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Beginner's Guide

How to Play Magic: The Gathering

The world's first and greatest trading card game, demystified. From tapping your first land to resolving the stack — here's everything you need to get started.

2+ Players 20–60 Minutes Ages 13+ Medium Complexity
Magic: The Gathering cards spread across a table with lands, creatures and planeswalkers

What You'll Need to Get Started

Magic: The Gathering has been going since 1993 and has over 27,000 unique cards — but don't let that intimidate you. Getting started is simpler than you'd think, and you definitely don't need to own a small library to play your first game.

  • A deck — for most formats that's a minimum of 60 cards. If you're jumping into Commander (the most popular casual format), you'll need exactly 100. A preconstructed deck is the easiest way to start.
  • A way to track life totals — you start at 20 life (40 in Commander). A pen and paper works, dice are great, or grab a free life counter app on your phone.
  • Dice and tokens — handy for tracking +1/+1 counters, creature tokens, and various other bits. A handful of six-sided dice covers most situations.
  • An opponent — grab a friend, head to your local game shop for Friday Night Magic, or try MTG Arena online for free.

Pro Tip

The Starter Kit is hands-down the best entry point. It comes with two balanced 60-card decks designed to teach you the game, plus a proper learn-to-play guide. For around fifteen to twenty quid, you and a mate can sit down and learn together.

The Seven Card Types

Magic has more card variety than most other TCGs, which is part of what makes it so deep. Every card in your deck falls into one (or sometimes more) of these seven types. Don't worry — you'll learn to spot them instantly after a few games.

Examples of each Magic: The Gathering card type laid out side by side

The seven card types — from creatures to lands

Card TypeWhat It DoesKey Detail
CreatureYour fighters. They attack opponents and block incoming attacks. Each has power (damage dealt) and toughness (damage survived).Can't attack the turn they enter (unless they have haste)
InstantSpells you can cast at any time — on your turn, your opponent's turn, even during combat. The most reactive card type.The bread and butter of interactive play
SorceryPowerful one-off effects, but you can only cast them during your main phase when nothing else is on the stack.Often bigger effects than instants as a trade-off for timing restrictions
EnchantmentPermanent cards that stick around and create ongoing effects. Some attach to creatures (called Auras), others just sit on the battlefield.Stay in play until removed
ArtifactColourless permanents — equipment, magical objects, and contraptions. They can boost your creatures, generate mana, or create powerful effects.Usually castable in any deck regardless of colour
PlaneswalkerPowerful allies with loyalty counters. Each turn you activate one of their abilities — building up loyalty or spending it for big effects.Opponents can attack your planeswalkers directly
LandYour mana source. You play one land per turn and tap it to produce mana, which pays for everything else.Don't cost mana to play — they ARE the mana

Good to Know

Creatures, enchantments, artifacts, planeswalkers, and lands are all permanents — they stay on the battlefield once played. Instants and sorceries go to your graveyard (discard pile) after they resolve. This distinction matters more than you'd think once you start building strategies.

Reading a Magic Card

Magic cards pack a surprising amount of information into a small space. Once you know where to look, reading any card becomes second nature. Let's break it down.

Labelled diagram showing all parts of a Magic: The Gathering card

Anatomy of a Magic card — every section explained

  • Name — top-left corner. Every card has a unique name (with a few exceptions for basic lands).
  • Mana cost — top-right corner. The coloured and generic mana symbols that tell you what you need to pay to cast it. A number means that much mana of any colour; coloured symbols must be paid with that specific colour.
  • Type line — middle of the card, below the art. Shows the card type (Creature, Instant, etc.) and any subtypes (Human Wizard, Equipment, etc.).
  • Set symbol — right side of the type line. Tells you which expansion the card is from. The colour indicates rarity: black for common, silver for uncommon, gold for rare, and mythic orange for mythic rare.
  • Text box — the rules text area. This tells you what the card does. Italic text in brackets is reminder text — it's there to help, not to add extra rules.
  • Power/Toughness — bottom-right corner (creatures only). The first number is power (damage dealt), the second is toughness (damage the creature can take before it dies). A 3/2 deals 3 damage and dies to 2 damage.
  • Flavour text — italic text in the text box that doesn't affect gameplay. It's world-building and lore — lovely to read, safe to ignore in a game.

Common Mistake

New players often confuse generic mana costs with colourless mana. A circled number like {3} means "pay 3 mana of any colour" — not "pay 3 colourless mana." Actual colourless mana requirements use a diamond symbol and are quite rare.

The Five Colours of Mana

Magic's identity revolves around its five colours. Each colour has its own philosophy, strengths, and weaknesses. Most decks use one, two, or sometimes three colours — and your colour choice shapes everything about how your deck plays.

