ArtsAutosBooksBusinessEducationEntertainmentFamilyFashionFoodGamesGenderHealthHolidaysHomeHubPagesPersonal FinancePetsPoliticsReligionSportsTechnologyTravel
  • »
  • Games, Toys, and Hobbies»
  • Collecting & Collections

Magic the Gathering: For Dummies

Updated on June 7, 2012
A basic MTG card.
A basic MTG card.
How a tournament looks.
How a tournament looks.
A large stack of cards, separated into decks.
A large stack of cards, separated into decks.

What is Magic: The Gathering?

Magic: The Gathering, also known as Magic or MTG, is not just a card game for teens, it is also considered a critical thinking strategy game for all ages. In magic you are a wizard, or planeswalker, set out to destroy your opponent with items, spells, and fantasy creatures. It is also a trading card game, where players trade or can battle for cards that they want for their own MTG deck.

Why Play?

Magic is a great way to pass the time and an even better way to start a game that everyone can enjoy. Though the thought of having fun is definitely a plus for playing Magic – it’s not the only reason by far. One of the best reasons to start collecting and playing Magic is for the joy of a quick buck. Magic cards can be worth a lot depending on their rarity and how the play during the game. You can also make money off Magic by playing in tournaments – which many of the really good players do.

How the Colors Interact
How the Colors Interact

Starting a Deck: The Basics

Most players decks are based off of a specific color; the colors all have certain meanings which will be explained in detail very soon. Another things players take into consideration when building a deck is how much mana is needed and what they want their deck based on. It is recommended by http://www.wizards.com/magic/magazine/article.aspx?x=mtgcom/academy/3 to only use two colors in the beginning and keep the card number at the tournament minimum of 60 cards – for a better chance at picking the card that you need. Now for the colors: white, blue, red, green and black. White is the color for justice and is generally used for restoring lives of both creatures on the field and the player; blue is considered the color of wisdom because a player with a blue deck generally know how to gain control and the upper hand, their strongest strategy is stopping players from using their cards & letting their opponent steal their cards. Red is considered the color of chaos and the planeswalker that uses red wants to win as quickly as possible with lots of damage. Green is the color of nature and a player using green focuses strongly on creatures and the force of mother nature. Black is the color of ambition, black decks have a lot of death within them; the player using black cards are willing to do anything to win a battle.

There will be a much more in depth article on building a deck in due time. This is simply starting.

How to Play

Now for the biggest and most important thing to understand if you plan on playing not collecting – playing the game! I would suggest practicing with friends before actually attempting to compete in a tournament unless it is a beginner’s tournament.

1)Pick the deck you’ll be using for the match; many players have multiple decks with different color combinations.

2)Shuffle your deck and collect seven cards. The rest of the deck becomes known as a library. If you don’t like your hand you can mulligan – shuffle your hand back into the deck and draw six cards instead of seven. You can continue doing this drawing one less card each time until you like your hand.

3)Then begins the beginning phase – if it is the first round skip this step – untap all tapped permanents. No one casts spells or activates abilities.

a)Upkeep: – if your card states that an ability will trigger “at the beginning of your upkeep” then allow abilities and instants to be played.

b)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)The Draw Step: The player who goes first skips the draw step on his or her first turn. Players can then cast instants and activate abilities.

4)The first main phase – Cast any sorceries, instants, creatures, artifacts, enchantments, and planeswalkers; activate abilities; play a land – but remember you can only play one during the turn. The opponent can activate abilities and instants at this time.

5)Beginning combat – Cast instants & activate abilities; your opponent will be trying to cast things that will prevent your creatures from attacking.

a)Attack – Decide what untapped creatures will attack and what will be attacked. Tap the attacking creatures.

b)Blocking - Your opponent decides which untapped creatures will block your attacking creatures, if there are multiple blockers for one creature order them to show which is first and so on.

c)Combat damage- Each attacking or blocking creature on the battlefield gives combat damage to the defending player, planeswalker, or creature if it wasn’t blocked. When attacking, if you’re blocked by multiple creature the combat damage is divided out (enough to kill the first, then so on and so forth. 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.

d)End of combat - Players can cast instants and activate abilities.

6)Second 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.”

7)Ending Phase: Abilities that trigger “at the beginning of your end step” go on the stack.

a) Cleanup – Discard your cards until your hand only holds seven. Damage on creatures is removed and any effects that are specific to the turn end. Nothing can be casted unless it is triggered for the end phase.


Things to Remember During Gameplay

The more powerful the spell, the more mana you need (aka the more lands you need). The longer in the game you wait to play them, the more mana you will have to use them. Some spells also require the payment of additional resources, such as cards in play or life points. Some spells have effects that override normal game rules. While your opponent is playing, if they attack and you cannot block them, then you begin to lose player life. You start off with 20, whoever reaches zero first loses the match. If a creature dies it is sent to the graveyard, cards in the graveyard can only be resurrected if you have another card that says so. When you play a card not only do you follow the effect it says but you can also attack with it.

Comments

    0 of 8192 characters used
    Post Comment

    • profile image

      Sam 3 years ago

      Very nice and simple guide! Would love in pdf or simple text form.

    • nightmarenyx profile image
      Author

      nightmarenyx 4 years ago from Florida

      The only reason why I stated it as "Dummies" is because I wrote it as I was learning how to play. I assumed for those viewing this particular hub it would be due to the fact that they were beginning to learn how to play and for the most part knew what a stack was.

    • profile image

      Entreri 4 years ago

      Not that informative, you used some keywords that people who don't play wouldn't know, such as the "stack" (set of abilities and spells that will resolve in a set order with the last activated first to resolve). Next time you call it for "dummies" make it a bit more basic.