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how to play magic

HOW TO PLAY MAGIC THE GATHERING:
A GUIDE FOR BEGINNERS

Learning to play Magic: The Gathering may seem like a daunting task, particularly if you’re completely new to the Magic world, but here at Magic Madhouse, we’re on hand to make your transformation from beginner to expert as easy as possible. Whether you’re wanting to join in on your friends Magic: The Gathering games, or you’re eager to learn a new competitive skill from scratch, you’re in the right place.

We have put together an easy to read guide comprising everything you need to know as a MTG beginner. To get you started, we’ll provide tips on what to buy first, an explanation of the different card types, the rules for playing, alongside a whole host of secret Magic: The Gathering tips and tricks.

WHAT DO YOU NEED TO PLAY MAGIC: THE GATHERING?

First things first, you’re going to need a starter deck, such as Magic: The Gathering duel decks, these will include everything you need to get started. Accessorise wise you will need a d20 dice. These are dice that serve as a way to track life. As the game progresses and more advanced, you’ll need tokens. You can get tokens in sets, however, d6 dice can also be used as tokens too.

HOW MANY CARDS DO YOU NEED TO PLAY MAGIC: THE GATHERING?

The standard rule of thumb is 60 cards, but there is a limit of 4 for any 1 particular card.

If you progress and plan to play in events at the Magic: The Gathering Arena, you will need a minimum of 60, plus an optional side line of 15 cards. These can be switched in and out between matches.

If you’re playing a limited event like a booster draft, this will only require 40 cards. Magic: The Gathering Commander sets are slightly more advanced decks based around one big card and feature 100 cards. But for now, you just need to focus on the standard rule of thumb...

Planeswalkers are powerful allies you can call on to fight by your side.

HOW DO YOU USE A PLANESWALKER?

Once you have mastered the basic rules of play, it’s time to advance by wielding more power. A Planeswalker is a cross-dimensional magic-user which has a broad spectrum of abilities that can perform sensational things on the battlefield. These characters play a huge role in Magic: The Gathering. Some players like to think of a Planeswalker as an additional team mate.

While you could start immediately with a Planeswalker, we would recommend progressing from a basic deck and building up. They are available in sets of 1 or 2 and just like starter packs, correspond to one element, so all other cards in the deck operate off the same mana.

Planeswalkers give the game a touch more versatility and require a little more strategy when taking into battle.

WHAT DO MAGIC: THE GATHERING CARDS MEAN?

You and your friends play the part of Planeswalkers, these are powerful characters who can traverse different planes of existence and participate in battles by summoning powerful spells. You have 20 hit points each, the goal is to win by drawing powerful spells and creature spells that can lower your opponent’s life total, while sustaining your own hitpoints. The first player whose life total reaches zero loses.

You, as a Planeswalker, rely on land cards, or mana to summon opponents with your spells. These lands and their coordinating colours create the foundations for play.

COLOURED CARDS

There are 5 types of land cards:

Plains: (Creatures such as knights, soldiers and clerics) White mana represents civilisation and its spells focus on increasing the health and the attack of your minions (these can be also known as buffs) or healing them (or yourself) instead.

Islands: (Creatures are often wizards, merfolk or spirits) Blue mana is associated with foresight and knowledge, it’s used for casting spells that interrupt the other player or help you draw cards faster.

Mountains: (Red spells like Fireball and Lightning Bolt. Creature types like goblins and warriors make for fast games) Red mana casts aggressive spells and creatures and is used to beat your opponent in the quickest means necessary.

Swamps: (Zombies, demons and other infernal creatures can be used to finish the job) Black mana is the most sinister of the land cards, you’ll often use these cards as a way of leeching away at your opponents health.

Forests: (Beasts, elves, druids of the wood bring you victory) Green mana exudes raw natural energy. While most spells or creatures will belong to one of these colours, there are some exceptions. Multi-coloured cards overlap two colours e.g. a vampire cleric belongs to both black and white. This requires both colour land to play the card.

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Colourless: cards have no colour, so any type of land can be played to summon these types of creature spells, these are often golems, various automata and constructs.

ARTIFACT

Works like an enchantment, but usually represents a physical object rather than a magic spell. They can include equipment that can make your creatures even stronger. Unlike creature enchantments though, equipment stays in play even if the creature is destroyed.

ENCHANTMENT

Works like a spell or sorcery, but stays in play indefinitely until your opponent can discover a way to dispel it. Enchantment cards can also include creature enchantments which continually buff a card until it’s dispelled or the creature is destroyed

PLANESWALKER

These extremely powerful cards represent other Planeswalkers who have come to assist you in winning your battle. These cards come with tokens and are played differently to other traditional Magic cards. We will explain in greater detail later.

