This is the group that breaks Magic instincts hardest. Read it twice.
There is no stack. There is a Storyline.
The word "stack" appears zero times in the official rulebook. The word "instant" appears zero times as well.
Magic: the stack is the spine of the game. Throw the word away and learn the new one.
Verified by text search of the December 2025 rulebook, 12,646 words
The Storyline resolves first placed, first resolved.
Events "are then resolved in order, one at a time." The event put down earliest goes off earliest.
Magic: the stack is last in, first out. The Storyline runs the other way, so the ordering instinct you built over years of Magic points backwards here.
Rulebook, The Storyline, page 31. Confirmed against the Sorcery Companion rendering of the same rulebook
The non-active player places events first.
When events compete for the same point, the non-active player places theirs, then the active player places after them.
Magic: APNAP puts the active player's triggers on the stack first, so the non-active player's resolve first. Sorcery reaches the same outcome by the opposite route.
Rulebook, Triggered Abilities, page 31
Older videos call this the Timeline and say the opposite. Trust the rulebook.
The 2024 Wizards' Den episode "Timeline, Stack and Resolution" calls it a Timeline, says "the last one added to the timeline resolves first," and admits "it is not written in the main rule book." The December 2025 rulebook uses Storyline throughout and never once says Timeline.
Magic: this is the trap. A Magic player who finds that video will have the ordering confirmed backwards by someone who sounds authoritative.
Transcript zZtFJtj--tY against the December 2025 rulebook, which returns zero hits for "timeline"
Triggers cut in line at the current moment.
A triggered ability inserts a new event right where the story is now, "temporarily interrupting any remaining events."
Magic: triggers go on top of the stack and wait. Here they resolve immediately at the point of the trigger, then the story resumes.
Rulebook, Triggered Abilities, page 31
Your interaction on their turn is Defend and Intercept.
Defend lets you tap to move in and join a fight. Intercept lets you force combat on an enemy that moved without attacking.
Magic: you hold up counterspells and removal. Here your interaction is positional and it is declared with units already on the board.
Rulebook, Defend page 24, Intercept page 25
Three phases, and that is the whole turn.
Start, Main, End. No upkeep, no draw step as a separate thing, no combat phase.
Magic: untap, upkeep, draw, main, combat, main, end, cleanup. Sorcery folds combat into the main phase entirely.
Rulebook, Turn Summary, page 16
Attacking happens in your main phase, any time, any order.
Units act "as many times as you have resources to do so, and in any order you like." Move a minion, cast a spell, move another minion.
Magic: combat is a walled-off phase with steps. Losing that structure is liberating and disorienting at once.
Rulebook, Main Phase, page 16
Minion damage wipes at end of turn. Avatars do not heal.
Step 2 of the end phase removes all damage from minions. The rulebook adds a note that Avatars work differently.
Magic: creature damage clears at cleanup and players do not heal. Identical instinct, and it transfers.
Rulebook, End Phase, page 16
Summoning sickness blocks tapping, and only tapping.
A fresh minion "cannot tap, or be tapped, to pay for costs associated with any ability."
Magic: summoning sickness stops attacking and tap abilities. Here it is defined purely as a tapping restriction, which is narrower than it sounds.
Rulebook, Summoning Sickness, page 19