Basic Tutorial
Magic - Basic Rules
The idea:
You are a wizard, or as you prefer to be called, a plainswalker. Your
reign is the world of Dominia, but you are not alone; other
plainswalkers lie in an eternal struggle with you for the complete
power over this world full of wonders.
To fight the others you summon creatures to fight mighty battles for
you; you invent artifacts to help those creatures, to heal damage or
to do some nasty effect on your opponent; you cast spells to inflict
direct damage to your opponent or to keep him from doing the same to
you; you enchant the match to bend the rules.
This is a complex challenge and only the best plainswalker willfinally survive.
Playing principles:
Note: I will describe the rules as if you are playing against one
opponent. The rules can easily be expanded to work for multiplayergames.
You and your opponent sit down. Each one of you has his own pile of
Magic cards; this pile is called the deck. A deck contains at least
60 cards. There is no maximal number of cards, but you'll see later
why most players play with 60-65 cards instead of putting all their
cards together.
Every player has 20 life points. It doesn't matter how you keep track
about them, you may just remember them, write them down, use dices to
show them or use a number of stones to memorize them.
When the game starts, every player draws seven cards.
The players must draw one card per turn, starting from the very first
turn. Each player can cast spells while it is his or her turn. Some
spells can even be cast while it is the other player's turn.
The game has four areas:
- The library, where you draw your cards
- The graveyard, where used spells and creatures that diedgo to.The
cards in the graveyard lie face up and everybody has the right to
look through any player's graveyard at any time
- Your play area, where your living creatures, artifacts and
enchantments lie
- Your hand, where you keep the cards to use in the future
At the end of each player's turn one must not have more than seven
cards, so if one has more than that, he or she has to discard down to
seven which means to put the cards face up onto your graveyard.
End of the game:
A game can be lost in the following ways:
- a player has 0 or less lifepoints
- a player can not draw (his/her library is empty)
- a player has ten or more poison counters (we'll see about thatlater)
What has a card to say?
A card has several things to say.
- Starting in the top left corner we have the name of this card.It is
used to uniquely identify that card but has no further meaning.
In the top right corner we find the casting cost of a spell. Lands do
not have a casting cost. See extra section for details.
- The most decorative element you'll find below: filling almosthalf
the card is the artwork, a picture featuring this cards theme.
Usually you should be able to see a connection between a card's title
and it's picture, e.g. if the card is a creature the pict should
usually show that creature. The picture has no playtechnicalrelevance.
- The line below the picture is very important, it classifies thetype
of the spell. This is discussed in the nect section.
- The text area in the lower half displays some text to explain the
cards capabilities. Anyhow, there are some cards that do not need any
special explanation. Instead of leaving that area blank it then
usually features a flavour text, some text with no playtechnical
relevance. It's only purpose is to enrich the games atmosphere by a
neat comment to that card. You can identify flavour text as it is
printed italicized.
- The last line features the artist's name on the left and the
creatures power and toughness on the right. If that card is not a
creature this space is left blank.
Different card types
As said above the card type can be determined by the line below thepicture.
The different types are:
- Lands:
- A land is your source of energy; they makemana.
These are theonyl cards without casting cost, but unlike all other cards you can
only play one land per turn (to play a land you simly put it from
your hand face up down on the table).
- Creatures:
- A creature is card whose type sayssomething
like "Summonxxx", where xxx is that creature's type. The other possibility is an
artifact creature, we'll see later about that.
- Enchantment:
- An enchantment generates an effectworking
for oragainst something. Cards that just say "Enchantment" work globally,
the effect produced by them affects all players although any special
ability can only used by its controller (an example: "Conversion, a
white enchantment, will affect the mountains of all players to become
basic plains. "Circle of Protection: Black" on the other hand can
only protect the controllers life as it needs an activation cost to
use it. Activation costs can only be paid by the controller of that
card [usually the owner of that card].).
Other enchantments only work locally, they enchant another card
instead of the whole game. Those other types are: enchant land,
enchant creature, enchant enchantment.
- Artifacts:
- These are "devices" to be used by anycolor.
Artifacts arepermanents like lands, creatures and enchantments. After you have
successfully casted them you can use their special ability. This
ability usually requires an activation cost and, most times, tapping.
Some artifacts are artifact creatures, which means they count as
creatures as well as as artifacts.
- Sorcery:
- Unlike lands, creatures and enchantmentsa
sorcery only
works once. You cast this spell (you pay the casting cost and put the
card on the table), resolve it's effect (e.g. deal damage) and then
you put the spell in your graveyard.
