mikoal said:
well your not "chaining" to their start or end, you are just starting a chain.
when both players agree to enter a new phase you can start a chain, but as for exiting, u can start a chain before they exit (because exiting a phase, both players have to agree), or wait for the next phase to start a chian.
That's not how it happens.
1.
Draw Phase.
Turn Player must Draw a card, opponent can respond to this event. Both Players may then activate any legal Quick-Play and Trap Cards prior to agreeing to end the Draw Phase.
2.
Standby Phase.
Turn Player must resolve effects or has first opportunity to activate Quick-Play or Trap Cards. If he passes priority, then Opponent can activate any legal effects. Same as Draw Phase, both players can activate legal cards prior to exiting Standby Phase.
3.
Main Phase 1.
Turn Player has priority with starting chains. Turn Player also has priority with effect monsters summoned from a previous turn that have Ignition Effects that can be activated in either Main Phase, as well as a summoned Effect Monster with a Triggered, or Ignition Effect.
Before leaving any Main Phase, both players must agree that it is over. Prior to that, same rules apply in regards to Quick-Play and Traps, as well as Normal Spells, or Continuous Effect (Spell Speed 2, Non-Quick-Play)
4.
Battle Phase.
At the beginning of the Battle Phase, Turn player has priority with the start of any chain in the Battle Step, prior to declaring an attack. After that, once the Attack is declared, the opponent may respond.
End of Damage Step - Battle Phase.
Priority is again established with the Turn Player. If priority is passed, the Opponent is free to initiate a chain with any legal Quick-Play or Traps.
End Step of Battle Phase.
Priority is again established with the Turn Player. Same as above.
5.
Main Phase 2.
Same as Main Phase 1, but only if Battle Phase was entered can you have a Main Phase 2.
6.
End Phase.
Turn Player has Priority to resolve HIS effects that are either resolving, or activating. If both players have effects that resolve in the End Phase of the same turn, Turn Player may decide which order they would resolve, ie,
Ectoplasmer vs
Manticore of Darkness.
Turn Player also regains priority of activating Quick-Play and Trap Cards when there are no effects that would otherwise resolve or activate first as mandatory effects.
So, that's how I see it. I could be wrong. But the opponent, or "non-turn player" may not simply disregard the Turn Players priority when entering a Phase, as well as starting a chain. Entering and Exiting a Phase is not an event unto itself. It's what the turn player decides to do, or chooses not do that allows for the opponent to respond or start a chain themselves.