Magic: The Gathering User Guide
- June 7, 2024
- MAGIC
Table of Contents
Magic: The Gathering
AGE 13+
Quick Start Guide
hunt
BIGGER
game
Welcome to Magic: The Gathering®, the world’s premier trading card game.
You’re about to discover why millions around the world play MagicTM: its deep
strategy, its beautiful worlds and strong characters, and its worldwide
community.
If you already own some Magic cards, get them out now. Those cards represent
the tools you’ll use to defeat your opponents. You’ll summon fearsome
creatures, wield mystical items and incantations, and cast wondrous magical
spells. The cards are your game pieces, and you can put them together in
countless combinations.
There are thousands of cards to choose from, so where do you get started? Each
player needs a deck of at least 60 cards, and an intro pack is a great way to
get one. Intro packs give you everything you need to start playing: a ready-
to-play 60-card deck filled with creatures, lands, and other spells. You also
get two 15-card booster packs, giving you more cards to make your deck your
own.
2
Illus. Tyler Jacobson
Getting Started
To start the game, shuffle your deck, also known as your library. Draw a hand
of seven cards and check to see how many lands you have. You can look at the
line of text just below a card’s art to see what type of card it is. For this
first game, if you don’t have at least two land cards, reshuffle your deck
(including your old hand) and draw a new hand.
You and your opponent each start with 20 life, and you’ll each need a way to
track your life total (such as dice or a pencil and paper). Reduce your
opponent’s life total to 0 and you win the game!
Ajani’s Pridemate
oO1oOW
Swamp Swamp
257/269 L M 1 5 · EN Andreas Rocha
Hand
TM & © 2014 Wizards of the Coast
252/269 L M 1 5 · EN Howard Lyon
you
16 life left Library
TM & © 2014 Wizards of the Coast
010/269 C M 1 5 · EN Allen Williams
TM & © 2014 Wizards of the Coast
TM & © 2014 Wizards of the Coast
TM & © 2014 Wizards of the Coast
250/269 L M 1 5 · EN John Avon
Basic Land — Plains
259/269 L M 1 5 · EN Cliff Childs
Basic Land — Swamp Basic Land — Swamp
Enchant creature When Divine Favor enters the battlefield, you gain 3 life.
Enchanted creature gets +1/+3.
With an armory of light, even the squire may champion her people.
Basic Land — Plains
Enchantment — Aura
Plains
260/269 L M 1 5 · EN Jonas De Ro
Plains
Divine Favor
oOo1OW
235/269 U M 1 5 · EN Daniel Ljunggren
TM & © 2014 Wizards of the Coast
2/2 TM & © 2014 Wizards of the Coast
“If a boggart even dares breathe near one of my kin, I’ll know. And I’ll not be happy.”
oOo1OW
2/2 TM & © 2014 Wizards of the Coast
Whenever you gain life, you may put a +1/+1 counter on Ajani’s Pridemate. “When one of us prospers, the pride prospers.” –Jazal Goldmane
Whenever you cast a white spell or a Plains enters the battlefield under your
control, you gain 1 life.
A symbol of conviction in uncertain times.
When Kinsbaile Skirmisher enters the battlefield, target creature gets +1/+1 until end of turn.
Graveyard
Artifact
016/269 C M 1 5 · EN Thomas Denmark
Creature — Kithkin Soldier
Kinsbaile Skirmisher
002/269 U M 1 5 · EN Svetlin Velinov
Creature — Cat Soldier
Staff of the Sun Magus
oO3
Krenko’s Enforcer
Oo1OoROoR
Ensoul Artifact
Oo1OoU
Battlefield
Ornithopter
Artifact Creature — Thopter
Flying (This creature can’t be blocked except by creatures with flying or reach.)
Once a year, the skies over Paliano fill with the flying machines of those who hope to be taken on as pupils by the artificer Muzzio.
223/269 C M 1 5 · EN Franz Vohwinkel
Creature — Goblin Warrior
Intimidate (This creature can’t be blocked except by artifact creatures and/or
creatures that share a color with it.)
He just likes to break legs. Collecting the debt is a bonus.
