Magic Guide
Magic Guide
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M 1 5 • EN Allen Williams
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Enchant creature
Swamp
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John Avon
Swamp
Plains
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To start the game, shuffle your deck,
Plains
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control, you gain 1 life.
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except by artifact creatures and/or creatures base power and toughness 5/5 in
that share a color with it.) addition to its other types.
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dice or a pencil and paper). Reduce
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3
Types of Cards
Your deck includes lands and creatures, and it may also include sorceries, instants, artifacts,
enchantments, and planeswalkers! On the next few pages, we’ll take a look at what the
different types of cards are and how to use them.
Lands
Forest
Land cards are the foundation of any successful Magic deck.
Lands provide mana, the magical energy you need to cast all
the other cards in your deck. You can play one land during your
main phase on each of your turns. Lands stay on the battlefield
in front of you. Your lands untap (reset) at the start of each of
your turns so that you can use them again.
There are five types of basic land, each one corresponding
est
Basic Land — For to one of the five colors of magic. Each color of magic has
different strengths and capabilities. You’ll get to know the
colors as you play more.
Not all lands are basic lands. Some nonbasic lands tap for
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2 69 / 269 L
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(o1, 2
o , etc.) but have unique abilities.
Plains oW (white)
Island oU (blue)
Swamp oB (black)
Mountain oR (red)
Forest oG (green)
4
Spells
Every card that isn’t a land can be cast as a spell. Some types of spells are put
onto the battlefield and become “permanents.” Other types of spells have their
effect and then go to your graveyard (discard pile).
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Creatures
Creatures are permanents that represent your minions. During combat,
they can attack your opponents and defend you from opposing attacks.
You can cast creature spells during your main phase. Creatu
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Artifacts & Enchantments
Artifacts and enchantments are permanents that represent
magic items and stable magical manifestations. Most artifacts are
colorless, meaning they don’t require a specific color of mana to
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Sorcery and instant spells represent powerful incantations that can have
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into your graveyard. You can cast a sorcery only during your main phase,
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Planeswalkers
Planeswalkers are powerful allies you can call on to fight
by your side. To learn more about planeswalkers,
alker —
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Casting Spells
oR
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agon
Shivan Dr the upper right corner. This cost is made
o4O
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oRO up of symbols that tell you what kind of
agon mana you have to spend to cast the spell.
Shivan Dr You must pay mana for each of these
symbols in order to cast Shivan Dragon.
The symbol Ro means one red mana. The
— Dragon
Creature symbol 4o means four mana of any kind.
blocked
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his creatur
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Basic Land — Forest
Forest
Mountain
Mountain
Basic Land — Forest Basic Land — Mountain Basic Land — Mountain
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Basic Land — Forest
Forest
Mountain
Mountain
Jonas De Ro
Florian de Gesincourt
Florian de Gesincourt
Karl Kopinski
Nils Hamm
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M 1 5 • EN Jonas De Ro M 1 5 • EN Florian de Gesincourt M 1 5 • EN Florian de Gesincourt
™ & © 2014 Wizards of the Coast
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M 1 5 • EN Jonas De Ro M 1 5 • EN Karl Kopinski M 1 5 • EN Nils Hamm
— Dragon
Creature When you want to pay a mana cost, tap (turn sideways) the necessary
lands on the battlefield. This shows that you’ve used those lands to
produce mana. Tapped cards untap at the beginning of each of your
turns, so they’ll be ready to use again. You can tap two Mountains, which
produce red mana, and four other lands to cast Shivan Dragon. Those four
lands could be Mountains, Forests, or any other combination of lands.
Illus. Winona Nelson
•
Parts of a Card
Spells have a mana cost that tells
Shivan Dragon o4oRoR
OOO you how much mana you need to
cast them.
7
Combat
You win the game by reducing your opponent’s life total to 0. The most common way
to do that is to attack your opponent with creatures during combat.
Attacking Player
Thundering Giant o3oRoR
OOO Torch Fiend o1oR
OO
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Creature — Giant
Thundering Giant
Creature — Devil
Torch Fiend
he was seen.
