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Learn to play

How to play Magic

Everything you need to play: how a turn works, what every kind of card does, how to build a deck, which cards to look for and which ones collectors chase. Watch the guide video first, then read on.

The guide video

The guide video plays here.

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.

Reading a Magic card

Every card shows the same things in the same places. Here is Serra Angel from Magic 2014: she has been in the game since the very first set in 1993.

Serra Angel, Magic 2014
  1. Name. Top left. A deck can have up to four cards with the same name (basic lands as many as you like).
  2. Mana cost. Top right: {3}{W}{W}, three mana of any colour plus two white. Her mana value is 5.
  3. Type line. Creature — Angel. The type says when you can play it and what it does; the part after the dash (Angel) is its creature type.
  4. Text box. Her abilities: Flying (only fliers and creatures with reach can block her) and Vigilance (attacking doesn't tap her, so she can still block). Words in italics are just flavour.
  5. Set symbol and rarity. On the right of the type line. Its colour is the rarity: black common, silver uncommon, gold rare, orange-red mythic rare.
  6. Power and toughness. Bottom right: 4/4. Power is the damage she deals in combat; toughness is how much damage she can take in one turn before she dies.

Every kind of card, and what it does

Forest, a basic land

Lands

Your mana. Play one land a turn; tap it for one mana of its colour. The five basic lands are Plains (white), Island (blue), Swamp (black), Mountain (red) and Forest (green). About two-fifths of a deck is lands.

Llanowar Elves, a creature

Creatures

They stay on the battlefield, attack and block. A new creature has "summoning sickness": it can't attack or use a tap ability until your next turn. Llanowar Elves taps for green mana, like a land.

Lightning Bolt, an instant

Instants

One-shot spells you can cast at any time, even on your opponent's turn and in the middle of combat. Lightning Bolt deals 3 damage to any target.

Divination, a sorcery

Sorceries

One-shot spells for your own main phase only, when nothing else is happening. Divination draws two cards.

Pacifism, an Aura

Enchantments and Auras

Lasting magic. An Aura is put on a creature: Pacifism stops the enchanted creature from attacking or blocking. Other enchantments change the whole game, like "creatures you control get +1/+1".

Bonesplitter, an Equipment

Artifacts and Equipment

Colourless objects most decks can use. Equipment is attached to one of your creatures by paying its equip cost: Bonesplitter gives +2/+0, and moves to another creature if that one dies.

Jace, the Mind Sculptor, a planeswalker

Planeswalkers

Powerful allies with loyalty counters and an ability you can use once a turn. Your opponent's creatures can attack them. (The Arena doesn't play planeswalkers yet.)

The keywords

Short words in the text box that stand for a whole rule. These come up all the time:

🪽 Flying

Can only be blocked by creatures with flying or reach.

🕸️ Reach

Can block creatures with flying.

⚡ First strike

Deals its combat damage first, so it can kill a blocker before that blocker strikes back.

✌️ Double strike

Deals first-strike damage and regular damage: twice in one combat.

☠️ Deathtouch

Any damage it deals to a creature destroys that creature.

💗 Lifelink

Damage it deals also gains you that much life.

🦏 Trample

Damage beyond what kills its blockers goes on to the player.

👁️ Vigilance

Attacking doesn't tap it, so it can still block on the next turn.

💨 Haste

Can attack and tap the turn it comes into play.

😈 Menace

Can't be blocked except by two or more creatures.

🧱 Defender

Can't attack: a wall to block with.

🛡️ Hexproof

Your opponent's spells and abilities can't target it.

💎 Indestructible

Damage and "destroy" effects don't kill it.

⏱️ Flash

Cast it any time you could cast an instant.

Combat, step by step

  1. Attack. In your combat, choose any of your untapped creatures (not ones that came in this turn) and tap them: they attack the other player.
  2. Block. The defender chooses which of their untapped creatures block. Each blocker blocks one attacker; several can block the same attacker.
  3. Tricks. Both players can cast instants now: a Giant Growth (+3/+3) can turn a fight around.
  4. Damage. Every creature deals damage equal to its power. An unblocked attacker hits the player; blocked ones and their blockers hit each other. A creature dies when the damage on it reaches its toughness.

Damage on creatures wears off at the end of each turn, so a 4/4 that took 3 damage is as good as new on the next turn.

