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Red's strengths are sacrificing resources for great power; dealing "direct damage" to players or creatures; and destroying artifacts and lands.
Green is the color of life and nature. The symbol of green is a green tree. Green's strengths are powerful creatures with "trample"; the ability to regenerate creatures, or bring them back from the graveyard; and getting lands faster.
Part 2 of Understand what lands are and where "mana" comes from. Lands are one type of card and are the building blocks of spells.
There are five basic lands, each associated with a color. Lands produce magical energy, or "mana," which is the fuel used to cast other spells.
The five basic lands are as follows: White lands, or Plains, which produce white mana Blue lands, or Islands, which produce blue mana Black lands, or Swamps, which produce black mana Red lands, or Mountains, which produce red mana Green lands, or Forests, which produce green mana There are also different kinds of lands dual- and tri-lands, for example , but the most a beginner needs to know is that basic lands produce mana of one color only, and that irregular lands can produce mana of two or more colors.
Understand what "sorceries" are. Sorceries are magical incantations that you can only cast during your own turn. You cannot cast a sorcery in response to another spell you'll learn about this idea later.
Sorceries usually go directly into the graveyard after they resolve. Understand what "instants" are. Instants are like sorceries, except you can cast them during the other player's turn in addition to your own, and you can cast them in response to a spell.
Instants usually go directly into the graveyard after they resolve. Understand what "enchantments" are. Enchantments are like "stable manifestation[s].
Enchantments are "permanents," meaning that they stay on the battlefield, unless they are destroyed.
Permanents do not immediately go to the graveyard right after they are cast. Know what "artifacts" are. Artifacts are magical items, and also permanents.
Artifacts are colorless, meaning they don't need to be summoned by a particular land or mana type. There are three basic kinds of artifacts: Normal artifacts: these artifacts are similar to enchantments.
Equipment artifacts: these cards can be attached to creatures, giving them extra abilities. If the creature leaves the battlefield, the equipment stays on the battlefield; it doesn't follow the creature into the graveyard, even if it was attached to it.
Artifact creatures: these cards are creatures and artifacts at the same time. They are just like creatures, except they usually don't take specific mana to summon: you can summon them with any mana you want.
Because they are often colorless, most are also immune to certain spells that affect specific colors. Understand what creatures are. Creatures are one of the main building blocks of Magic.
Creatures are permanents, meaning they stay on the battlefield until they are destroyed or otherwise removed from the game. The main feature of creatures is that they can attack and block.
Creatures enter the battlefield with what's called "summoning sickness. This means it cannot attack or use certain abilities that cause the creature to tap.
On the other hand, the creature is allowed to block; blocking is not affected by summoning sickness. Creatures have many special abilities, such as "flying," "vigilance," or "trample" that we'll learn more about later.
Know what function planeswalkers play. A planeswalker is a powerful ally that is like a supercharged creature.
They are very rare and don't always make appearances in games, and they change the fundamentals of the game slightly when in play.
Each planeswalker comes with a certain number of loyalty counters, indicated in the bottom right side by a number. You can activate these abilities, and the powers that come with them only when you can use a sorcery, and only once per turn.
Planeswalkers can be attacked by your opponent's creatures and spells. You can block the oncoming attack on the planeswalker with your creatures and spells.
In the case that your opponent deals damage to a planeswalker, it removes as many loyalty counters as points of damage dealt. Part 3 of Understand how to summon a creature or spell.
You summon a creature by looking at its casting cost, which is usually a circled number followed by a specific color of mana — either white, blue, black, red, or green.
In order to summon a creature, you need to produce mana equivalent to the card's casting cost.
Take a look at the card above. You'll notice a "1" followed by a white mana symbol — the white sun. In order to summon this particular card, you need to have enough lands to produce one mana of any color, along with one white mana.
Try another example of how to summon. See if you can't figure out how many mana total, and which specific kinds, it takes to summon the following card: The first card, "Sylvan Bounty," costs 5 colorless mana — mana of any kind you want — along with one green mana — mana produced by a forest, for a total of six mana.
The second card, "Angelic Shield," costs one white mana — mana produced by a Plains — along with one blue mana. Understand what tapping and untapping are.
It's denoted by the little right arrow sign. In order to tap, you turn the card sideways. Tapping a card means that you cannot use certain abilities for one turn.
If, for example, you tap a card in order to use its ability, it stays tapped until the beginning of your next turn. You can't use its tapping ability again until it is untapped.
In order to attack, you need to tap your creature. A creature expends its energy going into battle, causing it to be tapped. You do this unless the card specifically says you should not tap it.
Some cards do not tap when they attack. You cannot block with a creature that is tapped. When a creature is tapped, it is ineligible to block.
Know what power and defense stand for. Creatures have one number for power and another number for defense. The following creature, Phyrexian Broodlings, has a power of 2 and a defense of 2.
Power is the number of points a creature can deal in combat. If a creature has a power of 5, it deals 5 damage to any creature who chooses to block it in combat.
If that creature goes unblocked in combat, it deals 5 damage directly to the opponent, who subtracts that number from his or her total life. Defense is the number of points a creature can withstand in combat before it dies and is sent to the graveyard.
A creature with a defense of 4 can withstand 3 points of damage in combat without dying. Once it is dealt 4 points of damage, it goes into that player's graveyard at the end of combat.
Understand how damage is assigned in combat. When a player chooses to attack another player in combat, attackers and blockers are declared.
Attacking creatures are declared first. Let's say that Anathemancer is attacking and Magus of the Moat is blocking.
Anathemancer has a power of 2 and a defense of 2. Magus of the Moat has a power of 0 and a defense of 3. What happens when they square up for battle?
The Anathemancer deals 2 damage to the Magus, while the Magus deals 0 damage to the Anathemancer. The 2 damage that the Anathemancer deals to the Magus isn't enough to kill it.
The Magus can withstand 3 damage before it gets put in the graveyard. On the flip side, the 0 damage the Magus deals to the Anathemancer isn't enough to kill it.
The Anathemancer can withstand 2 before it gets put in the graveyard. Both creatures survive. Understand how to activate certain abilities that creatures, enchantments, and artifacts have.
Much of the time, creatures come with abilities that players get to activate. Using these abilities is much like summoning the creature, in that you need to pay a "cost," in mana, to use them.
Look at the following example. That's the mana cost it takes in order to activate this ability. In order to activate this ability, tap one basic land of any color that's for the 1 colorless mana , as well as one Plains that's for the one white mana.
Now tap the card itself, Ictian Crier — that's for the "tap" sign after the mana requirements. Finally, discard a card from your hand — any one will do, but you probably want to discard your least valuable card.
Part 4 of Understand the different phases of a turn. Each player's turn has five phases, or steps. Understanding what these five phases are and how they work is an essential part of understanding gameplay.
In order, the five phases are:. Beginning phase. The beginning phase has three different steps: Untap step: the player untaps all his cards unless that card stays tapped during Untap.
Upkeep step: not usually used, but sometimes a player has to pay mana — i. Draw step: the player draws one card. Sort by: Popularity Rating Date.
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