
If you are interested to learn Magic the Gathering or want to find out a strange rule between your friends, here's a good place to look.
Section 1: The Basics
Materials
To play a Magic game with physical cards, you’ll need a Magic deck, a friend
with a deck, and something to keep track of your life total.
To play
Magic Online, you’ll need a Magic Online account and a Magicdeck. (You don’t need to sign up for an account to learn to play, though.)
Object of the Game
Reduce your opponent’s life total to 0 before your opponent does the same to
you! You also win if your opponent has to draw a card when none are left in
his or her library.
How to Start the Game
You start the game with 20 life.
Roll dice (or flip a coin) to see which player gets to choose who goes first.
Whoever goes first skips the first draw step (that player doesn’t get to draw a
card). If you’ve just played a game, the loser of that game decides who goes
first.
Shuffle your deck. Then you draw the top seven cards. If you don’t like your
starting hand, you can mulligan. When you mulligan, your hand is shuffled
into your library and you draw a new hand of one less card. You can do this as
many times as you want, but you draw one less card each time.
Once both players are satisfied with their starting hands, the game starts.
Parts of a Magic Card
Name. A card’s name appears in the upper left corner. When a card’s name
appears in its text box, it refers to only that copy of the card, not others
in play.
Mana Cost. Each symbol in the upper right corner is part of the cost to play
that spell. If the mana cost reads
W
, you pay one white mana (from aPlains, for example) plus one mana of any kind to play it.
Card Type. This tells you whether the card is an artifact, artifact creature,
creature, enchantment, instant, land, or sorcery. If it’s a creature, its
creature type (such as Goblin or Soldier) appears next to the word
"Creature." If it’s the kind of enchantment that attaches to another card,
it will read "Enchant Creature," "Enchant Land," or something similar.
See page 7 for more details on each card type.
Expansion Symbol. This symbol tells you which Magic expansion the card is
from. (For example, the
Eighth Edition™expansion symbol is .) The
color of the symbol tells you the card’s rarity: black for common cards,
silver for uncommons, and gold for rares.
Text Box. This is where a card’s abilities appear. Flavor text might also appear
here; it’s the text in italics
(italic text looks like this) that tells you somethingabout the Magic world. Flavor text has no effect on game play. Some
abilities have italic reminder text to help you remember what they do.
Collector Number. The collector number makes it easier to organize your
cards. For example, "15/350" means that the card is the 15th of 350
different cards.
Power and Toughness. Each creature card has a special box with its power and
toughness. You use these numbers to figure out which creature wins in
combat.
Name Mana Cost
Expansion Symbol Card Type
Text Box
Collector Number
Power
Toughness
Key Terms
Mana. Think of mana as Magic money—it’s what you use to pay most costs.Lands (and some other cards) make mana, which goes into your mana
pool. Your mana pool is where mana is stored until you spend it.
Like money in your wallet, mana left in your mana pool will "burn a hole
in your pocket." At the end of each phase, you lose 1 life for each unused
mana in your mana pool, and the mana disappears. This is called mana
burn.
Each mana can either be one of the five
Magic colors or colorless. Whena cost requires colored mana, you’ll see colored mana symbols (
G
for green). When any kindof mana can be used to pay the cost, you’ll see a symbol with a number
in it
Permanent. Artifacts, artifact creatures, creatures, and enchantments are put
into play when they resolve. Lands also stay in play once you play them.
These cards are called permanents because they stick around unless
something removes them from play. (Instants and sorceries go to your
graveyard when they resolve.)
Tapping. Tapping is the Magic game’s way
of showing that a card has been used.
To tap a card, turn it sideways. At the
beginning of each of your turns, you
untap your tapped cards so you can
use them again. The symbol "
T
"means "tap this card." It usually
appears in an activation cost.
Target. When a spell or ability contains the
word "target," you choose what the
spell or ability will affect when you play it. For example, Crossbow
Infantry’s ability reads, "
T
: Crossbow Infantry deals 1 damage to targetattacking or blocking creature." When you play this ability, you choose
an attacking or blocking creature for the Infantry to deal 1 damage to.