152/ 269 C M 1 5 · EN Karl Kopinski
2/2 TM & © 2014 Wizards of the Coast
Basic Land — Island
Island
0/2 TM & © 2014 Wizards of the Coast
265/269 L M 1 5 · EN Karl Kopinski
263/269 L M 1 5 · EN Florian de Gesincourt
Basic Land — Mountain
Enchantment — Aura
Enchant artifact
Enchanted artifact is a creature with base power and toughness 5/5 in addition
to its other types.
Too often, some self-described genius comes up with a “labor-saving device”
that ends up creating far more work.
054/269 U M 1 5 · EN Jasper Sandner
TM & © 2014 Wizards of the Coast
Oo0
Mountain
Mountain Mountain
Basic Land — Mountain
Basic Land — Mountain
264/269 L M 1 5 · EN Nils Hamm
TM & © 2014 Wizards of the Coast
TM & © 2014 Wizards of the Coast
TM & © 2014 Wizards of the Coast
TM & © 2014 Wizards of the Coast
Island
Lava Axe
SiegOo4e OoRDragon
Oo5OoROoR
Basic Land — Island 2M5165/·26E9N L Peter Mohrbacher
1MS5LA1o45a/r·s2vctE6areN9TMirAcC&yt©xBure20pia1dgn4 WSrenMai1zaoa61ddrl25ddses/fy·old2E5foyd6NteWvh9ieendadeRfCWlgrhaeeosFKasnmetasthl2ttChrnhdyrleaeroieaiKdnnengovytcapagegeiiSpmnantrsituplklTMdeaoalSirlegyWga&eirteeeey©aarg–eh2Drtler0acolg1srD4otceDacWenoytrhgairoznatapeocarrugttdohgnlr.soraoloosnfyceonlt.rehsnpeeratCnpa.etooottarusasntWcretekhnaswlet,lssiib,tfchaiottontultetrfoiel.ld, 5/5 TM & © 2014 Wizards of the Coast
Hand
Library
Bronze Sable
Oo2
Artifact Creature — Sable
The Champion stood alone between the horde of the Returned and the shrine to Karametra, cutting down scores among hundreds. She would have been overcome if not for the aid of the temple guardians whom Karametra awakened. –The Theriad
214/ 269 C M 1 5 · EN Jasper Sandner
2/1 TM & © 2014 Wizards of the Coast
Graveyard
me
18 life left
3
Types of Cards
Your deck includes lands and creatures, and it may also include sorceries,
instants, artifacts, enchantments, and planeswalkers! On the next few pages,
we’ll take a look at what the different types of cards are and how to use
them.
Forest
Basic Land — Forest
269/269 L M 1 5 · EN
Jonas De Ro
Lands
Land cards are the foundation of any successful Magic deck. Lands provide mana, the magical energy you need to cast all the other cards in your deck. You can play one land during your main phase on each of your turns. Lands stay on the battlefield in front of you. Your lands untap (reset) at the start of each of your turns so that you can use them again.
There are five types of basic land, each one corresponding to one of the five colors of magic. Each color of magic has different strengths and capabilities. You’ll get to know the colors as you play more.
TM & © 2014 Wizards of the Coast
Not all lands are basic lands. Some nonbasic lands tap for multiple colors of mana, while others tap for colorless mana (o1, 2o , etc.) but have unique abilities.
Basic land type
Plains Island Swamp Mountain Forest
Can be tapped for
oW (white) oU (blue) oB (black) oR (red) oG (green)
4
Spells
Every card that isn’t a land can be cast as a spell. Some types of spells are put onto the battlefield and become “permanents.” Other types of spells have their effect and then go to your graveyard (discard pile).
Elvish Mystic
OoG
Creatures
Creatures are permanents that represent your minions. During combat,
they can attack your opponents and defend you from opposing attacks.
You can cast creature spells during your main phase.
Creature — Elf Druid
o1OoWO
Oo5
Meteorite Divine Favor
Artifacts & Enchantments
–f”ioTnLNd:ifiAteshsdagordsRoewoGepvslaateconveeesyrwoywuhrehremereia.tnMgaroypwoksoinslt.rmonergeelsyt.”
