What is Magic
Magic is perhaps best described as a singularly rich gaming environment.
Where other games have one set of rules, Magic has almost endless rules.
Where other games are sold in a single communal box, Magic is sold in separate chunks with players free to assemble the pieces they choose.
Where other games are finite in scope, Magic is endlessly expandable.
One set of rules governs the game as a whole. But each card can (and does) bring its own rules with it.
The design of the game and the decks of cards are completely modular.
– Generation Decks, Titus Chalk, pg 13.
Things You Will Need
You will need some way to track your life total (and possibly your opponents).
- Dice
- pair of d10s
- d20 spindown
- Notepad
- Boogie Board
A way to track counters on permanents:
- Dice
- lots of d6s
Basic Gameplay
Parts of a Turn
A turn in a Magic game consists of five phases, in this order:
- Beginning phase
- Pre-combat main phase
- Combat phase
- Post-combat main phase
- Ending phase
Beginning Phase
- Untap
- Upkeep
- Draw
Main Phases (pre and post combat)
Laying of land and casting of spells by active player.
Combat Phase
- Beginning of Combat Step
- Declare Attackers Step
- Declare Blockers Step
- Combat Damage Step
- End of Combat Step
Ending Phase
- End step
- Cleanup step
Parts of a Card
General Cards
- Card Name
- Mana Cost
- Type Line
- Expansion Symbol
- Text Box
- Collector Number
- Power and Toughness
Planeswalkers
- Name
- Mana Cost
- Illustration
- Type Line
- Subtype(s)
- Expansion/Set Symbol
- Text Box
- Illustrator
- Loyalty
- Other, sub-text box information (including copyright information and collector's number).