Contents
- 1 Welcome to the World of Magic: The Gathering!
- 2 The Importance of Understanding Combat Phase in a Card Game
Welcome to the World of Magic: The Gathering!
My objective in Magic: The Gathering is to cast powerful spells and wage epic battles until my opponents are left with a big, fat zero in the life department.
When I play this game, it requires two players to take up their weapons and face off against each other.
Now, let’s talk about the tools we need. For starters, you and I each create our own special deck filled with magical cards. These cards will be our key allies as we dive deep into the battle.
Think of Magic: The Gathering like a strategic dance. It’s not just about brute force, my friend. We must use our wits, cunning, and masterful strategy to outmaneuver and outsmart our opponents.
Who is this game for, you ask? Well, it’s designed for those 13 and older who are ready to embark on this exhilarating journey.
Welcome to the Enchanting World of Magic: The Gathering!
Have you heard of Magic: The Gathering? It’s a game that’s as mysterious as it is exciting. In this game, you become a powerful wizard, known as a planeswalker, and you compete against others using a deck of cards filled with magical spells and creatures. It’s like having your own magical arsenal!
What makes this game even more interesting is that you can trade cards with your friends and other players. This means that you can create your own unique deck that suits your playstyle. Some cards are even collectible, making them extra special and valuable.
If you want to expand your card collection, you can also purchase booster packs. These packs contain extra cards that can be added to your deck. It’s a great way to discover new cards and strengthen your strategy.
Now that we’ve covered the basics, let’s dive deeper into this incredible game!
THE BASICS
Mana
Mana is the magic energy that connects all worlds together. There are five different colors of Mana, each representing a unique type of magic. You can choose to specialize in one color or learn to use all five. Each color of Mana allows you to cast different spells and perform different feats of magic. To determine which color of Mana a spell requires, look at the top right corner of the card, across from the name. There, you will find colored circles that represent the Mana cost. For example, a spell that requires one green and one red Mana will have a green and red circle in the corner.
White Mana
White magic comes from the plains and represents law, order, protection, and light. It is the magic of creating rules and following them. White mages value honor and strive to uphold the law to prevent chaos and disorder.
Blue Mana
I’m going to tell you about different types of magic that come from different places. The first one is called Blue magic, and it comes from the Islands. Blue magic is all about intelligence and manipulation. It’s the kind of magic that likes to mess with order, the environment, and the law, all for personal gain. People who use Blue magic really value knowledge above everything else.
Next, we have Black magic.
Black magic comes from the swamps. It’s all about power, death, and decay. People who use Black magic are really ambitious and will do anything to gain power, even if it means using others or doing bad things.
Now let’s talk about Red magic.
Red magic comes from the mountains. It’s all about strength and physical force. Instead of thinking things through, people who use Red magic prefer to solve their problems by using their muscles or causing chaos. It’s a very destructive type of magic.
Finally, we have Green magic.
Green magic is all about nature. It’s connected to forests and trees. People who use Green magic have a deep connection with the natural world and value harmony and balance. They like to grow things and protect the environment.
Hey there! Have you ever heard of green magic flowers from the forests? They’re pretty amazing. They tap into the power of nature to give planeswalkers, like you and me, the ability to bring life and growth to the world. It’s all about survival of the fittest out there in the wild – you’re either a predator, or you’re prey.
Types of Cards
Now, let’s talk about the different types of Magic cards. They come in all shapes and sizes, each with its own unique abilities. You can find what type a card is by looking at the type line below the photo on the card.
Sorcery
When it comes to sorcery cards, they represent magical chants or incantations. You can only use them during the main phase of your turn, and if there’s another spell on the stack, you’ll have to wait. Make sure you follow the instructions on the card to see what happens when you cast it. Once you’re done, it goes to your “graveyard” or discard pile.
Instant
Did you know that there’s a type of card in Magic called an Instant? It’s kind of like a sorcery, but you can use it whenever you want. You can even use it during your opponent’s turn or in response to another spell. And just like a sorcery, once you use an Instant, it goes to the graveyard.
Enchantment
An Enchantment is a type of magic that sticks around for a while. It’s like a permanent spell. When you cast an Enchantment, you can only do it when you could cast a sorcery or right after you cast a sorcery. Once it’s on the battlefield, you place it in front of you and close to your land. Enchantments can also be auras. These are special Enchantments that attach to other things and have an effect while they’re on the battlefield. If the thing they’re attached to leaves the battlefield, the aura goes to the graveyard of the player who owns it.
Artifact
Artifacts are magical relics from a different time. They are permanently present and work similarly to enchantments, only having an effect while on the battlefield. Artifacts can also include equipment. You can add these cards to creature cards, for a price, to make them more powerful. Even if the creature leaves, the equipment remains on the battlefield.
