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Some cards have special abilities that are printed here in the area above the dividing line , and abilities sometimes have reminder text in parentheses to help explain what they do.
Flavor text may also appear in the text box, usually below a divider bar. Abilities of creatures and other permanents on the battlefield usually fall into one of three categories: static abilities, triggered abilities, and activated abilities.
Triggered Abilities A triggered ability is an ability that is triggered by a specific event occurring in the game.
For example, Tattered Mummy is a creature with the triggered ability "When Tattered Mummy dies, each opponent loses 2 life.
Activated Abilities An activated ability is an ability that you can activate whenever you want like casting an instant , as long as you can pay the cost.
Each activated ability is formatted in the same way: "Cost: Effect. Every creature card has a box in the lower right corner that shows its power and toughness.
Its toughness the second number is the amount of damage that must be dealt to it in a single turn to destroy it.
This symbol tells you which Magic set the card is from. That gameboard is divided into several different game zones.
The previous page shows what a two-player game might look like after a few turns. Your library is your draw pile, which remains face down throughout the game.
You lose the game if you are forced to draw a card but cannot because your library is out of cards.
You start the game by drawing a hand of seven cards. If you have more than seven cards in your hand as your turn ends, you must discard down to seven.
You and your opponents share the battlefield. Cards that go onto the battlefield including lands, creatures, artifacts, and enchantments are called permanents.
Instants and sorceries are never on the battlefield. You can arrange your permanents however you want we recommend putting your lands closest to you , but your opponent must be able to see all of them.
Your graveyard is your discard pile: creatures that die, artifacts and enchantments that are destroyed, and cards you discard from your hand go here.
The cards in your graveyard should always be face up, and anyone can look at them at any time. Each player has their own graveyard.
If a spell or ability exiles a card, that card is set apart from the rest of the game. Cards in exile are normally face up. To tap a card is to turn it sideways to show that it has been used for the turn.
You do this when you use a land to make mana, when you attack with a creature, or when you activate an ability that has the symbol as part of its cost means "tap this permanent".
As your turn begins, untap your tapped cards so you can use them again. To cast a spell, you must pay its mana cost located in the upper right corner of the card by tapping lands or other permanents to make the amount and Game Actions type of mana which that spell requires.
For example, if you were casting Serra Angel, which costs , you could tap three basic lands of any type to pay plus two Plains to pay.
Once a spell has been cast, one of two things happens. If the spell is an instant or a sorcery, you follow the instructions on the card, and then you put the card into your graveyard.
If the spell is a creature, artifact, or enchantment, you put the card on the table in front of you.
The card is now on the battlefield. Cards on the battlefield are called permanents to differentiate them from instants and sorceries, which are never on the battlefield.
The most common way to win the game is to attack with your creatures. The middle phase of each turn is the combat phase. In your combat phase, you choose which of your creatures will attack, and you choose which opponents they will attack.
Tap your creatures to show that they are attacking. Your opponents then choose which of their creatures will block, if any. Once all blockers have been chosen, each creature—both attackers and blockers—simultaneously deals damage equal to its power the number on the left side of the slash in the lower right corner of the card.
If one of your attacking creatures is blocked by multiple creatures, you decide how to divide its combat damage among them.
You must assign at least enough damage to the first blocking creature to destroy it before you can assign damage to the second one, and so on.
In this example, Dwarven Priest is attacking, and you have two creatures that can block. When you block one attacker with two or more creatures, your opponent must choose the order in which your blockers will take damage.
Remember, the attacking player always chooses the order in which blocking creatures receive damage. Reclamation Sage and Giant Spider will deal a total of 4 damage to Dwarven Priest, which is enough to destroy it.
Once blockers have been ordered, damage is dealt. Dwarven Priest deals 1 damage to Reclamation Sage, destroying it, then deals its remaining 1 damage to Giant Spider.
One of the most fun and interesting aspects of the Magic game is the tremendous number of unique cards you can play with, which in turn provide an incredibly wide range of things that could happen in any given game.
This section is a reference for when you need to know more details about the rules of Magic. Some spells and abilities use the word "target" to describe something that the spell or ability will affect.
You must choose all targets for a spell when you cast it, and for an ability when it triggers or when you activate it.
If a spell "deals damage to any target," you can choose any creature or player or planeswalker, if a player has one as a target for that spell.
It's denoted by the little right arrow sign. In order to tap, you turn the card sideways. Tapping a card means that you cannot use certain abilities for one turn.
If, for example, you tap a card in order to use its ability, it stays tapped until the beginning of your next turn.
You can't use its tapping ability again until it is untapped. In order to attack, you need to tap your creature. A creature expends its energy going into battle, causing it to be tapped.
You do this unless the card specifically says you should not tap it. Some cards do not tap when they attack.
You cannot block with a creature that is tapped. When a creature is tapped, it is ineligible to block.
