Overview
Formats
There are various formats in which the ''Magic'' can be played. Each format provides additional rules for deck construction and gameplay, with many confining the pool of permitted cards to those released in a specified group of ''Magic'' card sets. Formats are divided into two main categories by the Wizards Play Network: Tournament and Casual. The term "sanctioned" refers to formats that the Wizards Play Network allows to be run at official events. Officially sanctioned events can also add additional rules such as disallowing proxy cards. Players have also invented many alternative formats for playing the game, some of which have been embraced by Wizards of the Coast. Some of these formats utilize rules or sets of cards that differ from those used in sanctioned tournament play. One of the most popular formats of ''Magic'' is theDeck construction
Deck building requires strategy as players must choose among thousands of cards which they want to play. This requires players to evaluate the power of their cards, as well as the possible synergies between them, and their possible interactions with the cards they expect to play against (this "metagame" can vary in different locations or time periods). The choice of cards is usually narrowed by the player deciding which colors they want to include in the deck. Part of the ''Magic'' product line has been starter decks which are aimed to provide novice players with ideas for deck building. Players expand their card library for deck building throughInitial setup
Beginning and ending the game
Each player uses their own deck to play the game. In most formats, a deck must have a minimum of 60 cards; there is no maximum deck size, but a player must be able to shuffle their deck without assistance. Some formats have exceptions or additional limitations to the above rules. In tournaments, players may be allowed the use of a sideboard containing up to 15 cards. Sideboard cards can be swapped for cards in the main deck in between games. At the beginning of a game, each player shuffles their deck and draws seven cards to form their starting hand. The players may choose toLondon Mulligan
The London Mulligan rule was implemented for all competitive ''Magic'' formats in 2019. In turn order, each player may decide to mulligan; that player shuffles their hand and library together and draws a new hand of seven cards. A player can do this as many times as they wish. They then put a card on the bottom of their library for each time they took a mulligan.Zones
Terminology
Abilities
Types of abilities include: * Activated abilities: abilities that have a cost and an effect, which are separated using a colon. A player may activate such an ability at any time by paying the cost. * Triggered abilities: Abilities that begin with the word "when", "whenever", or "at". Whenever the trigger event occurs, the ability is put on the stack. * Static abilities: abilities written as statements, that modify the rules of the game.Keyword abilities
Some cards have abilities that are not fully explained on the card. These are known as "keyword" abilities, and consist of a word or phrase whose meaning is defined by the rules. Keyword abilities are usually given reminder text in the set in which they are introduced. There are over forty such abilities. In most cases, multiple instances of the same keyword on an object have no additional effect. Keywords can be classified into two different types: Evergreen or Mechanics. Evergreen keywords "can appear in absolutely any set, since its gameplay effects and flavor are flexible and generic enough to fit anywhere. Effects like trample, flying, deathtouch, first strike and haste are examples of this". Abilities classified as Mechanics are rotated in and out of the game as various expansions are released. ''Game Rant'' highlighted that "most planes have some unique rules that are only relevant on cards from specific sets" and that "new mechanics are constantly added to shake things up and give the players new tools to work with".Mana
When a player uses an ability that produces mana, that mana is put in their "mana pool". There are five colors of mana: white, blue, black, red and green. Mana can also be colorless. Mana in the mana pool can be used to pay costs.Types of cards
Lands
Land cards tap to produce mana that is used to cast spells and activate abilities. They cost no mana to play; however, a player may play no more than one land per turn, and only during the main phases of their own turn. There are six types of basic lands (Plains, Island, Swamp, Mountain, Forest, and Wastes), one for each color (plus Wastes for colorless). These lands can each be tapped to produce one mana of the appropriate color. Other lands are non-basic and may produce other combinations or amounts of mana, or may have other abilities. Playing a land does not use the stack and therefore occurs immediately, with no way for any player to stop it. Players are allowed to have any number of basic lands in a deck, whereas all other cards are limited to a maximum of four copies per deck.Creatures
Creatures represent people or beasts that are summoned to the battlefield to attack opposing creatures or players and defend their controller from the attacks of enemy creatures. Creatures have two values that represent their strength in combat, printed on the lower right-hand corner of the card. The first number is the creature's power, the amount of damage it deals in combat. The second number is its toughness; if it receives that much damage in a single turn, the creature is destroyed and placed in the graveyard. Creatures are divided into creature types, such as "goblin" or "wizard". Creatures of the same type often synergize well with each other, causing players to build decks based entirely on one type of creature.Enchantments
Enchantments represent persistent magical effects; they are spells that remain on the battlefield and alter some aspect of the game. Some enchantments are attached to other cards on the battlefield (often creatures); these are known as Auras. These enchantments affect that card in some way, and are automatically put into the graveyard when the card they are enchanting leaves the battlefield.Artifacts
Artifacts represent magical items, animated constructs, pieces of equipment, or other objects and devices. Like enchantments, artifacts remain on the battlefield until something removes them. Some artifacts are Equipment. Each equipment has a Equip cost, which a player can pay to give that equipment to one of their creatures, making the creature stronger. Unlike auras, which are destroyed when the object they are enchanting leaves play, equipment can be re-equipped by another creature if its original user leaves play.Sorceries and instants
Sorceries and instants both represent one-shot or short-term magical spells. They never enter the battlefield. Instead, they take effect and then are immediately put into their owner's graveyard. Sorceries and instants differ only in ''when'' they can be cast. Sorceries may only be cast during the player's own main phases, and only when the stack is empty. Instants, on the other hand, can be cast at any time, including during other players' turns and while another spell or ability is waiting to resolve.Interrupts
Prior to the introduction of the stack in 6th Edition, there was another type of spell called an "Interrupt". Interrupts functioned similarly to instants in that they could be played at any time, however players could only respond to interrupts with other interrupts and could not use instants or activate abilities.Planeswalkers
