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Magic: The Gathering

The original trading card game, and still the deepest. Build a deck of 60 cards, summon creatures, cast spells, and reduce your opponent to zero life. Easy to start. Impossible to master. 30 years in and still growing.

πŸ‘₯2+ players⏱️20-60 minπŸŽ‚Ages 13+

1 What Is Magic: The Gathering?

Magic: The Gathering (MTG) was invented by mathematician Richard Garfield and published by Wizards of the Coast in 1993. It was the first trading card game ever made, and it's still the most complex and widely played. Over 40 million players worldwide. Billions of cards printed. Tournaments with $100,000+ prize pools.

Each player builds a deck of at least 60 cards from their collection. Decks can contain creatures, spells, and lands in any combination - as long as you follow the format's rules. No two decks are identical, which means no two games are quite the same.

The depth here is staggering. There are over 27,000 unique cards. A single decision about when to attack, which spell to counter, or which card to put in your deck can change everything. But the basic gameplay is genuinely learnable in one session.

TCG vs. CCG?

MTG is both a Trading Card Game (TCG) and a Collectible Card Game (CCG). You can buy starter products with pre-built decks, or buy booster packs and try to collect specific powerful cards. Many players do both.

2 Card Types

Every card in MTG has a type. Here are the main ones:

🌿 Land

Your mana source. Play one per turn. Tap (turn sideways) to produce mana to cast spells. The most fundamental card type.

πŸ‰ Creature

Your fighters. Attack your opponent or block their attacks. Each has Power (attack) / Toughness (defense). When toughness hits 0, it dies.

⚑ Instant

Can be cast ANY time - even on your opponent's turn or in response to their spell. The most strategic card type. Counterspells, removal, tricks.

πŸ”₯ Sorcery

Like an Instant, but can only be cast on your own turn, when nothing else is happening. Usually more powerful than instants.

✨ Enchantment

Stays on the battlefield and provides ongoing effects. Some attach to creatures (Auras), others have global effects.

βš™οΈ Artifact

Colorless permanents with various effects. Equipment attaches to creatures to boost them. Other artifacts have activated abilities.

🌟 Planeswalker

Powerful allies with loyalty counters. Use abilities to add or remove counters. Opponents can attack them directly. Game-defining cards.

3 The Five Colors

MTG has five colors of mana. Each has a distinct philosophy and playstyle. Your deck is defined by which colors you play.

β˜€οΈ
White - Order, protection, and community. Small efficient creatures, removal spells, life gain, and the ability to work as a team. Wins through superior numbers and rule-setting.
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Blue - Knowledge, control, and manipulation. Counterspells, card draw, and the ability to change what's already happened. Wins by having the answer to everything.
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Black - Power, ambition, and death. Powerful creatures with downsides, spells that make opponents discard cards, destroy anything. Wins by paying any price for strength.
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Red - Chaos, speed, and aggression. Cheap fast creatures, direct damage spells (Lightning Bolt!), and the goal of ending the game before the opponent stabilizes. Wins fast or not at all.
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Green - Nature, growth, and overwhelming force. Big creatures, mana acceleration (play lands faster), and the philosophy that size beats everything. Wins by outgrowing the opponent.

Most decks use 2 colors, some use 3. Pure one-color decks exist but are less common. Your mana base (lands) must support whatever colors you play.

4 How a Turn Works

Each turn has 5 phases, in order:

  1. Beginning Phase
    • Untap: Untap all your tapped permanents (lands, creatures, etc.).
    • Upkeep: Some cards trigger "at the beginning of your upkeep." Resolve those.
    • Draw: Draw 1 card from the top of your deck. (First player doesn't draw on turn 1.)
  2. First Main Phase - Cast spells and play a land. Most of your deck-building decisions show up here. You can play exactly one land per turn.
  3. Combat Phase
    • Declare attackers: Tap any of your creatures to attack your opponent (or their planeswalkers).
    • Opponent declares blockers: They choose which of their creatures block yours.
    • Damage: Each creature deals its power in damage. Creatures with damage equal to their toughness are destroyed.
    • Unblocked attackers deal damage to your opponent's life total.
  4. Second Main Phase - Cast more spells (good for sorceries you didn't want to cast before attacking).
  5. End Phase - Discard down to 7 cards if you have more. Damage clears from creatures. "Until end of turn" effects end.
The Stack

When you cast a spell, it goes on "the stack." Your opponent has a chance to respond. Then you can respond to their response. When no one wants to add anything, spells on the stack resolve last-in-first-out. This is where most of the strategic depth lives.

