How to Play the Card Game 'Magic The Gathering'

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How to Play the Card Game 'Magic The Gathering'
How to Play the Card Game 'Magic The Gathering'

Video: How to Play the Card Game 'Magic The Gathering'

Video: How to Play the Card Game 'Magic The Gathering'
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Magic: The Gathering is a card swapping game that combines strategy and fantasy. The premise of the game is: you play as a highly skilled sorcerer, also known as a planes walker, you can summon and use various creatures, spells and weapons to help you destroy the enemies. plane walker other. Magic:The Gathering can be enjoyed individually as a collection of exchange cards, or as a group with your friends as a fun strategy game. Keep reading to learn how to do both of these things.

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Part 1 of 5: Understanding the Basics of the Game

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Step 1. Choose a player

This card game can be played by two or more players, but generally only two players will face each other. You can play games where you will face off against two or more players, but generally these are games where you only duel against one player.

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Step 2. Arrange the different cards in a deck of cards

Your deck of cards is your army, your arsenal. In a “stacked” deck of cards – which you might use when playing against a friend in an informal setting – the minimum number of cards required is 60 cards, there is no maximum. But usually the players only use the minimum number of cards, which is only 60 cards.

  • In the tournament system, you may only play a more "limited" deck of cards, the minimum number of cards in the tournament system is only 40 cards, there is no maximum limit.
  • The number of cards for each player, which amounts to 60 or 40 cards, is also called the library.
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Step 3. At the start of the game, each player takes 7 cards from their library

These 7 cards make up the arrangement of cards in each player's hand. At the start of each round, a player will take a card and hold it.

If a player discards a card, uses a card, or if a creature dies or a spell is destroyed, the card is placed in the player's graveyard. This Graveyard is an open deck of cards that is usually placed adjacent to the player's library

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Step 4. Each player starts the game with 20 life numbers

During the game, the player can add or lose life points. In general, having more life is better than having less life.

  • Players will attack creatures and other players. This attack can be done using a creature, or with a spell. The level of damage (damage) is measured from the value of the attack (hit points) generated.
  • If player A attacks with 4 damage to player B, then player B will lose 4 life points. If player B started with 20 lives, now he will only have 16 lives. (20 – 4 = 16.)
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Step 5. Avoid things that will make a player declared a loser

A player is declared defeated if the player loses all the life he has, or the cards in his pile run out, or if the player receives 10 poison counters (poison counter).

  • If the total life number of a player reaches 0 or less, then the player is declared a loser.
  • If at the beginning of his turn, a player can no longer take cards from his library, that player is declared a loser.
  • When a player has received a poison counter, that player is declared a loser.
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Step 6. Place cards of various colors into your deck:

White, Blue, Black, Red and Green.

  • White is the color of protection and order. The symbol for white is a white ball (white orb). The white power is a collection of small creatures that will collectively become stronger; add life; reduce the strength of opposing creatures; and “match” the cards that can beat the many cards on the board.
  • Blue is the color of deception and intelligence. The blue symbol is a blue water drop. The power of blue is in drawing cards; master the opponent's cards; “retaliate,” or cancel the opponent's spells; and also has flying creatures and creatures whose attacks can't be parried.
  • Black is the color of decay and death. The black color symbol is a black skull. The power of black is to destroy creatures; forcing opponents to discard their cards; make opposing players lose life and revive dead creatures.
  • Red is the color of anger and chaos. The red symbol is a red fireball. The power of red is to sacrifice raw materials for great strength; dealing direct damage to players or creatures; and destroy artifacts and areas.
  • Green is the color of life and nature. The symbol of the green color is a tree which of course is green. Green powers are very powerful creatures with the ability to "trample"; the ability to heal a wounded creature, or revive a creature that has died; green can also get the area with a faster time.

Part 2 of 5: Understanding the Different Types of Cards

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Step 1. Understand what a land area is and where it comes from

Land area is a type of card that is the building block of spells. There are five basic land areas, each of which corresponds to an existing color. Land produces magical energy, also known as “mana,” which is the energy used to cast spells.

  • The five basic areas are as follows:
    • White areas, or plains, that produce white mana
    • Blue areas, or islands, that produce blue mana
    • Black areas, or swamps (swamps), that produce black mana
    • Red areas, or mountains (mountains), that produce red mana
    • Green areas, or forests, that produce green mana
  • There are also different types of regions (for example, there are dual-regions and tri-regions), but for beginners it's best to just know that each base region produces only mana for one color, the aforementioned regions can produce mana. for two or more colors.
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Step 2. You should also understand the so-called witchcraft "sorcery"

Sorcery or sorcery is a kind of incantation that you can use only in your turn. You can't use witchcraft when countering another spell (you'll learn more about this later). Magic usually disappears after you use the card, meaning that after using it, it is immediately placed in the graveyard.