The five mana colour symbols of Magic: The Gathering — White, Blue, Black, Red, and Green

The colour wheel — White, Blue, Black, Red, and Green

White

Order, justice, and community. White excels at small creatures that work together, life gain, removal enchantments, and board-wide effects. Great at defence and going wide with lots of creatures.

🌊

Blue

Knowledge, trickery, and control. Blue draws cards, counters spells, bounces permanents, and plays the long game. If you like outsmarting your opponent rather than out-punching them, Blue is your colour.

Black

Ambition, death, and power at any cost. Black destroys creatures, forces discards, drains life, and isn't afraid to sacrifice its own resources for advantage. Ruthlessly efficient.

🔥

Red

Freedom, chaos, and raw aggression. Red deals direct damage, plays fast aggressive creatures, and wants to win before the opponent can set up. Patience is not Red's thing.

🌱

Green

Nature, growth, and big stompy creatures. Green ramps up mana faster than anyone, plays the biggest creatures on the board, and buffs them even further. Subtlety? Never heard of it.

Pro Tip

Each colour has allied colours (next to it on the wheel) and enemy colours (opposite). Allied pairs share some overlap and work well together. Two-colour decks are the sweet spot for beginners — you get versatility without making your mana base too complicated.

How Mana Works

Mana is the fuel that powers everything in Magic. Unlike some other card games where resources build automatically, in Magic you need to play land cards to generate your mana. It's one of the things that makes the game so interesting — and occasionally so frustrating.

  • Play one land per turn — each turn you may play a single land card from your hand. Lands don't cost anything to play, but you're limited to one per turn (unless a card says otherwise).
  • Tap lands for mana — to produce mana, you "tap" a land by turning it sideways. A basic Forest produces one green mana, a basic Island produces one blue, and so on. Tapped lands can't produce more mana until they untap at the start of your next turn.
  • Pay mana costs — every spell has a mana cost in the top-right corner. Pay the right colours and amount, and the spell goes on the stack ready to resolve.
  • Mana empties between phases — any unspent mana disappears when you move to the next step or phase. You can't stockpile it for later turns.

Good to Know

The five basic land types are Plains (white), Island (blue), Swamp (black), Mountain (red), and Forest (green). There are also fancy "dual lands" and "fetch lands" that produce multiple colours — these become important as you get deeper into deck building, but basic lands are all you need to start.

Setting Up the Game

Setup in Magic is quick and painless. Once you've done it a couple of times, it takes about thirty seconds. Here's the drill:

1

Shuffle Your Deck

Give your deck a proper shuffle — at least seven riffle shuffles if you want to be thorough. Your opponent can ask to cut your deck after you shuffle (and it's good etiquette to offer).

2

Determine Who Goes First

Roll a die, flip a coin — whatever works. The winner chooses whether to go first (play) or second (draw). Going first means you skip your first draw step, but you get to act before your opponent.

3

Draw 7 Cards

Both players draw an opening hand of 7 cards. Have a look — this is your starting position. You want a mix of lands and spells, ideally 2-4 lands depending on your deck.

4

Mulligan (If Needed)

Hate your hand? You can mulligan. Under the London Mulligan rule, you shuffle your hand back, draw 7 again, then put one card from the new hand on the bottom of your library. You can keep mulliganing — each time you put one more card back. It beats keeping a hand with zero lands, trust us.

5

Set Life to 20 and Begin!

Both players start at 20 life (40 in Commander). Set your life counters, place your deck to one side as your library, and you're ready. The first player skips their draw step on turn one, but otherwise plays normally.

Diagram showing the Magic: The Gathering play area — library, graveyard, battlefield, exile zone

The play area — library (deck), battlefield, graveyard (discard), and exile

Watch Out

The player who goes first does not draw a card on their first turn. This balances the advantage of getting to play first. From turn two onwards, both players draw normally.

Turn Phases — What Happens Each Turn

Magic turns have more structure than most card games, but don't let the number of phases put you off. Most turns you'll breeze through half of them without even thinking about it. Here's the full breakdown:

Flowchart showing all phases of a Magic: The Gathering turn

The full turn structure — from Untap to End Step

1. Beginning Phase

  • Untap — straighten all your tapped permanents. This is automatic and no one can cast spells during this step.
  • Upkeep — some cards have "at the beginning of your upkeep" effects that trigger here. Often nothing happens and you move straight through.
  • Draw — draw one card from the top of your library. Mandatory (unless it's the very first turn of the game for the player who goes first).