CREATURE

The most basic attacker and defender, a creature spell can range from a pious angel to a demonic imp. Each individual creature comes with an attack and defence rating which can be found in the bottom right corner of the card. This signals how powerful the creature is and sits besides a number of additional abilities listed on the card.

SORCERY

Sorcery is a spell you cast, only on your turn, with a one time effect. This card is then discarded.

INSTANT

This card also has a one-time effect. However, it can be played on your turn or your opponent’s turn. This provides more game interaction.

MAGIC: THE GATHERING GLOSSARY

One of the trickiest elements for beginners is understanding the language and terminology used in the game. To help you out, we’ve put together a glossary of Magic: The Gathering jargon to get you more familiar with the game...

Exile: When a creature dies, it can be ‘exiled’ by another player. This means it goes to the exile pile and needs to get back into the Graveyard pile before then can become resurrected.

Graveyard: When a creature uses its spell or a creature dies they go to the Graveyard pile. You can, however, resurrect creatures from this pile back into your deck.

Mana: Mana is magic, you need it to cast spells and play creatures. The amount of mana your card has determined when and how you can play it.

Mulligan: If you’re not happy with the first 7 cards you draw to start the game you can ‘mulligan’ meaning you can make a second attempt at drawing 7 new cards.

Summoning Sickness: You can’t use a creature to attack on the same turn that it was played unless otherwise specified.

Tap: Once the card has been played you need to ‘tap’ in order to activate the powers. You do this by shifting your card horizontally.

HOW TO GET STARTED PLAYING MAGIC: THE GATHERING

The aim of the game is to kill the other player(s). You each start the game with 20 health points, which are usually tracked using a 20-sided dice.

In summary, you draw random cards from your deck, lay down mana and decide how to use it.

1. Take your starter deck with 60 cards. Each shuffle your deck so they are in a randomised order and draw out 7 cards.

2. There are two types of cards in your deck; land and spells which have been covered above. To create a successful game you need a good mix of both in your starting hand.

3. If you’re unhappy with your hand you can mulligan. While there are usually special rules for this, as you’re just starting off you can simply shuffle your hand back into your deck and draw another 7 cards.

4. Once you decide on your hand you then continually draw cards with each round of play.

5. At the start of each of your turns you need to lay down a land card to power anything else you need. The more powerful the card is, the more mana it needs to run.

6. Any monster or spell you want to ‘summon’, will ‘tap’ your mana. When a card is ‘tapped’ it is turned 90 degrees to the side, to make it clear that it’s in use

7. All cards can only be ‘tapped’ once per round. Creatures and spells also get ‘tapped’ just like this, but for different purposes. For example, a creature gets ‘tapped’ when it attacks, meaning it can’t block on the next round.

8. A player wins when their opponent’s life reaches zero, or when their opponent cannot draw a card for their turn.

9. If you play a creature, you must wait until your next turn to attach with it. Other spells, however, can be played or used straight away in that round.

10. Your creatures have a defence and attack value. If you find yourself being attacked by your opponent(s) you can choose whether to take the damage or defend with a creature block.

11. If you’re attacking with one or more creatures, tap the creature you’re attacking your opponent with. They then have the choice whether to block with a creature.

12. If your creature’s attack value is equal or greater than your opposition's creature’s defence, the opposing creature will die. However, if your opposing creature’s attack is equal or greater than your creature’s defence, your creature will die.

13. Some, none or all creatures can die in a battle, depending on card values.

14. Some spells stay permanently while others are discarded after being used once. (check coloured cards and card types if you’re not sure.

15. Once you have got to grips with the basics of the game, use a deck builder's toolkit to help you build your own decks to play with.

It’s a complete mix of strategy with an edge of luck, although obviously the better built your deck the more likely you are to win.

WHICH ARE THE BEST MAGIC: THE GATHERING CARDS FOR BEGINNERS?

Here at Magic Madhouse, we have a full spectrum of Magic: The Gathering products, for complete beginners to competitive players. Magic: The Gathering intro packs, duel decks and deck builders toolkits are a great place to start as they include all the basics you need to gain experience and build foundations of play. As you begin to progress and feel more confident with the game you can build your decks with booster packs, bundles and more!

If you still feel overwhelmed, the best way to feel at ease with the basic rules is with a few practice matches. Anyone over the age of 13 can play Magic: The Gathering and can begin at any time. Start with simple spells and creatures and gently build your confidence up before introducing planeswalkers and more complex cards. Pre-made card sets make a great starting point before advancing onto making your own deck.

Find places to play Magic: The Gathering on the Official Wizards of the Coast locator. This provides access to information about running events. These social events are a fun way to enjoy the game socially, not only will you meet and interact with other players, you’ll get to eke out the rules with more experienced competitors.