M1 7135/·2E6N9 C Wesley Burt
1/1 TM & © 2014 Wizards of the Coast
Artifacts and enchantments are permanents that represent
magic items and stable magical manifestations. Most artifacts are
colorless, meaning they don’t require a specific color of mana to
EnEcWhnbacEahnhtWnettamm0nlcMn1Aei0ha1etfWtD5/rhinyiap2t·teoTc6mtniE2ilMah”l9cdrfvaN2d–tah:e1n1AeCaieye5/,cnaaAnnead2·AnatytAme6Erladluur9dosNMl.cempFdrrunUrp2ieaiWeafeooooiSgavlnrtdcIlonoaetoiy’ataulimmohetr.nmsorMerefemuril3rantylppegighatigleyeneeniheoftrgaentpsts,,”.olt+eoeteh.hvtf1rTMaeees/a&nr+bnt©ghe3t2yeh0ge.1tae4TMcWcbnos&izrqaal©re.odut2sa.t0rio1lfrt.4eteuthWeofriCizaeeoryadsltsodoofu,rthre Coast
cast. Some artifacts are also creatures. You can cast artifact and enchantment spells during your main phase.
Sorceries & Instants
Lightning Strike Divination
Oo1OoR
Sorcery and instant spells represent powerful incantations that can have
a wide range of effects. After their effects happens, these spells are put
Oo2OoU
into your graveyard. You can cast a sorcery only during your main phase,
the same time you cast creatures and other permanent spells. You can cast an instant during either player’s turn, at almost any time . . . even in response to another spell!
Liliana Vess
Oo3OoBOoB
Planeswalkers
Instant
Sorcery
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Planeswalkers are powerful allies you can call on to fight
by your side. To learn more about planeswalkers,
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see Wizards.com/PlaneswalkerRules.
103/ M15
269 · EN
M
Aleksi Briclot
5
Shivan Dragon
Shivan Dragon
Oo4OoROoR
Oo4OoROoR
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281/ M15
2 ·
69 EN
R
Donato Giancola
Forest Forest
Casting Spells
All cards except lands have a mana cost in the upper right corner. This cost
is made up of symbols that tell you what kind of mana you have to spend to
cast the spell.
You must pay mana for each of these symbols in order to cast Shivan Dragon.
The symbol Ro means one red mana. The symbol 4o means four mana of any kind.
So you have to pay two red mana and four mana of any kind to pay this cost.
Mountain Mountain
Mountain Mountain
Mountain Mountain
Basic Land — Mountain Basic Land — Mountain
263/269 L M 1 5 · EN Florian de Gesincourt
Mountain Mountain
Basic Land — Mountain Basic Land — Mountain
263/269 L M 1 5 · EN Florian de Gesincourt
Forest Forest
Basic Land — Forest Basic Land — Forest
269/269 L M 1 5 · EN Jonas De Ro
Creature — Dragon 6
269/269 L M 1 5 · EN Jonas De Ro
Basic Land — Forest Basic Land — Forest
269/269 L M 1 5 · EN Jonas De Ro
TM & © 2014 Wizards of the Coast
269/269 L M 1 5 · EN Jonas De Ro
TM & © 2014 Wizards of the Coast
265/269 L M 1 5 · EN Karl Kopinski
Basic Land — Mountain Basic Land — Mountain
263/269 L M 1 5 · EN Florian de Gesincourt
TM & © 2014 Wizards of the Coast
265/269 L M 1 5 · EN Karl Kopinski
TM & © 2014 Wizards of the Coast
264/269 L M 1 5 · EN Nils Hamm
Basic Land — Mountain Basic Land — Mountain
263/269 L M 1 5 · EN Florian de Gesincourt
TM & © 2014 Wizards of the Coast
264/269 L M 1 5 · EN Nils Hamm
TM & © 2014 Wizards of the Coast
TM & © 2014 Wizards of the Coast
TM & © 2014 Wizards of the Coast
TM & © 2014 Wizards of the Coast
TM & © 2014 Wizards of the Coast
TM & © 2014 Wizards of the Coast
TM & © 2014 Wizards of the Coast
When you want to pay a mana cost, tap (turn sideways) the necessary lands on
the battlefield. This shows that you’ve used those lands to produce mana.
