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How to Play Magic: The Gathering: A Beginner's Guide

Each player starts on 20 life with a deck of at least 60 cards. You play one land per turn, tap lands for mana, and spend it on creatures and spells. Attack with creatures your opponent has to block or take damage from, and reduce their life total to zero.

Magic: The Gathering, commonly called Magic or MTG, is a strategy trading card game where players build decks of spells, creatures, lands and other cards and battle against each other.

If you are completely new to Magic, the game can initially look complicated. Cards can interact with each other in thousands of different ways, and there are several phases within every turn.

But the basic objective is much easier to understand.

In a typical game, each player starts with 20 life. You play lands to generate mana, use that mana to cast spells and creatures, and try to reduce your opponent's life total to zero.

This beginner's guide explains the fundamental Magic: The Gathering rules, how cards and mana work, what happens during a turn, how combat works and how to win your first game.

What Do You Need to Play Magic: The Gathering?

At its simplest, two players each need their own Magic deck.

For many traditional one-on-one formats, a deck contains at least 60 cards.

You may also want:

  • Dice or counters
  • A way to track life totals
  • Tokens, where required
  • A playmat, if desired
  • Sleeves to protect your cards

Preconstructed decks and beginner products are often the easiest way to start because you can begin playing without having to build a deck from scratch.

Magic has several different formats with their own deck-building rules, so the exact deck size and card restrictions can depend on the format you are playing.

For this guide, we will focus primarily on the fundamental rules shared across a typical game of Magic.

What Is the Objective of Magic?

In a standard one-on-one game, each player normally begins with 20 life.

The most common way to win is to reduce your opponent's life total from 20 to 0 or less.

You can do this by attacking with creatures and using spells or abilities that deal damage.

However, reducing life is not the only way to win.

A player can also lose if they are required to draw a card but have no cards remaining in their library.

Certain cards can also create alternative ways to win or lose the game.

For a beginner, however, think of the main objective as: Play lands → generate mana → cast creatures and spells → attack your opponent → reduce their life to zero.

The Main Areas of the Game

Before playing, it helps to understand where your cards go.

Library

Your library is your deck.

Cards are drawn from the top of your library during the game.

You normally cannot look through your library unless a card specifically allows you to do so.

Hand

The cards you draw are placed into your hand.

Your opponent normally cannot see the cards in your hand.

Battlefield

Cards such as creatures, lands, artifacts, enchantments and certain other permanents are placed onto the battlefield when they enter play.

This is the main area where the game takes place.

Graveyard

Cards that are destroyed, discarded, sacrificed or otherwise sent to the graveyard are placed in your graveyard.

Instant and sorcery cards also normally go to the graveyard after they resolve.

Unlike your hand, the cards in your graveyard are public information.

Exile

Some cards are removed from the normal battlefield and graveyard system and placed into exile.

Exiled cards are kept separate from the graveyard.

Whether they can return depends on the card or effect that exiled them.

What Types of Cards Are There?

Magic contains several major card types.

Understanding these is one of the most important steps when learning the game.

Lands

Lands are the primary way you generate mana.

Mana is the resource used to cast most spells.

The five basic land types are:

  • Plains
  • Island
  • Swamp
  • Mountain
  • Forest

Each is associated with one of Magic's five colours.

Creatures

Creatures are permanents that can enter the battlefield and fight for you.

They can:

  • Attack your opponent
  • Block opposing creatures
  • Use abilities
  • Interact with other cards

Creatures have two important numbers in the lower-right corner of the card, for example 3/4.

The first number is its power.

The second number is its toughness.

A 3/4 creature normally deals 3 combat damage and can survive up to 3 damage during a turn.

Sorceries

Sorceries are spells that usually create a one-time effect.

After the spell resolves, it normally goes to your graveyard.

Sorceries can generally be cast only during your own main phase when the stack is empty.

Instants

Instants also generally create one-time effects, but they are much more flexible.