2. First Main Phase

This is where most of the action happens. You can play a land (one per turn), cast creatures, enchantments, artifacts, sorceries, planeswalkers — anything that isn't restricted to a specific timing. Most beginners do everything here before combat, and that's perfectly fine to start with.

3. Combat Phase

Combat has its own sub-steps (we'll cover those in detail in the Combat section below). The short version: you declare which creatures are attacking, your opponent declares blockers, damage happens. It's where games are won and lost.

4. Second Main Phase

Identical to the first main phase. You can cast anything here that you could cast before combat. Experienced players sometimes hold back on playing certain cards until after combat — but as a beginner, don't overthink it.

5. End Phase

  • End Step — "at the beginning of your end step" effects trigger here. Some players cast instants at end of turn to keep their mana open during combat.
  • Cleanup — if you have more than 7 cards in hand, discard down to 7. Damage on creatures wears off (creatures heal at end of turn). Then the next player's turn begins.

Pro Tip

As you improve, you'll learn to use the second main phase strategically. Playing a creature after combat means your opponent doesn't know about it when they make blocking decisions. Small edges like this add up.

Combat — Attacking & Blocking

Combat is the heartbeat of most Magic games. Creatures attack your opponent (or their planeswalkers), the opponent chooses how to block, and damage is dealt. It sounds simple, but the decisions here are what separate good players from great ones.

Visual showing the combat phase with attacking and blocking creatures

Combat — attackers, blockers, and damage resolution

1

Declare Attackers

Choose which of your untapped creatures are attacking and tap them. Creatures attack the opponent (or a planeswalker they control), not specific creatures. You don't have to attack with everything — or at all.

2

Declare Blockers

Your opponent chooses which of their untapped creatures block which attackers. A single creature can only block one attacker, but multiple creatures can gang up to block the same attacker. Blocking is optional — unblocked creatures deal their damage straight to the opponent.

3

Damage

All combat damage happens simultaneously. Attacking creatures deal damage equal to their power. Blocked creatures deal damage to (and receive damage from) their blockers. Unblocked creatures deal damage to the defending player. If a creature takes damage equal to or greater than its toughness, it dies.

Key Combat Mechanics

  • Trample — if a creature with trample is blocked by something smaller, the excess damage "tramples over" to the opponent. A 5/5 with trample blocked by a 2/2 deals 2 to the blocker and 3 to the opponent.
  • Flying — creatures with flying can only be blocked by other creatures with flying or reach. This makes flyers incredibly strong in attacking.
  • First Strike — this creature deals its combat damage first, before normal damage. If the first strike damage kills the blocker, the blocker never hits back. Very nasty.
  • Double Strike — deals damage twice: once during the first strike step, then again during regular damage. Absolutely brutal with power-boosting effects.

Good to Know

Creatures don't tap to block — only to attack. So a creature that attacked last turn is tapped and unavailable to block this turn, but a creature that just sat there is perfectly free to jump in front of an attacker. This is one of the biggest tactical considerations in Magic.

The Stack — Magic's Secret Weapon

Right, here's the bit that makes Magic unique among card games. The stack is a zone where spells and abilities queue up before they actually happen. When you cast a spell, it doesn't resolve immediately — it goes on the stack first, and your opponent gets a chance to respond.

Visual diagram explaining how the stack works in Magic: The Gathering

The stack — spells resolve last-in, first-out

Think of it like stacking plates. Each spell or ability goes on top, and they resolve from the top down — last in, first out. This means the most recently cast spell resolves before anything beneath it.

How It Works in Practice

  • You cast a creature spell — it goes on the stack.
  • Your opponent can respond — they might cast a counterspell (an instant that cancels your spell). The counterspell goes on top of your creature on the stack.
  • You can respond to that — maybe you have your own counterspell. It goes on top of their counterspell.
  • When both players pass — spells start resolving from the top down. Your counter resolves first (countering their counter), then their counter fails, then your creature resolves and enters the battlefield.

Watch Out

Only instants and abilities can be cast in response to things on the stack. You can't drop a sorcery or creature in the middle of a stack war. This is why instants are so valuable — they give you flexibility that other spell types don't.

Pro Tip

As a beginner, don't stress about the stack too much. Most of the time spells just resolve without any fuss. But the moment someone plays blue and holds up mana with a smug look on their face — that's when the stack becomes your best friend (or worst enemy).

