How to Play
There are five types of basic lands.
Islands Mountains Forests Swamps Plains
Islands Mountains Forests Swamps Plains
Whenever you want to play a card you "tap" or turn your land sideways and you may or may not be able to play the card depending on how many lands you have "tapped".
If you wanted to play this card, Lay of the Land, you'd have to tap one forest because in the top right corner there is a picture of one forest.
There is a lot of different type of cards. Som types of cards are:
Lands: Islands Mountains Forests Swamps Plains
Sorceries: They can only be played on your turn.
Istants: These can be played at any time.
Artifacts: These can sometimes be tapped to do special abilities.
Artifact Equipment: You have to tap lands to put it out and then tap more lands to equip it to a creature.
Creatures: Creatures have two numbers at the bottom right of their card. The first number stands for attack/power and the second number stands for defense/toughness.
There is a lot of different type of cards. Som types of cards are:
Lands: Islands Mountains Forests Swamps Plains
Sorceries: They can only be played on your turn.
Istants: These can be played at any time.
Artifacts: These can sometimes be tapped to do special abilities.
Artifact Equipment: You have to tap lands to put it out and then tap more lands to equip it to a creature.
Creatures: Creatures have two numbers at the bottom right of their card. The first number stands for attack/power and the second number stands for defense/toughness.
This card for example is a 2/2, which means it has two attack and two defense. When you look at the top right corner of this card you see a circled 1. This circled 1 stands for one "mana" of any type of land. Mana is produced when you tap land. You may not use a tapped land until your next turn, when you untap your lands. To tell what type of card it is look in the middle of the card. This card is a creature and is a human knight. Under the section where it tells you the type of card it is there is a big section explaining what happens when you play it or its abilities.
How to Win
Each player begins with 20 life. Once a player gets to 0 life the opponent wins( unless you're playing a game with more than two people, if you're playing a game with more than two people then you continue playing until there is only one person left).You can attack your opponents with your creatures and if the opponent takes the damage they lose life equal to the attacking creature's attack/power unless that creature has the ability "infect".
How to Win
Each player begins with 20 life. Once a player gets to 0 life the opponent wins( unless you're playing a game with more than two people, if you're playing a game with more than two people then you continue playing until there is only one person left).You can attack your opponents with your creatures and if the opponent takes the damage they lose life equal to the attacking creature's attack/power unless that creature has the ability "infect".
A creature with infect deals damage to players in "poison counters". If a player gets or has ten poison counters on them then they lose the game. When you attack a player they can block with their creatures.
If someone were to attack a player with Scourge Servant and the defending player blocks with Mokrut Banshee, Scourge Servant would deal three -1/-1 counters to Mokrut Banshee because Scourge Servant has infect, which deals damage to other creatures in -1/-1 counters, therefor making Mokrut Banshee a 1/1 until Mokrut Banshee dies or gains at least one +1/+1 counter and Scourge Servant would die because when a creature without infect blocks a creature or is blocked by a creature with a defense/toughness lower than that creature's attack the creature with the defense that is lower than the attack dies. If a creature without infect deals damage to another creature that doesn't die from the damage then the creature dealt damage will get -0/-x until their next turn and x stands for the damage dealt to the creature.
Transforming
Some creatures can transform when certain things happen.
Some creatures can transform when certain things happen.
When a creature transforms it generally gets much more powerful like the card above.
Non-Basic Land
Non-basic land are similar to basic land, but has special abilities and sometimes can play more than one color.
Other
important stuff
You draw a card every turn except for
the person who goes first can't draw a card on their first turn. Your deck of
cards is called your "library". There must be at least sixty cards in a deck. A
good amount of land cards in a deck is 40% of the cards in the deck. On the left
side in the middle of a card it tells you what set it came from. You can only
have 7 cards in your hand, if you have more than 7 then you have to discard
until you're down to 7.
You can only 4 copies of a card in a deck.
Meanings of some
abilities
Hexproof: This creature can't be
the target of spells or abilities.
Trample: If a creature deals
enough damage to kill a creature the rest of the damage goes to the
player.
First Strike: This creature gets to deal their damage
first (so if this creature has enough attack to kill the opposing creature then
the opposing creature dies and this creature is
fine.)
Protection: This creature can't be the target of anything
of that color, dealt damage by that color, be defended by anything with that
color, or even be enchanted by the color it has protection from.(This is written
on the Paladin en-Vec card shown earlier.)