Card Types
There are six types of Magic cards:
Artifact
Artifacts are colorless permanents that represent
magical objects. You can play artifacts only during
your mainphases when the stack is empty. (You’ll
learn about phases and the stack later.) Artifact
creatures can attack and block just like other
creatures. An artifact creature can be affected by
anything that affects artifacts
and anything thataffects creatures.
Creature
Creatures are permanents that can attack and block. You can play
creatures only during your main phases when the stack is empty.
Creature cards have numbers in a box in their lower right corners. The
number to the left of the slash is the creature’s power. That’s how much
damage the creature deals in combat. The number to
the right of the slash is the creature’s toughness. That’s
how much damage it takes to destroy the creature.
A creature can’t attack, and you can’t play any of its
abilities that have
T
in the cost, unless the creaturehas been in play under your control since the beginning
of your turn. (You can still use it to block—if it’s
untapped—and play its other abilities.)
Enchantment
Enchantments are permanents that represent magical resources. You can
play enchantments only during
your main phases when the stack is empty.There are two kinds of enchantments: those that stand alone while in
play and those that attach to other permanents. If an
enchantment’s card type is simply "Enchantment," you
put it into play just like an artifact or creature. If it’s
an "Enchant Creature" or "Enchant Land" (or any
"Enchant _______"), you can attach it only to that type
of permanent.
When you play an enchantment that attaches to a permanent, the
enchantment spell targets the thing that will be enchanted. That means you’ll
have to decide what the enchantment will be attached to when you play it.
If a permanent with an enchantment attached to it leaves play, the
enchantment is destroyed. It doesn’t just float around with nothing to
enchant.
Instant
Instants are spells that you can play any time you have
priority, even during your opponent’s turn or in
response to another spell. (You’ll learn about priority
later.) Instant spells don’t stay in play. They go to their
owners’ graveyards after they resolve.
Land
Lands are different from other cards because they never
count as spells. That means they can’t be countered, and playing a land
doesn’t use the stack.
Most lands are permanents that have mana abilities (abilities that make
mana). You’ll usually use lands to pay for spells and abilities. You can
play only one land each turn and only during one of
your main phases whenthe stack is empty.
Each basic land has a mana ability that makes one mana of a particular
color. Here are the basic lands:
Each has a symbol in its text box that tells you what type of mana you get
when you tap it. Any other land is a nonbasic land.
Sorcery
Sorceries are spells that you can play only during
your main phases when the stack is empty. Sorcery
spells don’t stay in play. They go into their owners’
graveyards when they resolve.
Zones
Zone is the Magic word for an area of play. Cards can be
in one of six different zones:
Library. This is the deck of cards you use to play the game—your draw pile.
No one can look at the cards in your library, but you can know how
many cards are in each player’s library. It’s kept face down, and the
cards stay in the order they were in at the beginning of the game.
Hand. This is where cards go when you draw them, just as in most other card
games. No one except you can look at the cards in your hand. During
the cleanup step, if you have more than seven cards, you have to discard
until you have seven.
In Play. This is the area in front of you where you put your permanents. You
can arrange your permanents however you want (we recommend putting
lands closest to you), but your opponent must be able to see all of them
and tell whether they’re tapped.
Graveyard. This is your discard pile. Your spells go to your graveyard when
they resolve. Your cards go to your graveyard when they’re discarded,
destroyed, sacrificed, or put there by an effect. Cards in your graveyard
are always face up and anyone can look at them at any time.
The Stack. This is where spells and abilities go after you play them. They wait
there to resolve until both players are done playing stuff. Then the
spells and abilities on the stack resolve from top to bottom (the last one
\played is on top). All players use the same stack. See page 13 for more
about the stack.
Removed from the Game. This is an area off to the side where your cards go
when a spell or ability removes them from the game. Cards removed
from the game are normally face up.
Section 2:
Spells, Abilities, and Effects
The Golden Rule
Whenever a card’s text contradicts a game rule, the card wins. For example,
you get only one combat phase each turn, but Relentless Assault says, "After
this phase, there is an additional combat phase followed by an additional
main phase." For a turn, it overrides the rule that you get only one combat
phase per turn.
What’s a Spell?
