So, as it’s my first Magic: The
Gathering article, I thought a good way to start would be an intro into the
game. I will say now that this won’t be a brief introduction by any means,
Magic has been consistently in production for 20+ years which is amazing when
compared to pretty much any other game ever. Such a lifespan means that Wizards
of the Coast are doing something very right to keep bringing people back to the
game or into the game, but it also means that there is a rich history to Magic:
The Gathering and even after playing for about fifteen years, I’m still finding
out cool, new things about it.
(These are the symbols that appear on
the related lands representing the colour each produces.)
We’re going
to start with what the game is. Magic: The Gathering is a fantasy based, trading
card game, (meaning you can trade your cards with your friend’s cards to
improve your decks.) full of Angels, Demons, Elves, Werewolves, Wizards, and
more. You explore from the expansive landscapes and intricate, beautifully
designed cities to the Gothic-horror stricken hamlets
and the encampments of an army waging war fueled by the rage of Dragons itself
while traveling through the endless Multiverse. The game centers around five
main colours wherein you use Mana to play Spells and Creature to reduce your opponent’s
life total to zero. This can happen a multitude of ways which we will look at
later.
First let’s
take a look and have a run-down of some of the specific bits you’ll need to
know on a Magic: The Gathering card.
Top left corner: The name of the card.
Top right corner: The Mana cost, this Creature requires
one green and one colorless to cast meaning you need two Lands one of which
being a forest. The converter Mana cost for this Creature would be two. (The
collective number in the Mana cost).
Top center: This is the art; the art will change
from time to time with reprinting of the same card.
Center left: The word or words to the left of the
dash are the card type. (More on that later) and the word or words to the right
of the dash is the sub-type, in this case this Creature is a Bear.
Bottom center: This is the text box, this can
contain key words or abilities, or in this case the italics is flavor text, a
few lines to give you a little backstory to the card.
Bottom right: These two numbers are a Creature’s power
(Left of the slash) and toughness (Right of the slash). In this Creature’s case,
it has two power meaning it can deal two damage, and it has two toughness
meaning it can take two damage before it dies. In the case of a Planes-Walker
this would be where the Loyalty is.
The coloured frame: The colour of this indicates what colour the card is,
We’ve had a
look at a Magic card, now I think it’s time we learned about the other card types and what
they all do.
There are
seven different card types;
Land: Lands are
permanent card types, there are five Basic Lands; Plains, Island, Mountain,
Swamp and Forest, and these can be tapped (turn sideways) to generate the
corresponding coloured Mana; White, Blue, Red, Black and Green, and that Mana can be used
to play your Spells and Creatures.
Creature: Creatures are
a permanent card type (meaning that it doesn’t go straight to the Graveyard
when its cast but instead will reside on the Battlefield (The area of play)) and
are used to attack your opponent or block their attacking Creatures, more on
these later.
Instant: Instants are
cards that can be played at any time providing you have the Mana to cast them.
They provide benefits and then are immediately put into the Graveyard (Discard
pile) after they have been cast.
Sorcery: Like
Instants, Sorceries give you a benefit and then are put into the Graveyard,
unlike Instants, Sorceries can only be cast in your Main Phases.
Artifact: An Artifact
is a permanent card type. Artifacts in play may grant you a benefit, but they
can also come in the form of Artifact Creatures, (Which work the same as normal
Creatures but with the added card type Artifact) or Equipment. Equipment are
Artifacts that will have a Mana cost to cast it and an Equip cost; a Mana cost
in the text box you can pay at sorcery speed to attach the Equipment to the Creature.
When a Creature that is Equipped dies, the Equipment becomes unattached and
remains in play.
Enchantment: Enchantments
work in much the same way as Artifacts, they are permanent card types that will
often provide you or your Creature with a benefit or your opponent or their Creature
with a negative. Also like Artifacts, there is a sub-type of Enchantment called
Aura, and these work in the same way as Equipment but without an Equip cost.
When you cast an Aura, you attach it to a Creature straight away. The way Auras
differ to Equipment is when the Enchanted Creature dies. If a Creature would
die with an Aura attached to it both leave the Battlefield and are put into the
Graveyard instead.