They can usually be cast whenever you have priority, including during your opponent's turn.

This allows you to respond to spells, abilities and combat situations.

Enchantments

Enchantments are permanents that remain on the battlefield and provide ongoing effects.

Some enchantments affect the game generally, while others, such as Auras, can be attached to another object or player.

Artifacts

Artifacts are permanents that can represent objects, equipment, machines and other items.

Many artifacts are colourless, although coloured artifacts also exist.

Some artifacts can generate mana, strengthen creatures or provide useful abilities.

Planeswalkers

Planeswalkers are powerful permanents with loyalty abilities.

They enter the battlefield with a certain amount of loyalty and can use abilities that add or remove loyalty counters.

Opponents can interact with planeswalkers in several ways, including attacking them with creatures.

Battles

Battle is another permanent card type found on certain Magic cards.

Battles enter the battlefield with defence counters and have specific rules determining how they can be attacked and what happens when their defence is defeated.

Beginners do not need to understand every card type immediately. Lands, creatures, instants and sorceries are enough to understand the basic flow of the game.

The Five Colours of Magic

Magic is built around five colours.

Each colour has its own themes, mechanics and style of play.

White

White is associated with order, community and protection.

White decks often use:

  • Small creatures
  • Life gain
  • Removal
  • Defensive effects
  • Creature armies

Blue

Blue focuses on knowledge, manipulation and control.

Blue commonly uses:

  • Card drawing
  • Counterspells
  • Flying creatures
  • Returning cards to their owner's hand
  • Controlling the pace of the game

Black

Black often uses power at a cost.

Common themes include:

  • Destroying creatures
  • Discarding cards
  • Using the graveyard
  • Sacrificing creatures
  • Paying life for powerful effects

Red

Red is associated with speed, aggression and direct damage.

Red decks often use:

  • Fast creatures
  • Direct damage spells
  • Haste
  • Temporary advantages
  • Aggressive strategies

Green

Green focuses heavily on creatures, growth and mana.

Green commonly uses:

  • Large creatures
  • Additional mana
  • Creature enhancement
  • Trample
  • Land-based strategies

Decks do not have to use only one colour.

You can build decks using two, three or even all five colours, although additional colours can make your mana requirements more complicated.

What Is Mana?

Mana is the resource used to cast spells.

Most cards have a mana cost in the upper-right corner.

For example, a creature might cost 2G.

This means you need to pay 2 mana of any type + 1 green mana, for a total of three mana.

Mana is most commonly generated by lands.

A Forest, for example, can normally be tapped to produce green mana.

What Does Tapping a Card Mean?

You will frequently hear Magic players say they are going to tap a card.

Tapping means turning the card sideways, usually 90 degrees, to show that it has been used for a particular purpose.

For example: You tap a Forest → it produces green mana.

Creatures also normally tap when they attack.

A tapped permanent generally cannot be tapped again until it becomes untapped.

At the beginning of your next turn, your tapped permanents normally untap during your untap step.

The symbol commonly used for tapping is {T}.

If an ability includes the tap symbol as part of its cost, the permanent must be untapped for you to pay that cost.

How Do Lands Work?

Lands are one of the foundations of Magic.

During one of your main phases, you may normally play one land per turn.

Playing a land is not the same as casting a spell.

Once the land is on the battlefield, you can usually tap it for mana.

For example:

  • Turn 1: Play a land → potentially have 1 mana available.
  • Turn 2: Play another land → potentially have 2 mana available.
  • Turn 3: Play a third land → potentially have 3 mana available.

As the game progresses, you gain access to more mana and can cast increasingly expensive spells.

Some cards allow you to play additional lands or generate mana in other ways.

What Is a Mana Cost?

The mana cost of a card tells you what you must pay to cast it.

Imagine a creature has a mana cost of 3R.

You need:

  • 3 mana of any appropriate type
  • 1 red mana for a total of four mana.

