Turn Structure
When Can You Play a Card or Use an Ability?
Check whose opportunity it is, whether a Chain is waiting and whether Action or Reaction permits your play.
RiftPal explanation · Answer first
The short answer
Normally, play cards and activate abilities during your own Main Phase, when no ChainAn off-board zone that holds cards and abilities during the process of playing them. Cards and abilities on it are public information.View in Glossary , ShowdownA Showdown is a structured opportunity for players to act when a Battlefield is contested.View in Glossary or Combat is in progress and you have PriorityThe right to take a legal action now. Only one player can have Priority at a time, and having it does not remove a card or ability's timing restrictions.View in Glossary : the right to act now.
ActionA timing keyword that also permits a card or activated ability during a Showdown on any player's turn. You still need Focus and Priority with an empty Chain; Action alone does not allow a response to a waiting Chain.View in Glossary also lets you act during a Showdown when you have FocusThe opportunity to act in a Showdown when the Chain is empty. Gaining Focus also gives Priority; you need both to act. Passing Priority during a Chain does not itself pass Focus.View in Glossary and Priority and the Chain is empty. ReactionA timing keyword that includes Action's permissions and also permits a card or activated ability while a Chain is waiting. You still need the proper opportunity, normally Priority; it does not allow an interruption halfway through resolution.View in Glossary includes that permission and also lets you respond while a Chain is waiting, when you have Priority.
Reaction does not mean you can interrupt at any moment. Let a resolving spell or ability finish before making another ordinary response.
RiftPal explanation
How it works
Start with two questions: is it your opportunity to act, and is this card or ability allowed at this time? A timing keyword answers the second question; it does not let you take another player's opportunity.
With no ChainAn off-board zone that holds cards and abilities during the process of playing them. Cards and abilities on it are public information.View in Glossary , ShowdownA Showdown is a structured opportunity for players to act when a Battlefield is contested.View in Glossary or Combat in your Main Phase, you can take legal actions one at a time. An opponent cannot simply play a ReactionA timing keyword that includes Action's permissions and also permits a card or activated ability while a Chain is waiting. You still need the proper opportunity, normally Priority; it does not allow an interruption halfway through resolution.View in Glossary into that empty moment on your turn. They need an opportunity such as PriorityThe right to take a legal action now. Only one player can have Priority at a time, and having it does not remove a card or ability's timing restrictions.View in Glossary during a Chain or FocusThe opportunity to act in a Showdown when the Chain is empty. Gaining Focus also gives Priority; you need both to act. Passing Priority during a Chain does not itself pass Focus.View in Glossary during a Showdown.
During a Showdown with an empty Chain, the player with Focus and Priority may play cards or activate abilities with ActionA timing keyword that also permits a card or activated ability during a Showdown on any player's turn. You still need Focus and Priority with an empty Chain; Action alone does not allow a response to a waiting Chain.View in Glossary or Reaction. Playing one usually opens a Chain.
Card reference
Wind Wall
While anything is on the ChainAn off-board zone that holds cards and abilities during the process of playing them. Cards and abilities on it are public information.View in Glossary , the game is in a closed state. ActionA timing keyword that also permits a card or activated ability during a Showdown on any player's turn. You still need Focus and Priority with an empty Chain; Action alone does not allow a response to a waiting Chain.View in Glossary alone is not enough to respond; a card or activated ability normally needs ReactionA timing keyword that includes Action's permissions and also permits a card or activated ability while a Chain is waiting. You still need the proper opportunity, normally Priority; it does not allow an interruption halfway through resolution.View in Glossary . Players get and pass PriorityThe right to take a legal action now. Only one player can have Priority at a time, and having it does not remove a card or ability's timing restrictions.View in Glossary using the Chain procedure, and the newest waiting item resolves after everyone passes in sequence.
Spell
Wind Wall
[Reaction] (Play any time, even before spells and abilities resolve.) Counter a spell.
These permissions do not remove other requirements. You still need legal targets and locations, must pay the cost, and must obey the card's restrictions. A Standard MoveA Standard Move is the normal way a unit moves between its Base and a Battlefield.View in Glossary cannot be made during a Chain, Showdown or Combat.
Triggered abilities follow their triggering instructions rather than waiting for you to choose a normal play opportunity. You also make choices or carry out actions when an effect instructs you, even without Priority. An activated ability with Reaction that Adds resources has a specific payment exception: you can use it when instructed to pay resources, including during resolution. That exception does not let you play an unrelated Reaction spell then.
In team modes, the Turn PlayerThe player taking the current turn.View in Glossary may invite a teammate to use their Priority in the ordinary Main Phase state. This includes that teammate's spells and abilities without Action or Reaction; it is not a standing permission for everyone to act freely.
In practice
Example
Your opponent has played a spell and passed Priority to you. You have two possible responses: a spell with Action and a spell with Reaction.
Chain waiting → Action alone cannot be played → Reaction can be played if you can meet its requirements.
After a spell starts resolving, finish its instructions. Do not pause halfway through it to play another response.