Planeswalkers
important stuff
You draw a card every turn except for
the person who goes first can't draw a card on their first turn. Your deck of
cards is called your "library". There must be at least sixty cards in a deck. A
good amount of land cards in a deck is 40% of the cards in the deck. On the left
side in the middle of a card it tells you what set it came from. You can only
have 7 cards in your hand, if you have more than 7 then you have to discard
until you're down to 7.
You can only 4 copies of a card in a deck.
Meanings of some
abilities
Hexproof: This creature can't be
the target of spells or abilities.
Trample: If a creature deals
enough damage to kill a creature the rest of the damage goes to the
player.
First Strike: This creature gets to deal their damage
first (so if this creature has enough attack to kill the opposing creature then
the opposing creature dies and this creature is
fine.)
Protection: This creature can't be the target of anything
of that color, dealt damage by that color, be defended by anything with that
color, or even be enchanted by the color it has protection from.(This is written
on the Paladin en-Vec card shown earlier.)
Planeswalkers
Planeswalkers are cast like normal. If someone wants to attack your planeswalker they have to say your planeswalker not you and you can use your creatures to block when people attack your planeswalker. At the bottom right corner your planeswalker has his or her "loyalty counters". Loyalty counters are his or her health so if a 3/3 creature hits a planeswalker with 3 loyalty counters the planewalker will die and the creature will be fine. During your turn you can activate one of your planeswaker's abilities therefor raising or lowering your planeswalker's loyalty counters depending on which ability you activate.
Planechase
This is a plane. Planes belong in a planar deck that consists of planes and two phenomenon cards. Below where it tells you what type of card it is there are two sections. The top part tells you what happens while this card is out. The second part has a symbol to the side of it. This part only activates when you roll that symbol on your planar die. All planar decks have to have a planar die. The planar die is six-sided with four blank sides, one side with the symbol mentioned on the second section of the plane, and another symbol telling you to planeswalk or put the current plane onto the bottom of the planar deck and draw a new plane or phenomenon card. Each time you roll the planar die it costs 1 more mana than before.
1st roll =2nd roll =3rd roll =4th roll =5th roll = |
0 mana1 mana2 mana3 mana4 mana |
Congrats!!!
You've made it through the how to play section!
You've made it through the how to play section!
I have made a deck I call the "ally" deck because when I put in more creatures that are the type ally I get to do special things. If you click on my link and type in under creature type ally then it'll bring those creatures up. Here's an example of one of my favorite ally type creature cards:
When it says "or another Ally" it means another ally type creature.
I have the planeswalker Garruk Relentless! It's awesome!
I have the planeswalker Garruk Relentless! It's awesome!
Every once in a while I have some of my friends come over and play! I once played a game with four other people!
My friend says that he just got a bunch of planeswalkers so our games might get very interesting! He got:
My friend says that he just got a bunch of planeswalkers so our games might get very interesting! He got:
I got some planeswalkers too! They are:
The two red planeswalkers I have are in my "burn" deck. My burn deck has a lot of damage inducing instants and sorceries. Decks I have are:
Ally Deck
Eldrazi Deck
All Color Deck
Burn Deck
Token Deck
Infect Deck
Monster Deck
Hydra Deck
Each of these decks have at least 60 cards in them. That means I have a minimum of 480 cards in all these decks combined and I also have a lot more cards I'm not using.
I played a game with my friend ( the one I mentioned earlier) and I won by using the first ability of my Chandra Ablaze planeswalker.
I got a new planeswalker:
Ally Deck
Eldrazi Deck
All Color Deck
Burn Deck
Token Deck
Infect Deck
Monster Deck
Hydra Deck
Each of these decks have at least 60 cards in them. That means I have a minimum of 480 cards in all these decks combined and I also have a lot more cards I'm not using.
I played a game with my friend ( the one I mentioned earlier) and I won by using the first ability of my Chandra Ablaze planeswalker.
I got a new planeswalker:
I found an awesome duo online! Here it is:
A long time ago I thought of this awesome combo, here it is:
The cards that are not necessary in this combo are:
Inexorable Tide
Curse of the Bloody Tome
Underworld Dreams
Bequeathal
Curse of the Pierced Heart
Iron Star
Wrath of God
Disrupting Scepter
I have a mill deck and it has awesome cards such as:
I love the Magic The Gathering search station, it helps me find awesome cards like these:
A New Set!!!
Gatecrash is coming out on Feb. 1! There is a test to tell you what "Guild" you're in. The first time I took it I got Azorious. The second time I took it I got Simic.