If another spell costs 1UU, you need:

  • 1 mana of any appropriate type
  • 2 blue mana for a total of three mana.

This is why the colours of the lands in your deck need to match the spells you want to cast.

How Do You Set Up a Game of Magic?

For a typical one-on-one game:

  • Each player shuffles their deck.
  • Determine which player goes first.
  • Each player normally begins with 20 life.
  • Each player draws seven cards.
  • Players decide whether to keep their opening hand or take a mulligan.
  • The game begins.

The player going first normally does not draw a card during their first draw step in a two-player game.

After that, players normally draw one card during the draw step of each turn.

What Is a Mulligan?

Sometimes your opening seven cards are not suitable.

Perhaps you have no lands.

Perhaps you have too many lands.

Magic allows you to take a mulligan.

Under the commonly used London Mulligan system, you shuffle your hand back into your library and draw seven new cards.

Once you decide to keep a hand, you put a number of cards from your hand equal to the number of mulligans you have taken onto the bottom of your library.

For example:

  • No mulligans: Keep 7 cards.
  • One mulligan: Draw 7, then put 1 card on the bottom.
  • Two mulligans: Draw 7, then put 2 cards on the bottom.

Mulligans help reduce the chance that a game is decided immediately because of an unusable opening hand.

What Happens During a Turn?

A Magic turn is divided into several phases and steps.

The main structure is:

  • Beginning Phase
  • Untap Step
  • Upkeep Step
  • Draw Step
  • First Main Phase
  • Combat Phase
  • Beginning of Combat
  • Declare Attackers
  • Declare Blockers
  • Combat Damage
  • End of Combat
  • Second Main Phase
  • Ending Phase
  • End Step
  • Cleanup Step

This may look complicated, but the flow becomes natural after playing a few games.

A simplified version is: Untap → draw → play cards → attack → play more cards → end turn.

The Beginning Phase

Your turn begins with the Beginning Phase.

Untap Step

You untap your tapped permanents.

This normally includes your lands and creatures.

Upkeep Step

Some cards have effects that happen during your upkeep.

If nothing on the battlefield refers to your upkeep, you may have nothing to do during this step.

Draw Step

You normally draw one card from your library.

The player who takes the first turn in a two-player game normally skips this draw on their first turn.

The Main Phase

Your main phases are where you will usually develop your board.

During your main phase, you may be able to:

  • Play a land
  • Cast creatures
  • Cast sorceries
  • Cast artifacts
  • Cast enchantments
  • Cast planeswalkers
  • Activate abilities
  • Cast instants

Remember that you can normally play only one land per turn, even though you may cast multiple spells if you have enough mana.

You have a second main phase after combat, so you do not necessarily need to cast everything before attacking.

How Do You Cast a Spell?

Suppose you want to cast a creature costing 2G.

You need three mana, including at least one green mana.

You might tap:

  • 1 Forest
  • 2 other lands

You pay the mana cost and cast the creature spell.

The spell then goes onto something called the stack.

If nobody responds, the spell resolves.

The creature enters the battlefield.

The same basic process applies to many other spells.

What Is the Stack?

The stack is one of the most important concepts in Magic.

When players cast spells or activate many types of abilities, they do not necessarily happen immediately.

Instead, they go onto the stack.

Players then have an opportunity to respond.

The stack resolves in reverse order. The most recently added spell or ability resolves first.

For example: You cast a spell.

Your opponent responds with another spell.

You respond with a third spell.

If nobody adds anything else, the third spell resolves first, then the second, then the original spell.

This is sometimes described as: Last in, first out.

You do not need to master every stack interaction before playing your first game, but understanding that players can respond to each other is fundamental to Magic.

What Is Priority?

Priority determines which player has the opportunity to cast spells or activate abilities at a particular moment.

The active player, the player whose turn it is, generally receives priority first at appropriate times.

