How it works
How combat works
Declare attackers, declare blockers, then damage. Instants can happen in the gaps.
You choose which untapped creatures attack and whether they point at a player or a planeswalker. They tap. Then the defending player chooses blockers.
One creature can block one attacker unless a card says otherwise. You may pile several blockers on one attacker. Damage is assigned in an order you choose.
Instants can be cast after attackers are declared, after blockers, and before damage. That is why “combat trick” is a phrase.
Creatures with flying, reach, trample, and first strike change the math. Learn those four keywords first; the rest can wait.
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