Beginner Series
Priority is the right to actually do something. Understanding who has it, and when, is what makes 'responding' to a spell possible in the first place.
Priority is simply the right to do something: cast a spell, activate an ability, or take a special action. Nothing on the stack resolves until every player has priority and chooses to pass it, one after another, without doing anything else.
"Responding" to a spell just means casting or activating something while that spell is still on the stack, before it resolves. Since your response goes on top of the stack, it resolves first, which is the entire mechanical basis for counterspells, combat tricks, and instant-speed removal.
Nothing happens until everyone agrees, by passing, that nothing else needs to happen first.
the simplest way to describe the priority system
Priority is defined in rule 117.
Comprehensive Rules · Rule 117.1a
"A player may cast an instant spell any time they have priority. A player may cast a noninstant spell during their main phase any time they have priority and the stack is empty."
Comprehensive Rules · Rule 117.3c
"If a player has priority when they cast a spell, activate an ability, or take a special action, that player receives priority afterward."
Comprehensive Rules · Rule 117.4
"If all players pass in succession (that is, if all players pass without taking any actions in between passing), the spell or ability on top of the stack resolves."
Rule 117.3c is the mechanical basis for "holding priority," since you get priority back immediately after acting, you can cast a second spell before your first one ever resolves, without ever passing.
One spell, four players, and nothing resolving until everybody passes
A creature spell answered by a Counterspell — and the priority token visiting every seat before either of them resolves.
You cast a creature spell. You have priority after casting it, and you pass.
Your opponent now has priority. They cast a counterspell targeting your creature.
They pass, you pass, with nothing more added, and the counterspell resolves first, since it's on top of the stack.
You cast a spell that deals damage to a creature. Instead of passing, you immediately cast a pump spell on your own creature in the same window, before the first spell resolves.
Both spells sit on the stack; the pump spell resolves first since it was added second.
This lets you guarantee your creature survives a trade before committing to the damage spell resolving.
Don't pass priority carelessly. If you have a reason to respond (a trick, a counter, a combat interaction) do it before passing, not after your opponent's spell has already resolved.
Bait responses with cheap spells. Casting a low-value spell first can bait out a removal spell or counterspell, clearing the way for your actual threat.
Watch what mana opponents leave open. Since instants can be cast any time a player has priority, untapped mana during your turn is a signal of a possible response, so factor it into your plays.
Cards whose entire design depends on being cast in response to something else.
Cards that reward stacking multiple actions before passing priority at all.
A commander that turns every instant or sorcery you cast into a reason to think carefully about priority.
Commander Spotlight
Talrand, Sky Summoner ↗
Creates a 2/2 flying Drake token whenever you cast an instant or sorcery spell. Because instants can be cast any time you have priority, Talrand rewards responding to opponents' spells constantly, so every counterspell or trick isn't just interaction, it's also a free token.
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