The giant was felt a few seconds before
as soon as it comes under your control.)
Haste (This creature can attack and oT
Winona Nelson
Haste (This creature can attack and oT oR, Sacrifice Torch Fiend: Destroy
as soon as it comes under your control.) target artifact.
The giant was felt a few seconds before
™ & © 2014 Wizards of the Coast
4/3 2/1
OOO
o3oRoR
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OO
4/3
o1oR
2/1
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Runeclaw Bear o1oG
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Creature — Bear
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2/2
M 1 5 • EN Jesper Ejsing ™ & © 2014 Wizards of the Coast
2/2
Defending Player
8
Attacking Player
Thundering Giant o3oRoR
OOO Torch Fiend o1oR
OO
Example of Combat
In the following combat examples, your opponent
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Creature — Giant
Thundering Giant
Creature — Devil
Torch Fiend
he was seen.
The giant was felt a few seconds before
as soon as it comes under your control.)
Haste (This creature can attack and oT
Winona Nelson
Creature — Giant Creature — Devil
Haste (This creature can attack and oT oR, Sacrifice Torch Fiend: Destroy
as soon as it comes under your control.) target artifact.
The giant was felt a few seconds before
™ & © 2014 Wizards of the Coast
OOO
o3oRoR
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OO
4/3
o1oR
2/1
Runeclaw Bear (2/2). What will you block?
A
Runeclaw Bear o1oG
OO
2/2
4
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2
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Creature — Giant
Thundering Giant
Creature — Devil
Torch Fiend
he was seen.
The giant was felt a few seconds before
as soon as it comes under your control.)
Haste (This creature can attack and oT
Winona Nelson
Haste (This creature can attack and oT oR, Sacrifice Torch Fiend: Destroy
as soon as it comes under your control.) target artifact.
The giant was felt a few seconds before
™ & © 2014 Wizards of the Coast
4/3 2/1
1 6 5 / 269 C 1 6 6 / 269 C
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OO
4/3
o1oR
2/1
Creature — Bear
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2/2
M 1 5 • EN Jesper Ejsing ™ & © 2014 Wizards of the Coast
Attacking Player
Thundering Giant o3oRoR
OOO Torch Fiend o1oR
OO
Option C: Block Torch Fiend
Your Runeclaw Bear deals 2 damage to the
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Creature — Giant
Thundering Giant
he was seen.
The giant was felt a few seconds before
as soon as it comes under your control.)
Haste (This creature can attack and oT
M 1 5 • EN
1 6 6 / 269 C
Creature — Devil
Torch Fiend
Devils redecorate every room with fire.
target artifact.
oR, Sacrifice Torch Fiend: Destroy
Mark Zug
Winona Nelson
Creature — Giant
4/3
OOO
o3oRoR
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1 6 6 / 269 C
M 1 5 • EN Winona Nelson ™ & © 2014 Wizards of the Coast
OO
o1oR
2/1
Creature — Bear
1 9 7 / 269 C
2/2
M 1 5 • EN Jesper Ejsing ™ & © 2014 Wizards of the Coast
Defending Player
st
put into your graveyard. When Titanic Growth tries to 20 3/
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EN
10
Where to Go Next
You can try out a variety of decks in Magic 2015–Duels of the Planeswalkers®, the award-winning
digital game that lets you play Magic on Xbox One, Xbox Live Arcade, iPad, Steam, Android, and
Amazon. Learn the game while playing a thrilling single-player campaign across the Multiverse, or
take your game online against opponents around the world.
Visit DuelsofthePlaneswalkers.com for a free trial.
You can find a link to this Quick Start Guide and additional rules information at
Magic.Wizards.com/QuickStart.
And when you’re ready to discover the worldwide community of Magic players, tournaments,
and special events, visit Wizards.com/Locator to find a game store near you.