Creature Keywords You'll See Everywhere

Magic creatures often have keyword abilities — single words or short phrases that represent specific rules. You'll pick these up naturally, but here's a reference for the ones you'll encounter most often:

KeywordWhat It Does
FlyingCan only be blocked by creatures with flying or reach. One of the most common evasion abilities.
ReachCan block creatures with flying. Think archers shooting things out of the sky.
TrampleExcess combat damage carries over to the opponent after killing the blocker.
HasteCan attack and use tap abilities the turn it enters the battlefield. Normally creatures have "summoning sickness" on their first turn.
VigilanceDoesn't tap when attacking. This means it can attack AND still be available to block on the opponent's turn.
DeathtouchAny amount of damage this creature deals to another creature is enough to destroy it. A 1/1 with deathtouch trades with a 10/10.
LifelinkDamage dealt by this creature also gains you that much life. Attack for 4? Gain 4 life.
First StrikeDeals combat damage before creatures without first strike. If it kills the blocker, the blocker deals no damage back.
MenaceCan only be blocked by two or more creatures. Forces your opponent to commit extra resources to stop it.
WardWhenever this creature becomes the target of a spell or ability an opponent controls, counter it unless they pay an extra cost.
HexproofCan't be targeted by spells or abilities your opponents control. Your own spells can still target it.
IndestructibleCan't be destroyed by damage or "destroy" effects. Can still be exiled, bounced, or given -X/-X.

Good to Know

Keywords often appear together to create devastating combinations. A creature with deathtouch and trample only needs to assign 1 damage to each blocker (since 1 is lethal with deathtouch), and the rest tramples through to the opponent. A creature with lifelink and deathtouch is a defensive nightmare. Keep an eye out for these combos.

MTG Formats — How People Play

One of the brilliant things about Magic is that there are loads of different ways to play. Each format has its own rules about which cards are legal, deck size, and how games work. Here are the main ones:

Visual overview of the main Magic: The Gathering formats

The most popular MTG formats at a glance

FormatDeck SizeWhat It Is
Standard60+ cardsUses cards from roughly the last 2-3 years of sets. Rotates regularly so the meta stays fresh. Great for newer players because the card pool is manageable.
Modern60+ cardsIncludes cards from 2003 onwards. Bigger card pool, more powerful strategies, and a higher skill ceiling. The competitive format of choice for many players.
Commander (EDH)100 cardsThe most popular casual format by a huge margin. 100-card singleton decks (only one copy of each card) led by a legendary creature as your commander. Usually played with 3-5 players. Starting life is 40.
Draft40+ cardsPlayers open booster packs, pick one card at a time, and pass the rest around the table. You build a deck from what you drafted. Brilliant fun and a fantastic way to build a collection.
Sealed40+ cardsEach player opens 6 booster packs and builds a 40-card deck from just those cards. No drafting — pure deckbuilding skill with what you open. Common at pre-release events.

Pro Tip

If you're just starting out, Commander is probably your best bet for casual play with mates. It's multiplayer, games are social and memorable, and preconstructed Commander decks are competitively priced and ready to play straight out of the box. For competitive play, Standard has the gentlest learning curve.

How to Win the Game

Most games of Magic end the same way — someone's life total hits zero. But there are actually several paths to victory, and some decks are built entirely around the alternative ones.

Reduce Life to 0

The classic. Attack with creatures, burn them with spells, drain their life — whatever it takes to get that number from 20 down to zero.

📖

Deck Out (Mill)

If a player tries to draw from an empty library, they lose immediately. "Mill" decks are built to shove your opponent's library into their graveyard.

10 Poison Counters

Creatures with infect deal damage as poison counters instead of regular damage. Ten poison counters and it's game over, regardless of life total.

Good to Know — Commander Damage

In Commander, there's a fourth win condition: if a single commander deals 21 combat damage to one player over the course of the game, that player loses. This is tracked separately for each commander, so a Voltron strategy (loading one commander up with equipment and auras) can close out games even against players at 40 life.

Building Your First Deck

Once you've played a few games, the itch to build your own deck is inevitable. Deckbuilding is half the fun of Magic — it's where creativity meets strategy. Here are the fundamentals to get you started on the right foot.

A well-organised Magic: The Gathering deck spread showing lands, creatures and spells

A balanced 60-card deck — the right mix of lands, creatures, and spells

The Golden Ratios (60-Card Decks)

  • 24 lands — this is the starting point for almost every 60-card deck. Aggressive decks with cheap spells can drop to 20-22. Control decks that need lots of mana go up to 25-27. When in doubt, stick with 24.
  • Max 4 copies of any card — except basic lands, which have no limit. Running 4 copies of your key cards improves consistency massively.
  • Stick to 1-2 colours — more colours means more versatility but also a more complicated (and expensive) mana base. Start with one or two colours and branch out later.
  • 15-25 creatures — varies wildly by strategy, but most decks need some creatures to win. Even control decks usually have a few finishers.
  • Have a plan — "good cards" doesn't equal a good deck. Know what your deck is trying to do and make sure every card supports that plan.