Creature
Creatures are permanent entities that can block and fight in unique ways compared to other permanents. Each creature possesses its own power and toughness. Power is demonstrated by the amount of damage a creature can deal during combat, while toughness represents the amount of damage needed to destroy it in one turn. These cards play a role in the combat phase.
When creatures enter the battlefield, they have what’s called summoning sickness. This means they can’t attack or use abilities with an arrow (found near the mana) until your turn begins and you control the battlefield. However, creatures can still block and use their other abilities, no matter how long they’ve been on the battlefield.
Artifact creatures are both artifacts and creatures. They are usually colorless, like artifacts, and can attack or block other artifact creatures. These cards can be affected by anything that affects either artifacts or creatures.
Planeswalker
As a planeswalker, I’ve got some invaluable allies who are always ready to join my fight. They’re called planeswalkers, and they’re pretty special. You can spot them by the loyalty counters in their lower right-hand corner. These counters represent their strength, and their abilities can add or remove these counters when activated.
Whenever you see a +1 symbol on a planeswalker, it means you need to add one loyalty counter to it. You can only activate one ability at a time, so choose wisely.
Just like me, planeswalkers can be attacked by creatures controlled by other players. But don’t worry, you can protect them by blocking these attacks. Your opponent might even try to damage your planeswalker with spells or abilities instead of hurting you directly. But be careful, any damage inflicted on a planeswalker will send it to the graveyard. Losing all its loyalty counters is definitely a game-ender for them.
Planeswalkers are complex beings in the game, but I hope this basic summary helps you understand them a little better. They’re a fascinating addition to our battles.
Now let’s move on to another important game element: land.
When it comes to playing Magic: The Gathering, one of the fundamentals is understanding how to play land. Land is a crucial resource in the game, and knowing how to utilize it effectively can greatly affect your chances of victory.
So, what exactly is land? Land is considered a permanent, but it’s not like casting a spell. Instead, you simply play land by placing it on the battlefield. This action is immediate and cannot be responded to by your opponents. However, there are some restrictions when it comes to playing land.
You can only play land during your main phase, when the stack is empty. And here’s an important rule: you can only play one land per turn. This limitation ensures a fair and balanced gameplay experience.
Now, let’s talk about the different types of land. The most common ones are called basic lands, which include plains, islands, swamps, mountains, and forests. These lands have a special mana ability that corresponds to their color. Basically, they generate mana, which is essential for casting spells and activating abilities.
On the other hand, there are nonbasic lands. These lands don’t have specific mana abilities and can often provide additional strategic options or unique effects. They can add depth to your gameplay, but it’s important to consider their potential drawbacks as well.
When it comes to the game zones, there are a few key areas you should know about. First, we have the hands. Whenever you draw a card, it goes straight to your hand. This is a private zone, meaning only you can see and access the cards in your hand. At the beginning of the game, each player starts with seven cards in hand, which is also the maximum hand size.
Another important game zone is the battlefield. This is where all the action happens. Creatures, artifacts, enchantments, and planeswalkers are all placed on the battlefield. It’s like a virtual battlefield where your cards come to life and interact with each other.
Understanding how land works and the different game zones is crucial for success in Magic: The Gathering. By following these rules and using your land strategically, you’ll be well on your way to becoming a formidable Magic player.
When the game starts, the battlefield is empty. This is where all the action happens. Every turn, you have the option to play a land card from your hand. Other types of cards can also enter the battlefield. The permanents, which are cards that stay on the battlefield, can be arranged in any way you like. However, the official rules suggest keeping the land cards closer to you, but still visible to your opponents so they can tell if it’s tapped. This area is shared by all players.
The Graveyard
I have my own discard pile, it’s called the graveyard. Instant cards and sorcery cards join my graveyard once they’ve been resolved. Other cards can also end up here if they’re destroyed, sacrificed, or countered. For example, planeswalkers join the graveyard when they lose all their loyalty counters. Creatures go to the graveyard if their toughness drops to 0 or below. And whenever a card is in the graveyard, it must stay face-up.
Now, Let’s Talk About the Stack
The stack is where spells and abilities hang out, waiting to resolve. It’s like a waiting room for magic. Both players take turns casting spells and activating abilities until they’ve had enough. Once everything on the stack has resolved, you can start casting more spells and activating new abilities. The stack is a shared zone between the players, where they can interact and respond to each other’s moves.
Exile
Did you know that some spells and abilities can cast a card into the realm of the unknown called ‘exile’? When a card is exiled, it is separated from the rest of the game and placed face-up in this mystical zone that both players share. It remains there for the remainder of the game, and everyone can see it.
Library
Your personal deck of cards is like your library or draw pile. Just like books waiting to be discovered, your cards are neatly stacked face-down near the graveyard, patiently waiting for their chance to shine.