Tapped cards untap at the beginning of each of your turns, so they’ll be ready
to use again. You can tap two Mountains, which produce red mana, and four
other lands to cast Shivan Dragon. Those four lands could be Mountains,
Forests, or any other combination of lands.
Illus. Winona Nelson
Shivan Dragon
Parts of a Card
Oo4OoROoR
Spells have a mana cost that tells you how much mana you need to cast them.
Creature — Dragon
Flying (This creature can’t be blocked except by creatures with flying or
reach.)
oR: Shivan Dragon gets +1/+0 until end of turn.
The undisputed master of the mountains of Shiv.
281/ 269 R M 1 5 · EN Donato Giancola
5/5
TM & © 2014 Wizards of the Coast
This tells you the card’s type, such as creature or land. Each creature also has one or more creature types, found after a long dash, that tell you what kind of creature it is.
Each Magic set has a unique symbol. The color of the symbol tells you the
card’s rarity: black for common, silver for uncommon, gold for rare, or
orange-red for mythic rare.
A card’s abilities appear in its text box. Some abilities have reminder text
in parentheses to help explain what they do. A card may also have flavor text
printed in italics that tells you something about the Magic world. Flavor text
has no effect on game play.
Creatures have two numbers in the lower right corner. The first number is
power, which tells you how much damage the creature deals in combat. The
second number is toughness. If a creature is dealt that much damage or more in
a single turn, the creature is destroyed and put into its owner’s graveyard
(discard pile).
7
Combat
You win the game by reducing your opponent’s life total to 0. The most common
way to do that is to attack your opponent with creatures during combat.
Attacking and Blocking
During your turn, you decide which of your creatures, if any, will attack. You
can’t attack with a creature if it’s tapped or if it entered the battlefield
this turn. You have one combat phase in the middle of your turn, and all the
creatures you decide to attack with attack at the same time.
Once you’ve decided which of your creatures are attacking, tap those
creatures. Your tapped creatures, like your tapped lands, will untap at the
beginning of your next turn.
Most of the time, your creatures will attack your opponent. Sometimes they can
also attack planeswalkers. But creatures never attack other creatures. You
just send them across the battlefield, and your opponent decides what happens
next.
Now imagine you’re on the other side of the battlefield. Your opponent has
attacked you with some of his or her creatures. If you control any untapped
creatures, you can use those creatures to block. Blocking doesn’t cause
creatures to become tapped. Each blocking creature can block one attacking
creature. You can also have multiple creatures block the same attacking
creature. In that case, the attacking player decides how much damage the
attacking creature deals to each of the blockers in turn.
Attacking Player
Thundering Giant
Oo3OoROoR
Torch Fiend
Oo1OoR
Torch Fiend
Creature — Devil
oR, Sacrifice Torch Fiend: Destroy target artifact.
Devils redecorate every room with fire.
166/ 269 C M 1 5 · EN Winona Nelson
Thundering Giant
Creature — Giant
Haste (This creature can attack and oT as soon as it comes under your
control.)
The giant was felt a few seconds before he was seen.
165/ 269 C M 1 5 · EN Mark Zug
Oo1OoR
Creature — Giant
Haste (This creature can attack and oT as soon as it comes under your
control.)
The giant was felt a few seconds before he was seen.
165/ 269 C M 1 5 · EN Mark Zug
4/3 TM & © 2014 Wizards of the Coast
4/3 TM & © 2014 Wizards of the Coast
4/3
Oo3OoROoR
Creature — Devil
oR, Sacrifice Torch Fiend: Destroy target artifact.
Devils redecorate every room with fire.
166/ 269 C M 1 5 · EN Winona Nelson
2/1 TM & © 2014 Wizards of the Coast
2/1 TM & © 2014 Wizards of the Coast
2/1
Runeclaw Bear
Oo1OoG
Creature — Bear
The magic of the elves leaves its mark on the forest.The magic of the forest leaves its mark on the animals who live there.The animals of the forest leave their mark on all who trespass.
197/ 269 C M 1 5 · EN Jesper Ejsing
2/2 TM & © 2014 Wizards of the Coast
2/2
Defending Player
8
Attacking Player
Thundering Giant
Oo3OoROoR
Torch Fiend
Oo1OoR
Torch Fiend
Creature — Devil
166/ 269 C M 1 5 · EN Winona Nelson
Thundering Giant
Creature — Giant
165/ 269 C M 1 5 · EN Mark Zug
Creature — Giant
Haste (This creature can attack and oT as soon as it comes under your
control.)
