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Deck Assemble Commander

HOW MAGIC WORKS

Whether you are a newcomer learning the ropes or a veteran brushing up on Commander specifics, this guide covers everything you need to start building and playing.

The Goal of the Game

Defeat your opponent and survive.

In Magic: The Gathering, you play the role of a powerful wizard (called a Planeswalker) battling other Planeswalkers. Your deck of cards represents your arsenal of spells, creatures, and artifacts. The core objective is simple: reduce your opponent's life total from its starting value to 0.

Life Totals

In standard formats, players start with 20 life. In the popular Commander format, players start with 40 life to accommodate longer, multiplayer games. If your life reaches 0, you lose.

The Library

Your deck is called your Library. You draw cards from it to play the game. If you are forced to draw a card but your Library is empty, you lose the game immediately!

The Graveyard

When creatures die, or when you cast spells that resolve, they go to your Graveyard (your discard pile). Many decks interact with the graveyard, so it's often a resource rather than a dead zone!

The Stack

When you cast a spell, it doesn't happen instantly. It goes on "The Stack." Your opponents have a chance to respond with their own instant-speed spells before yours resolves. Last in, first out!

The 5 Colors of Mana

The foundational system that dictates the game's mechanics and lore.

W

White — Peace through Order

White values structure, morality, and the well-being of the group over the individual. It seeks to create a world of harmony and protection through established rules, laws, and cooperation.

Mechanical Focus:

Protection, healing, taxing effects, and large-scale balance.

U

Blue — Perfection through Knowledge

Blue views the world as a series of puzzles to be solved. It values intelligence, progress, and self-improvement, believing that with enough knowledge, one can achieve perfection.

Mechanical Focus:

Card manipulation, counterspells, drawing cards, and disrupting the opponent.

B

Black — Power through Opportunity

Black is pragmatic and individualistic. It believes that the world is a cold place and that true success comes from personal power. It is willing to do whatever is necessary to achieve its ambitions.

Mechanical Focus:

Resource exchange, graveyard interaction, and removal.

R

Red — Freedom through Action

Red values emotion, impulse, and freedom. It believes that life should be lived in the moment and that one should follow their heart and passions without the constraints of societal rules.

Mechanical Focus:

Speed, aggression, direct damage, and chaotic effects.

G

Green — Growth through Acceptance

Green believes that the world is already perfect as it is and that everyone has a predetermined place within nature. It values acceptance, instinct, and the natural cycle of growth and decay.

Mechanical Focus:

Mana acceleration (ramp), large creatures, and interaction with natural resources.

Card Types

Understanding what each card does is key to deck building.

Land

The foundation of the game. You can play one land per turn. You tap lands to produce mana, which is used to cast spells.

Creature

Permanents that can attack your opponent and defend you. They have Power (damage they deal) and Toughness (damage they can take).

Instant

Spells that can be cast at almost any time, including during your opponent's turn. They have an immediate effect and go to the graveyard.

Sorcery

Similar to Instants, but they can only be cast during your main phase when the stack is empty.

Artifact

Colorless magical items, weapons, or vehicles that stay on the battlefield. Some provide mana, while others have unique activated abilities.

Enchantment

Magical manifestations that stay on the battlefield and provide persistent effects. "Auras" are enchantments that attach directly to creatures.

Planeswalker

Powerful allies you summon to help you. They have "Loyalty" instead of toughness. You can use one of their abilities per turn by adding or removing loyalty.

Turn Structure

Every turn in Magic follows a strict, sequential structure.

Timing, The Stack & Priority

Spells and activated abilities are cast onto The Stack and resolve in reverse order. After each step, action, or trigger, all players must pass Priority in succession before spells resolve or the game advances.

1. Beginning Phase

  • •Untap: Ready your tapped permanents.
  • •Upkeep: Resolve upkeep triggers; players receive priority.
  • •Draw: Draw one card from your library; players receive priority.

2. Main Phase 1

  • •Play a Land: Once per turn total during your main phase when the stack is empty.
  • •Cast Spells: Cast Creatures, Artifacts, Enchantments, Sorceries, or Planeswalkers using the stack.