ACTIONS
Making Mana
Imagine mana as a magical currency that you need to perform any action in the game. It’s like the lifeblood of your spells and abilities. Mana can come in five different colors or it can be colorless. When a specific mana is required, you’ll see a colored symbol in the top right corner of the card. But if you see a gray circle with a number, any kind of mana will suffice as long as it adds up to the right number.
Did you know that nearly every land in the game has the ability to produce mana? It’s true! You can find the corresponding mana symbol on basic lands, right underneath the picture on the card. And here’s the cool part – you can tap these lands to add a single mana to your mana pool. Think of your mana pool as a storage place for all the mana you haven’t used yet.
But wait, there’s more! It’s not just basic lands that can generate mana. There are other types of cards that can also do the trick. These cards give you even more options for building up your mana reserves.
Now, here’s the catch – mana is perishable. That means it doesn’t stick around forever. At the end of a step or a phase, any mana that’s still stored in your pool disappears. So, be sure to use it or lose it!
Tapping
To tap a card, just turn it on its side. You tap a card to generate mana, attack with a creature, or activate an ability with the arrow symbol. Once a card is tapped, it’s considered used for that turn and can’t be tapped again until it is untapped, or returned to its vertical position.
Untap your cards at the beginning of each turn so they can be used again.
Spells can be cast using any card except for land cards. You can cast any type of card during your main phases, as long as the stack is empty. However, instant cards can be cast at any time.
To cast a spell, simply play the card and follow its instructions.
If you want to cast a spell, you’ll need to show your opponent the card you want to cast from your hand. Place the card on the stack. When the spell is a sorcery or an instant, it will immediately give you a choice to make. You must choose one option, and you may also have to pick a target. Auras also have targets that they enchant. If the spell has a cost of “X,” it’s up to you to decide what value X represents.
If you can’t meet the targeting requirements, you won’t be able to cast the spell or activate the ability. Once you’ve chosen a target, you can’t change your mind. If the target is illegal, the spell or ability won’t have any effect on it.
Responding to Spells
So, here’s the deal: when a spell doesn’t immediately take effect or get resolved, it hangs out in the stack. And get this, both you and the other player, including the one who cast the spell, have a chance to throw in an instant spell or activate an ability in response. If that happens, their move goes on top of the original spell. But hey, if neither of you does anything, the spell just does its thing and gets resolved.
What happens when a spell gets resolved?
Well, it can go down a couple of ways. If it’s an instant or a sorcery, it unleashes its effect and then heads over to the graveyard. But if it’s any other type, you just put it in front of you. And guess what? That card is now on the battlefield, like a permanent fixture. See, these cards are called permanents because they just hang around unless someone takes a swipe at ’em. And here’s the kicker: permanents have these special abilities written on them that totally impact the game.
When a spell or ability is resolved, both players have the opportunity to play something new. If neither player plays anything new, the next card in the stack will automatically resolve. If the stack is empty, the game moves on to the next phase. This process is repeated if something new is played.
Abilities
Static
Static abilities are the card’s inherent properties that remain true while it’s on the battlefield. These abilities are automatically activated and do what is printed on the card.
Triggered
When playing a game, there are certain abilities that occur when something specific happens. These are known as triggered abilities and are found in the text box of a card. You don’t need to manually activate these abilities, as they happen automatically. They start with words like “when,” “at,” or “whenever.” When the trigger condition is met, the ability goes on the stack just like a spell and resolves in the same way. You can’t ignore or delay triggered abilities unless there are no legal targets for the ability.
Another type of ability is the activated ability. These abilities require you to pay a cost in order to use them. You need to activate the ability by following the instructions on the card and paying any necessary costs. Activated abilities can be identified by the presence of a colon in their text. They can be used at any time when you have priority, as long as you can pay the cost associated with the ability.
You have the power! Whenever you want, you can activate abilities by paying their cost. Just look for the cost, represented by a color and followed by a colon (:), and then enjoy the effect. Activating an ability is similar to casting an instant spell, but without putting any card on the stack. However, if the permanent card that generated the ability leaves the battlefield, the ability will still resolve. Some abilities require tapping the card, which is shown by a gray circle with an arrow pointing to the right. If the permanent is already tapped, you can’t activate its ability.
Attack & Defend
The best way to win the game is by commanding your creatures to attack. As long as a creature isn’t blocked by another creature, it deals damage to your opponent equal to its power. Surprisingly, it only takes a few successful hits to reduce your opponent’s life total to 0.
Combat
In the middle of each turn, there’s a combat phase. This is when you get to decide which creatures of yours will attack. They can go directly after your opponent or their planeswalkers, but you can’t attack their creatures. Remember, only untapped creatures that were already on the battlefield can attack. Once you choose which creatures will attack, all of the attacks happen at the same time, even if they have different targets.