The giant was felt a few seconds before he was seen.
165/ 269 C M 1 5 · EN Mark Zug
4/3 TM & © 2014 Wizards of the Coast
Creature — Devil
oR, Sacrifice Torch Fiend: Destroy target artifact.
Devils redecorate every room with fire.
166/ 269 C M 1 5 · EN Winona Nelson
2/1 TM & © 2014 Wizards of the Coast
oR, Sacrifice Torch Fiend: Destroy target artifact.
Devils redecorate every room with fire.
Haste (This creature can attack and oT as soon as it comes under your
control.)
The giant was felt a few seconds before he was seen.
2/1 TM & © 2014 Wizards of the Coast
4/3 TM & © 2014 Wizards of the Coast
Oo1OoR
Oo3OoROoR
Runeclaw Bear
Oo1OoG
4
Creature — Bear
The magic of the elves leaves its mark on the forest.The magic of the forest leaves its mark on the animals who live there.The animals of the forest leave their mark on all who trespass.
197/ 269 C M 1 5 · EN Jesper Ejsing
2/2 TM & © 2014 Wizards of the Coast
2
Defending Player
A
Attacking Player
Thundering Giant
Oo3OoROoR
Torch Fiend
Oo1OoR
Torch Fiend
Creature — Devil
oR, Sacrifice Torch Fiend: Destroy target artifact.
Devils redecorate every room with fire.
166/ 269 C M 1 5 · EN Winona Nelson
Thundering Giant
Creature — Giant
Haste (This creature can attack and oT as soon as it comes under your
control.)
The giant was felt a few seconds before he was seen.
165/ 269 C M 1 5 · EN Mark Zug
Oo1OoR
Creature — Giant
Haste (This creature can attack and oT as soon as it comes under your
control.)
The giant was felt a few seconds before he was seen.
165/ 269 C M 1 5 · EN Mark Zug
4/3 TM & © 2014 Wizards of the Coast
4/3 TM & © 2014 Wizards of the Coast
4
2
Runeclaw Bear
Oo1OoG
Oo3OoROoR
2/1 TM & © 2014 Wizards of the Coast
Creature — Devil
oR, Sacrifice Torch Fiend: Destroy target artifact.
Devils redecorate every room with fire.
166/ 269 C M 1 5 · EN Winona Nelson
2/1 TM & © 2014 Wizards of the Coast
Creature — Bear
The magic of the elves leaves its mark on the forest.The magic of the forest leaves its mark on the animals who live there.The animals of the forest leave their mark on all who trespass.
197/ 269 C M 1 5 · EN Jesper Ejsing
2/2 TM & © 2014 Wizards of the Coast
2
Defending Player
B
Torch Fiend
Attacking Player
Thundering Giant
Oo3OoROoR
Torch Fiend
Oo1OoR
Creature — Devil
oR, Sacrifice Torch Fiend: Destroy target artifact.
Devils redecorate every room with fire.
166/ 269 C M 1 5 · EN Winona Nelson
Thundering Giant
Creature — Giant
Haste (This creature can attack and oT as soon as it comes under your
control.)
The giant was felt a few seconds before he was seen.
165/ 269 C M 1 5 · EN Mark Zug
Oo1OoR
4/3 TM & © 2014 Wizards of the Coast
Creature — Giant
Haste (This creature can attack and oT as soon as it comes under your
control.)
The giant was felt a few seconds before he was seen.
165/ 269 C M 1 5 · EN Mark Zug
4/3 TM & © 2014 Wizards of the Coast
Oo3OoROoR
Creature — Devil
oR, Sacrifice Torch Fiend: Destroy target artifact.
Devils redecorate every room with fire.
166/ 269 C M 1 5 · EN Winona Nelson
2/1 TM & © 2014 Wizards of the Coast
2/1 TM & © 2014 Wizards of the Coast
2
2
Runeclaw Bear
Oo1OoG
4
Creature — Bear
The magic of the elves leaves its mark on the forest.The magic of the forest leaves its mark on the animals who live there.The animals of the forest leave their mark on all who trespass.
