TURN ORDER Trigger from D
Trigger from C
Trigger from B
BOTTOM · PLACED FIRST Trigger from A

Before each item resolves, everyone must pass sequentially again.

APNAP determines the order of placing triggers here. It is not a separate reaction round. As soon as all triggers are placed, in this example A as the active player receives priority. Subsequently, priority passes in turn order as players pass.

Five common mistakes

1. “I remove the creature, so the ability stops.”

An ability on the stack is independent of its source. Removing the creature does not remove the ability from the stack. It will still resolve as much as possible; targets and any conditions must still be valid.

2. “I respond to paying the cost.”

That is not possible. With the card-draw ability of Mind Stone, the artifact is already sacrificed by the time you can respond. You can respond to the ability, but you cannot prevent the costs from being paid.

3. “I tap your attacker, so it is no longer attacking.”

A creature that has already been declared as an attacker remains attacking if it is tapped or untapped afterwards. If you want to prevent the attack with a tapping effect, use it before declaring attackers.

4. “I hold priority, so no one can respond.”

Holding priority allows you to put something else on the stack. It does not skip opponents. Before the topmost item resolves, all players must pass sequentially.

5. “If I pass, I cannot respond to anything else.”

Passing applies to that specific priority moment. If someone does something afterwards, players get new opportunities to respond. But as soon as everyone has passed sequentially and the topmost item begins to resolve, you cannot interrupt that item.

Test yourself: can you still win at 1 life?

A game with two players

A and B are both at 1 life. It is A's turn.

  1. A activates a creature ability that deals 1 damage to B and passes priority.
  2. B responds with an instant that lets them draw a card. Both players let that spell resolve.
  3. B draws Lightning Strike and has enough mana to cast it.
  4. A does nothing further and passes priority.

Can B still win before the original ability deals damage? Assume no one responds further and there are no other effects.

View the answer

Yes. The original ability is still waiting on the stack.

  1. After the card-draw spell, A as the active player receives priority first.
  2. A passes. B receives priority and casts Lightning Strike at A.
  3. That spell is on top of the original ability. If both pass, the Strike resolves first.
  4. A drops to -2 life from 3 damage and loses during the subsequent automatic check.

In this two-player game, B wins before the original ability is handled. The key is the new priority moment after the card-draw spell. B did not receive that automatically first.

SpellArmory Tip: ask two questions at the table.

“What is on top?” and “Who has priority now?” These make most complicated situations much clearer. Then, clearly indicate whether you are responding or letting the top item resolve.

Video: more explanation from The Command Zone

Do you want to continue listening and practicing? The English episode A Masterclass in Priority & The Stack by The Command Zone covers the topic in detail.

Open the video on YouTube.

Stuck during a tournament? Ask a judge for help. In a casual game, you can look up the card text and the rule together. Room for questions and clear communication are part of good etiquette at the MTG table.

More in SpellArmory Academy

Rules and sources. Checked on September 26, 2026, against the official Magic rules, specifically 117, 405, 514, 603, 605, and 704. The tournament convention regarding holding priority is in §4.2 of the Magic Tournament Rules. Specific card texts may create exceptions.

Card images: Wizards of the Coast, displayed via Scryfall. Click on a card for the corresponding card version. The diagrams are simplified game situations under the stated assumptions.

Share this article