Understanding the Mana Curve

Your "mana curve" is the distribution of mana costs across your deck. You want a healthy spread — plenty of cheap spells to play early, a core of mid-cost cards, and just a few expensive bombs at the top. If every card in your deck costs 5+ mana, you'll be dead before you cast anything.

  • 1-2 mana — a solid handful. These let you do something on turns one and two while more expensive cards sit in hand.
  • 3-4 mana — the bulk of your deck lives here. This is your mid-game engine.
  • 5+ mana — keep these to a few powerful finishers. Too many expensive cards and you'll be staring at a hand you can't cast.

Pro Tip

Start by modifying a preconstructed deck rather than building from scratch. Swap out cards you don't like, add cards you've opened from boosters, and learn what works through trial and error. It's cheaper, faster, and you'll learn more about deckbuilding than any guide can teach you.

Good to Know — Commander Deck Building

Commander decks follow different rules: exactly 100 cards (including your commander), only one copy of each card (singleton), and every card must match the colour identity of your commander. Land count is typically 36-38. The singleton rule means games feel different every time — no two games play out the same way.

Top Tips for New Players

1

Don't Be Afraid to Take Damage

Your life total is a resource, not a score. The only point of life that matters is the last one. Don't make terrible blocks just to stay at 20 — sometimes it's better to take the hit and keep your creatures alive for a counterattack.

2

Read the Cards (All of Them)

Magic is a game of details. Reading every card on the battlefield — yours and your opponent's — is the single best thing you can do to improve. Miss a keyword and you'll walk straight into a losing attack.

3

Leave Mana Open When You Can

Even if you don't have an instant in hand, leaving mana untapped makes your opponent think twice. If you always tap out, they'll play fearlessly. A bit of bluffing goes a long way.

4

Play Lands Before Spells

Get into the habit of playing your land for the turn first. There's almost never a reason to cast spells before you've laid your land, and forgetting to play a land because you got excited is a rookie mistake that can cost you the game.

5

Try MTG Arena

The free-to-play digital version handles all the rules for you. It's the fastest way to learn because the game won't let you make illegal plays, and the tutorials are excellent. Once you're comfortable there, paper Magic will feel like second nature.

6

Find Your Local Game Shop

Friday Night Magic (FNM) events happen at game shops everywhere and are designed to be welcoming to new players. Draft events in particular are fantastic because everyone starts on equal footing — no need for an expensive collection.

Frequently Asked Questions

For Standard, Modern, and most other constructed formats, you need a minimum of 60 cards in your deck plus an optional 15-card sideboard. For Commander, you need exactly 100 cards including your commander. For limited formats like Draft and Sealed, you build a 40-card minimum deck from the cards you open.
The basics are genuinely straightforward — play lands, cast spells, attack with creatures. You can learn enough to play a casual game in 15-20 minutes. The depth comes from the huge variety of cards and interactions, but that's what keeps the game interesting for decades. Start with a Starter Kit or MTG Arena and you'll be playing proper games within an afternoon.
For casual play, Commander is king — it's social, multiplayer, and preconstructed decks are affordable and ready to go. For competitive play, Standard has the smallest card pool, which makes it easier to learn the format. Draft is also brilliant for beginners because everyone builds from the same card pool, so you don't need an existing collection.
Both creatures deal damage to each other simultaneously. If the blocker takes damage equal to or greater than its toughness, it dies. The same applies to the attacker — if the blocker's power is high enough, the attacker dies too. Both creatures can kill each other in the same combat. If the attacker has trample, any excess damage after killing the blocker still hits the defending player.
Only instants (and cards with flash, which is a keyword that lets non-instants be cast at instant speed). Creatures, sorceries, enchantments, artifacts, and planeswalkers can normally only be cast during your own main phase when the stack is empty. This is why instants are so powerful — they give you flexibility to react to whatever your opponent does.
For a 60-card deck, 24 lands is the standard starting point. Fast aggressive decks (aggro) with low-cost cards can go as low as 20-22 lands. Slower control decks that need to hit land drops every turn might run 25-27. For a 100-card Commander deck, 36-38 lands is typical. Start with these numbers and adjust based on how the deck feels — if you're frequently stuck without mana, add more lands.
The main difference is the card pool. Standard uses only the most recent sets (roughly the last 2-3 years) and rotates regularly, keeping the format fresh and accessible. Modern allows cards from 2003 onwards, creating a much larger and more powerful format with established archetypes. Standard is generally cheaper to get into and easier to learn, while Modern rewards long-term investment and deeper format knowledge.

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