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Step 3. Understand also what is called instant (instant)

Instant is almost the same as magic, the difference is that you can use instant not only on your turn, but also on the opponent's turn, and you can also use it in return for a spell. Instant usually also disappears after you use the card, meaning that after using it, it is immediately placed in the graveyard.

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Step 4. Understand about enchantment

This enchantment resembles a powerful manifestation. There are two kinds of enchantments: those connected with creatures, therefore affecting only that card, if this is the case then the knowledge is called “aura”; or an enchantment that exists only on the battlefield, adjacent to areas, completely separate from any card, but affects all cards on your side (and may also affect all existing cards).

This enchantment is permanent, meaning it will remain on the battlefield until it is destroyed. Enchantments do not immediately disappear when used

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Step 5. Know what an artifact is

Artifacts are magical items, and they are also permanent. Artifacts are not grouped by color, meaning they don't need to be called by area and type. There are three basic types of artifacts:

  • Ordinary artifact (normal): similar to enchantment.
  • Equipment artifact: these cards can be linked to creatures, this will give them more abilities. If any creature leaves the battlefield, the equipment will remain; will not follow creatures placed in the graveyard, even if the equipment has been linked to creatures.
  • Artifact creatures: these cards are creatures that are also artifacts. Just like ordinary creatures, the difference is that you don't need any special mana to summon these artifact creatures: you can summon them with any kind of mana. Since they are not color based, they are also immune to certain spells that affect color.
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Step 6. Understand also about creatures (creature)

Creatures are one of the most important parts of this game. Creatures are permanent, meaning they will remain on the battlefield until they are destroyed or removed from the game. The usefulness of these creatures is that they can attack and fend off attacks. The two numbers in the lower right corner (eg 4/5,) these numbers determine the attack power and defense power of the creature.

  • Creatures who enter battle with the so-called summoning sickness (summoning sickness). If any creature gets sick due to this, it means that the creature cannot be used the first turn when it is "summoned". This means he cannot attack or use abilities that make creatures usable. But creatures can still fend off; Summoning sickness does not affect the creature's ability to fend off attacks.
  • Some creatures have special abilities, such as flying (flying), vigilance (vigilance) or trampling (trample) we will learn more about these abilities later.
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Step 7. Understand the function of the planes walker

Planes walker is a very powerful ally, a kind of super creature. They are magical creatures and don't always appear in the game, and they can change the fundamentals of the game quite a bit if used.

  • Each planes walker has a number of loyalty counters, this is located on the bottom right side adjacent to a number. “+X” means “add X number value to this planes walker loyalty value,” and “-X” means “subtract X number value to this planes walker loyalty value”. You can activate these abilities, and the powers that come with them, but only if you use witchcraft, and only once per turn.
  • Planes walker can be attacked by creatures and spells of your co-stars. You can fend off attacks on your planes walker using the creatures and spells you have. If the opponent manages to injure your planes walker, then his loyalty value will decrease by a certain amount with the level of damage received.

Part 3 of 5: Understanding How to Play

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Step 1. Understand how to summon a creature or spell

You can summon a creature by seeing what value it takes to summon it, usually this value is a number circled and followed by mana with a specific color – white, blue, black, red, or green. To summon a creature, you need to generate a certain amount of mana with the numbers on the card.

Look at the card above. You will see the number “1” followed by which symbol is white – a white ball (white orb). To summon this card, you need sufficient area to generate mana of various colors, as well as one white mana

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Step 2. Try another example of making a call

Let's see if you can figure out what total mana, and which suit, is needed to call the following cards:

The first card, “Sylvian Bounty,” requires 5 colorless mana – whichever color you can use plus one green mana – which is produced in the forest, totaling 6 mana. The second card, “Angelic Shield,” requires a white mana – which is generated on the plains – plus a blue mana

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Step 3. Understand also what is called tapping and untapping

“Activating” is how you use the mana generated in your areas, or how you attack using creatures. This is indicated by the small arrow on the card. To activate, turn the card to the right.

