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Akzeptieren Sie diese Cookies und die damit verbundene Verarbeitung Ihrer persönlichen Daten? Ja, ich akzeptiere. Weitere Informationen. Überspringen. Play. Werde ein Planeswalker in Magic: Legends, einem brandneuen MMO-Action-RPG für PC, Xbox und PS4. Many translated example sentences containing "play magic" – German-English dictionary and search engine for German translations.
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Mana is used to cast spells, enchantments and creatures that will fight for you and defend you against your opponent.
Each of these cards requires a certain number of mana to cast. How do you get mana you ask? Mana is obtained by casting cards called lands. There are 5 types of lands, one for each mana colour, Mountain red , Swamp black , Island blue , Forest green , and Plains white.
During the game, you will be able put one land onto the board every time its your turn and each of these land can yield one mana a turn, so you will need alot of lands.
It is up to you which colours you like, and which ones you want to make a deck with. Some colors go better with some than others, often it depends on the block that your playing with.
To keep it simple in the beginning, you might choose to have only one colour in your deck, although most intro packs start you off with 2.
If you notice the picture of 'blood-fire colossus' you can see whats circled. There's a 6, and 2 red mana symbols, this is the casting cost of that creature.
This means it will cost you 2 red mana, and 6 mana of any colour to cast. Land- As you learned in the Mana section, land are what gives you mana to cast spells and creatures.
Land cards do not cost any mana to cast. Lands are permanent meaning they stay on the battlefield unless removed or destroyed and can only be used on your turn.
One land card can be placed down every turn. To use a land card and get mana, you need to Tap the card. This means you turn the card sideways, it remains sideways until your next turn where you Untap all of your cards if they where tapped last turn.
Tapping a land gives you one mana. Creature- Next card type are the foundations of your deck. Creatures are what you will primarily use to attack your opponent and defend yourself.
Each creature has a certain mana cost that you must use land cards to pay for, creatures are also permanent. Upon casting a creature onto the battlefield you must tap them for that turn, this is called summoning sickness.
Some creatures have abilities that override summoning sickness, but most do not. On the bottom right of a creature card, there are two numbers divided by a slash.
When you block an attack with your creature on your opponents turn, you do not tap that creature. Artifacts- Artifacts permanent cards that act as magical items and equipment.
Artifacts require that you pay to cast them onto the battlefield, than you must pay to use one of their abilities, you can use their abilities as many times as you want.
A type of artifact called equipment has an ability that lets you attach it to a creature, usually giving that creature a boost of some kind.
Enchantment- Enchantments are much like artifacts except that they don't have a cost to use their abilities, but you can usually use the ability only once.
Auras are a kind of enchantment that you attach to a creature, so pretty much like an equipment. Planeswalker- Planeswalkers are powerful cards that really give you a boost in the game.
Planeswalkers are different from creatures and all other cards, they run on loyalty points. A planeswalker starts with a certain amount of points, and abilities, each ability either adds or subtracts loyalty points.
The abilities that add point are usually weak but decent attacks or actions, while the abilities that subtract points are powerful and can completely obliterate your opponent.
Sorcery- Sorcery cards are like magic spells cast by you against the opponent or the opponents creatures. Sorcerys can only be cast on your turn, and after you have finished what the card tell you to do, you put it into your graveyard.
Instants- Instants, like sorcerys , are cards that once cast are put into your graveyard. Unlike sorcery cards, instants can be used at anytime during the game, even on your opponents turn!
These are all the card types in Magic. One important rule to note in magic is that you can only have 4 of one card in your deck.
For example, i can have 4 lightning strike cards but not 5. This rule is for all cards except for basic land cards.
Once you have compiled your deck and have someone to play with, you can start your first game of Magic the Gathering. If you are confused about the areas of the field there is a picture above that outlines the areas.
Face your opponent, shuffle your deck thoroughly then set it on the table and have your opponent cut your deck, you will also do the same to his deck.
Decide who will go first in anyway you want. As in the pic above, set your deck to your right, out of your way and pick the top 7 cards from it, this is your hand.
From now on, every turn you have you draw one card from the top of your library at the beginning of that turn and add it to your hand, 7 cards is the maximum amount of cards you're allowed to have at the end of your turn i'll explain later.
Whenever you use a card, discard a card, or a creature dies, put it into your graveyard face up. Your graveyard it a pile below your deck and cannot be drawn from.
At the beginning of a game, each player has 20 life points which can go up or down depending on what happens, if your life points reach 0 then your opponent wins.
If you are going first, look in your hand for any land card, if you have some place one down in your play zone closer to you as to leave space for your creature cards.
Next, if you have anything in your hand that you are able to play that cost only on mana you can now put that down. Just remember if its a creature, turn it sideways for the first turn as summoning sickness takes effect.
Not much usually happens on the first turn for you and your opponent, but having a good hand when you start the game is instrumental to winning in the long run.
From now on, you must start paying attention to the phases in each turn Starting with your second turn in the game.
This is where you do 3 things 1. Untap all of your cards if they were tapped, 2. This is the step were if your cards have any abilities that trigger every turn, they trigger now, 3.
The draw step, draw one card from your library and add it to your hand, you have to draw in this step even if you already have 7 cards in your hand.
Next is the First Main Phase. In this phase, first you want to put down one mana card from your hand if you have one. Next, look at your deck and see if there are any cards you can put down which you can afford with the mana on the table, most likely you will place combat cards down in this step, but anything goes.
Combat Phase is a 5 step phase where you battle it out with your opponent. Your opponent can choose which creature blocks which of your attackers, but blockers must be untapped.
You and your opponent can use spells and abilities in this step if you want. After the end phase comes the Second main phase. This is the same as the first main phase, but it is more strategically wise to play creatures and other permanents in this step.