3. Combat Phase

4. Main Phase 2

  • •Second Land Drop Opportunity: Play a land if you have not played one yet this turn.
  • •Post-Combat Spells: Cast spells with full knowledge of combat outcomes.

5. Ending Phase

  • •End Step: Resolve "at the beginning of the end step" triggers; priority passes.
  • •Cleanup: Discard to maximum hand size; damage wears off permanents.

Commander BasicsFormat Focus

Deck Assemble is built specifically for the Commander format.

Commander (also known as EDH) is a casual, multiplayer format. Instead of standard 60-card decks with 4 copies of each card, Commander is a "singleton" format led by a legendary creature.

The Commander

Your deck is led by a Legendary Creature. It starts the game in the "Command Zone" and can be cast from there. If it dies, it goes back to the Command Zone, costing 2 more mana each subsequent time you cast it.

Color Identity

Every card in your deck MUST match the color identity of your Commander. If your Commander is Red and Green, you cannot put a Blue card in your deck. Our Deck Builder validates this automatically!

100-Card Singleton

Your deck must be exactly 100 cards (99 cards + 1 Commander). You can only have ONE copy of any card in your deck, except for basic lands.

Ready to build your first deck?

Head over to the Deck Builder to start assembling your heroes.

Build a Deck

Rules & Keyword Glossary

Searchable rules definitions, combat steps, stack timing, and keyword abilities.

Showing 62 of 62 entries

Flying

Combat

This creature can't be blocked except by creatures with flying and/or reach.

First Strike

Combat

This creature deals combat damage before creatures without first strike.

Double Strike

Combat

This creature deals both first-strike and regular combat damage.

Deathtouch

Combat

Any amount of damage this deals to a creature is enough to destroy it.

Trample

Combat

This creature can deal excess combat damage to the player or planeswalker it's attacking.

Vigilance

Combat

Attacking doesn't cause this creature to tap.

Haste

Evergreen

This creature can attack and {T} as soon as it comes under your control.

Hexproof

Evergreen

This permanent can't be the target of spells or abilities your opponents control.

Indestructible

Evergreen

Effects that say 'destroy' don't destroy this permanent, and damage dealt to it isn't lethal.

Reach

Combat

This creature can block creatures with flying.

Flash

Casting & Costs

You may cast this spell any time you could cast an instant.

Menace

Combat

This creature can't be blocked except by two or more creatures.

Defender

Evergreen

This creature can't attack.

Ward

Evergreen

Whenever this permanent becomes the target of a spell or ability an opponent controls, counter it unless that player pays the ward cost.

Flashback

Graveyard & Zones

You may cast this card from your graveyard for its flashback cost. Then exile it.

Scry

Triggers & Utility

Look at the top N cards of your library, then put any number of them on the bottom of your library and the rest on top in any order.

Surveil

Triggers & Utility

Look at the top N cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.

Prowess

Triggers & Utility

Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.

Fight

Combat

Each deals damage equal to its power to the other.

Exile

Graveyard & Zones

Remove a card or permanent completely from the game into the exile zone.

Mill

Graveyard & Zones

Put the top N cards of your library into your graveyard.

Counter

Triggers & Utility

Cancel a spell before it resolves, sending it to its owner's graveyard.

Equip

Casting & Costs

Attach this Equipment to target creature you control. Equip only as a sorcery.

Crew

Casting & Costs

Tap any number of creatures you control with total power N or more: This Vehicle becomes an artifact creature until end of turn.

Cascade

Casting & Costs

When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the rest on the bottom in a random order.

Cycling

Triggers & Utility

Pay the cycling cost, Discard this card: Draw a card.

Kicker

Casting & Costs

You may pay an additional cost as you cast this spell for extra effects.

Buyback

Casting & Costs

You may pay an additional cost as you cast this spell. If you do, put this card into your hand as it resolves.

Rebound

Casting & Costs

If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.

Morph

Casting & Costs

You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.

Protection

Evergreen

This permanent can't be targeted, enchanted, equipped, fortified, damaged, or blocked by anything of the specified quality.

Convoke

Casting & Costs

Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature’s color.

Delve

Casting & Costs

Each card you exile from your graveyard while casting this spell pays for {1}.

Affinity

Casting & Costs

This spell costs {1} less to cast for each permanent you control of the specified type.