  • Activating a mercenary card means that you can no longer use some abilities during one turn. For example, if you activate a card to use its ability, it will remain active until the start of your next turn. You cannot use its abilities again until the card has been deactivated
  • In order for you to attack, you need to activate your creatures. A creature expends energy if it fights, this will cause it to activate. You do this unless it is specifically written on the card that the card is not allowed to be activated. (Some cards don't need to be activated when attacking)
  • You cannot parry attacks from creatures that have been activated. When a creature has been activated, then its attack is invalid to parry.
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Step 4. Know the uses of power and defense

Creatures have one number for strength and another number for defense. The following creatures, Phyrexian Broodlings, have a strength number of 2 and a defense number of 2 as well, so it will be written as 2/2.

  • Strength is the number of levels of damage (damage) that a creature can inflict in battle. If the creature has a strength number of 5, then it can cause 5 points of damage to any creature that tries to ward off its attacks. If in battle the creature's attack is not blocked, then the opponent will immediately receive 5 points of damage, and the life value on the opponent will decrease by the same amount.
  • Defense is the numerical value that a creature can receive before it dies and is transferred to the graveyard. A creature with a defense number of 4 can take 3 points of damage without dying. But when he has received 4 points of damage, then he must die and be transferred to the graveyard pile at the end of the fight.

Step 5. Understand how to assign cards in battle

When a player chooses to attack another player, the attacking and defending cards are determined. The creatures that attack will be determined first. Then the defending player (who is attacked) will determine which creatures he will use in defense and which attacking creatures he will fend off.

  • For example, let's say Ananthemancer is attacking and the Magus of the Moat is in charge of holding back the attack. Ananthemancer has a strength number of 2 and defense is also 2, so he has 2/2. Magus of the Moat has a strength of 0 and a defense of 3, so he has 0/3. What happens when the two creatures face each other?
  • Ananthemancer deals 2 points of damage to Magus, and meanwhile Magus only deals 0 points of damage to Ananthemancer.
  • The number 2 damage caused by Ananthemancer to Magus is not enough to kill him. Magus can take 3 damage before he dies and is transferred to the graveyard. Vice versa, the 0 damage number caused by Magus to Ananthemancer is not enough to kill him. Ananthemancer can take 2 damage before he dies and is transferred to the graveyard. Both creatures are still alive.
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Step 6. Understand how to use the special abilities possessed by creatures, incantations and artifacts

Often the Creatures have abilities that the player can activate. Using this ability is almost the same as summoning the creature itself, you also have to pay with mana. Consider the following example.

  • Ictian Crier has the ability written on the card: “Put two 1/1 white creature resident marks into the game.” But there are also some signs where there was previously written. "That's" the value required to use this ability.
  • To activate this ability, first activate a base area with any color (this is for 1 which is colorless), also activate a plain (this is for white mana). And then activate the card itself, the Ictian Crier – that's for activation marks after the amount of mana is sufficient. And finally, discard one of the cards in your hand – any of which can be discarded, but it may be better to discard your least useful card. Now you can put two 1/1 resident marks into the game. It serves as a basic 1/1 creature.

Part 4 of 5: Understanding the Different Phases in One Loop

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Step 1. Understand all the phases in a loop

There are five phases or five moves in each player's turn. Understanding these phases and how they work is an important part of understanding the game. In order, the five phases are:

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Step 2. Initial phase

The initial phase consists of three distinct steps:

  • Deactivation step: the player deactivates all his cards unless there are cards that are still active at the time this step is performed.
  • Maintenance move: Unusual to perform, but sometimes a player has to use mana – for example while this move is in progress, the player activates an area to generate mana.
  • Draw step: the player draws one card.

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Step 3. The main phase of the first part

During this phase, a player can place a regional card. Also in this phase, players can choose to play a card by activating the area that will later generate mana.

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Step 4. Fighting Phase

This phase is divided into five steps.

  • Declare attack: this is where the player will attack for the first time. Defending players can cast spells after an attack is declared.
  • Declare the attacker: after the attack is declared, the player who will attack then chooses which creature to use in the attack. The player who is about to attack cannot choose which creature to attack.
  • Declare a repellant: the defending player chooses, if any, which creatures to use to ward off attacks. Players can assign more than one parry to fend off attacks from the same attacking creature.
  • Determine damage: in this step, fighting creatures will give and take damage to each other. An attacking creature that has a strength number equal to (or greater than) the defense number of the defending creature will destroy the defending creature. A defensive creature that has a power rating equal to (or more than) the defense number of the attacking creature will destroy the attacking creature. It was completely possible for the two beings to destroy each other.
  • End of the fight: not much happens in this phase; both players are allowed to use instant.
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Step 5. The main phase of the second part

After the battle, there is another main phase of the second part, this phase is the same as the first part, players can use spells and summon creatures.

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Step 6. Final phase, or residual phase

In this phase, all abilities or spells that activate by themselves, will still occur. This is the last chance for players to use instant.