197/ 269 C M 1 5 · EN Jesper Ejsing
2/2 TM & © 2014 Wizards of the Coast
Defending Player
C
Illus. Chris Rahn
Example of Combat
In the following combat examples, your opponent has attacked you with a
Thundering Giant (4/3) and a Torch Fiend (2/1). Your only untapped creature is
a Runeclaw Bear (2/2). What will you block?
Option A: You Don’t Block
Unblocked attacking creatures deal damage to the opponent equal to their
power. In this case, those creatures will deal a total of 6 damage to you,
which means you lose 6 life. You might choose not to block if your life total
is high and you want to save your creature for a counterattack.
Option B: Block Thundering Giant
Your Runeclaw Bear deals 2 damage to the Thundering Giant. The Giant has a
toughness of 3, so it survives. That damage will heal at the end of the turn.
Thundering Giant deals 4 damage to the 2-toughness Runeclaw Bear, which is
destroyed (put into your graveyard). The unblocked Torch Fiend deals 2 damage
to you. You didn’t destroy any of your opponent’s creatures, but you might
block this way if your life total was low.
Option C: Block Torch Fiend
Your Runeclaw Bear deals 2 damage to the 1-toughness Torch Fiend, and the
Torch Fiend deals 2 damage to your Runeclaw Bear. Both creatures are
destroyed. The unblocked Thundering Giant deals 4 damage to you. You might
block this way if you want to destroy one of your opponent’s creatures and
don’t mind being dealt a little damage.
9
Runeclaw Bear
Oo1OoG
Responding and the Stack
When you cast a spell, it doesn’t resolve (have its effect) right away. It has
to wait on the stack. Each player, including you, now gets a chance to cast an
instant or activate an ability in response. If a player does, that instant or
ability goes on the stack on top of what was already waiting there. When all
players decline to do anything, the top spell or ability on the stack will
resolve.
For example, say you have a 2/2 Runeclaw Bear on the battlefield. You have
Titanic Growth in your hand and your opponent has Lightning Strike.
If you cast Titanic Growth first, your opponent can respond by casting
Lightning Strike. Lightning Strike will be on top of Titanic Growth on the
stack, so it will resolve first. Lightning Strike will deal 3 damage to
Runeclaw Bear, which is enough to destroy it. Runeclaw Bear is put into your
graveyard. When Titanic Growth tries to resolve, its target will be gone, so
it will have no effect and will be put into the graveyard.
On the other hand, if your opponent casts Lightning Strike first, you can
respond with Titanic Growth. Titanic Growth will resolve first, boosting
Runeclaw Bear into a 6/6 creature. Then Lightning Strike will resolve and deal
3 damage to it, but that’s not enough to destroy the suddenly enormous Bear!
10
Creature — Bear
ttloThhenaeehirvertehe.mmseTiaafthosrgerkimecasotanon.rfiTmkathhlaoleenlwsmetolhhvafoeegtstiharcleeneosaifpfmovarteahessssle.stitflwsoerahmevosaetlrikve
197/ 269 C M 1 5 · EN Jesper Ejsing
2/2
TM & © 2014 Wizards of the Coast
Oo1OoG Titanic Growth
InTosTtTaftaihrhtnngeueytermttwninac.hyrsoesisavbuteerucvdroieomvmegeeiwmntsaiatth+ses4gitvhu/+eri.lo4eTMu.&guB©hne20twm1i4laWigeirzahenrdtsdt.ohf
tehe Coast
2M0135/·26E9N C Ryan Pancoast
Lightning Strike Oo1OoR
Instant
TtLoariwgghieettlndcirnlieggahtStuntrrienikgoerisdpteolaaltysaem3r.edcahmaoasg.e to
M1 5155/·2E6N9 C Adam Paquette
TM & © 2014 Wizards of the Coast
Where to Go Next
You can try out a variety of decks in Magic 2015Duels of the Planeswalkers®,
the award-winning digital game that lets you play Magic on Xbox One, Xbox Live
Arcade, iPad, Steam, Android, and Amazon. Learn the game while playing a
thrilling single-player campaign across the Multiverse, or take your game
online against opponents around the world. Visit DuelsofthePlaneswalkers.com
for a free trial. You can find a link to this Quick Start Guide and additional
rules information at Magic.Wizards.com/QuickStart. And when you’re ready to
discover the worldwide community of Magic players, tournaments, and special
events, visit Wizards.com/Locator to find a game store near you.
