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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+
Magic: The Gathering board game

Via Wikipedia (CC)

1 What Is Magic: The Gathering?

Magic: The Gathering (MTG) is a collectible card game designed by Richard Garfield and published by Wizards of the Coast in 1993: making it the world's first trading card game. In Magic, players take the role of wizards called Planeswalkers, each wielding a personally constructed deck of spells, creatures, and artifacts. The goal is to reduce your opponent's life total from 20 to 0 before they do the same to you.

What sets Magic apart from most games is its combination of strategic depth and customization. With over 25,000 unique cards printed across 30+ years, no two decks play exactly alike. You can win through creature combat, dealing direct damage, taking control of opponents' permanents, or engineering an elaborate combo finish: often all in the same game.

Magic is played competitively at a world-championship level and casually around kitchen tables. It is equally at home as a 1v1 duel or a 4-player Commander game lasting three hours.

2 Card Anatomy

Every Magic card follows a standard layout:

Card Zone What It Contains
Name lineThe card's name (top left) + mana cost (top right)
Type lineSupertype, card type, and subtype (e.g., "Legendary Creature: Dragon")
Text boxRules text (what the card does) and flavor text (lore, in italics)
Power/ToughnessBottom right on creatures only. Power = damage dealt, Toughness = damage to destroy
LoyaltyBottom right on Planeswalkers only. Starting loyalty counter value

The mana cost in the top-right corner uses colored symbols (πŸ”΄πŸ”΅βš«πŸŸ’βšͺ) plus generic colorless mana numbers. "3RR" means the spell costs 3 generic mana + 2 red mana = 5 total mana to cast.

3 The Seven Card Types

πŸ‰ Creatures

Creatures are your primary fighting force. They have Power (attack strength) and Toughness (hit points). When you cast a creature, it enters the battlefield but has summoning sickness: it can't attack until your next turn (though it can still block immediately). Creatures stay on the battlefield ("in play") as permanents until destroyed or bounced back to hand.

⚑ Instants

Instants are the most versatile card type. You can cast them at any time: on your turn, your opponent's turn, during combat, even in response to other spells. This makes them perfect for counterspells, removal, combat tricks, and draw spells. Instants go to the graveyard after resolving.

πŸŒ€ Sorceries

Sorceries are like instants but with a major restriction: you can only cast them during your own main phase when the stack is empty. In return, sorceries tend to have more powerful or sweeping effects: board wipes, massive card draw, game-winning tutors. They go to the graveyard after resolving.

✨ Enchantments

Enchantments are permanent spells that alter the rules of the game. Some are global effects (affecting all players), others are "Auras" that attach directly to another permanent. An enchanted creature gains whatever the Aura says: but if that creature is destroyed, the Aura is also destroyed.

βš™οΈ Artifacts

Artifacts represent magical items, constructs, and devices. Most are colorless, meaning any deck can include them regardless of color identity. Artifacts range from mana-generating rocks (Sol Ring, the most-played card in Commander) to equipment that attaches to creatures to win conditions on their own.

🌍 Lands

Lands are your mana base: the foundation of everything you do. You may play one land per turn for free (not cast, just played). Basic lands (Plains, Island, Swamp, Mountain, Forest) tap to produce one mana of their corresponding color. Nonbasic lands often produce multiple colors or have additional abilities. Running the right land base is one of the most skill-intensive parts of deck construction.

🦸 Planeswalkers

Planeswalkers represent powerful ally wizards. They enter the battlefield with a set number of loyalty counters. Each turn, you can activate one of their +/– loyalty abilities (adding or subtracting counters). When loyalty reaches 0, the Planeswalker is destroyed. Opponents can attack Planeswalkers directly. Their ultimate abilities (large loyalty costs) are usually game-winning.

4 The Five Colors of Magic

Each color has a distinct philosophy, playstyle, and mechanical identity:

Color Symbol Philosophy Mechanical Identity
WhiteβšͺOrder, law, communityWeenie creatures, removal, board wipes, life gain, tokens
BlueπŸ”΅Knowledge, control, perfectionCounterspells, card draw, bounce, flying creatures, tempo
Black⚫Power, death, ambitionDiscard, creature destruction, reanimation, life drain, tutoring
RedπŸ”΄Chaos, freedom, emotionDirect damage (burn), haste, aggressive creatures, land destruction
Green🟒Nature, growth, instinctMana acceleration, large creatures, trample, fight spells, +1/+1 counters

Most decks use 2–3 colors. Mono-color decks are highly consistent; multi-color decks gain more powerful card combinations at the cost of mana reliability.