According to ''Magic'' lore, the ''player'' is a "planeswalker", a wizard who can travel ("walk") between different realms or universes ("planes"); as such, planeswalker cards are meant to represent scaled-down versions of other players, with their decks represented by the card's abilities, and originally were designed to move through a roster of effects without player control, as though they had a mind of their own. Most planeswalkers are legendary and subject to the "legend rule" - if a player controls more than one legendary planeswalker with the same name, that player chooses one and puts the other into their owner's graveyard. Planeswalkers' abilities are based on their ''loyalty'', which is tracked with counters. Planeswalkers' loyalty abilities each have a positive or negative loyalty cost; this is how many counters must be added (if positive) or removed (if negative) to activate that ability. Regardless of the loyalty costs, a single planeswalker may only use ''one'' loyalty ability ''once'' per turn, and only on its controller's turn during their main phases. An amount of loyalty counters are also removed equal to any damage the planeswalker takes. A planeswalker with no loyalty counters, either through use of its abilities or through damage, is put into the player's graveyard. Planeswalkers are not creatures, so they cannot directly attack or block. Creatures can attack an opponent's planeswalkers rather than the opponent themselves. Those creatures may be blocked normally, but if not blocked deal damage to the planeswalker instead of the player.Gameplay
Phases
''Magic'' officially labels its gameplay phases "as Begin, Main Phase, Combat, Second Main Phase, and End".Begin
The beginning phase is composed of three parts: * Untap step: A player untaps all cards they control. * Upkeep step: Then, any abilities that trigger on the "upkeep step" happen, starting with the player of the current turn. These often include cards that require mana payments every turn. * Draw step: A player then draws a card. In two-player games, the player who takes the first turn does not draw a card for that turn. No cards or abilities can be played during the untap step. During the upkeep and draw steps, however, players can cast instants and activate abilities as normal.Main
The main phase occurs immediately after the draw step; in this phase, the player has option to put cards onto the field. They may play any card from their hand unless that card specifies otherwise, and as long as they have the mana to pay its casting cost. This includes creature, planeswalker, sorcery, instant, land, enchantment, and artifact cards. Players may play only one land per turn.Combat
The combat phase is split into five steps. Aside from instants, activated abilities, and spells that are specifically noted as being able to be played at any time (e.g., creatures with flash), players may not cast spells during combat. Multiple creatures may attack at the same time, but the turn player may only declare their list of attackers once. * Beginning of combat: Players have a chance to cast spells and activate abilities that may alter how combat progresses. As the most common example, only untapped creatures may attack, so the defending player may cast instants or activate abilities that will tap a creature, preventing it from attacking. * Declare attackers: the player whose turn it is declares which creatures they control will attack. Both players are given a chance to cast instants and activate abilities after attackers have been declared. * Declare blockers: the defending player chooses which creatures they will block with. A creature must be untapped in order for it to block. Each creature can only block a single attacker, but multiple defending creatures can block the same attacker. Both players are given a chance to cast instants and activate abilities after blockers have been declared. *Combat damage: attacking and blocking creatures deal damage; the stack is used to determine the order this occurs. * End of combat: Nothing normally happens during this phase, although players have another opportunity to take actions.Second main phase
The second main phase is identical to the first; the player may cast spells and play a land (if they haven't played one already).End
The ending phase has two steps: * End step: abilities that trigger "at the beginning of the end step" go on the stack. This is the last chance players have to cast instants or activate abilities this turn. * Cleanup: the active player discards down to their maximum hand size, then simultaneously, all damage marked on permanents is removed and all "until end of turn" and "this turn" effects end. Players can only take an action during the cleanup step if an ability triggers, which is rare. After this phase is completed, the next active player starts their turn at the beginning phase.Paying costs
Tapping and untapping
Mana costs and colors
Most cards other than lands have a mana cost. This is the amount of mana that must be spent to cast that card as a spell. Cards can require mana of any color or combination of colors, including generic costs that can be paid with mana of any color. ''Timing
When a player casts a spell or activates an ability, it does not immediately take effect. Instead, it is placed on the stack, allowing other players to respond to the ability. Most activated abilities, as well as instant spells, can be used on anybody's turn as responses in this manner. Each new spell or ability is put on top of the stack, with the newest on top and the oldest at the bottom. When nobody has more spells or abilities to add, spells and abilities on the stack resolve in top-to-bottom order. Certain spells allow a player to ''counter'' other spells. These spells must be cast while the spells they will affect are still on the stack. If a spell is countered, it is moved from the stack to its owner's graveyard and does not resolve. Playing lands and certain other special actions do not use the stack; they take effect immediately.History
''Magic''Banned and restricted cards
Individual cards may be listed as "restricted", where only one copy can be included in a deck, or simply "banned", at the WPN's discretion. These limitations are usually for balance of power reasons, but have been occasionally made because of gameplay mechanics. For example, with the elimination of the "play for ante" mechanic in all formal formats, all such cards with this feature are banned. During the COVID-19 pandemic which drew more players to the online ''Magic'' games and generated volumes of data of popular deck constructions, Wizards was able to track popular combinations more quickly than in a purely paper game, and in mid-2020, banned additional cards that in specific combinations could draw out games far longer than desired. Older cards have also been banned from all formal play by Wizards due to inappropriate racial or cultural depictions in their text or illustrations in the wake of the George Floyd protests, and their images have been blocked or removed from online ''Magic'' databases. This included a card called "Invoke Prejudice", which was displayed on the official card index site Gatherer "at a web URL ending in '1488', numbers that are synonymous with white supremacy."References
Further reading
* *External links