Planes-Walker: This is a
Planes-Walker, they may look complicated but I assure you they work in a very
simple way. Each Planes-Walker enters the Battlefield with an amount of Loyalty
shown by the number in the bottom right. The positive and negative numbers on
the left-hand side of the text box are how much you increase or decrease your
Planes-Walkers Loyalty by and the text to the right of the colon is the effect
of doing so. You can only use one ability per turn and at Sorcery speed, (meaning
in your Main Phases) and when a Planes-Walker has zero Loyalty, its put into
the Graveyard. Damage dealt to a Planes-Walker from Creature or Spells is shown
by removing that much Loyalty.
So, we know
what the game is, we’ve learned about the different card types and even taken a look
at a Planes-Walker. Onto the playing.
How to play:
A Standard Deck contains sixty cards
with just over a third of that being lands, each player shuffles their deck of
cards or “Library” and draws seven cards for their opening hand to start the
game. You play one Land each turn while using them to play Spells in your hand.
In Magic: The Gathering there is what’s called a turn cycle, a series of different steps that make up your turn. The turn cycle consists of seven steps; Untap, Upkeep, Draw, Main phase 1, Combat step, Main phase 2, End of turn.
Starting at the top with Untap. This is the first step in your
turn, in this step you would untap any tapped permanents; Lands or Creature
that have attacked for example.
Nothing often happens in your Upkeep but there are some Artifacts,
Enchantments and Creature that can interact in your upkeep, this is called a
triggered ability and this will usually happen just as a result of entering your Upkeep.
The Draw step is where you take or “Draw” one card from the top of your
library into you hand.
Your Main phase is where you can start putting cards on the Battlefield,
this is the step where you can play Lands, Creature, Sorceries, Artifacts,
Enchantments and Planes-Walkers as well as Instants which can be played at any
time.
In your Combat step is where you can use the Creatures you’ve cast to
attack your opponent; you do this by turning sideways or “tapping” your Creatures
and declaring an attack (Creatures cannot attack the same turn you have played
them, they must have been under your control for one full turn, unless that Creature
has Haste in the text box then it may attack in the same turn it was played). When
you attack, you must attack with all chosen Creatures at the same time, you
cannot choose to attack with one Creature, wait for your opponent to block and
then attack with another Creature, all blockers must be declared simultaneously
as well. If your Creature goes unblocked, then it deals damage equal to its
power to the defending player. If that Creature is blocked by a Creature your
opponent controls, both deal combat damage to each other. When this happens, the
power of your Creature is subtracted from the blocker and vice versa. Example: If a 2/2 Creature attacks and is blocked by a 2/2 Creature, both those Creature
will deal two damage to each other and both will die. If a 2/2 attacks and is blocked
by a 2/3 however, both would deal two damage to each and just the 2/2 will die
with the 2/3 having two damage on it until the End of Turn.
Your Second Main phase is much like the first where you can play all types of
cards as long as you have the required Mana.
When you go to your End of Turn all damage done to Creatures
remaining on the Battlefield is removed along with other temporary effects from
other Spells. (The card will tell you if the effect is until the End of Turn).
You also have a maximum hand size of seven cards so if you have more than seven
at the end of your turn you must discard the difference.
How to Win:
As I alluded to previously, the main
way to win is to get your opponent’s life total to zero. This is done by
attacking them or playing spells that deal damage to your opponent or cause
them to lose life. Other ways include; “Decking”
your opponent. This happens when a player fails to draw a card because they
have no remaining cards in their library.
“Poisoning” your opponent. Infect is
a keyword that causes Creatures to deal damage in the form of Poison counters.
For Creatures that have blocked and taken that damage, this means permanent -1/-1
counters, but if that damage connects with a player, accumulating ten Poison
counters results in losing the game. There are some cards, usually the very
expensive or incredibly awkward cards, that have an effect resulting in a
player winning/losing the game. (See Door
To Nothingness.)
Deck building:
Because Magic:
The Gathering is TCG, you have control over the cards you play in your constructed
decks, you have cards you don’t need are wont use? Trade them to your friends
for ones you will use. Like I said earlier, a constructed deck contains a
minimum of sixty cards and this is going to made up of about a third lands and
just under two thirds Creatures and Spells. You are only allowed to put a
maximum of four copies any chosen card in your deck, except for Basic Lands
which you can play as many as you like. (Note: The card will say if it’s a Basic Land, if the word Basic doesn’t appear before
the word Land then it’s a Non-Basic Land and you can have a maximum of four
copies in your deck.)