11
Glossary
12
Illus. Chase Stone
oT–This symbol means “tap this card.” It appears only as a cost to activate an
ability.
+1/+1–A bonus applied to a creature giving +1 to its power and +1 to its
toughness. The numbers can be any value, including negative numbers.
cast–You cast a spell by paying its mana cost and putting it onto the stack.
See “Casting Spells” on page 6.
control–You control the creatures and other permanents that you have on the
battlefield, unless your opponent uses a spell or ability to gain control of
one of your permanents. In that case, your opponent can use it and you can’t.
When it leaves the battlefield or the game ends, it’s returned to you.
counter a spell–If a card counters a spell, you can cast it in response to a
spell your opponent is casting. The countered spell has no effect, and it’s
put into the graveyard.
counter on a card–Sometimes counters are put on a card to keep track of
something. Many are +1/+1 counters, which each give a creature +1 power and +1
toughness. You can use any small item to represent counters.
damage–Creatures deal damage equal to their power during combat. Spells can
also deal damage to creatures and players. Damage dealt to a player causes
that player to lose that much life. Creatures that are dealt damage equal to
or greater than their toughness in a single turn are destroyed. Damaged
creatures on the battlefield heal at the end of each turn.
deathtouch–A creature dealt damage by a creature with deathtouch is destroyed.
defender–A creature with defender can’t attack.
destroy–A permanent that’s destroyed is put into the graveyard. Creatures that
are dealt
damage at least equal to their toughness in a single turn are destroyed.
Spells and abilities can also destroy permanents.
dies–Another way to say a creature has been put into a graveyard from the
battlefield.
discard–To discard a card, choose a card from your hand and put it into your
graveyard.
double strike–A creature with double strike deals damage twice each combat:
once before creatures without first strike or double strike, and then again
when creatures normally deal damage.
draw a card–To draw a card, take the top card of your library and put it into
your hand.
enchant–An Aura is an enchantment that enchants (attaches to) another card on
the battlefield. For example, you can cast an Aura with “enchant creature” to
attach it to any creature on the battlefield. If that creature leaves the
battlefield, the Aura is put into the graveyard.
equip–If you have an Equipment card on the battlefield, you can pay its equip
cost to attach it to one of your creatures on the battlefield. If the equipped
creature leaves the battlefield, the Equipment card stays.
exile–If an ability exiles a card, it’s removed from the battlefield and set
aside. An exiled card isn’t a permanent (because it’s not on the battlefield)
and isn’t in the graveyard. A card stays in exile until the game ends or until
the card is moved to a different game zone.
fight–When two creatures fight, each deals damage equal to its power to the
other. This is different from creatures dealing damage in combat.
first strike–A creature with first strike deals its damage in combat before
creatures without first strike or double strike.
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flash–You may cast a spell with flash any time you could cast an instant, even
in response to other spells.
flying–A creature with flying can be blocked only by other creatures with
flying and creatures with reach.
haste–A creature with haste can attack and you can activate its oT abilities
as soon as it comes under your control.
hexproof–A creature with hexproof can’t be the target of spells or abilities
your opponents control, including Aura spells. Your spells and abilities can
still target it.
indestructible–An indestructible permanent can’t be destroyed by damage or by
effects that say “destroy.” It can still be sacrificed or exiled. If an effect
reduces an indestructible creature’s toughness to 0 or less, it’s still put
into its owner’s graveyard.
intimidate–A creature with intimidate can’t be blocked except by artifact
creatures and/or creatures that share a color with it.
lifelink–If a creature with lifelink deals damage, its controller also gains
that much life.
mana–This is the energy you get from your lands that you use to cast spells.
