Magic: The Gathering Logo

Jag har tagit mej friheten att upplysa er som INTE vet, hur man spelar Magic: The Gathering.

Det är busenkelt å lära sej. Allting kommer vara på Engelska, men jag kommer och klargöra det som är svårt, på Svenska.
Klaga INTE! Ni flesta GICK ju Natur så ni BÖR kunna Engelska!! ;)

Very well then, let's begin with the Overview.

OVERVIEW

In Magic, the player represents a powerful wizard battling for control of a plane called Dominia.
The object of the game is to drive away your opponent from the plane leaving you in sole control of it.
The cards in your deck represent the Lands, Creatures, Spells and Artifacts at your disposal.

Players pit one deck against another in an Arcane Duel, and the winner keeps one random card from the loser's Deck.
(OBS!! Du väljer själv om du vill spela så! Båda måste vara med på det oxå!! OBS!!)

Over time, your deck will develop strengths and weaknesses as it grows and shrinks. Meanwhile, you will encounter new mysteries as the Multiverse of Dominia grows.

Players begin with 20 life each (That's 20 HP for you AD&D guys ;). If you're lucky you may be able to get past that marker during the game;
some spells can boost your life total to 20 and above... way above.

You win if you manage to drop your opponents life to 0 or less.
Or if your opponent can no longer draw a card from his or hers deck when required to.

You can damage your opponent by casting spells, attacking with your creatures or using the effects of other cards in play.
When your opponent tries to damage you, you can defend yourself with other spells, block and destroy your opponents creatures
or even turn his/her own cards against him/her.

Getting Started

To play, each player need a deck of at least forty cards. You can build your deck from a selection of all the cards you own;
you don't have to confine yourself to cards from a particular Starter Deck. You'll also need some way of keeping score.
Some players use paper & pencil, while others prefer counters or some other method.

It's best to have a large, flat area for laying out your cards. A standard table will do just fine, since a normal game will take up most of it.

To begin the game each player shuffle their decks. You must also give your opponent the opportunity to shuffle or cut your deck as well.
Once both decks (or all, if you're playing more than 2) are shuffled, they're put face down on the table.

If you are playing for Ante, flip over the top card of your deck and put it aside, away from the game. Whomever wins the round gets to keep the cards.

Each player then draws an opening hand of seven cards from his or hers deck. After you draw your inital hand, the rest of the deck become your
draw pile, or Library .

Near your library, leave some space for a Graveyard, or discard pile if you wish to call it like that. Most of the cards which you
bring into play will go into your Territory, your half part of the playing surface.

If you play some cards into enemy territory, be sure to get them back when the game has finished. This is an easy way to lose cards if you don't keep track of them.


You are now ready to start a duel. Determine randomly who goes first. If you cannot decide, roll a dice, highest number wins.

The Cards

There are two types of cards, spells and lands. Lands are easy to spot; they say Land between the picture and the textbox.
Lands are the most common kind of cards in
Magic, since they usually provide the Mana, or magical energy needed to cast spells.
You can lay out one land per turn, and you may use the land for mana as soon as it is in play.

When you get mana from a land you ned to Tap that land. Tapping a card means turning it sideways for about 90 degrees.
This indicates to you and your opponent that the card's effect have been temporarily used up.
Don't worry, your cards will all Untap your next turn.
(Inte om ett speciellt kort eller magi säger annat.. Överkurs!)

The symbol, Tap Symbol(tap) on a card indicates that if you use that card to generate a particular effect, you have to tap it. Turn it sideways.
The particular effect the card generates is listed right after the Tap Symbol tap symbol.
When you tap a land, you get a point of mana to add to your mana pool. You can then use this mana to cast spells.

The Color Chart

Black Magic: Black Magic's power comes from the swamps and bogs, it thrives on Death and Decay.
Many wizards shun black magic's self-destructive nature even as they long for its ruthlessness. Black's traditional enemies are
Green and White.

Green Magic: Green Magic gets its life from the lush fecundity of the forests. Like nature itself, green magic can bring
both soothing serenity and thunderous destruction.
Green's traditional enemies are Black and Blue.

Red Magic: Red Magic feeds on the vast energy boiling deep in the heart of the mountains. Masters of earth and fire, red magicians specialize in the violence of
chaos and combat.
Red's traditional enemies are Blue and White.

Blue Magic: Blue Magic flows from the islands and thrives on mental energy. Other wizards fear the blue magicians' ability with artifice and illusion, as well as
their mastery of the elemental forces of air and water. Blue's traditional enemies are
Red and Green.

White Magic: White Magic draws its vitality from the untouched, open plains. Though white magicians focus on spells of healing and protection, they also devote
plenty of time to the chivalrious arts of war. White's traditional enemies are
Black and Red.

Glossary

This glossary contains not only definitions but also some extra information about many of the terms.

Attack. The Attack is one possible action you may take during your main phase. You only get one attack/turn, and you attack your
opponent with your creatures. No permanent spells or sorceries may be cast during the attack. The complete attack sequence is as follows:

1. Announce your Attack. This is your opponents last chance to use pre-attack effects.

2. Declare and tap. You declare which creature or creatures are going to attack and then tap them to show your action.

3. Fast Effects. You can cast an "good" fast effect on one of the attacking creatures or cast a "curse" on the defending
creatures. Fast effects can be anything from strength modifier to healing to the actual death of a creature.

4. Blocking. Your opponent declares which of his creatures, if any, are going to block your attacking creatures. Blocking
doesn't make creatures tap. Tapped creatures can not block.

5. More fast effects. Either player may use fast effects. If a fast effect removes or taps a blocking creature,
the attacking creature is still blocked but receives no damage from the blocking creature.

6. Assign Damage. Players may only use interrupts or damage prevention fast effects, no other kinds of fast effects are allowed.

7. Combat Resolution. Creatures that take lethal damage and are not regenerated go to the graveyard. Any effect that happens
when the creature goes the graveyard are triggered. Example "Gain 1 life for every creature sent to graveyard" so if 4 creatures are sent to the graveyard
you will gain 4 life.

Casting Cost. When a card refers to the casting cost. of another spell, it means the total number of mana points needed to cast the spell,
regardless of color. For the purpose of these cards a casting cost of (2) and two Fireballs (
Red Magic) has a casting cost of 4. This particular spell
will require 2 generic mana (mana of any color) and 2
Red mana to cast it properly.

Summoning Sickness. A creature of yours may not attack or use any speical ability whose activation cost requires the symbol
unless the card or token representing the creature was in play under your control at the beginning of your turn. This inability usually called Summoning Sickness.
Creatures suffering from summoning sickness can be used to defend.

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