When
Building your decks, you want to take into consideration the mix of all your
Spells and Creatures, you don’t want to have too many ways of dealing with your
opponent’s Creatures without drawing any of your own to go on the offensive.
The number of Lands you’re playing is key as well, too few and you won’t draw
them as often as you might need. This is particularly annoying when you’re
playing multiple colours and don’t draw enough of one colour resulting in what
is termed “Mana Screwed”. Too many and you could find that they show up to
frequently resulting in a similar term, “Mana Flooding”. When playing multiple
colours, your colour split will vary deck to deck. The things to look out for
are how color intensive your Spells are to play, and what turns you would want
to play what Spells meaning what coloured Lands would you want to see more
often.
Another thought while deck building is what is
known as “Mana Curve”. This is to do with the increasing amount of Mana turn to
turn and the cost of your cards through those turns. For example, when you draw
your opening hand and have a one Mana Creature, a two Mana Creature and a three
Mana Creature, providing you can make all three Land drops by turn three you
are on curve hitting plays on all three of your turns. Not all decks need to
worry about a Mana Curve in game, control decks tend to play cards out of order
in a more reactive game plan, waiting for the right time to make their move.
While building
any deck however, keep the Mana Curve in mind, just because your cards don’t need
to be played on specific turns you don’t want to find yourself with a lot of
high Mana cost cards in your deck with not much to do in the early game.
With access
to a lot of different cards that do cool and interesting things, you can find
cards to suite whatever your style of play is. If you’re an impulsive player
and prefer to rush in in a more smash and grab tactic? An aggressive Creature deck
may be for you full of low cost, fast Creatures to get in some early damage before
your opponent knows what’s hit them. Or maybe you would rather a more thought
out approach, covering all outcomes just in case and staying one step ahead,
then you can build all sorts of control decks and have all the answers. You
wanna have fun and show off the power of you deck, finding subtle ways that all
your cards can interact with each other to maximize the end result? Then combo decks
are your jam, taking a couple of turns to set up your perfect hand and then
exploding out of nowhere into infinite cards or damage or even Creatures to
overwhelm your opponent with.
Need to Know-Rules:
A couple of
bits that you will need to know about when playing Magic: The Gathering:
The Mulligan Rule. When you draw your opening hand, if
you don’t like what your deck has thrown up for you, you have the option of
shuffling it back into your library and then drawing six cards as your new
hand, you can repeat this as many times as you like drawing one fewer card each
time. After you’ve resolved your Mulligans you get to “Scry one”, Scrying is a
keyword allowing you to look at a number of cards on the top of your library
and choosing to put any number of those on the bottom or the top of your library
in any order. For instant, if a card says “Scry 2” you look at the top two
cards.
The Stack: Whenever a player plays a Spell (Creatures
are included in spells) it goes on the Stack; this is like a place for a card
to be while it’s not in your hand or in play/resolved. A card being here gives
the opposing player the opportunity to play things in response to it or not.
The way The Stack works in simple terms is “First one in, Last one out”,
meaning if you play a Spell and then your opponent plays a Spell in response,
your opponent’s Spell will resolve before yours does because yours was on the Stack
first and therefore under your opponent’s.
Legendary Rule: A Legendary permanent will specify their
Legendary status in the card type line. If a player controls two or more
legendary permanents with the same name, that player chooses one of them, and
the rest are put into their owners' graveyards. This is called the “legend
rule.” Only one copy of a given legendary card may be in control by a same
player at the same time. A similar rule applies to Planes-Walkers just without
the word “Legendary” appearing on the card. If a player controls two or more
Planes-Walkers that share a sub-type (The text to the left of the dash in the center Text line of the card), that player chooses one of those Planes-Walkers
and puts the rest into the Graveyard. For example, if you control two Jace
Planes-Walkers, even if the cards have different names, the sub-type would still
say Jace, meaning one will need to be put into the Graveyard due to the built-in
legend rule of Planes-walkers.
I hope reading this has given you a little insight into Magic: The Gathering and maybe enough curiosity to head to your local games store to find out more. My future MTG articles will be delving into different aspects of the game however I will try and do a consistent piece on the workings of the game for beginners. Keep checking back for more MTG news and stratergies.
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