How to play
How to Play Magic: The Gathering
The game that invented the collectible card genre: build a deck, then out-think one opponent.
- Players
- 2 players
- Play time
- 20–60 min
- Published
- 1993
- Publisher
- Wizards of the Coast
What you are trying to do
Reduce your opponent from 20 life to 0 before they do the same to you. You do that by casting creatures and spells, paid for with mana produced by lands.
Everything in the game is a card, and almost every card does one of four things: makes mana, puts a creature on the table, removes something, or draws you more options.
Build a deck
A constructed deck is at least 60 cards, with no more than four copies of any card other than basic lands. Most decks run 20–26 lands; the land-to-spell ratio is what makes a deck function.
The mana curve matters more than individual card quality. A deck full of expensive spells will lose to a deck that can act on turns two, three and four.
How a turn works
Untap your permanents, resolve upkeep triggers, draw a card, then take your main phase. You may play one land per turn; lands tap for mana, and mana pays for spells.
Combat comes after the first main phase: creatures that have been under your control since your last turn can attack. The defender chooses blockers, and damage is dealt simultaneously.
After combat there is a second main phase, then the turn ends and all damage wears off.
How games end
A player loses at 0 or less life, when they have to draw from an empty library, or when a card says so. Ten poison counters is also a loss.
Because there are several ways to lose, control decks often win without ever attacking.
Formats worth knowing
Standard uses recent sets and rotates; Modern uses a much larger card pool; Commander is a 100-card singleton format for four players starting at 40 life.
Draft is the best entry point if you do not want to buy a competitive deck — you build from cards you open at the table, so nobody can out-spend you.
Magic: The Gathering: common questions
How many cards are in a Magic deck?
At least 60 in constructed play, with a maximum of four copies of any card other than basic lands. Commander decks are exactly 100 cards with no duplicates.
Can a creature attack the turn it enters?
Only if it has haste. Otherwise it has to wait until your next turn, which is why summoning sickness matters.
What is the cheapest way to start playing Magic?
Draft, or the free starter decks Wizards gives away at game stores. Both let you play real games before spending money on a constructed deck.