A card is a spell from the time it’s played until it resolves. When the spell
resolves, it goes to its owner’s graveyard (if it’s an instant or sorcery) or is put
into play (if it’s anything else). Even creature cards are spells while they’re
being played. For example, when you play Spined Wurm, you’re actually playing
a Spined Wurm spell. When the spell resolves, it puts the Spined Wurm
creature into play (the spell becomes a permanent).
There’s one exception: land cards are never spells. They’re simply put
into play.
What’s an Ability?
An ability is like a spell printed on a permanent. Many abilities have costs,
and you play and resolve most of them just like spells. Once you play an ability,
it doesn’t matter what happens to its source. If you play Crossbow Infantry’s
ability and then the Infantry is destroyed, the ability will resolve anyway.
There are three types of abilities:
Activated ability. You play an activated ability by
paying its cost. All activated abilities have a
colon (":") in them. The part before the colon
is the activation cost. The part after the colon
is the effect you get when you pay the
activation cost. For example, "
T
: Draw acard" means if you tap the permanent with the ability, you draw a card.
You can usually play activated abilities with oT in their costs only once
a turn because you can’t tap a permanent if it’s tapped already.
You can play an activated ability without oT in its cost as many times
as you can pay the cost.
You can play an activated ability any time you could play an instant
(whenever you have priority). It goes on the stack and waits to resolve
just like an instant.
You can only play the activated abilities of permanents you control.
Triggered ability. An ability that starts with the word "when," "whenever," or
"at" is a triggered ability. You don’t play a triggered ability. It just goes on
the stack automatically when
its trigger event occurs.
For example, Venerable
Monk reads, "When Venerable
Monk comes into play, you
gain 2 life." The trigger event is the Monk coming into play. When that
happens, the Monk’s ability goes on the stack. When it resolves, you’ll
gain 2 life (if you were the one who played the Monk).
You can’t choose to ignore or delay a triggered ability. If the trigger
event occurs more than once, the ability goes on the stack once for each
time the trigger event occurs.
Static ability. You don’t play and resolve static abilities like the other two
ability types. When a permanent with a static ability comes into play,
the ability’s effect simply "turns on." It stays on as long as the permanent
stays in play. (Static abilities create continuous effects.)
Most enchantments have
static abilities. For example,
Telepathy reads, "Your
opponents play with their
hands revealed." Once
Telepathy is in play, you don’t
have to pay a cost to have
your opponent reveal his or her hand. Your opponent’s hand is just kept
face up on the table until Telepathy leaves play.
How Do I Play a Spell or Activated Ability?
You can play spells and abilities only when
• it’s your main phase,
• nothing is on the stack,
• and you have priority.
Instants and activated abilities are the exception. You can play them on your
opponent’s turn and when another spell or ability is on the stack waiting to
resolve. You can play them whenever you have priority.
When do you get priority? The active player (the player whose turn it is)
gets priority at the beginning of each step and each main phase—except for
the untap step and the cleanup step. (See Section 3: Turn Structure for more
on phases and steps.)
When you get priority, you can play a spell or ability or
pass. If youpass, your opponent gets priority. Also, after a spell or ability resolves, the
active player gets priority again. When that player passes, the opponent gets
priority again. This goes back and forth until both players pass in a row. (This
isn’t really as complicated as it sounds. Just remember that you get the first
chance to do things on your turn.)
To play a spell or ability, follow these steps:
1. Tell your opponent what spell or ability you’re playing. If it’s a spell,
show the card to your opponent.
2. If the spell or ability uses the word "target," choose the target(s). If the
spell or ability’s text starts with "Choose one —", make the choice. If the
spell is an "Enchant _______", choose the permanent you want to attach it to.
3. For a spell, pay the mana cost. For an activated ability, pay the activation
cost. If the spell or ability has
X
in its cost, you choose the value of Xand then pay that amount of mana.
4. That’s it! You’ve played the spell or ability and it goes on the stack. See
"The Stack" and "How Do Spells and Abilities Resolve?" below to find out
what happens to the spell or ability after you play it.
How Do I Play a Triggered Ability?
You don’t play triggered abilities. A triggered ability waits for its trigger event
to happen. When it does, the ability goes on the stack automatically as soon
as any player gets priority.
The player who controlled the permanent with the triggered ability makes
the choices and picks the target(s) when the ability goes on the stack. Once the
ability is on the stack, the player who would’ve gotten priority gets it back.
