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World & How to Play

The Multiverse, and how to play

Two players, a deck each, twenty life. Play lands, use them to cast spells, attack with creatures, and bring your opponent from 20 to 0. Here is the whole game on one page, then the worlds the cards come from.

How to play

20

Bring their life to 0

Each player starts at 20 life. Creatures, spells and abilities deal damage. When a player reaches 0, they lose.

∅

Their library runs out

A player who has to draw a card from an empty library loses the game.

10

Ten poison counters

Some creatures give poison counters instead of damage. A player with ten poison counters loses. A few cards also say “you win the game”.

The five colours of mana

WWhiteOrder, protection, community. Plains.
UBlueKnowledge, trickery, control. Islands.
BBlackAmbition, death, sacrifice. Swamps.
RRedFreedom, fire, speed. Mountains.
GGreenNature, growth, strength. Forests.

Cards that use more than one colour are multicoloured (shown in gold on this site); artifacts and other cards with no colour are colourless.

Life totalBoth players start at 20.
BattlefieldCreatures, artifacts, enchantments and planeswalkers you've cast. Lands go here too.
LibraryYour deck. Draw from the top.
GraveyardUsed spells and destroyed cards.
LandsTap a land (turn it sideways) for one mana.
One player's side of the table. Exile, the stack and the command zone also exist, but you can learn those later.

Kinds of card

Land

Play one per turn. Tap it for mana, the energy you spend to cast everything else.

Creature

Has power (damage it deals) and toughness (damage it can take). Can attack from the turn after it arrives.

Planeswalker

A powerful ally with loyalty counters. Use one loyalty ability per turn. Opponents can attack it.

Instant

A one-shot spell you can cast at almost any time, even during your opponent's turn.

Sorcery

A one-shot spell cast only in your own main phase, when nothing else is happening.

Artifact

A magical object that stays on the battlefield. Equipment attaches to creatures; vehicles can be crewed.

Enchantment

A lasting magical effect. Auras attach to a card; others affect the whole game.

Battle

Newer card type. You attack a battle to defeat it and unlock its other side.

Setting up

  1. Bring a deck. In most formats a deck has at least 60 cards and no more than four copies of any card except basic lands. (Commander uses 100 single cards; a draft deck has 40.)
  2. Shuffle and set your life to 20.
  3. Draw seven cards. Don't like your hand? Mulligan: shuffle it back, draw seven again, then put one card on the bottom of your library for each mulligan you've taken.
  4. Decide who goes first. In a two-player game, the player who goes first skips their first draw.

Your turn, in order

  1. 1

    Beginning

    • Untap all your tapped cards.
    • Upkeep: some cards trigger here.
    • Draw a card.
  2. 2

    Main phase

    • Play one land.
    • Cast creatures, artifacts, enchantments, planeswalkers and sorceries.
  3. 3

    Combat

    • Declare attackers (tap them).
    • Your opponent declares blockers.
    • Damage is dealt.
  4. 4

    Second main phase

    Same as the first. Many players hold spells until after combat.

  5. 5

    End

    “At end of turn” abilities happen, then damage wears off and you discard down to seven cards.

Words you will see

Tap
Turning a card sideways to use it: to make mana, to attack, or to pay for an ability. It untaps at the start of your next turn.
Mana cost
The symbols in the top-right corner. Coloured symbols need that colour; a number can be paid with any mana.
Summoning sickness
A creature can't attack or use tap abilities until you've controlled it since the start of your turn. Haste removes this.
The stack
Spells and abilities wait on the stack; players can respond, and the last thing added resolves first.

This is a summary for new players. Wizards of the Coast's official rules have every detail, and they win any disagreement with this page.

The planes of the Multiverse

Magic's stories travel between planes. These are the ones visited most often by the cards, oldest first.

Sources for the rules

  1. Learn to play — Magic: The Gathering (Wizards of the Coast) — The official introduction to the game.
  2. Magic: The Gathering Comprehensive Rules (Wizards of the Coast) — The complete rules, which win any disagreement with this summary.
  3. Magic: The Gathering — Wikipedia — Overview of colours, card types and gameplay.