5 Combat

Combat is where games are won and lost. Key rules:

  • Summoning Sickness: Creatures can't attack the turn they enter the battlefield (unless they have Haste).
  • Blocking: You can block with any untapped creature. Blocking doesn't tap the blocker. A creature can only block one attacker (usually). Multiple creatures can block one attacker.
  • Trample: If a trampling attacker's power exceeds the blocker's toughness, the excess damage hits the opponent.
  • First Strike: Deals combat damage before normal creatures. If the blocker would die, it never gets to deal its damage back.
  • Flying: Can only be blocked by creatures with Flying or Reach. Great evasion ability.
  • Deathtouch: Any amount of damage from this creature destroys the creature it damages.
  • Lifelink: Damage this creature deals also gains you that much life.

6 How to Win

There are three ways to win a standard game of MTG:

  1. Reduce opponent to 0 life: The most common win condition. Both players start at 20 life. Attack enough times and deal enough damage.
  2. Opponent draws from an empty library: If a player needs to draw a card and their deck is empty, they lose. Some decks are specifically built to cause this (mill decks).
  3. Special card effects: Some cards say "you win the game" when a condition is met (e.g., having 10 poison counters kills an opponent; some cards have unique win conditions).

7 Formats

MTG has many ways to play, called formats. Each has different deck-building rules:

πŸ‘‘ Commander (EDH) - The most popular format for casual play. 100-card singleton deck (only 1 of each non-basic land card). Led by a legendary creature "Commander" that defines your deck's identity and colors. 4-player free-for-all. Cards from all of MTG history are legal (mostly). Best format to start with for social play.
πŸ“‹ Standard - Competitive 60-card format. Only cards from the most recent sets are legal (rotates out as new sets release). The format for competitive players chasing the tournament meta.
🎴 Draft - Each player opens booster packs, picks one card at a time, passes the rest. Build a 40-card deck from what you drafted. Great for when you want to play without a big collection.
πŸ›οΈ Modern / Legacy / Vintage - Older formats with access to more of MTG's history. More powerful, more expensive, more complex. For experienced players.

8 What to Buy First

1️⃣
MTG Starter Kit - ~$15

Two ready-to-play 60-card decks, one for each player. The fastest way to start playing today. Both decks are beginner-friendly with simple mechanics. Play a few games, then decide if you want to go deeper.

2️⃣
Commander Precon Deck - ~$45

If you want to play with friends in a group (the most common MTG social experience), Commander precon decks are the answer. 100-card decks, ready to play out of the box. Wizards releases new ones with every major set. Buy one each, play a 4-player game, and you're off.

3️⃣
Booster Packs - ~$4-8 each

15 random cards per pack. Fun to open, but don't build your deck from packs alone - it's inefficient. Better for experienced players who know exactly what they're hunting for, or for Draft format play.

4️⃣
Card Sleeves + Deck Box - ~$10-15 total

Once you have cards you care about, protect them. Sleeves prevent wear and shuffling damage. A deck box keeps everything together. Essential once you've built a deck you want to play long-term.

πŸ’‘ Pro Tip: Start with Commander

For most people starting MTG in 2026, Commander is the best format. Games are social and free-for-all (not hyper-competitive). Precon decks cost ~$45 and are immediately playable. The format rewards interesting card choices, not just buying the most expensive meta cards. Start here.

🎲 House Rules

Play Magic: The Gathering your way?

Save your house rules and share a link or QR code β€” friends can pull them up at the table.

Create house rules β†’