What happens if more than one ability triggers at the same time? The
active player’s abilities are put on the stack, in whatever order that player
chooses. Then the opponent’s abilities are put on the stack, in whatever order
the opponent chooses.
The Stack
The stack is where spells and abilities wait to resolve after they’ve been
played. They stay on the stack in the order they were added to it.
How does it work? A player with priority plays a spell or ability, and it
goes on the stack. That player can add more spells or abilities to the top of
the stack or pass. If the player passes, the opponent gets priority and may add
spells or abilities to the top of the stack or pass. Priority goes back and forth
this way until both players pass in a row.
When both players pass, the spell or ability
on the top of the stack—theone played last—resolves. After each spell or ability resolves, the active player
gets priority again.
Here’s an example. You control Glory Seeker, a
2/2 creature. Your opponent plays Shock to
deal 2 damage to it. Shock goes on the stack.
You respond to the Shock with Giant Growth,
which gives the Glory Seeker +3/+3 until the
end of the turn. Giant Growth goes on the
stack,
on top of Shock. That means GiantGrowth resolves first, making the Glory Seeker
5/5 until the end of the turn. Then Shock
resolves, but it doesn’t deal enough damage to
destroy the pumped-up Glory Seeker.
Here are some things that don’t go on the stack:
• If an ability produces mana, it doesn’t go on the stack. You get the mana
immediately.
• Static abilities don’t go on the stack. They "turn on" as soon as the permanent
with the ability comes into play.
• When you play a land, you just put it into play. Land cards aren’t spells, so
they don’t go on the stack.
How Do Spells and Abilities Resolve?
1. Each of the spell or ability’s targets is checked to see if it’s still a
legaltarget
. (If the spell or ability has no targets, skip this part.) A target isn’tlegal if it has left play. It also isn’t legal if it doesn’t match the requirements
of the spell or ability anymore. If
none of the spell or ability’stargets are legal when it tries to resolve, it’s countered. Otherwise, any
illegal targets are just ignored when the spell or ability resolves.
2. The spell or ability’s effect happens. Do what the spell or ability says in
the order it’s written. (Replacement effects may change what you do.) If
the text tells you to make any choices other than targets and "Choose one
—", you make those choices.
3. For an ability, that’s it. For a spell, the card is put into play (for artifact,
artifact creature, creature, and enchantment spells) or into its owner’s
graveyard (for instant and sorcery spells) after its effect is carried out.
What’s an Effect?
When a spell or ability resolves, it has an effect. There are four basic kinds of
effects:
One-shot effect
One-shot effects do something once, such as deal damage or destroy a
creature. For example, Concentrate reads, "Draw three cards." When it
resolves, its effect is done.
Continuous effect
Continuous effects do something for some length of time.
A continuous effect from a spell, an activated ability, or a triggered
ability lasts as long as the effect says it does. For example, Giant Growth
reads, "Target creature gets +3/+3 until end of turn." Its effect lasts from
the time the spell resolves until the end of the turn.
A continuous effect from a static ability lasts as long as the permanent
with the static ability is in play. For example, Unholy Strength reads,
"Enchanted creature gets +2/+1." Its effect on the enchanted creature lasts
as long as it’s attached to that creature.
Replacement effect
Replacement effects wait for something to happen and then change it
somehow. They "replace" one effect with a different one. A replacement
effect always uses the word "instead."
For example, Furnace of Rath reads, "If a source would deal damage to a
creature or player, it deals double that damage to that creature or player
instead." It waits for damage to be dealt to a creature or player, and then
changes it so that twice that much damage is dealt.
Prevention effect
Prevention effects wait for something to happen and then keep it from
happening. They always use the word "prevent."
Prevention effects work like shields. Once the spell or ability that makes
the effect resolves, the effect hangs around waiting for damage to be dealt.
Then it stops some or all of it.
For example, Holy Day reads, "Prevent all combat damage that would be
dealt this turn." You can play Holy Day long before combat, and its effect
will hang around for the rest of the turn. Then if creatures try to deal
combat damage that turn, Holy Day prevents it.
Prevention "shields" stick around until they’re used up. For example,
Master Healer reads, "
T
: Prevent the next 4 damage that would be dealt totarget creature or player this turn." The ability creates an effect that stops
up to 4 damage during the turn. If 1 damage is prevented, it can still
prevent 3 more.
