INITIATION GUIDE

THE FIVE COLORS OF MANA

Magic has five colors of mana, each representing different philosophies and play styles. Choose wisely — your allegiance shapes your destiny:

  • White (W): Order, healing, protection, and small creatures that work together.
  • Blue (U): Knowledge, counterspells, drawing cards, and controlling the game.
  • Black (B): Power at any cost, destroying creatures, sacrificing resources, and recursion.
  • Red (R): Chaos, direct damage, speed, and aggressive creatures.
  • Green (G): Nature, big creatures, ramp (accelerating mana), and overwhelming force.

You can play one color or mix multiple colors together. More colors mean more powerful cards, but also a higher risk of not having the right mana when you need it. The lands themselves will judge your ambition.

UNDERSTANDING MANA COSTS

Every spell has a mana cost in the top-right corner. This is what you must pay to cast it. Mana comes from lands — you typically play one land per turn, as dictated by the ancient laws.

Example: A cost of 2 means "two mana of any color, plus one blue mana." You'd need three lands total: two that produce any color, and one that produces blue.

Lands tap (rotate 90 degrees) to produce mana. Untap them at the start of your turn to use them again. This is the eternal cycle of magical energy.

THE TURN STRUCTURE

1. BEGINNING PHASE

  • Untap: Turn all your tapped permanents (lands, creatures, etc.) upright. They're ready to use again — reborn for another cycle.
  • Upkeep: Some cards trigger here — usually paying small costs or gaining benefits. The spirits demand their due.
  • Draw: Draw one card from your library. This is your fuel for the turn, pulled from the ether of fate.

2. MAIN PHASE 1 (PRE-COMBAT)

This is your main action phase. You can:

  • Play one land (if you haven't already this turn)
  • Cast creatures, sorceries, enchantments, artifacts, and planeswalkers
  • Activate abilities

3. COMBAT PHASE

If you're attacking, combat happens here — where destinies are forged in blood and fire:

  • Declare Attackers: Choose which creatures attack. Tap them (unless they have vigilance).
  • Declare Blockers: Your opponent chooses which creatures block yours.
  • Combat Damage: Creatures deal damage equal to their power. Attacking creatures deal damage to blockers (or the player if unblocked). Blocking creatures deal damage to attackers.
  • End of Combat: Creatures that died go to the graveyard. Any "end of combat" effects trigger.

4. MAIN PHASE 2 (POST-COMBAT)

Same as Main Phase 1. You can cast more spells if you have mana left. Many players use this phase to play creatures they don't want to risk in combat — wisdom after battle.

5. ENDING PHASE

  • End Step: "Until end of turn" effects wear off. Some cards trigger here as the veil thins.
  • Cleanup: If you have more than 7 cards in hand, discard down to 7. Damage is removed from creatures. "Until end of turn" effects end. The cycle completes.

PRIORITY AND THE STACK

WHAT IS PRIORITY?

Priority is the right to cast spells or activate abilities. The active player (whose turn it is) gets priority first in each phase. They can either:

  • Do something (cast a spell, activate an ability)
  • Pass priority to their opponent

If both players pass priority in a row, the game moves to the next phase. This is crucial: you can't just cast spells whenever you want — you need priority. The laws of magic are strict, even if they seem invisible.

WHAT IS THE STACK?

The stack is where spells and abilities wait to resolve. Think of it like a pile of incantations, each waiting for the one above it to complete:

  1. You cast a spell → it goes on the stack.
  2. Your opponent can respond with their own spell → it goes on top of the stack.
  3. You can respond again → another spell on top.
  4. When both players pass, the stack resolves from top to bottom (last in, first out).

EXAMPLE: COUNTERSPELL BATTLE

1. You cast Lightning Bolt (deals 3 damage) → goes on the stack.
2. Opponent casts Counterspell → goes on top of the stack.
3. You cast Negate (counters noncreature spell) → goes on top.
4. Both players pass.

Resolution (top to bottom):
- Negate resolves → counters Counterspell
- Lightning Bolt resolves → deals 3 damage

Result: Your opponent's Counterspell is countered, and your Lightning Bolt hits! The stack obeys those who understand it.

Key takeaway: Instant-speed spells (like Counterspell) can be cast anytime you have priority, even on your opponent's turn. Sorceries and creatures can only be cast during your main phase when the stack is empty.

COMMON KEYWORDS

TRAMPLE

When a creature with trample attacks and is blocked, excess damage goes through to the defending player. Example: A 5/5 trampler blocked by a 2/2 deals 2 damage to the blocker and 3 damage to the player. The excess crashes through like a siege beast.

DEATHTOUCH

Any amount of damage from a creature with deathtouch destroys the creature it damages. A 1/1 with deathtouch can kill a 10/10. Such is the power of cursed strikes.

LIFELINK

When a creature with lifelink deals damage, you gain that much life. A 3/3 with lifelink gaining 3 life when it hits. The life force flows back to you.

FIRST STRIKE / DOUBLE STRIKE

First strike: Creature deals combat damage before normal creatures. Double strike: Deals damage twice — once in first strike damage, once in normal damage. Speed is its own weapon.

HEXPROOF / SHROUD

Hexproof: Your opponent can't target this permanent with spells or abilities. Shroud: Nobody can target it (not even you). Wards against all interference.

HASTE

Creatures with haste can attack and use tap abilities the turn they're cast. Without haste, creatures have "summoning sickness" and can't attack or tap until your next turn. Some beings answer the call immediately.

FLYING

Flying creatures can only be blocked by other creatures with flying or reach. They're hard to stop with ground-based creatures. The sky offers many advantages.

VIGILANCE

Creatures with vigilance don't tap when they attack. They can attack and still block on your opponent's turn. Ever watchful, ever ready.

FINAL TIPS

  • Play lands every turn. Mana is your most important resource — the lifeblood of magic.
  • Don't overextend. Keep some mana open for counterspells or removal if you have them. Patience is a virtue.
  • Ask questions. Magic is complex — it's okay to ask "can I do this?" or "what does this card do?" The elders were all initiates once.
  • Use the stack wisely. Wait to see if your opponent responds before committing more resources. The stack reveals all.
  • Have fun. You're going to lose games. You're going to make mistakes. That's how you learn. Even the greatest archmages once fumbled their first incantation.

Welcome to the Multiverse, Planeswalker. Your journey begins now. May your draws be ever in your favor, and may your mana always come in the right colors.

© THE DECKMAGE 2026 • @THEDECKMAGE