After a player takes an action, other players may receive an opportunity to respond.

When all players pass priority in succession while something is on the stack, the top object on the stack resolves.

When everyone passes with the stack empty, the game moves to the next step or phase.

Priority is one of Magic's more technical rules, so beginners do not need to memorise every detail immediately.

The important concept is: Your opponent may have an opportunity to respond to what you do, and you may have an opportunity to respond to them.

How Does Combat Work?

Combat is one of the main ways to damage your opponent.

During your combat phase, you decide which eligible creatures will attack.

Your opponent then decides how they will block.

Combat generally follows this sequence:

  • Beginning of combat
  • Declare attackers
  • Declare blockers
  • Combat damage
  • End of combat

Understanding attacking and blocking is the foundation of creature combat in Magic.

How Do You Attack?

During your declare attackers step, you choose which eligible creatures you control will attack.

You then tap those creatures unless an effect says otherwise.

You may attack with:

  • One creature
  • Several creatures
  • All eligible creatures
  • No creatures

You also determine what each creature is attacking where the rules allow multiple possible defenders, such as an opposing planeswalker.

Your opponent does not choose which of your creatures attack.

You do.

What Is Summoning Sickness?

A creature normally cannot attack immediately after it enters the battlefield under your control.

This is commonly called summoning sickness.

A creature also normally cannot use an activated ability containing the tap or untap symbol until it has been under your control continuously since the beginning of your most recent turn.

For example: You cast a creature during your turn.

It enters the battlefield.

It normally cannot attack that turn.

When your next turn begins, assuming you have continuously controlled it, it can normally attack.

Some creatures have haste, which allows them to ignore these restrictions.

How Does Blocking Work?

After attackers are declared, the defending player chooses blockers.

An untapped creature can normally block one attacking creature.

For example: You attack with a 3/3 creature.

Your opponent controls a 2/2 creature.

They can choose to block your 3/3 with their 2/2.

The creatures then normally deal combat damage to each other simultaneously.

Your 3/3 deals 3 damage to the 2/2.

The 2/2 deals 2 damage to your 3/3.

The 2/2 has taken lethal damage and is destroyed.

Your 3/3 survives because 2 damage is less than its 3 toughness.

What Happens if a Creature Is Not Blocked?

If an attacking creature is not blocked, it normally deals its combat damage to whatever it is attacking.

If your 4/4 creature attacks your opponent and is not blocked: Your opponent takes 4 damage.

If they started at 20 life, they move to 16 life.

This is the basic way creatures reduce an opponent's life total.

What Are Power and Toughness?

Creature cards show two numbers separated by a slash, for example 5/3.

The first number is power.

The second is toughness.

A 5/3 creature:

  • Normally deals 5 combat damage
  • Has 3 toughness

If it receives 3 or more damage during the same turn, it will normally be destroyed as a state-based action.

Damage marked on creatures normally disappears during the cleanup step at the end of the turn.

This means damage does not normally remain permanently on a creature.

What Happens When a Creature Dies?

When a creature is destroyed or otherwise dies, it is normally placed into its owner's graveyard.

Cards attached to it may also be affected depending on their type and the applicable rules.

Some cards have abilities that trigger when:

  • The creature dies
  • Another creature dies
  • A card enters the graveyard
  • A creature leaves the battlefield

This means losing a creature is not always purely negative. Some decks are specifically designed to benefit from creatures dying.

What Are Instants and Responses?

Instants are important because they can usually be cast during another player's turn.

Imagine your opponent attacks with a 4/4 creature.

Before combat damage, you cast an instant that gives your blocker +3/+3 until end of turn.

Your opponent may then have an opportunity to respond with another spell.

This back-and-forth interaction is one of the defining features of Magic.

You are not simply waiting for your opponent to finish their turn.

You may be able to interact while their actions are happening.

What Is a Counterspell?

Some spells, particularly in blue, can counter another spell.