Section 3: Turn Structure
Each turn has five phases. Each phase occurs even if nothing happens during it.
At the end of each phase, you take mana burn if there’s mana left in your mana
pool.
1. Beginning Phase
This phase has three steps:
a. Untap step
During your untap step, untap all your tapped cards. No one can play spells
or abilities during this step.
b. Upkeep step
Abilities that trigger at the beginning of your upkeep go on the stack.
Players can play instants and activated abilities during this step.
c. Draw step
At the beginning of your draw step, draw a card. Players can play
instants and activated abilities during this step.
2. Main Phase
You can play every type of spell and ability during this phase of your turn,
but your opponent can play only instants and activated abilities. You can play
a land during this phase, but remember that you can play only one land each
turn.
3. Combat Phase
This phase has five steps:
a. Beginning of combat step
Players can play instants and activated abilities during this step, but they
usually don’t.
b. Declare attackers step
You decide which of your creatures will attack. (You can decide not to
attack at all.) When you declare that a creature is attacking, it becomes
tapped. Walls, creatures that are already tapped, and creatures you
haven’t controlled since the beginning of the turn can’t attack.
Remember that your creatures can attack only your opponent. You
can’t have them attack particular creatures. Once you’re done declaring
attackers, players can play instants and activated abilities.
c. Declare blockers step
Your opponent decides which of his or her creatures will block your
attacking creatures. Each blocking creature can block only one attacking
creature, but your opponent can have two or more creatures gang up and
block an attacking creature. Tapped creatures can’t block.
Once your opponent is done declaring blockers, players can play
instants and activated abilities.
d. Combat damage step
This is when creatures actually deal their damage in combat.
• Unblocked attackers deal damage equal to their power to the
defending player.
• Blocked attackers deal their damage to the creatures blocking them.
If more than one creature blocks one of your attackers, you decide
how to divide the attacker’s damage among the blockers.
‡"
• Blockers deal their damage to the creatures they’re blocking. If a
creature has become tapped since it was declared as a blocker, it
still deals damage normally.
If an attacking creature was blocked at the
declare blockers step, itdoesn’t deal any damage to the defending player. This is true even if all
the blockers have left play.
Once you decide how combat damage will be dealt, the damage goes
on the stack. After that, the damage is "locked in." It will be dealt even if
some of the creatures leave play.
Players may then play instants and activated abilities. Once these have
all resolved, combat damage is actually dealt. If a creature tries to deal
damage to a creature no longer in play, it can’t and the damage isn’t
dealt.
e. End of combat step
Players can play instants and activated abilities during this step, but they
usually have no reason to.
4. Main Phase (again)
Your second main phase is just like your first main phase. You can play every
type of spell and ability, but your opponent can play only instants and
activated abilities. Also, you can play a land during this phase if you didn’t
during your first main phase.
5. End Phase
This phase has two steps:
a. End of turn step
Players can play instants and activated abilities during this step.
b. Cleanup step
If you have more than seven cards in your hand, choose and discard
cards until you have only seven. Next, all damage on creatures is
removed and all "until end of turn" effects end.
No one can play spells or abilities during this step unless an ability
triggers during the step. That rarely happens.
Section 4: Creature Abilities
Some creatures have abilities that aren’t fully explained on the cards. Most of
these have reminder text that gives you a brief description of the ability’s
effect. Here are full explanations of the most common creature abilities:
Fear
A creature with fear can’t be blocked except by artifact creatures and/or
black creatures. Fear only matters when the creature with the ability is
attacking.
First strike
Creatures with first strike deal their combat damage before creatures
without it. When you reach the combat damage step, check to see if one
or more creatures that are attacking or blocking have first strike. If so,
an extra combat damage step is created just for them. The extra combat
damage step works just like a normal one, except that creatures without
first strike don’t get to deal their combat damage.
When the first-strike combat damage step is over, you go through the
normal combat damage step for the rest of the creatures—if they survived.
Flying
A creature with flying can’t be blocked by creatures without flying. Flying
creatures can block other creatures with flying. They can also "swoop
down" and block creatures without flying.
