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.
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.
Protection, healing, taxing effects, and large-scale balance.
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.
Card manipulation, counterspells, drawing cards, and disrupting the opponent.
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.
Resource exchange, graveyard interaction, and removal.
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.
Speed, aggression, direct damage, and chaotic effects.
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.
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.
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.
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
- •Beginning of Combat: Triggers resolve; players gain priority before attackers are declared.
- •Declare Attackers: Choose which untapped creatures attack; priority passes.
- •Declare Blockers: Defender assigns blocking creatures; priority passes.
- •Combat Damage: Creatures deal damage simultaneously; priority passes.
- •End of Combat: End-of-combat triggers resolve before moving to Main Phase 2.
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.
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.
Rules & Keyword Glossary
Searchable rules definitions, combat steps, stack timing, and keyword abilities.
Flying
CombatThis creature can't be blocked except by creatures with flying and/or reach.
First Strike
CombatThis creature deals combat damage before creatures without first strike.
Double Strike
CombatThis creature deals both first-strike and regular combat damage.
Deathtouch
CombatAny amount of damage this deals to a creature is enough to destroy it.
Trample
CombatThis creature can deal excess combat damage to the player or planeswalker it's attacking.
Vigilance
CombatAttacking doesn't cause this creature to tap.
Haste
EvergreenThis creature can attack and {T} as soon as it comes under your control.
Hexproof
EvergreenThis permanent can't be the target of spells or abilities your opponents control.
Indestructible
EvergreenEffects that say 'destroy' don't destroy this permanent, and damage dealt to it isn't lethal.
Lifelink
CombatDamage dealt by this creature also causes you to gain that much life.
Reach
CombatThis creature can block creatures with flying.
Flash
Casting & CostsYou may cast this spell any time you could cast an instant.
Menace
CombatThis creature can't be blocked except by two or more creatures.
Defender
EvergreenThis creature can't attack.
Ward
EvergreenWhenever this permanent becomes the target of a spell or ability an opponent controls, counter it unless that player pays the ward cost.
Flashback
Graveyard & ZonesYou may cast this card from your graveyard for its flashback cost. Then exile it.
Scry
Triggers & UtilityLook 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 & UtilityLook 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 & UtilityWhenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.
Fight
CombatEach deals damage equal to its power to the other.
Exile
Graveyard & ZonesRemove a card or permanent completely from the game into the exile zone.
Mill
Graveyard & ZonesPut the top N cards of your library into your graveyard.
Counter
Triggers & UtilityCancel a spell before it resolves, sending it to its owner's graveyard.
Equip
Casting & CostsAttach this Equipment to target creature you control. Equip only as a sorcery.
Crew
Casting & CostsTap any number of creatures you control with total power N or more: This Vehicle becomes an artifact creature until end of turn.
Cascade
Casting & CostsWhen 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 & UtilityPay the cycling cost, Discard this card: Draw a card.
Kicker
Casting & CostsYou may pay an additional cost as you cast this spell for extra effects.
Buyback
Casting & CostsYou may pay an additional cost as you cast this spell. If you do, put this card into your hand as it resolves.
Rebound
Casting & CostsIf 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 & CostsYou may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.
Protection
EvergreenThis permanent can't be targeted, enchanted, equipped, fortified, damaged, or blocked by anything of the specified quality.
Convoke
Casting & CostsYour 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 & CostsEach card you exile from your graveyard while casting this spell pays for {1}.
Affinity
Casting & CostsThis spell costs {1} less to cast for each permanent you control of the specified type.
Proliferate
Triggers & UtilityChoose any number of permanents and/or players with counters on them, then give each another counter of each kind already there.
Undying
Graveyard & ZonesWhen 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 & ZonesWhen 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 & ZonesReturn 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
EvergreenAttach to the specified target permanent or player when cast as an Aura spell.
Summoning Sickness
EvergreenA 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
EvergreenTurning 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 & UtilityA 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 & UtilityEach one gives the permanent +1 power and +1 toughness. They stay until removed.
-1/-1 Counter
Triggers & UtilityEach one gives −1 power and −1 toughness. A +1/+1 and a −1/−1 counter on the same permanent cancel out.
Legendary
EvergreenYou can only control one permanent with the same legendary name. If you get a second, you choose one to keep.
The Stack
Rules & TimingA 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 & TimingThe 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 & TimingAutomatic 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 StepsThe 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 StepsThe 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 StepsThe 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 StepsAttacking 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 StepsThe 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 & TimingThe 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 & TimingThe 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 & TimingThe 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 & TimingThe 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 & TimingThe 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 & TimingAn additional cost of {2} mana for each time you have previously cast your commander from the command zone during the game.
Commander Damage
CombatIf 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 & TimingThe 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.
Rules & Beginner Explainers
Fundamental guides and video tutorials for mastering core Magic mechanics.
Comprehensive tutorials, product reviews, and beginner deckbuilding guides.
Official how-to-play walkthroughs, basic rules, and format overviews.
Comprehensive Magic rules database and official policy documents.
Commander Strategy
Specialized singleton strategy, commander synergy analysis, and podcast breakdowns.
Meta & Deck Context
Tournament statistics, metagame trends, pricing, and community deckbases.
Format-Specific Practice
Interactive draft practice, digital client resources, and simulator play.
