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Magic: the Gathering How to play.. I.Intro II.How to Lose III.The Colors IV.Card types V.Special abilities VI.“The Stack” VII.Turn order VIII. Combat.

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Presentation on theme: "Magic: the Gathering How to play.. I.Intro II.How to Lose III.The Colors IV.Card types V.Special abilities VI.“The Stack” VII.Turn order VIII. Combat."— Presentation transcript:

1 Magic: the Gathering How to play.

2 I.Intro II.How to Lose III.The Colors IV.Card types V.Special abilities VI.“The Stack” VII.Turn order VIII. Combat IX.Etiquette

3 Magic is a game for 2+ players. It simulates a duel between wizards. It is the first “collectible card game” It was invented by a mathematician I. Introduction

4 Each player starts with a deck (“library”) of 40+ cards There can be no more than 4 of any single card in a library The discard pile is called a “graveyard” players begin with 20 lives players start with 7 cards and may mulligan players alternate turns

5 II. How to lose if your life goes to zero, you lose if you try to draw a card but can’t because you don’t have any in your library, you lose You win the game by forcing your opponents to lose

6 Cards are the core of the game.

7 Cards are arranged into “decks.”

8 -- use any colors/combinations of cards -- the cards chosen determine strategy -- buy or draft cards to make a deck -- buy a premade deck -- trade cards to make a deck (PREMADE DECK)

9 Cards are the core of the game.

10 Here is the anatomy of a card: Name Spell Type & Subtype cost/color power/toughness set/rarity Abilities and ”flavor text”

11 Cards are the core of the game.

12 Cards called “lands” generate mana, which is used to power spells and abilities.

13 Many cards require mana to cast. 6 total (3 red, 3 any color) 1 total (1 black) 4 of any color

14 The color of the mana determines the color of the card.

15 Each color has strengths and weaknesses.

16 White Flavor: “good”, “holy”, “pure” Abilities: healing, defense, life gain Creatures: angels, knights, clerics, etc. Basic land: Plains

17 Green Flavor: “woodlands”, “nature”, Abilities: big creatures, mana-fixing Creatures: rangers, elves, treefolk, etc. Basic land: Forest

18 Red Flavor: “fire”, “lightning” Abilities: offensive, fast creatures Creatures: goblins, dragons, ogres, etc. Basic land: Mountains

19 Black Flavor: “undead”, “corrupt” Abilities: graveyard diving, discard Creatures: zombies, skeletons, vampires, etc. Basic land: swamp

20 Blue Flavor: “mental”, “tricky”, “water”, “air” Abilities: control, card drawing, flight Typical cards: wizards, birds, illusions Basic land: islands

21 There are also multi-color cards.

22 Finally, there are “colorless” cards.

23 Cards are the core of the game.

24 Cards have “rarity” The greater the rarity, the stronger the card. commonuncommonrare mythic

25 Cards have “types.” The type of card determines how and when it can be played.

26 Here are the types: Lands Creatures Planeswalkers Artifacts Enchantments Sorceries Instants

27 These types can only be played on your turn * Lands Creatures Planeswalkers Artifacts Enchantments Sorceries Instants * some exceptions apply

28 Instants can be played any time. Lands Creatures Planeswalkers Artifacts Enchantments Sorceries Instants

29 Some cards remain in play after being brought out of your hand. Lands Creatures Planeswalkers Artifacts Enchantments Sorceries Instants “permanents”

30 Others are used once and discarded. Lands Creatures Planeswalkers Artifacts Enchantments Sorceries Instants 1-use

31 Each type of card fulfills a basic role: Lands generate power to cast your spells Creatures fight and defend Planeswalkers are rare/powerful beings Artifacts are tools and items Enchantments are long-term magical effects Sorceries are powerful one-use spells Instants are quick & tricky spells

32 Cards are the core of the game.

33 Cards have abilities which make them unique. ability (“first strike”)

34 “every time you spend 1 red mana, you get this effect” “cost: effect”

35 This card is “tapped” when used. Once tapped, a card cannot be used again that turn. “tap”

36 Untapped. (usable) Tapped. (not usable)

37 V. Common Abilities First Strike: deals damage first during combat Flying: can only be blocked by other flying creatures or creatures with reach Trample: damage dealt above toughness carries over to player Defender: cannot attack

38 VI. “The Stack” When cards and abilities are played, they resolve in reverse order. The “last one in, is the first one out” of the stack. Players ALWAYS have a chance to respond to another players move – there is no need to rush a play. If you need time to think, just ask your opponent for a moment.

39 VII. Turn Order (Most cards are played only during the main phases.) 1.Untap 2.Upkeep 3.Draw 4.Main Phase I 5.Combat Phase 6.Main Phase II 7.End phase

40 VIII. Combat Steps: Declare your intention to attack. Tap all the creatures you are attacking with (unless they have vigilance). Opponent declares blockers. -- one or more blockers per attacker -- tapped creatures may not block -- your opponent can choose to not block Damage is dealt. -- assign damage to opponents and creatures Remove dead creatures.

41 “power” 2, “toughness” 7

42 IX. Etiquette Follow the turn order and rules House rules must be agreed in advance Do not touch opponents cards Avoid trash-talk & rudeness – keep it fun Say “pass turn” or something to indicate that you’re done to keep play moving Be considerate to new players who are learning Avoid giving advice unless asked Be gracious in victory & defeat

43 Now get out there and play!


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