Magic has five colors of mana, each representing different philosophies and play styles. Choose wisely — your allegiance shapes your destiny:
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.
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.
This is your main action phase. You can:
If you're attacking, combat happens here — where destinies are forged in blood and fire:
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.
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:
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.
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:
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.
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.
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.
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: 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: Your opponent can't target this permanent with spells or abilities. Shroud: Nobody can target it (not even you). Wards against all interference.
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 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.
Creatures with vigilance don't tap when they attack. They can attack and still block on your opponent's turn. Ever watchful, ever ready.
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.