Know what power and defense stand for. Creatures have one number for power and another number for defense.
The following creature, Phyrexian Broodlings, has a power of 2 and a defense of 2. Power is the number of points a creature can deal in combat.
If a creature has a power of 5, it deals 5 damage to any creature who chooses to block it in combat.
If that creature goes unblocked in combat, it deals 5 damage directly to the opponent, who subtracts that number from his or her total life.
Defense is the number of points a creature can withstand in combat before it dies and is sent to the graveyard.
A creature with a defense of 4 can withstand 3 points of damage in combat without dying. Once it is dealt 4 points of damage, it goes into that player's graveyard at the end of combat.
Understand how damage is assigned in combat. When a player chooses to attack another player in combat, attackers and blockers are declared.
Attacking creatures are declared first. Let's say that Anathemancer is attacking and Magus of the Moat is blocking.
Anathemancer has a power of 2 and a defense of 2. Magus of the Moat has a power of 0 and a defense of 3. What happens when they square up for battle?
The Anathemancer deals 2 damage to the Magus, while the Magus deals 0 damage to the Anathemancer. The 2 damage that the Anathemancer deals to the Magus isn't enough to kill it.
The Magus can withstand 3 damage before it gets put in the graveyard. On the flip side, the 0 damage the Magus deals to the Anathemancer isn't enough to kill it.
The Anathemancer can withstand 2 before it gets put in the graveyard. Both creatures survive. Understand how to activate certain abilities that creatures, enchantments, and artifacts have.
Much of the time, creatures come with abilities that players get to activate. Using these abilities is much like summoning the creature, in that you need to pay a "cost," in mana, to use them.
Look at the following example. That's the mana cost it takes in order to activate this ability. In order to activate this ability, tap one basic land of any color that's for the 1 colorless mana , as well as one Plains that's for the one white mana.
Now tap the card itself, Ictian Crier — that's for the "tap" sign after the mana requirements. Finally, discard a card from your hand — any one will do, but you probably want to discard your least valuable card.
Part 4 of Understand the different phases of a turn. Each player's turn has five phases, or steps. Understanding what these five phases are and how they work is an essential part of understanding gameplay.
In order, the five phases are:. Beginning phase. The beginning phase has three different steps: Untap step: the player untaps all his cards unless that card stays tapped during Untap.
Upkeep step: not usually used, but sometimes a player has to pay mana — i. Draw step: the player draws one card. First main phase.
During this phase, a player may put down one land from his or her hand. Also during this phase, a player may choose to play a card from his or her hand by tapping lands to produce mana.
Combat phase. This phase is split into five steps. Declare attack: this is where the player first declares attack.
The defender may play spells after the attack has been declared. Declare attackers: after attack has been declared, the attacking player chooses which creatures he wishes to attack with.
Attacking player cannot choose which defending creatures he wishes to attack. Multiple blockers can be assigned to a single attacker.
Assign damage: creatures deal damage to one another during this step. Attacking creatures with equal or higher power compared the blocking creature's defense destroy that blocking creature.
Blocking creatures with equal or higher power compared the attacking creature's defense destroy that attacking creature.
It is possible for both creatures to destroy each other. End of combat: nothing much happens during this phase; both players are given the opportunity to cast instants.
Second main phase. After combat, there is a second main phase, identical to the first, in which the player can cast spells and summon creatures.
Ending phase, or cleanup. During this phase, any abilities or spells that "trigger" take place. This is a player's last chance to cast instants.
Part 5 of Understand what "flying" is. Creatures with flying cannot be blocked by creatures without flying. In other words, if a creature has flying, it can only be blocked by another creature with flying or a creature that can explicitly block creatures with flying, such as a creature with reach.
Creatures with flying, however, can block creatures without flying. Understand what "first strike" is. First strike is a concept in attacking.
When one creature is attacking and a player chooses to defend that attack with a blocker, you measure their strengths and toughness against one another.
The strength of one is measured against the toughness of the other, and vice versa. Usually, damage is assigned at the same time; if the attacking creature's strength overpowers the defending creature's toughness, and the defending creature's strength overpowers the attacking creature's toughness, both creatures die.
If neither creature's strength is higher than the opponent's toughness, both creatures stay alive. If, however, one creature has first strike, that creature is given a "first chance shot" at knocking the other creature out with impunity: if the creature with first strike can kill the defending creature, the defending creature dies immediately, even if the defending creature would otherwise kill the attacking creature.
The attacking creature stays alive. For example. Understand what "vigilance" is. Vigilance is the ability to attack without tapping.
If a creature has vigilance, it can attack without tapping. Normally, attacking means that you need to tap your creature. Vigilance means that a creature can attack and block in successive turns.
Normally, if a creature attacks, it cannot block the next turn. With vigilance, a creature can attack and then block the next turn because it isn't tapped.
Know what "haste" is. Haste is the ability to tap and attack the very same turn a creature gets into play.
