How to play Magic the Gathering
Imagine you’re the grand battle commander (stupid voice and hat optional), and your creatures are your frontline. Any monsters you have on the table can defend you, taking damage in your stead. As well as creature cards, you'll also have an array of spells, artifacts, enchantments and more. Everything is powered by land, a coloured energy, or mana, if you will.
The aim of the game is to kill the other player(s). You each start with 20 health points, which are typically tracked using a 20-sided dice, though there are many other ways to track life totals.
Parts of a Card
Card Types
Creatures fight for you. They’re permanents, but unlike any other kind of permanent, creatures can attack and block. Each creature has power and toughness. Its power (the first number) is how much damage it deals in combat. Its toughness (the second number) is how much damage must be dealt to it in a single turn to destroy it. Creatures attack and block during the combat phase.
Unlike other types of permanents, creatures enter the battlefield with “summoning sickness”: a creature can’t attack, or use an ability that has [oT] in its cost, until it has started your turn on the battlefield under your control. You can block with a creature or activate its other abilities no matter how long it’s been on the battlefield.
Artifact creatures are both artifacts and creatures. They’re usually colorless like other artifacts, and they can attack and block like other creatures. An artifact creature can be affected by anything that affects artifacts, as well as anything that affects creatures.
A sorcery represents a magical incantation. You can cast a sorcery only during a main phase of one of your own turns. You can’t cast it when another spell is on the stack. (You’ll learn about phases and the stack in a bit.) A sorcery has its effect—in other words, you follow the instructions on the card—then you put it into your graveyard, which is the game term for your discard pile.
An instant is just like a sorcery, except you can cast it just about any time you want, even during your opponent’s turn or in response to another spell. Like a sorcery, an instant has its effect, then you put it into your graveyard.
An artifact represents a magical relic. Like an enchantment, an artifact is a permanent, so it’ll stay on the battlefield affecting the game. Most artifacts are colorless, so you can cast one no matter what kinds of lands you have.
Some artifacts are Equipment. You can pay to attach an Equipment to a creature you control to make that creature more powerful. If an equipped creature leaves the battlefield, the Equipment doesn’t—the creature drops it and it remains on the battlefield.
An enchantment represents a stable magical manifestation. An enchantment is a permanent. This means two things: you can cast one only at the time you could cast a sorcery, and after you cast one, you’ll put it on the table in front of you, near your lands. (Most players keep their lands closer to them, then put their other cards closer to the middle of the table.) The card is now on the battlefield. A card on the battlefield is called a permanent because it sticks around permanently (well, unless something destroys it).
Some enchantments are Auras. An Aura enters the battlefield attached to a permanent and affects that permanent while it’s on the battlefield. If the enchanted permanent leaves the battlefield, the Aura is put into its owner’s graveyard.
Planeswalkers are powerful allies you can call on to fight by your side. You can cast a planeswalker only at the time you could cast a sorcery. They’re permanents, and each one enters the battlefield with the number of loyalty counters indicated in its lower right corner.
Each planeswalker has loyalty abilities that are activated by adding or removing loyalty counters from the planeswalker. For example, the symbol ! means “Put one loyalty counter on this planeswalker” and the symbol 3 means “Remove three loyalty counters from this planeswalker.” You can activate one of these abilities only at the time you could cast a sorcery and only if none of that planeswalker’s loyalty abilities have been activated yet that turn.
Your planeswalkers can be attacked by your opponent’s creatures (if so, you can block as normal), and your opponents can damage them with their spells and abilities instead of damaging you. Any damage dealt to a planeswalker causes it to lose that many loyalty counters. If a planeswalker has no loyalty counters, it’s put into your graveyard.
Although lands are permanents, they aren’t cast as spells. To play a land, just put it onto the battlefield. This happens immediately, so no player can do anything else in response. You can play a land only during one of your main phases while the stack is empty. You can’t play more than one land a turn.
Most lands have abilities that make mana. You’ll use lands to make the mana you need to pay for spells and abilities.
Each basic land has a mana ability that makes one mana of a particular color. Plains make white mana (oW), Islands make blue mana (oU), Swamps make black mana (oB), Mountains make red mana (oR), Forests make green mana (oG). Any land other than these five is a nonbasic land.
Game Zones
When you draw cards, they go to your hand, just as in most other card games. No one except you can look at the cards in your hand. You start the game with seven cards in your hand, and you have a maximum hand size of seven. (You may have more than seven cards in your hand, but you must discard down to seven at the end of each of your turns.) Each player has his or her own hand.
Spells and abilities exist on the stack. They wait there to resolve until both players choose not to cast any new spells or activate any new abilities. Then the last spell or ability that was put onto the stack resolves, and players get a chance to cast spells and activate abilities again. (You’ll learn more about casting spells and activating abilities in the next section.) This zone is shared by both players.
You start the game with nothing on the battlefield, but this is where the action is going to be. On each of your turns, you can play a land from your hand. Creatures, artifacts, enchantments, and planeswalkers also enter the battlefield after they resolve. 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. This zone is shared by both players.
When the game begins, your deck of cards becomes your library (your draw pile). It’s kept face down, and the cards stay in the order they were in at the beginning of the game. No one can look at the cards in your library, but you can know how many cards are in each player’s library. Each player has his or her own library.