Mana can be white (oW), blue (oU), black (oB), red (oR), green (oG), and
sometimes even colorless (o1).
mana pool–This is where mana goes after you tap your lands for it and before
you spend it. Some abilities tell you to add mana to your mana pool. These
abilities give you mana like the mana you get from tapping lands. Mana can’t
be saved from turn to turn.
mulligan–At the start of the game, if you don’t like your hand, you can take a
mulligan. Shuffle your hand back into your deck and
draw a new hand with one fewer card. You can take as many mulligans as you
like, but your starting hand gets smaller each time. Usually players take
mulligans because they don’t have enough land cards, or because they have too
many lands and not enough spells.
next time, next damage–Sometimes an ability refers to the “next time”
something happens or the “next damage” that a creature or player would be
dealt. Remember that an instant or ability used in response to something
happens first.
permanent–Lands, creatures, artifacts, enchantments, and planeswalkers are
permanents. They enter the battlefield after you cast them. Token creatures
are also permanents. Instants and sorceries are not permanents. They go to the
graveyard after they resolve.
protection–A creature with protection from a color can’t be blocked, dealt
damage, enchanted, or targeted by anything of that color.
reach–A creature with reach can block creatures with flying (and creatures
without flying).
regenerate–Regenerating a creature keeps it from being destroyed. Instead of
being destroyed, the creature gets tapped, it’s removed from combat (if it’s
in combat), and all its damage is healed.
sacrifice–Sometimes a card tells you to sacrifice a creature or some other
permanent. To sacrifice a permanent, you move it from the battlefield to your
graveyard. You can’t regenerate it or save it in any way. You can sacrifice
only your own permanents.
tap–To tap a card is to turn it sideways. You do this when you use a land to
make mana, when you attack with a creature, or when you activate
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an ability that has the oT symbol as part of its cost. You can’t tap a
permanent again until it’s been untapped. At the beginning of each of your
turns, you untap your tapped cards so you can use them again.
target–If a spell uses the word “target,” you choose what the spell will
affect when you cast it. The same is true for abilities you activate.
token–Some cards create token creatures. You can use token cards from booster
packs, glass beads, dice, or anything else to represent them.
trample–If a creature with trample would assign enough damage to its blockers
to destroy them, you may have it assign the rest of its damage to the player
or planeswalker it’s attacking.
untap–Untap a tapped card by turning it right side up. When you untap your
permanents at the beginning of your turn, it means that you can use (tap) them
again.
vigilance–A creature with vigilance doesn’t tap to attack. (Vigilance doesn’t
allow a tapped creature or a creature that entered the battlefield this turn
to attack, though.)
X, oX–Some spells and abilities have effects that change depending on how much mana you use to pay for them. For example, Heat Ray is an instant spell that costs oXoR and deals X damage. If you paid o3oR to cast it, it would deal 3 damage. If you paid o6oR to cast it, it would deal 6 damage.
©2014 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA.
Manufactured by: Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH.
Represented by: Hasbro Europe, 2 Roundwood Ave, Stockley Park, Uxbridge,
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300B11591001 EN
Contact Us at Wizards.com/CustomerService Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA USA & Canada: 800-324-6496 or 425-204-8069 Europe: +32(0) 70 233 277
Illus. Aleksi Briclot
15
Parts of a Turn
Beginning Phase Untap step–Turn all your tapped cards upright again. Upkeep
step Draw step–Draw a card from your library (deck).
Main Phase
You may play one land from your hand by putting it onto the battlefield
(table). You may cast creatures, sorceries, and other spells if you can pay
for them.
Combat Phase Beginning of combat step Declare attackers step–Tap every
creature you want to
attack your opponent with. (A creature can’t attack the turn you cast it
unless it has haste.)
Declare blockers step–Each untapped defending creature
may block one attacker. Creatures don’t have to block.
Combat damage step–Blockers and the attackers they’re
blocking deal damage to each other equal to their power, the first number in
the lower right corner. If a creature takes damage at least equal to the
second number, toughness, it’s destroyed. Unblocked attackers deal damage to
your opponent, who loses that much life.
End of combat step
Main Phase (Again)
You may play a land if you haven’t played one yet. You may cast spells.
Ending Phase End step Cleanup step–Damaged creatures on the battlefield heal.
Illus. Brad Rigney
References
- Rules | MAGIC: THE GATHERING hasbro esrb-world
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