When does priority officially stop getting passed?
Priority does not "stop" in a permanent sense; rather, it is a continuous, shifting mechanic that is managed through specific game states. Priority is passed between players to facilitate the addition of items to the chain or to signal the resolution of the chain.
According to the core rules, priority passing concludes in the following specific scenarios:
1. Resolution of the Chain
Priority passing stops when all players pass consecutively without adding any new items to the chain. At this point, the game moves from the "Pass" step to the "Resolve" step (Rule 335.1). The top item on the chain resolves, and then a new priority window opens for the next item on the chain (FAQ 6154).
2. End of a Showdown
If the chain is empty and both players pass priority in succession, the showdown ends immediately (FAQ 8632). Once the showdown concludes, the game proceeds to combat damage resolution, and priority is no longer being passed for the purpose of adding items to that showdown's chain.
3. End of the Action Phase
In a Neutral Open State during the Action Phase, if the turn player passes priority (choosing not to perform any discretionary actions), the turn moves to the "end of turn" stage. The non-turn player does not receive priority in this instance, and the phase ends (FAQ 7960).
Summary of Priority Flow
- Passing: Players pass priority to either allow an item to resolve or to pass the opportunity to act to the next player.
- Consecutive Passing: When all players pass in sequence without adding anything to the chain, the chain resolves (Rule 335.1).
- No Priority: If no player has priority (e.g., during the resolution of certain effects or when the game state is not in a phase that grants it), no discretionary actions can be taken (Rule 312.1.b).
If you are in a specific game state and are unsure if priority should be passed, remember that players hold priority by default; passing is an explicit decision you make to allow the game to progress (FAQ 733).