Your graveyard is your discard pile. Your instant and sorcery spells go to your graveyard when they resolve. Your cards go to your graveyard if an effect causes them to be discarded, destroyed, sacrificed, or countered. Your planeswalkers go to your graveyard if they lose all their loyalty counters. Your creatures go to your graveyard if the damage they’re dealt in a single turn is equal to or greater than their toughness, or if their toughness is reduced to 0 or less. Cards in your graveyard are always face up and anyone can look at them at any time. Each player has his or her own graveyard.
If a spell or ability exiles a card, that card is put in a game area that’s set apart from the rest of the game. The card will remain there forever, unless whatever put it there is able to bring it back. Exiled cards are normally face up. This zone is shared by both players.
Game Actions
This section describes the actions that you’ll take during a game, including tapping your cards, casting spells, and attacking and blocking with creatures in combat.
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"). When a permanent is tapped, you can’t tap it again until it’s been untapped (turned back upright). 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. If a creature that is attacking an opponent isn’t blocked, it deals damage equal to its power to that opponent.
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. Tapped creatures can’t be declared as blockers.
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).
An attacking creature that isn’t blocked deals damage to the player it’s attacking.
An attacking creature that is blocked deals damage to the creature or creatures that are blocking it, and vice versa.
If damage is dealt to your opponent, they lose that much life.
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.
If a creature is dealt damage equal to or greater than its toughness over the course of a single turn (whether it be combat damage, damage from spells or abilities, or a combination of both), that creature is destroyed, and it goes to its owner’s graveyard (or "dies"). If a creature takes damage that isn’t enough to destroy it in a single turn, that creature stays on the battlefield, and the damage wears off at the end of the turn.
Example of Combat
Declare Attackers
The attacking player attacks with his three biggest creatures and taps them. He doesn’t attack with the smallest because it’s too easy to destroy, and it might be useful for blocking on the opponent’s next turn.
Assign Blockers
The defending player assigns blockers to two of the attackers and lets the third attacker through. Blocking choices are up to the defender.
Combat Damage
The unblocked attacker deals 3 damage to the defending player. The blocked attackers and the blockers deal damage to each other. The smaller creatures die and the bigger creatures live.
Here are pictures of the cards that are used as in the example if you want to see them more clearly.
Parts of the Turn
Below are the parts of a turn. Each turn proceeds in the same sequence. Whenever you enter a new step or phase, any triggered abilities that happen during that step or phase trigger and are put on the stack. The active player (the player whose turn it is) gets to cast spells and activate abilities, then the other player does. When both players in a row decline to do anything and nothing is waiting to resolve, the game will move to the next step or phase.
With each part of the turn is a description of what can happen during that part, if it’s your turn.
A. Untap Step
You untap all your tapped permanents. On the first turn of the game, you don’t have any permanents, so you just skip this step. No one can cast spells or activate abilities during this step.
B. Upkeep step
This part of the turn is mentioned on a number of cards. If something is supposed to happen just once per turn, right at the beginning, an ability will trigger “at the beginning of your upkeep.” Players can cast instants and activate abilities.
C. Draw step
You draw a card from your library. (The player who goes first skips the draw step on his or her first turn to make up for the advantage of going first.) Players can then cast instants and activate abilities.
You can cast any number of sorceries, instants, creatures, artifacts, enchantments, and planeswalkers, and you can activate abilities. You can play a land during this phase, but remember that you can play only one land during your turn. Your opponent can cast instants and activate abilities.
A. Beginning of Combat Step
Players can cast instants and activate abilities. This is your opponent’s last chance to cast spells or activate abilities that stop your creatures from attacking.
B. Declare Attackers Step
You decide which, if any, of your untapped creatures will attack and which player or planeswalker they will attack. Then they do so. This taps the attacking creatures. Players can then cast instants and activate abilities.
C. Declare Blockers Step
Your opponent decides which, if any, of his or her untapped creature will block your attacking creatures, then they do so. If multiple creatures block a single attacker, you order the blockers to show which is first in line for damage, which is second, and so on. Players can then cast instants and activate abilities.
D. Combat Damage Step
Each attacking or blocking creature that’s still on the battlefield assigns its combat damage to the defending player (if it’s attacking that player and wasn’t blocked), to a planeswalker (if it’s attacking that planeswalker and wasn’t blocked), to the creature or creatures blocking it, or to the creature it’s blocking. If an attacking creature is blocked by multiple creatures, you divide its combat damage among them by assigning at least enough damage to the first blocking creature in line to destroy it before assigning damage to the next one in line, and so on. Once players decide how the creatures they control will deal their combat damage, the damage is all dealt at the same time. Players can then cast instants and activate abilities.
E. End of Combat Step
Players can cast instants and activate abilities.
Your second main phase is just like your first main phase. You can cast every type of spell and activate abilities, but your opponent can only cast instants and activate abilities. You can play a land during this phase if you didn’t during your first main phase.
A. End Step
Abilities that trigger “at the beginning of your end step” go on the stack. Players can then cast instants and activate abilities.
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” and “this turn” effects end. No one can cast instants or activate abilities unless an ability triggers during this step.
Videos on How to Play
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Magic: the Gathering's video on How to Play Magic the Gathering
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Tolarian Community College's video on How to Play Magic the Gathering
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Triple S Games's video on How to Play Magic the Gathering
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wikiHow's video on How to Play Magic the Gathering
Useful links for learning the basics