I think clear and concise rulings on what an "Event" is and the interplay with Enchantments in the Ready Stage Phases are clarified.
If so, then give us these clear and concise rulings. Right now, event basically means "anything."
"The player with the initiative acts first during the Action Stage, and goes first whenever you must determine the order of
anything."
"You always choose the order in which
everything that affects your creatures and objects occurs during this phase. In the rare case that a timing issue occurs, the player with the initiative decides the order."
"Enchantments cannot affect
anything that occurred before it was revealed. For example, you cannot reveal a Rhino Hide enchantment after the enchanted creature takes damage from an attack, to reduce the amount of damage it received."
"You cannot interrupt
anything to reveal an enchantment. Example: You cannot reveal an enchantment on a creature in the middle of rolling dice during an attack. You would have to wait until that step or action has finished."
Defining a term as "anything" is not at all clear or concise. It is very open to interpretation and will result in different interpretations for different people. We can't have everyone essentially playing a different version of the game based upon their own interpretations, and I would hope that by now you realize that what seems clear and intuitive to you isn't necessarily the same for other people.
I'm suspicious that there are common interactions that require the event language, but I can't actually think of any at the moment, so that may be pure blind prejudice on my part.
I think this may be the most important part of this discussion. There is absolutely no need for the event language. Not only is it not currently defined, but it's not used in any examples or needed to play the game. The game works fine without it, so why complicate matters? Everything can be defined in terms of phases, steps, and actions, with just a few notable exceptions:
1. Enchantment reveals. These occur between phases and steps. When both players want to resolve at the same time, initiative goes first.
2. "Before/after" effects. These also occur between phases and steps. This means they can also cause timing issues, which again results in initiative going first.
3. Activations. This is essentially just a "step" that one must take when taking a Creature Action Phase, but isn't described in such terms. Enchantment reveals are allowed after Activations as well as after Phases and Steps.
You currently cant reveal an Enchantment during a before/after effect for two reasons. First, it doesn't provide an opportunity because it lacks
phases, steps, or activations. If it does involve steps, such as with an attack, then Enchantments
could be revealed. Second, the rules specifically state that you can't interrupt something in progress with an enchantment reveal unless it gives said opportunity. This is a rare place in the rules where the word event could be used, because a general interpretation of "anything that happens is an event" can be used when we're basically saying Enchantments can't ever be revealed except for the very specific times mentioned elsewhere. This is the opposite of sIKE's suggestion, which would allow Enchantments to always be revealed without any restrictions unless we provide a much more specific definition of event.
If we wanted to allow Enchantments to be revealed during Upkeep, it could work similar to resolving them in conjunction with "before/after" effects. The entire phase would essentially be a big timing issue with each player wanting to resolve a host of effects at the same time and Initiative getting to resolve theirs first. Unfortunately, this timing issue would be much more difficult to resolve, because it includes mandatory effects that must be resolved before the Phase can end. This means that we can't just pass priority, starting with Initiative, until both players pass, because they may refuse to resolve an effect before their opponent resolves an effect, resulting in a stale mate. We would need brand new rules to prevent such a stale mate.
The easiest solution is to just not allow players the chance to respond to things during Upkeep. I decide my effects, you decide yours, and if there is an issue Initiative decides how it works is subtly different from the Initiative goes first model of other timing issues, like with Enchantment reveals. It requires you to lay all of your cards on the table, so to speak, which is anathema to Enchantments.
So,again I ask "
why complicate matters?" Why should we bother defining "event," so that it isn't open to interpretation, and go through the trouble of coming up with rules to allow enchantment reveals to go smoothly during Upkeep when the game works perfectly fine without these things?