Normally, creatures must wait a turn to tap and attack; this is called "summoning sickness. Understand what "trample" is.
Trample is an ability creatures have to deal damage to opponents even if that creature is being blocked by an opponent's creature.
Normally, if a creature is blocked, the attacking creature only deals damage to that blocking creature. With trample, the difference between the trampling creature's strength and the blocking creature's toughness is dealt to the opponent.
For example, let's say that Kavu Mauler is attacking and Bonethorn Valesk decides to block it. The Mauler deals 4 damage to the Valesk, while the Valesk deals 4 damage back to the Mauler.
Both creatures die, but the Mauler manages to sneak in 2 damage to the opponent. Because the Valesk's toughness is only 2, and the Mauler has trample, which means 2 of its 4 damage gets dealt to the Valesk, and 2 gets dealt to the opponent.
Understand what "deathtouch" is. A creature dealt damage by a creature with deathtouch dies, no matter how much damage that is.
The Rats will also die. Understand "double strike". Double strike is like first strike, in that the creature with double strike deals damage first.
Then it attacks again Then, the turn proceeds as usual, where the second strike's attack damage is resolved at the same time as the defender's damage as in normal combat.
Not always. Many cards, such as artifacts and creatures, can tap for mana just as a land can. In addition, some cards may give you mana for the short time of one use.
Not Helpful 5 Helpful After a creature battles but survives, does the life of the creature reset on the next turn?
Yes, the life of the surviving creature heals at the end of the turn. So if your blocking creature survives an attack from your opponent, it will be at full health when you attack your opponent during your turn.
Not Helpful 9 Helpful Each basic land card produces one mana of its color every time that land is tapped. Then there are non-basic lands that will give you specific numbers, such as mizzium blast furnace which gives you two red each time you tap it.
A common way is to simply play a three-way game, where each person takes turns to target and attack whomever they want.
Another common is where two people team up against one person. It is a great way to introduce new and inexperienced players into the game, and help them learn how to play.
Not Helpful 14 Helpful When a creature is "defeated," and it goes to the graveyard, does the manna go with it or does it just stay on the table?
The manna is never attached to a creature unless specified even when you summon it. So no, it would not, and it stays on the table.
Not Helpful 11 Helpful Many cards have a symbol located in the middle right hand side of the card, almost always below the picture of the card.
Rarity of the card in the newer series is identified by black for common silver for uncommon and gold for rare. Then you also get red for mythic there are a few cards that will have different colors but these are very few.
The beginning series were not rated by a color index and will always be black in color rather there common uncommon or rare.
Not Helpful 12 Helpful Face-down are creatures known as creatures that are "morphed. There should be a specific cost to turn the card face-up to its original form, and there may be a effect after doing so.
Not Helpful 6 Helpful Renown is a keyword that some creatures have. Enshrouding Mist is ideally used with creatures that have renown.
Not Helpful 10 Helpful If the creature that is attacking has vigilance, attacking doesn't cause it to tap. Otherwise, the creature would become tapped as you declare that it is attacking, not after combat.
Not Helpful 15 Helpful Counters have many uses. Exiling a card basically means it's removed from play that game. Very few cards can bring back things from exile, while many black decks can get things back from the graveyard easily.
Not Helpful 4 Helpful Include your email address to get a message when this question is answered. By using this service, some information may be shared with YouTube.
Try to have as many cards of the same mana as you can, to allow faster access to spells and creatures.
Helpful 2 Not Helpful 0. It takes practice, if you don't understand it or get it the first time, keep working at it. The game becomes super fun when you know what to do.
Helpful 1 Not Helpful 0. If you do not like your hand, you may shuffle it back into your library called a mulligan , and draw a new hand with one fewer card than before.
Be wary, as you're going to lose some card advantage every time you choose to mulligan. If you must use a standard binder don't to store your cards, use a D-ring binder.
Common ring binders can permanently mark cards and decrease their value. Instead of using a conventional binder or D-ring binder, use a "Sideloading Pro-binder" to store your cards at least for your rare cards.
Helpful 0 Not Helpful 0. Submit a Tip All tip submissions are carefully reviewed before being published. Related wikiHows.
Recipe Ratings and Stories x. Co-authors: Updated: June 28, Article Summary X Magic the Gathering is a 2-player trading card game where players use the cards in their deck to battle with their opponent.
Italiano: Giocare a Magic The Gathering. Deutsch: Magic the Gathering spielen. Nederlands: Magic: The Gathering spelen.
Thanks to all authors for creating a page that has been read , times. Reader Success Stories. JA Jimmy Adams Oct 8, So to fix this problem, I got the Spellslinger starter deck and searched up how to play.
This was the first to pop up! It's a great tutorial. NC Nathan C. Jul 7, Reading this is actually really helpful and very concise and easy to follow.
Good work with the pictures too, absolutely loved this. Well done. Looking forward to trying this now.
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