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#1
Harrison H

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Ok so I'm Harrison H and I know what magic is but have no fudging idea how to play so can someone explain the rules in an easy to understand fasion


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#2
Deathdwarf

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Magic is a game about mostly but not forced two planeswalkers (players) who bring their libraries of knowledge (card piles) to an epic battle.

 

First off, you build a deck consisting of at least 60 cards. You have have as many as you want in your library as long as you can shuffle it without help, but four copies of each card only.

 

You will want the basic lands of the five mana colors to make out around 35 to 50 percent of your deck, because when tapping a basic land, you earn the pictured Mana for your Mana Pool.

 

After the game starts, each opponent draws 7 cards. They may mulligan if they want.

 

In your first turn, the starting player does not draw a card, but everything else is the same. He deploys one basic land (and one per turn ONLY) and then he may have to pass the turn, unless he can already afford a card.

 

You may play out the cards with a Mana Cost to the top right by tapping the given mana. Grey circles with numbers in them mean colorless mana of that amount, you may tap any mana to play those cards.

 

 A game is divided into several Phases with Sub Steps. First off, you untap all of your basic lands and your other tapped permanents (Everything except Sorceries and Instants is considered a permanent). Then you draw a card. Then your Main Phase #1 starts. You may now use your Mana to play out cards.

 

Then there is a combat phase. You only declare the attacking creatures, and your opponent declares the blockers and with what creatures he wants to block creatures of yours (it is up to him who faces who, essentially) if he wants (he may take the damage to his normally 20 Life Points if that is better for him). When creatures come to combat, you look at the P/T (Power / Toughness). Does the ones creature's power > the others creatures toughness? The other creature is destroyed at the end of the fight. Is the others creatures power > the one creatures toughness? The one creature is also destroyed.

 

Then there is another Main Phase.

 

Then there is End Phase, specifically the Cleanup Step. You remove all damage dealt to creatures. In Magic, there is no HP system. You kill the shit this turn, or you do not at all.

 

The only card type that may be played out outside of your Main Phase and hell even during your opponent's turn is the Instant, a spell type. The other one, the Sorcery, is a card type bound to your Main Phases. The Spells are instantly sent to the Graveyard after their effect is fulfilled.

 

There are several piles: Library (You draw from there), Graveyard (Dead creatures, destroyed Artifacts and Lands and your casted spells go there) and the Exile. Exile is a kind of special Graveyard where it is harder to revive your cards from.

 

The first player to beat his opponent to 0 or less Life wins!

 

Have fun :)


"War is deception, a game best played... from the Shadows."

 


#3
Guest_SupremeKrenko_*

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To be more specific about the colors (although I am intoxicated with Caribbean specialties, Rum, so to call, I want to help any newcomer)

we have FIVE of them.

Blue, White, Black, Green, and Red;

Each of these incorporates other key mechanics, strategies and philosophies.

Colors CAN be combined at will, but have to find the element, they both sympathize with.

 

Blue, which gains its Mana from Islands,

is the color of experimental and curios mentality, scheming and manipulation; As the most magical of all colors, it has less emphasis on creature combat, with the few 

available Creatures often sharing a certain synergy with spells and extravagant abilities. Common Blue mechanics are flying, hexproof, and flash, while it is also a necessary color to incorporate "counter target"-whatever in your abilities.

 

White, which gains its Mana from Plains,

is the color of protection, justice, and discipline. It contains both: Numerous small creatures in overwhelming masses, and more expensive captains to lead them.

White contains more damage prevention, life gain, and exile, than most other colors (although latter is incorporated in blue), keeping a balanced, straightforward strategy and protecting it from interference.

Creatures and casted spells are equally common, with the casted spells having devastating combo-potential, while keeping many creatures cheap and simple.

Common White mechanics are First Strike, Flying, Haste, Lifelink, and Protection.

 

 

Black, which gains its Mana from Swamps,

is the unfair color. Basically it combines various traits from EVERY color, while adding a factor of risk to negate the previous weaknesses; For example, an expensive Card in other colors, would be WAY cheaper in Black, but with a life-toll instead. Black creatures are stronger than their weaker counterparts and cheaper than their expensive counterparts, while the casted spells exceed in combo-potential.

In its primary objective to achieve and hold dominance over the battlefield, following mechanics are typical when serving the Black: Deathtouch, Regenerate, Lifelink, and Fear/Intimidate.

 

Green, which gains its Mana from Forests,

is the most brutal and powerful color. Not meaning the actual strength, but literally the POWER of your creatures; Of all colors, green creatures are the most gigantic and expensive.

Fittingly, green has more ways to gather Mana and buff its own Creatures. At the same time, Green despises "unnatural" enchantments and artifacts of its enemies, having numerous ways to get rid of them, as well as of flying creatures; Green does rarely cross the skies. Instead, it tends to pull it down. Surprisingly, Green is a fairly darker faction than seeming on the first glimpse; Without the incorporation of Black, it has already a STRONG synergy to the cycle of life (so to speak, a MASSIVE graveyard synergy) and shares lits of mechanics with the dark color, such as Deathtouch and Regenerate, but additionally also Trample and Hexproof.

 

Last, but not least:

Red, which gains its Mana from Mountains and has Goblins.

GOBLINS! Red is fast, wacky, and Goblin; Creatures are cheap, as well are spells and goblins. It is the only color that does MASSIVE damage with its casted spells and goblins; Did I mention goblins?

Red decks tend to RUSH! Tend to GOBLIN! Ironically,, it shares a lot with the color of discipline; White. Totally Goblin-Mechanics are Haste, First Strike (as well as its upgrade Double Strike), and Trample.

Goblins!



#4
Harrison H

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Thank you


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