Blocking
Now it’s your opponent’s turn to figure out which of their creatures will block your attacks. Just like with attacking, tapped creatures can’t block. Each creature can only block one attacker. The attacker gets to decide the order of the blockers, determining who will take the damage. However, creatures are not required to block if the player decides not to.
Once you choose blockers, they will take the damage for you. When creatures attack or block, the amount of damage they deal is based on their power.
- If a creature is unblocked and attacking, it deals damage directly to the player or planeswalker it’s attacking.
- If a creature is blocked, it deals damage to the blocking creature. If there are multiple creatures blocking, the damage is divided between them. The first blocking creature must be destroyed, and then the damage moves on to the next one, and so on.
- The blocking creature also deals damage to the attacking creature.
The damage your opponent receives results in them losing life. If their planeswalkers are affected, they will lose an equal amount of loyalty counters.
When creatures take damage equal to or greater than their toughness in a single turn, they are destroyed and placed in the graveyard. However, if they sustain damage but not enough to be considered lethal, they can stay on the battlefield. Any damage they have will wear off at the end of the turn.
Now, let me tell you about the Golden Rule. If there’s ever a Magic card that contradicts something in the rulebook or what I’ve just mentioned, the card is the one that takes precedence. The game has cards that can break almost every rule there is. So, keep that in mind!
Let’s talk about gameplay. First, you’ll need your very own Magic deck. A good deck consists of 60 cards, with about 24 land cards, 20-30 creature cards, and the rest filled with other cards.
When you’re ready to start a game, here’s what you need to do…
Alright, let’s get started. You and your opponent both start with 20 life and the goal is to bring their life down to zero. You can achieve this by making them run out of cards to draw or by using special abilities or spells to declare yourself the winner. The loser of the previous game starts the next one, but if this is your first game, anyone can begin. At the start of the game, each player shuffles their own deck and draws a hand of 7 cards.
If you don’t like your initial hand, you have the option to mulligan. This means you shuffle your hand back into your deck and draw six new cards. You can keep doing this, drawing one less card each time, until you’re happy with your hand.
Now let’s talk about the different parts of a turn:
When I play the game, here’s the order of events that happens each turn. First, abilities that need to happen are put into motion. Then, it’s up to me, the active player, to cast spells and use special abilities. After that, it’s my opponent’s turn to do the same.
Beginning Phase
- I need to untap any of my cards that are currently tapped.
- If there are any specific instructions on the cards, I need to follow them during this phase.
- I get to draw one card from my library. While doing so, I can also play instant cards and use abilities.
Main Phase #1
- Now it’s time for me to cast sorcery spells, use instant cards, or activate various abilities. I can also play a land to create mana, but I can only do this once per turn. My opponent can also cast instant cards or use abilities.
The Importance of Understanding Combat Phase in a Card Game
Hey there! Have you ever played a card game before? If so, you know how important it is to understand the different phases of the game. One of these phases is called the Combat Phase, and it’s a crucial part of any card game. Let me break it down for you.
Combat Phase
- Start by casting instants and activating abilities. This is your chance to make strategic moves and set the stage for the upcoming battle.
- Declare Attacks by deciding which untapped creature will attack what. Once you’ve made your decision, tap the creatures to initiate the attack. Don’t forget, during this time, you can cast instants and activate abilities to give yourself an advantage.
- Declare Blocks – now it’s your opponent’s turn to choose which untapped creatures will be used to block your attacks. They’re trying to defend themselves, so choose your targets wisely.
- Combat Damage – the moment of truth. The amount of damage each creature deals is determined by the guidelines for “Attacks & Blocks”. This is where strategic play really comes into play.
- End Combat– after all the damage has been assigned, you have another opportunity to cast instants and activate abilities. You want to make sure you’re in the best possible position before the phase ends.
Main Phase #2
- This phase is just like the first main phase, so you don’t have to worry about learning anything new. If you didn’t play a land in the first main phase, you can do so now.
End Phase
- End Step: Abilities that trigger at the beginning of the end step are placed on the stack. You can cast instant spells and activate abilities during this step.
- Cleanup: If you have 7 or more cards in your hand, you must discard until you have only 7 cards remaining. Any damage on creatures is removed. During this step, you cannot cast instant spells or activate abilities, but triggered abilities are still allowed.
Next Turn
After you finish your turn, it’s your opponent’s turn to follow the same sequence. Turns continue to alternate until one player reaches 0 life, at which point the game ends and a winner is determined.
After you finish your turn, it’s your opponent’s turn to follow the same sequence. Turns continue to alternate until one player reaches 0 life, at which point the game ends and a winner is determined.