In this phase, the player whose turn is almost finished and if he still has more than 7 cards, then the player must discard the remaining cards so that only 7 will be left

Part 5 of 5: Advanced Concept

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Step 1. Understand also about flying (flying)

Creatures with the ability to fly cannot be repelled by creatures that do not have that ability. In other words, if a creature has the ability to fly, then its attack can only be parried by another creature who also has that ability, or a creature that is clearly written can fend off attacks by creatures with the ability to fly.

However, creatures with the ability to fly can fend off attacks from creatures that do not have this ability

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Step 2. Understand what is called a first strike (first strike)

First strike which means the first hit, is an understanding in attacking. When one of the creatures is attacking and the player chooses to block the attack using a parry, you then have to compare the strength and resistance of each creature. The strength of creature A is compared to the endurance of creature B, and vice versa.

  • Usually, damage is taken at the same time; if the strength of the attacking being is higher than the resistance of the defending creature, and the strength of the defending being is higher than the resistance of the attacking creature, then both beings will die. (If neither creature has a strength higher than the resistance of its opponent, then both creatures will still be alive.)
  • However, if one of the creatures gets a first strike, then that creature will be given the first try opportunity to destroy the opposing creature with a disregard for the above rules: If the creature that gets the first strike can kill the surviving creature, then the surviving creature will die instantly, although in fact the surviving creature can kill the attacking creature. The invading creature will stay alive.

Step 3. Understand about vigilance

'Vigilance is the ability to attack without first activating. If a creature has vigilance, it can attack without first activating itself. Usually to be able to attack, you have to activate your creature.

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Creatures that have vigilance can attack and parry successively. Usually, if a creature has attacked, it is no longer able to parry the next round. If it has vigilance, a creature can attack and parry in the next round because the creature is not activated

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Step 4. Know what haste is

Haste is the ability of a creature to activate and attack at the same time. Usually, a creature has to wait for one round before it can activate and attack; this is called summoning sickness. This does not apply to creatures that have the ability haste.

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Step 5. Understand about trampling

Trample is the ability of a creature to damage the opponent's creature even though the creature is blocked by other opposing creatures. Usually, if a creature is blocked (protected), the attacking creature can only attack the creature that is protecting it. By using a trample, the difference between the strength figure of the creature using the trample and the resistance number of the creature that blocks it will be borne by the defending player.

As an example, let's say that Kavu Mauler is attacking and Bonethorn Valesk is in charge of parrying his attacks. Mauler with the number 4/4 has the trample ability, while Valesk with the number 4/2. Mauler deals 4 damage to Valesk, while Valesk retaliates with 4 damage to Mauler. Both creatures eventually die, but Mauler manages to do 2 damage to the opposing player's life. Why can this happen? This is because Valesk's resistance is only worth 2, and Mauler has the trample ability, which means 2 damage from his true strength number is 4 received by Valesk, and the remaining 2 damage, received by the opposing player

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Step 6. Understand about shadows

Shadow is an ability possessed by creatures: attacks from creatures that have this shadow ability can only be blocked by other creatures who also have this ability. If a creature that has shadow attacks and the opponent doesn't have a creature that has shadow abilities to block its attack, then the creature that attacks cannot be parried.

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Step 7. Understand about infection

Infect deals damage to creatures, the damage in question is in the form of a counterattack with the number -1/-1, and to the player in the form of a poisonous counterattack, unlike a normal attack. This counter-attack with a number of -1/-1 is permanent, unlike ordinary damage which otherwise causes damage whose effect disappears at the end of the turn.

  • For example, let's say Hand of the Praetors attacks and Kresh the Bloodbraided parries. The hand has an infect ability which means that the card causes damage in the form of a counterattack with the number -1/-1. Hand counterattacked Kresh three times -1/-1, this killed Kresh. Kresh deals 3 damage to Hand, this also kills Hand.
  • If only Kresh had 4/4 instead of just 3/3, then those three -1/-1 counter attacks would still affect his strength and endurance, and would make it only 1/1.

Tips

  • If you don't like the cards in your hand, you can shuffle them again and add them to your library (this is called a 'mulligan'), and then draw new cards minus one card from the previous number. Be careful, because every time you do a 'mulligan', you will lose some of the advantages in those reduced cards.
  • It takes a lot of practice, if the first time you try but don't understand or understand, keep trying. This game will be a lot of fun when you know what you have to do.
  • To get spells and creatures faster, try to get as many cards as you can with the same mana as yours.
  • Buy a place to store cards, or some kind of protection for your cards.

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