Building a deck

A deck is at least 60 cards, with no more than four of any card except basic lands. Most decks use one or two colours. A good starting shape:

22–24Lands

Split between your colours by how many coloured symbols your spells need.

16–22Creatures

A "mana curve": several costing 1–2, more at 3–4, a few big ones at 5 and up.

14–20Other spells

Removal (destroy, damage, Pacifism), combat tricks, card draw.

What to look for when you collect

  • Removal. Cards that destroy or damage creatures win games. Pick them up in every colour.
  • Creatures with evasion. Flying and "can't be blocked" creatures keep hitting while the ground is jammed.
  • Cheap creatures. Two-mana creatures get you going early and block the other side's.
  • Cards that do two things. A creature that draws a card or deals damage when it enters is worth two cards.
  • Stay in two colours. More colours means more often holding a card you can't pay for.

Ready to play?

  1. Start right away with a practice deck. The Magic Arena deals you a free random two-colour deck from a set, with basic lands. Swap any card you don't like (♻), change the land mix, and play the computer.
  2. Collect your own cards. Open your free Daily PlayPack every day. Every card goes into your PlayBinder.
  3. Play with your PlayBinder. Once your cards make a full deck by themselves (about 36 creatures and spells in one or two colours, every one of them pulled in your Play Packs), the Arena builds the best deck your collection allows and adds the basic lands for free. Until then, practice with a random deck. The Arena shows how close you are.
  4. Climb the ranks. Ten levels from Novice to Grandmaster. Beat one to unlock the next. Every level you beat makes your Magic streak bonus cards rarer.

The most wanted Magic cards

Over thirty years of sets have made some cards legends. A few (they can turn up in Play Packs from their sets, just rarely):

  • Black Lotus, Limited Edition AlphaBlack LotusLimited Edition Alpha, 1993, rare

    Free to cast, sacrifice it for three mana. The most famous card in the hobby.

  • Shivan Dragon, Limited Edition AlphaShivan DragonLimited Edition Alpha, 1993, rare

    The original big dragon: a 5/5 flier that pumps its own power with red mana.

  • Serra Angel, Limited Edition AlphaSerra AngelLimited Edition Alpha, 1993, uncommon

    One of the first cards ever printed, and reprinted for decades.

  • Jace, the Mind Sculptor, WorldwakeJace, the Mind SculptorWorldwake, 2010, mythic rare

    The planeswalker so strong it was banned in Standard.

  • Tarmogoyf, Future SightTarmogoyfFuture Sight, 2007, rare

    A two-mana creature that grows with every card type in the graveyards.

  • Liliana of the Veil, InnistradLiliana of the VeilInnistrad, 2011, mythic rare

    Makes both players discard, every turn.

  • Sheoldred, the Apocalypse, Dominaria UnitedSheoldred, the ApocalypseDominaria United, 2022, mythic rare

    Every card your opponent draws costs them 2 life.

  • Wrath of God, Limited Edition AlphaWrath of GodLimited Edition Alpha, 1993, rare

    Destroy all creatures: the classic way to start over when you're behind.

Collector prices change all the time and depend on condition. Play Packs are just for fun: your PlayBinder cards aren't real cards and can't be sold.

How the Arena plays

The Arena plays the real game: 20 life, a 60-card deck with basic lands, a 7-card opening hand with mulligans (draw 7 again, then put one card on the bottom for each mulligan), one land a turn, mana from your lands paid for you, summoning sickness, attacking with as many creatures as you like, blocking (several blockers on one attacker too), first strike and double strike, and casting instants and flash cards during combat. Each card's real mana cost, power and toughness are used, and so are flying, reach, deathtouch, lifelink, trample, vigilance, haste, menace, defender, hexproof, indestructible and prowess.

The most common card texts work too: damage, destroy and exile, returning to the hand, +X/+X until end of turn, +1/+1 counters, tokens, drawing, gaining and losing life, discard, tapping, finding a basic land, bringing creatures back from the graveyard, "enters", "dies", "attacks" and upkeep abilities, abilities you activate, Auras, Equipment and "creatures you control get +1/+1". Card text the Arena can't play yet is still shown on the card: such spells can't go in a practice deck, and such creatures play with their power, toughness and keywords. Spells resolve straight away (there's no stack), so counterspells and planeswalkers aren't played yet.