Haste
Creatures with haste can attack the turn they
come under your control. You can also play
their activated abilities with
T
in the cost. Inother words, a creature with haste can do the
stuff it’s normally not allowed to do during
the turn it comes into play.
Landwalk
Landwalk is the name for a group of abilities that includes plainswalk,
islandwalk, swampwalk, mountainwalk, and forestwalk. A creature with
landwalk is unblockable if the defending player controls at least one land
of the specified type.
Landwalk abilities don’t cancel each other out. For example, let’s say
your creature with forestwalk attacks a player who controls a Forest.
That player can’t block your forestwalker at all—not even with another
forestwalker.
Protection from ______
Protection is a creature ability that protects the creature from certain
kinds of spells and abilities.
A creature with protection will always have "protection from _______."
What’s in the blank is what the creature is protected from. It might be
protection from red, for example, or protection from white. Protection
does several different things for the creature:
• It can’t be blocked by creatures of the color it’s protected from.
• It can’t be the target of spells or abilities of the color it’s protected from.
• It can’t be enchanted by enchantments of the color it’s protected from.
• All damage from sources of the color it’s protected from is prevented.
Protection isn’t always tied to a color. For example, a creature could have
"protection from artifacts" or "protection from Goblins."
Regeneration
Regeneration helps keep creatures from being destroyed. Regeneration
effects work like shields. Once the regeneration spell or ability resolves,
the effect hangs around waiting for the
creature to be destroyed. If the creature’s
destroyed, the effect saves the creature.
(Regeneration is a replacement effect.)
When a creature regenerates, it remains in
play. So do all enchantments and counters on
it. Three things do happen if a creature uses
its regeneration shield:
• The creature becomes tapped.
‡"
• If it’s in combat, it’s removed from combat.
• All damage is removed from it.
Trample
Trample is a creature ability that lets the creature’s extra damage spill
over to the defending player when it’s blocked.
When a creature with trample is blocked, you have to deal at least
enough of its combat damage to the creatures blocking it to destroy all
those creatures. Then you can have any of its damage that’s left over
"trample through" to the defending player.
Section 5:
The Five
Magic ColorsEach of the five colors in the Magic game specializes in certain kinds of spells
and abilities. It’s up to you whether to master one color or all five.
White
The sprawling plains, populated by soldiers, clerics, and angels, provide white
mana. In the Magic world, white is the color of law, order, and structure. It
can stop an attacking creature in its tracks by
making it see the error of its ways. White magic
heals and protects creatures. White mages prefer
to send an army of smaller creatures into battle,
but sometimes a single, awesome champion is
necessary to teach the enemy a lesson.
Blue
Islands provide blue mana, the color of the deep sea and the endless sky. The
strength of blue magic lies in trickery and manipulation. Blue mages work
behind the scenes, scheming and stealing secrets,
controlling their environments completely before
making a move. Blue spells and abilities focus on
"borrowing" opponents’ cards and drawing the
right card at the right time. With the power of
blue, call wizards and weird beasts of the air and
oceans to serve you.
Black
Black mana comes from dank swamps, where things fester and rot. Death,
disease, selfishness, power at any cost—these are the twisted values of the
darkness. Black magic is powerful and easy to wield, but it comes with a high
price. Its spells and abilities can warp the mind,
poison the land, and turn creatures into nothing.
Dark minions, undead creatures, and unspeakable
horrors are native to the swamp, and they’re as
self-serving and treacherous as the mages who
command them.
Red
Red mana comes from the mountains and the fiery heart of the world itself.
Red magic is filled with fire, frenzy, and storms of rock and lava. Its creatures
are warlike and dangerous, ranging from mighty
dragons to hordes of rampaging goblins. Mages
who master red magic have no patience for talk
or subtlety. They act quickly and recklessly. Red
mages can channel their wild emotions to crush
the ground you walk on or to wield flame like a
living weapon.
Green
The teeming forests overflow with green mana, which represents the pulse of
nature. Green magic is about growth, life, and brute force. Green mages
understand that the world obeys the law of the
jungle—everything is either predator or prey.
Some green creatures are rich, living sources of
mana, but no other color can boast creatures as
powerful. Green creatures are the biggest and
mightiest around, from towering nature
elementals to carnivorous wurms.