End phase. In this phase, at the beginning, all your cards with an ability that triggers at 'the end your turn' will be triggered now. After that you must look through your hand again, if you have more than 7 cards, disscard a card until you have 7.
Those are all the phases to play magic. Just keep going through these steps until one person is at 0 life. Well, that wraps up this Instructable.
Thanks for sticking around until the end i hope you enjoyed it. Magic is ultimately a game, try not to get mad if you loose or gloat if you win, magic is all about respect to your fellow player.
Thank you to people and websites that taught me to play this game. Also, just a disclaimer, I d not own the rights to any of these pictures, they were all found on the internet.
Now, Go get yourself some cards, and get out there! Don't be afraid to go to your local comic book shop and play Friday night magic with the regulars, they were all new at some point.
Have fun! Reply 3 months ago. If you dont have sleeves that cover the back of your card you can draw on a land and leave theat card out till you pull the land that represents it and you can put the double faced card on the feild.
Reply 1 year ago. Reply 4 years ago. At the time of this guide, there were not a lot of double faced cards in standard if I remember correctly cards so I left it out.
At least that's probably what happened lol. This was made a while ago. Red spells like Fireball and Lightning Bolt along with creature types like goblins and warriors make for fast games.
Swamps: Black mana is the most sinister of the bunch. Plains: On the opposite side of the spectrum, white mana represents civilization.
Many of its creatures are soldiers, clerics, and knights, and its spells focus on increasing the health and the attack of your minions also known as buffs or healing them or yourself instead.
Forests: Like the topography of its namesake, this green mana exudes raw natural energy, relying on aggressive buffs and all manner of beasts, elves, and druids of the wood to bring you victory.
While most creatures and spells will sport one of these colors, there are some exceptions. Colorless cards have no assigned color, meaning any type of land can be played to summon these types of creature spells, which are often golems, constructs, and various automata.
While there are various types of card colors , there are also various types of card types , each with their own mechanics and rules about how they work:.
Creature: Your most basic attacker and defender, a creature spell can be anything from a demonic imp to the most pious angel. Each creature comes with an attack and defense rating in the bottom right corner, which signals how powerful the creature is, along with additional abilities listed on the card.
Sorcery : Simply put, a sorcery is a spell you cast directly from your hand with a one-time effect that is then discarded.
You may only play sorceries on your turn. Instant: Much like a sorcery, an instant is also played from your hand for a one-time effect. Enchantment: An enchantment also works like a spell or sorcery, but instead stays in play indefinitely until your opponent can find a way to dispel it.
Other enchantments can also include creature enchantments which continually buff or de-buff a card until its dispelled or the creature is destroyed.
Artifact: An artifact works in much the same way as an enchantment, but is instead a card that usually represents a physical object rather than a magical spell.
Other artifacts can also include equipment , which can make your creatures even stronger. Unlike creature enchantments, equipment stays in play even if the creature is destroyed.
Planeswalker: Sometimes you need some help from your friends. These ultra-powerful cards represent other Planeswalkers like you who have come to help you win your battle.
These cards come with tokens and work much differently than your more traditional Magic card. This brings up another important question, what cards should you get?
With 84 expansion sets of Magic at your disposal, the sheer volume of cards can be mind-boggling. Luckily, as Magic has expanded, so have its efforts to make newcomers feel welcome.
Currently in open beta, MTG Arena is perfect for players who are more comfortable playing online rather than investing in the physical game itself.
The game is also free to play though monetary investments certainly help and there are thorough tutorials and A. But the traditional way of experiencing Magic is through good, old-fashioned paper stock, and Wizard offers many ways to dip your toe into card collecting without spending too much.
Magic: The Gathering Arena starter kit lets you bridge the gap between digital and physical and provides great instruction on how to play the game.
It's the No. Once you've got the rules down, the next step is to play with a full card deck. This Core Set deck is designed for intro-ing players to the game and it also will introduce you to the flavor of each mana type so you can find your favorite play style.
Want to make your deck better? You're going to need more cards. The best way to do it is to buy a booster box to quickly add cards to your collection.
The best part? You can open the box with a booster draft among friends. Eventually, you'll need to venture out into the wild world of expansion sets.
But this one has Kaiju, so, that's pretty cool. Once you start building your own decks—and coveting the cards that make them up—you'll want some protection so your cardboard investments survive multiple shuffles and re-shuffles.
Sleeves help protect your cards, but what is going to protect your deck? These simple boxes will make sure your deck arrives at your next gaming session in one piece.
I know what you're thinking. The short answer is yes and the long answer is also yes. Once you use a mat especially with all that tapping , you'll never look back.
It's a big old school, but this abacus life counter helps you keep track of your 20 hit points because if you're in an intense game of Magic: The Gathering, you probably already have enough to keep track of.
The Core Set helps you collect powerful cards while also helping explain some of the rules with further instructions printed on the card.
Once you've got some cards, the next step is walking through a simple Magic card and learning what everything means. In the example above, the Shivan Dragon is a creature card of the Dragon type.
This tells a player how much mana or land you need to play this card. The two red symbols mean you need to have at least two mountain mana in addition to four mana of any color to play this card.
If you have enough mana to pay this cost, you can spend the required mana and place it on the battlefield.
This means when you attack, the Shivan Dragon deals 5 damage and it also takes 5 damage to knock its toughness to 0 thus killing Shivan Dragon and removing it from the game.
You also benefit from all abilities listed in the card ability section. While other creatures and card types have different effects once played, they all follow this same basic mana purchase system.
The only difference being that creatures, enchantments, and artifacts stay on the playing field whereas sorceries and instants are placed in your discard pile, also known as your graveyard , after casting their one-time effect.
The only cards that work slightly different are Planeswalkers.