When a spell is countered, it does not resolve.

It is normally placed into its owner's graveyard instead.

For example: You cast a powerful creature spell.

Your opponent casts a spell that says: Counter target spell.

If the counterspell resolves successfully, your creature spell is countered and the creature never enters the battlefield.

This is different from destroying a creature.

Destroying affects a creature that is already on the battlefield.

Countering a creature spell can stop it from entering the battlefield in the first place.

What Are Abilities?

Many Magic cards have abilities.

These generally fall into categories such as:

  • Activated abilities
  • Triggered abilities
  • Static abilities

Activated Abilities

Activated abilities have a cost and an effect.

They are commonly written in a structure similar to cost, then effect.

You pay the cost to activate the ability.

Triggered Abilities

Triggered abilities happen when a particular event occurs.

They often begin with words such as:

  • When
  • Whenever
  • At

For example: Whenever another creature enters the battlefield under your control, gain 1 life.

Static Abilities

Static abilities continuously affect the game while the relevant card is in the appropriate zone, usually the battlefield.

For example: Creatures you control get +1/+1.

There is no activation required. The effect simply applies while the ability is active.

Common Creature Keywords

Magic contains many keyword abilities.

You do not need to learn all of them immediately, but several appear frequently.

Flying

Creatures with flying can normally only be blocked by creatures with flying or reach.

Reach

A creature with reach can block creatures with flying.

Trample

If a creature with trample deals more than enough combat damage to its blockers, excess damage can potentially be dealt to the player, planeswalker or battle it is attacking, as applicable.

Deathtouch

Any amount of damage dealt by a source with deathtouch to a creature is generally considered lethal damage.

Damage dealt by a source with lifelink also causes its controller to gain that much life.

Vigilance

A creature with vigilance does not tap when it attacks.

Haste

Haste allows a creature to attack and use tap or untap abilities without waiting for the usual summoning-sickness restriction.

First Strike

A creature with first strike deals combat damage before creatures without first strike or double strike during combat.

Double Strike

A creature with double strike deals combat damage during both the first-strike and normal combat damage steps.

There are many more keywords in Magic, but the card or applicable rules reference can explain unfamiliar abilities as you encounter them.

How Do You Build a Magic Deck?

Deck-building rules depend on the format.

For many traditional constructed formats, your deck must contain at least 60 cards.

Except for basic lands and cards whose text specifically says otherwise, you generally cannot have more than four copies of a card with the same English name across your deck and sideboard.

There is no universal number of lands that every deck should use.

However, a beginner 60-card deck might start somewhere around 24 lands + 36 nonland cards.

This is only a starting point.

Fast decks with inexpensive spells may use fewer lands, while decks with expensive spells or different strategies may use more.

The important thing is having enough mana sources to cast your cards consistently.

What Is a Mana Curve?

The mana curve describes the distribution of mana costs in your deck.

Imagine your deck contains only cards costing six or seven mana.

Those cards may be powerful, but you could spend the first several turns unable to cast anything.

A more balanced deck might contain:

  • Low-cost cards for the early game
  • Medium-cost cards for the middle game
  • A smaller number of expensive cards for later turns

This creates a smoother mana curve.

A good deck is not simply a collection of the most powerful cards you own.

The cards need to work together and be playable at useful points during the game.

What Is a Sideboard?

Many competitive Magic formats allow players to use a sideboard.

A sideboard is a separate group of cards that can be exchanged with cards in your main deck between games of a match, subject to the rules of the format.

For example, your opponent may be playing a strategy that relies heavily on artifacts.

After the first game, you could bring in cards from your sideboard that are particularly effective against artifacts.

Sideboarding becomes more important once you begin playing matches competitively.

For your first casual games, you do not need to worry about building an advanced sideboard.

How Do You Win a Game of Magic?

The most common way to win is to reduce your opponent's life total to 0 or less.

However, there are several other ways a game can end.