- Instant:
- Like sorceries instants are notreusable, but
instants haveone important advantage against sorceries: they can be played
whenever you want, no matter if it is your turn or if you are withina combat.
For example you can react to an attacking opponent by using an
instant to make your creatures stronger. A sorcery would not be
alloowed to be played at such a time.
- Interrupt:
- These are the real fast ones! Just likeinstants
interrupts can be played at every time, but they work faster! This
means: if A plays an instant and B plays an interrupt, A can only use
another interrupt to react, because an instant would resolve after
B's interrupt did. Therefore an interrupt is the only way to counter
a spell (to react to spell in a way as if it has never taken place).
Colors
You may have noticed that some cards have different border colors.
Take a Magic card. Turn it around. There you can see the five
different colors of Magic:
- White
- The pure and peaceful. Very protective, very
defensive, andkilling with a smile on your face. Of course even white can do
something nasty like kiling your favourite creature, but at least you
get some lifepoints for it.
- Blue
- The magic from the deep sea. Lots of annoying
spells, several
counterspells and enchantments to steal other player's creatures or
artifacts. Blue players are usually unpopular players, although most
players have at least one blue deck.
- Black
- The fouly pest from the swamps. Want tobring a
creature from
your graveyard (or even better, somebody else's graveyard) back into
play? Don't care about sacrificing a creature just to get some lousy
mana? Playing a creatures that "eats" its own friends? No problem,
black can do all of this.
- Red
- Chaos and destruction. Fireballs, lightningbolts,
burningeverybody to pieces? Here you are, red offers you a broad variety of
direct damage cards and neat things like "destroy all whitepermanents".
- Green
- The force of nature. When you think it iseasy to
beat upsomeone from the woods, think again. Strong creatures and some ways
to protect them against everything.
"But wait, not every card has one of these colors!"
You are right, there are some exceptions:
Artifacts and lands don't have any color, they are called
"colorless"
Multicolored cards. Maybe you have seen some cards with a golden
border. Those cards belong to more than one color. You have to look
at the casting cost to identify to which colors they belong to.
... which brings us to:
Casting costs
As mentioned above you can determine a spell's casting cost (a spell
is every card except lands and is only considered a spell until it is
successfully cast that means unless it is not countered) by looking
at the top right corner of a card.
Normal, colored cards have one or more strange symbols and often a
number in a circle. The symbol alway represents mana from the card's
color, which means a red card needs red mana to be cast.
The correct reading goes something like this:
You start from the right and count the symbols. For example, if you
see four little trees, this means you have to spend four green mana
to cast the spell. If you have a golden bordered card there will be
more than one symbol; so if you find two skulls and tree, you'll need
two black mana and one green mana. To the left of these symbols mostspells
also have a number in a
circle; this means that you have to pay additional mana of anycolor.
So where does all this colored mana come from? It comes from your
lands, and it depends on what kind of land you have what kind of mana
it produces.
Land Mana Land |
Color of Mana | Symbol Character |
Plains | White | Bright Sun (W) |
Island | Blue | Drop of water (U) |
Swamp | Black | Skull (B) |
Mountain | Red |
Fireball (R) |
Forest |
Green | Tree (G) |
Note: Since the mana symbols are copyright by Wizards of theCoast,
Inc., I am not allowed to display these symbols; instead I'll write
down the characters shown in the table's last column.
If you see a casting cost of 3GG, you'll have to pay two green mana
and three mana of any color for example: GGGGG, WRBGG, UUUGG, BGGGG.
You can also use colorless mana (C) for this: CCCGG (some special
lands make colorless mana).
There are some spells that have an X in the casting cost. In these
case you can choose how much you want to spend on the spell.
An example: Fireball is a red spell with a casting cost of XR and the
following text:
Fireball deals X damage, divided evenly (round down) among any number
of target creatures and/or players. Pay an additional 1 for each
target beyond the first.
So, how do you use this one?
Let's say you've paid six red mana for
this spell (you have to pay all mana before casting the spell). You
need one mana to activate the spell and now have five additional mana
to deal some damage with. You could simply deal five damage to some
player's life or to any creature. But the Fireball has a very special
abbility: you can divide the damage between several targets! So you
could also deal two damage to two different targets (let's say two
damage to that nasty creature and another two to that creature's
controller's life) or you could even hit three targets with one
damage each. As you can see the Fireball gets a bit expensive if you
want to hit a lot of targets.