11
Glossary
13
flash—You may cast a spell with flash any time draw a new hand with one fewer card. You can
you could cast an instant, even in response to take as many mulligans as you like, but your
other spells. starting hand gets smaller each time. Usually
flying—A creature with flying can be blocked players take mulligans because they don’t have
only by other creatures with flying and creatures enough land cards, or because they have too
with reach. many lands and not enough spells.
haste—A creature with haste can attack and you next time, next damage—Sometimes an ability
can activate its oT abilities as soon as it comes refers to the “next time” something happens
under your control. or the “next damage” that a creature or player
would be dealt. Remember that an instant or
hexproof—A creature with hexproof can’t be ability used in response to something happens
the target of spells or abilities your opponents first.
control, including Aura spells. Your spells and
abilities can still target it. permanent—Lands, creatures, artifacts,
enchantments, and planeswalkers are
indestructible—An indestructible permanent permanents. They enter the battlefield after you
can’t be destroyed by damage or by effects that cast them. Token creatures are also permanents.
say “destroy.” It can still be sacrificed or exiled. Instants and sorceries are not permanents. They
If an effect reduces an indestructible creature’s go to the graveyard after they resolve.
toughness to 0 or less, it’s still put into its
owner’s graveyard. protection—A creature with protection from a
color can’t be blocked, dealt damage, enchanted,
intimidate—A creature with intimidate can’t or targeted by anything of that color.
be blocked except by artifact creatures and/or
creatures that share a color with it. reach—A creature with reach can block
creatures with flying (and creatures without
lifelink—If a creature with lifelink deals damage, flying).
its controller also gains that much life.
regenerate—Regenerating a creature keeps
mana—This is the energy you get from your it from being destroyed. Instead of being
lands that you use to cast spells. Mana can be destroyed, the creature gets tapped, it’s removed
white (oW), blue (oU), black (oB), red (oR), green from combat (if it’s in combat), and all its
(oG), and sometimes even colorless (o1). damage is healed.
mana pool—This is where mana goes after sacrifice —Sometimes a card tells you to
you tap your lands for it and before you spend sacrifice a creature or some other permanent.
it. Some abilities tell you to add mana to your To sacrifice a permanent, you move it from
mana pool. These abilities give you mana like the battlefield to your graveyard. You can’t
the mana you get from tapping lands. Mana regenerate it or save it in any way. You can
can’t be saved from turn to turn. sacrifice only your own permanents.
mulligan—At the start of the game, if you tap—To tap a card is to turn it sideways. You do
don’t like your hand, you can take a mulligan. this when you use a land to make mana, when
Shuffle your hand back into your deck and you attack with a creature, or when you activate
14
an ability that has the oT symbol as part of its X, oX—Some spells and abilities have effects
cost. You can’t tap a permanent again until it’s that change depending on how much mana
been untapped. At the beginning of each of your you use to pay for them. For example, Heat Ray
turns, you untap your tapped cards so you can is an instant spell that costs oXoR and deals X
use them again. damage. If you paid o3oR to cast it, it would deal
target—If a spell uses the word “target,” you 3 damage. If you paid o6oR to cast it, it would
choose what the spell will affect when you cast deal 6 damage.
it. The same is true for abilities you activate.
token—Some cards create token creatures. You
can use token cards from booster packs, glass
beads, dice, or anything else to represent them.
trample—If a creature with trample would
assign enough damage to its blockers to
destroy them, you may have it assign the rest
of its damage to the player or planeswalker it’s
attacking.
untap—Untap a tapped card by turning it right
side up. When you untap your permanents at
the beginning of your turn, it means that you
can use (tap) them again.
vigilance—A creature with vigilance doesn’t
tap to attack. (Vigilance doesn’t allow a tapped
creature or a creature that entered the battlefield
this turn to attack, though.)
300B11591001 EN
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Combat Phase
∙ Beginning of combat step
∙ Declare attackers step—Tap every creature you want to
attack your opponent with. (A creature can’t attack the turn
you cast it unless it has haste.)
∙ Declare blockers step—Each untapped defending creature
may block one attacker. Creatures don’t have to block.
∙
Illus. Brad Rigney
Ending Phase
∙ End step
∙ Cleanup step—Damaged creatures on the battlefield heal.