Your Opponent Cannot Draw a Card

If a player attempts to draw a card from an empty library, that player loses the game the next time state-based actions are checked.

This strategy is commonly associated with milling.

A Card Creates an Alternative Win Condition

Some Magic cards explicitly say that you win the game if certain conditions are met.

A Card Creates an Alternative Loss Condition

Other cards can cause a player to lose the game under specific circumstances.

A Player Concedes

A player may concede the game at any time.

For beginners, however, most games will be decided by combat damage and life totals.

A Simple Example of a Turn

Imagine you have already played two lands during previous turns.

Your turn begins.

Step 1: Untap

You untap your two lands and any other permanents that should untap.

Step 2: Upkeep

Nothing you control has an upkeep effect, so you continue.

Step 3: Draw

You draw one card.

Step 4: First Main Phase

You play a third land.

You now have three lands available.

You tap two lands and cast a creature costing two mana.

You keep your third land untapped because you have an instant in your hand that you may want to use later.

Step 5: Combat

You have another creature that has been under your control since before this turn.

You attack with it.

Your opponent chooses not to block.

Your creature deals 3 damage to your opponent.

Step 6: Second Main Phase

You decide not to cast anything else.

Step 7: End Turn

You finish your turn.

Your opponent begins theirs.

During their turn, your untapped land may allow you to cast the instant you kept in your hand.

This illustrates one of Magic's fundamental strategic decisions: You do not always want to use all of your mana immediately.

Sometimes keeping mana available gives you more options.

Beginner Deck-Building Tips

When building your first Magic deck, keep the strategy relatively simple.

Try to answer a few questions:

  • How does my deck plan to win?
  • Which creatures are my main threats?
  • Do I have enough lands?
  • Can I cast spells during the early turns?
  • Do my cards work together?
  • Do I have ways to interact with my opponent?
  • Am I using too many expensive cards?
  • Are my colours supported by the lands in my deck?

For a first deck, using one or two colours is often easier than trying to build around four or five colours.

More colours give you access to more cards, but they also make producing the correct mana more difficult.

Don't Put Every Good Card Into One Deck

One of the most common beginner mistakes is building a deck from individually powerful cards without considering how they work together.

Suppose you own several strong cards requiring:

  • Double white mana
  • Double blue mana
  • Triple black mana
  • Double red mana
  • Double green mana

Putting all of them into the same deck may make it extremely difficult to produce the right mana at the right time.

A focused deck with slightly weaker cards can often perform better because it executes its strategy more consistently.

Magic deck building is largely about synergy and consistency, not simply individual card strength.

What Are Magic Formats?

Magic can be played in many different formats.

A format determines things such as:

  • Which cards are legal
  • Deck size
  • Number of copies allowed
  • Whether cards rotate
  • Whether a sideboard is used
  • Other deck-building restrictions

Common Magic formats include:

  • Standard
  • Pioneer
  • Modern
  • Legacy
  • Vintage
  • Commander
  • Pauper
  • Limited formats such as Draft and Sealed

You do not need to learn all of these to start playing.

Choose the format that the people you intend to play with are using.

What Is Standard?

Standard is a rotating constructed Magic format.

Players build decks using cards from currently Standard-legal releases.

As new sets are released and older sets eventually rotate out, the pool of legal cards changes.

Because format legality changes over time, always check the current Standard card pool and banned list before entering a tournament.

For casual games, you and your opponent can simply agree on what cards and format you want to use.

What Is Commander?

Commander is one of Magic's most popular multiplayer formats.

It works differently from a traditional 60-card one-on-one game.

A Commander deck normally contains 100 cards, including a legendary creature or other eligible card that serves as your commander.

Commander also generally follows a singleton rule, meaning you may only use one copy of each card other than basic lands, unless a card specifically allows otherwise.

Players normally begin with 40 life in a multiplayer Commander game.

The commander's colour identity also determines which cards can be included in the deck.