Proliferate

Triggers & Utility

Choose any number of permanents and/or players with counters on them, then give each another counter of each kind already there.

Undying

Graveyard & Zones

When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner’s control with a +1/+1 counter on it.

Persist

Graveyard & Zones

When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner’s control with a -1/-1 counter on it.

Unearth

Graveyard & Zones

Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it leaves the battlefield.

Enchant

Evergreen

Attach to the specified target permanent or player when cast as an Aura spell.

Summoning Sickness

Evergreen

A creature can't attack or use abilities with the tap symbol until you've controlled it since the start of your turn. Haste removes this.

Tap / Untap

Evergreen

Turning a card sideways shows it has been used this turn, for example to attack or to make mana. Your permanents untap at the start of your turn.

Token

Triggers & Utility

A permanent created by an effect rather than a card. It works like a card but ceases to exist if it leaves the battlefield.

+1/+1 Counter

Triggers & Utility

Each one gives the permanent +1 power and +1 toughness. They stay until removed.

-1/-1 Counter

Triggers & Utility

Each one gives −1 power and −1 toughness. A +1/+1 and a −1/−1 counter on the same permanent cancel out.

Legendary

Evergreen

You can only control one permanent with the same legendary name. If you get a second, you choose one to keep.

The Stack

Rules & Timing

A game zone where spells and activated or triggered abilities wait to resolve. Spells and abilities resolve in Last-In, First-Out (LIFO) order as each player passes priority in succession without taking further actions.

Priority

Rules & Timing

The system that determines which player can take an action, cast an instant, or activate an ability. The active player receives priority first during each phase and step. All players must pass priority on an empty stack before the game advances to the next step.

State-Based Actions

Rules & Timing

Automatic game-state checks performed continuously whenever a player would receive priority. Examples include creatures with lethal damage being destroyed, planeswalkers with 0 loyalty being put into the graveyard, or a player at 0 life losing the game.

Beginning of Combat Step

Combat Steps

The opening step of the Combat Phase. "At the beginning of combat" triggers go on the stack, and players receive priority to cast instants or activate abilities before attackers are declared.

Declare Attackers Step

Combat Steps

The active player declares which untapped creatures will attack and which opponent or planeswalker each is attacking. Attackers tap unless they have vigilance. Players receive priority after attackers are declared.

Declare Blockers Step

Combat Steps

The defending player declares which untapped creatures will block attacking creatures. Blockers are assigned to attackers. Players receive priority after all blockers have been declared.

Combat Damage Step

Combat Steps

Attacking and blocking creatures assign and deal combat damage simultaneously. If any creatures have first strike or double strike, an additional combat damage step is created beforehand. Players receive priority after damage resolves.

End of Combat Step

Combat Steps

The final step of the combat phase where "until end of combat" effects trigger and wear off. Players receive priority once more before moving to Main Phase 2.

Untap Step

Rules & Timing

The active player phases in permanents and untaps all tapped permanents they control. No player receives priority and no spells or abilities can be cast during this step.

Upkeep Step

Rules & Timing

The step following untap where "at the beginning of your upkeep" abilities trigger. The active player receives priority first to cast instants and activate abilities.

Draw Step

Rules & Timing

The active player draws the top card of their library (except the starting player on turn 1 in a two-player match). After drawing, players receive priority.

End Step

Rules & Timing

The first step of the Ending Phase where "at the beginning of the end step" abilities trigger. Players receive priority in turn order to take actions.

Cleanup Step

Rules & Timing

The active player discards down to maximum hand size (usually 7 cards), marked damage is removed from creatures, and "until end of turn" effects expire. No player receives priority unless an ability triggers.

Commander Tax

Rules & Timing

An additional cost of {2} mana for each time you have previously cast your commander from the command zone during the game.

Commander Damage

Combat

If a player is dealt 21 or more combat damage by a single commander over the course of the game, that player loses the game as a state-based action.

Color Identity

Rules & Timing

The combination of all mana symbols in a card's mana cost, rules text, and any color indicator. In Commander, every card in the deck must match the commander's color identity.

Learn More Resources

Curated external community tools, rules guides, and strategy channels across the Magic multiverse.