How to play Magic: The Gathering


Dive into the Magic: The Gathering universe!

Gather your pals for an adventure into fantastical realms where strategy blooms and skills grow. Kick off with a life total of 20 and outmaneuver your friend to drop their life to zero to claim victory.

Find all you need to master Magic: The Gathering right here!

Learn how to play

Magic: The Gathering, as explained by Tolarian Community College, is a strategic card game where players take on the roles of Planeswalkers, powerful wizards with the ability to summon creatures, cast spells, and harness the energies of the Multiverse. Players use decks comprised of various card types, including Lands (for mana), Creatures, Instants, Sorceries, Artifacts, Enchantments, and Planeswalkers, to defeat their opponents. The game combines elements of strategy, resource management, and tactical play, with each card type offering unique abilities and roles within the player's deck.

The basic gameplay involves players drawing cards from their decks, playing Land cards for mana, and using that mana to cast spells or summon creatures. Players alternate turns, during which they can attack their opponent and use their cards' abilities to gain an advantage. The goal is to reduce the opponent's life points to zero through strategic play and clever use of card combinations. Magic: The Gathering's depth, variety of strategies, and expansive universe make it both a challenging and rewarding experience for players.

Card types in Magic: The Gathering

What is a spell?

In the world of Magic: The Gathering, a 'spell' is pretty much any card you play. Most of the time, you'll be casting spells straight from your hand. But here's a cool twist - sometimes, you can cast spells from other places, like your library or graveyard. Just remember, land cards are the exception; they're not counted as spells.

Bunch of cards together
Creature card example

Creatures

Creature cards are your main buddies in Magic: The Gathering. Think of them as your personal squad for attacking, defending, and pulling off cool abilities when it's your turn. These creatures are a diverse bunch – they come in all sorts of shapes and strengths. The damage they deal or take depends on their size and power, and their special abilities can vary a lot based on their color, cost, and the unique character they represent.

Now, here's a key rule: when you play a creature card, it can't attack right away. This is called 'summoning sickness.' You've got to wait a turn before they're ready to rumble. You use your creatures to either launch attacks on your opponents or block their attacking creatures.

Artifact card example

Artifacts

Artifacts are like your secret weapons. Think of them as all sorts of cool gadgets, gear, and magical items that give you an upper hand in the game. They're packed with neat abilities to spice up your gameplay.

These nifty cards can do all sorts of helpful things, like giving you more mana to play with, letting you draw extra cards, or opening up new, clever ways to play on the battlefield. The best part? Most artifacts aren't picky about colors, so they can fit in seamlessly with any deck you build. They're like the Swiss Army knives of your Magic toolkit!

Enchantments

Enchantment cards are like your secret spells that can totally shake up the game. They can mess with your opponent's plans, shield your own stuff, or even change the rules of the game a bit. When you play an enchantment, it hangs out on the battlefield unless someone zaps it away or destroys it.

What's cool about enchantments is they keep working their magic as long as they're in play. They can pump up your creatures, give them awesome abilities like flying, and do a bunch of other neat tricks. Just like artifacts and creatures, enchantments stick around after you cast them, unless your opponent manages to take them out.

Enchantment card example

Sorceries

Sorcery cards are like your big, dramatic spells that make a splash and then vanish. They're perfect for throwing a wrench in your opponent's plans or giving your game a serious boost. Unlike other cards, sorceries don't hang around on the battlefield. Once you cast them and their cool effects happen, they head straight to the graveyard.

You can use sorceries for all sorts of stuff: dealing damage, creating new creature tokens, wiping out your opponent's creatures, and loads more. Just remember, you can only play these show-stoppers during the Main Phases of your turn, so timing is everything!

Sorcery card example

Instants

Instant cards are like your secret tricks up your sleeve. They're quick, one-off effects that can really shake things up. You can use them to zap something with damage or sneak a peek at cards in your library. The coolest part? You can play instants on your turn or even during your opponent's turn – surprise!

Just like sorceries, instants don't stick around on the battlefield. Once you've played them and their awesome effects kick in, they go straight to the graveyard. Instants are perfect for giving your game a sudden boost or turning the tide of a battle when your opponent least expects it.

Instant card example
Planeswalker card example

Planeswalkers

Planeswalker cards are like the superheroes of the game. They're powerful allies that can really change how your game unfolds. These cards come with cool abilities you can use again and again, like drawing extra cards, boosting your life points, or even wiping out your opponent's creatures.

When a planeswalker shows up on the battlefield, they bring along 'loyalty counters' (you'll see the number on the bottom right of the card). Using their abilities means playing around with these counters, either adding or taking them away. But remember, you can only use one of their abilities per turn, and only during your main phase.

Land card example

Lands

Think of land cards in Magic: The Gathering as your game's backbone. They're like different places from the Multiverse – think mystical forests, towering mountains, or deep, dark swamps. These lands are super important because they generate mana, the magic juice you need to cast spells and use abilities.

Here’s how it works: during your turn, you can play one land card. It's usually smart to do this during your main phase, and ideally before you start slinging spells. These lands are your mana factories. You 'tap' them (turn them sideways) to get mana, which is like your magical currency for casting spells.