Commander has additional rules, including the command zone and commander damage, so it is best treated as its own way of playing Magic rather than applying every rule from a traditional 60-card game directly.

What Are Draft and Sealed?

Not every Magic format requires you to arrive with a prebuilt deck.

In Limited formats, players build decks from cards opened as part of the event.

Sealed

Players receive a pool of unopened Magic products, open them and build a deck using the cards they receive along with basic lands as permitted.

Draft

Players open booster packs, select cards and pass the remaining cards to other players, gradually building a pool from which they construct their deck.

Limited deck-building rules differ from normal constructed formats, including the minimum deck size.

Draft and Sealed are popular because everyone builds from a limited pool rather than bringing an established collection.

Reading the Card Is Extremely Important

Magic contains tens of thousands of different cards and a huge number of interactions.

You are not expected to memorise them.

When a card does something unusual, read the card carefully.

A useful principle for beginners is: Specific card text can modify the normal rules.

For example, the normal rule may say you can play one land per turn.

A card may specifically allow you to play an additional land.

The card creates an exception to the normal rule.

Learning to read Magic cards precisely is one of the most important skills in the game.

The Best Way to Learn Magic: The Gathering

Reading the rules provides a foundation, but Magic becomes much easier once you start playing.

For a new player, a good approach is:

  • Start with a beginner-friendly or preconstructed deck.
  • Learn how lands and mana work.
  • Practice casting creatures.
  • Learn attacking and blocking.
  • Introduce instants and responses.
  • Learn the stack gradually.
  • Experiment with deck building once the basic turn structure feels natural.

You do not need to understand every keyword, format or unusual card interaction before playing your first game.

Magic has accumulated decades of cards and mechanics.

Even experienced players regularly encounter cards and interactions they need to check.

Playing and Collecting Magic: The Gathering

Magic can be enjoyed both as a competitive game and as a collectible card hobby.

Some players primarily build competitive decks.

Others collect:

  • Favourite artists
  • Specific sets
  • Foils
  • Showcase cards
  • Borderless cards
  • Serialized cards
  • Older cards
  • Professionally graded cards
  • Sealed products

Many people do both.

A card being powerful in the game does not automatically make it highly collectible, and a valuable collector card is not necessarily useful in a competitive deck.

If you are buying cards to play, focus on the exact cards required for your deck and the format you intend to play.

If you are collecting, factors such as rarity, artwork, printing, condition and personal preference may be more important.

Magic: The Gathering Cards on Sleevd

Sleevd allows collectors and players to discover Magic: The Gathering cards from marketplace sellers alongside other trading card games.

Players can search for individual cards they need for their decks, while collectors can browse raw cards, professionally graded cards and sealed Magic products.

When buying an individual card, always check the exact:

  • Card name
  • Set
  • Collector number
  • Language
  • Printing or treatment
  • Condition

Magic cards can have many different printings, artworks and treatments, so two versions of the same card can have very different market values.

For more information about evaluating raw card condition, see our Trading Card Condition Guide.

If you are unsure about the difference between raw and professionally graded cards, see our Raw vs Graded Trading Cards guide.

On Sleevd today there are 54 different Magic cards on sale, 58 copies between them, at a median of AED 1. 44 of those cards are AED 10 or less, which is where most of a deck comes from.

Final Thoughts

Magic: The Gathering has enormous strategic depth, but you do not need to understand all of it to begin playing.

The fundamental game loop is relatively straightforward: Play lands → generate mana → cast spells and creatures → attack and defend → reduce your opponent's life to zero.

Once you understand lands, mana, creatures, attacking and blocking, you already understand the foundation of Magic.

From there, you can gradually learn more advanced concepts such as the stack, priority, card advantage, deck archetypes and complex card interactions.

Start with a simple deck and play.

The deeper strategy will make much more sense once you see the rules happening on the battlefield.

Sources

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