5 Game Zones

  • Library (Deck): Your shuffled deck. You draw from here at the start of each turn.
  • Hand: Cards you've drawn but not yet played. Private: opponents can't see your hand.
  • Battlefield: The shared play area. All permanents in play (creatures, enchantments, artifacts, lands, Planeswalkers) live here.
  • Graveyard: Face-up discard pile. Spells resolve here; creatures die here. Many cards interact with graveyards.
  • Stack: Where spells and abilities wait to resolve. When you cast a spell, it goes on the stack; both players can respond before it resolves.
  • Exile: Removed from the game entirely. Cards here are typically inaccessible unless something specifically interacts with exile.
  • Command Zone: Used only in Commander format: your Commander starts here and can be recast from here.

6 Turn Structure

Each player's turn has five phases, several of which have sub-steps:

Phase Steps Key Actions
1. BeginningUntap β†’ Upkeep β†’ DrawUntap all permanents; trigger upkeep effects; draw 1 card
2. Pre-Combat Mainβ€”Cast spells, play land. Best time to cast creatures before attacking
3. CombatBegin β†’ Declare Attackers β†’ Declare Blockers β†’ Combat Damage β†’ EndCreatures attack; opponent blocks; damage resolves
4. Post-Combat Mainβ€”Cast more spells after seeing combat results
5. EndingEnd Step β†’ CleanupTrigger "end of turn" effects; discard to hand size (7)

Having two main phases matters: you can attack with all your creatures and then cast a creature in the post-combat main without worrying it won't be able to attack.

7 The Mana System

Mana is Magic's resource system: everything costs mana. You generate it by tapping lands (and some other permanents). Tapping means rotating a card sideways to show it's been used; it untaps at the start of your next turn.

Mana Pool

When you tap a land for mana, it goes into your mana pool: a temporary holding area. Mana in your pool disappears at the end of each phase/step (it "empties"). You can't "save" mana between phases.

Casting Cost Math

A card costing 2UU requires 2 colorless mana + 2 blue mana = 4 total. You can pay the 2 colorless with any combination of colors. The colored symbols (U, U) must be paid with the specified color.

Mana Acceleration

Generating more mana than one land per turn ("ramping") is a key strategic tool, especially in green. Mana dorks (creatures that tap for mana), mana rocks (artifacts like Sol Ring), and spells like Cultivate let you cast large spells earlier than your opponent.

8 The Stack & Priority

The stack is Magic's system for handling simultaneous spell-casting. It's one of the most confusing concepts for new players: and one of the most powerful to master.

How the Stack Works

  1. A player casts a spell or activates an ability. It goes on top of the stack.
  2. Both players get priority: the chance to respond with their own spells or abilities.
  3. If a player adds something to the stack, priority passes again.
  4. When both players pass priority in succession, the top item on the stack resolves.
  5. After resolution, priority passes again before the next item resolves.
πŸ’‘ Key rule: "Last In, First Out." The stack resolves from top to bottom. If you cast Counterspell targeting your opponent's Lightning Bolt, the Counterspell resolves first: and if it counters the Bolt, the Bolt never resolves. This is why responding to spells is so powerful.

Instant Speed vs Sorcery Speed

Instants can be cast at any time you have priority, including during the opponent's turn and in response to their spells. Sorceries, creatures, and most other spells can only be cast during your own main phase when the stack is empty. This "sorcery speed" restriction is a significant limitation.

Triggered vs Activated Abilities

Activated abilities cost something (usually mana or tapping) and are written "[Cost]: [Effect]". Triggered abilities start with "When," "Whenever," or "At" and go on the stack automatically when their condition is met. Both use the stack and can be responded to.

9 Combat in Detail

Attacking

During the Declare Attackers step, tap any of your untapped creatures (that don't have summoning sickness) to attack. Attacking creatures tap: they're committed to the attack. You choose which opponent (or Planeswalker) each attacker is targeting.

Blocking

The defending player declares blockers. Any untapped creature can block (including creatures with summoning sickness). Multiple creatures can block the same attacker (gang-block); one creature can only block one attacker. Blockers do NOT tap.

The attacking player assigns combat damage among multiple blockers in an order they choose: usually killing the smallest blocker first to maximize damage.

Combat Damage

Both attacker and blocker deal damage equal to their Power simultaneously. A creature with damage equal to or greater than its Toughness is destroyed at end of combat. Creatures don't "die" immediately when they take lethal damage: they wait for the cleanup step (or State-Based Actions).

First Strike & Double Strike

First Strike: This creature deals combat damage before regular creatures. Great for killing large blockers before they can deal damage back. Double Strike: Deals both first-strike damage AND regular combat damage: often the most efficient combat keyword.

Trample

If a trampling attacker is blocked, it only needs to assign lethal damage to each blocker: the rest "tramples over" to the defending player. A 6/6 with trample blocked by a 2/2 deals 4 damage to the player directly.

