Magic the Gathering©


Introduction:
Magic the Gathering©(MTG) is a colletable card game. Unlike traditional collectible cards MTG is also a strategy card game. Two players duel and attempt to deplete the opposing player's twenty life points or sixty card library to win the game. The game can be played for fun or players can choose to wager a collectable card on the outcome of the game.

A MTG deck consists of sixty or more cards and comprises of two categories, lands which produce mana and spells which spend mana to provide an effect. Spells are further divided into several types, creatures, enchantments, sorceries, instants, and artifacts.

MTG Card Parts:
All MTG cards have the name of the card printed in the top left portion of the card. Directly to the right of the card name is the "casting cost", which is the amount of mana required to use or put the card in play. Right below the name and casting cost is an illustration. Displayed right below the illustration is the card type (creature, enchantment, instant, interrupt, artifact) and on the right hand side is a symbol representing which set the card is from. The most significant block is the cards effect found in the block right below the card type and set. The effect determines what effect the card has in the game. If the spell is a creature below the card effect on the right hand side is the power and toughness of that creature.

Game Play:
MTG is played in several "phases" or parts that bring a logical order of events to the game. The first phase is the "Untap Phase" in which you basically reset all of your cards and your land regenerates it's ability to produce mana. Immediatly following the untap phase is the "Draw Phase" where the player draws a card from the top of his/her library and adds the card to his/her hand. During the next phase, "Upkeep Phase", the player the pays mana for any cards that require a reoccuring cost be paid by the player each turn. The "Play Phase" the player "casts" or plays cards from thier hand, the player may lay down one land per turn and play as many cards as they have mana to pay the casting cost for, creatures must wait until the following turn to be used for thier effect or in an attack. The the player may attack his/her opponent with any creatures they have that were not summoned (brought into play) this turn, the opponent has the opportunity defend the attack with creatures he/she controls. If you declare that you are going to "tap" or use lands (or other sources) to produce mana and do not use the mana to cast a spell you are delt one point of damage per mana produced in this way. The type of spell you are using determines when and how you play the card in the game. Instants and Interrups can be cast at any time and occur as soon as it is announced that you are using that card for it's effect.

Card Play
Creature cards - Creatures are permenants and stay in play on the player's playing field until destroyed by the owner or opposing player. Creatures are summoned and controlled by the player that summons them. When summoned a creature has "summoning sickness" and cannot be used until the following turn (unless the card specifies otherwise). A creature's power determines how much damage it can deal in combat if it attacks. The creature's toughness determines how much damage it can take before being sent to the "graveyard" (discard pile). If the defending player in an attack cannot defend against a creature then the damage equal to the power of that creature is dealt to the opponent.
Enchantments - are also permenants and stay in play until destroyed by the owner or opposing player. Enchantments can effect the owner opponent or both depending on the effect the individual cards have.
Sorceries - Sorceries are one-time use cards that provide an effect or damage an opponent for one turn only and are then discarded. Sorceries can only be used on the turn of the player using the card.
Instants/Interrupts - Instants and interrupts are also one-time use cards that provide an effect for one turn and are then discarded. Unlike soceries, instants and interrupts can be played at anytime on either player's turn.
Artifacts - Artifacts are unique because of thier casting cost. Artifacts can be either like enchantments and have an effect on the game play and special artifacts are also creatures.

General Terms:
Game Play:

Similar to poker you can (and should) hide the cards in your hand from your opponent, unless a card specifies to do otherwise. Also, you must tell the the number of cards in your hand if asked.

Each player's turn begins with the "Draw Phase" in which the player draws one card from the top of his/her library. Magic the Gathering© is a registered trademark of Wizards of the Coast©