Other Key Combat Keywords

  • Flying: Can only be blocked by creatures with Flying or Reach
  • Reach: Can block creatures with Flying
  • Haste: Can attack and activate tap abilities the turn it enters the battlefield (ignores summoning sickness)
  • Vigilance: Does not tap when attacking
  • Deathtouch: Any amount of damage it deals to a creature is lethal
  • Lifelink: Damage this creature deals causes you to gain that much life
  • Menace: Must be blocked by two or more creatures
  • Indestructible: Cannot be destroyed by damage or destroy effects

10 How to Win (and Lose)

Standard win: Reduce your opponent's life total from 20 to 0 (or below).

Library-out: If a player must draw from an empty library, they lose immediately. Milling strategies (putting cards from opponent's library into graveyard) aim for this.

Poison counters: Some cards give "poison counters." A player with 10 or more poison counters loses.

Special win conditions: Some cards win the game outright if a condition is met (e.g., having 0 cards in hand with Laboratory Maniac on the field and no library).

Concession: A player can concede at any time: even in response to a spell on the stack.

11 Formats Overview

Format Players Deck Size Card Pool / Rules
Commander (EDH)3–4 (best)100 (singleton)All cards legal (minus ban list). 1 Legendary Creature as Commander. Most popular casual format.
Standard260 minOnly the most recent ~2 years of sets. Rotates annually. The main competitive format.
Modern260 minCards from 2003 onward (8th Edition forward). Non-rotating. Deep card pool.
Pioneer260 minCards from 2012 onward (Return to Ravnica forward). Good bridge between Standard and Modern.
Legacy260 minAlmost all cards ever printed. Power Nine legal. Very expensive format.
Draft / Booster Draft6–840 minOpen booster packs and draft cards around the table. Build 40-card deck from what you drafted. Best way to learn.
Sealed2+40 minEach player opens 6 packs and builds from those cards only. Common tournament format.

Best format for new players: Commander (preconstructed decks, $50) or Booster Draft (cheap entry, great learning). Standard and Modern require more collection investment.

12 What to Buy First

  • Commander Precon Deck ($50): A ready-to-play 100-card Commander deck. Best bang for your buck. Play with friends immediately.
  • Magic Arena (Free): The official digital client. Free to play, full Standard format, great tutorial. Best way to learn the rules with no money down.
  • Draft Booster Box: 36 packs of a recent set. Host a draft night: the optimal introduction for 6–8 players who all want to learn together.
  • Starter Kit ($13): Two beginner-friendly 60-card decks designed to play against each other. Perfect for learning 1v1.

Avoid: Random booster packs from retail. Low expected value. The cards you really want are better acquired via singles (buy individual cards on TCGPlayer) or as part of a structured product.

13 Common Beginner Mistakes

Attacking with everything every turn
Leaving some creatures back to block is often correct. An empty board after a failed all-out attack means you lose the counter-attack with no defenders.
Forgetting summoning sickness
Creatures can't attack or use tap abilities the turn they enter the battlefield (unless they have Haste). You can still block with them, though.
Tapping out leaving no mana for instants
One of the most important skills in Magic is leaving mana open to cast removal or counterspells on your opponent's turn. Tapping out completely signals to your opponent that they can play freely.
Not reading the card carefully
Magic card text is precise legal language. "Destroy target creature" β‰  "Exile target creature": indestructible creatures survive destroy effects but die to exile. Read every word.
Building a 3+ color deck without dual lands
Three-color decks need nonbasic dual lands (or mana-fixing cards) to reliably cast spells on curve. Running 14 basics of three types leads to being "color-screwed": having the wrong colors when you need them.
Misunderstanding "when" vs "whenever"
"When" triggers once (usually on entering the battlefield). "Whenever" triggers every time the condition is met. A creature that says "Whenever this attacks, draw a card" draws you a card on every attack: not just the first one.

14 Frequently Asked Questions

Can I use cards from any set in any game?
It depends on the format. Commander allows almost all cards ever printed. Standard only allows recent sets. Check the format's legality rules: each format has its own ban list.
How many lands should I put in my deck?
The general rule for 60-card decks: 24 lands. For 40-card limited decks: 17 lands. For Commander (100-card): 36–38 lands. Adjust based on your deck's mana curve: if most spells cost 1–2 mana, you can run fewer.
What happens if both creatures die in combat?
Both go to their owners' graveyards simultaneously. Combat damage is dealt at the same time, so both a 3/3 attacking into a 2/4: wait, the 2/4 survives with 3 damage. A 3/3 into a 3/3: both die, both go to graveyard. State-based actions check simultaneously.
Can I play Magic for free?
Yes: Magic: The Gathering Arena is the official free-to-play digital client on PC, Mac, iOS, and Android. It has a generous free daily reward system and a full tutorial. You can play Standard, Draft, and other formats for free.
Is Magic still popular?
Yes: it's experiencing one of its strongest eras commercially, with Commander driving mass-market growth and Arena bringing in digital players. Wizards of the Coast reported over $1 billion in annual revenue for Magic multiple years running. Millions of players worldwide.

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