AGE 13+

Quick Start Guide hunt BIGGER game Welcome to Magic: The Gathering®, the world’s premier trading card game. You’re about to discover why millions around the world play Magic™: its deep strategy, its beautiful worlds and strong characters, and its worldwide community. If you already own some Magic cards, get them out now. Those cards represent the tools you’ll use to defeat your opponents. You’ll summon fearsome creatures, wield mystical items and incantations, and cast wondrous magical spells. The cards are your game pieces, and you can put them together in countless combinations. There are thousands of cards to choose from, so where do you get started? Each player needs a deck of at least 60 cards, and an intro pack is a great way to get one. Intro packs give you everything you need to start playing: a ready-to-play 60-card deck filled with creatures, lands, and other spells. You also get two 15-card booster packs, giving you more cards to make your deck your own.

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M15 3 Types of Cards Your deck includes lands and creatures, and it may also include sorceries, instants, artifacts, enchantments, and planeswalkers! On the next few pages, we’ll take a look at what the different types of cards are and how to use them. Lands Forest Land cards are the foundation of any successful Magic deck. Lands provide mana, the magical energy you need to cast all the other cards in your deck. You can play one land during your main phase on each of your turns. Lands stay on the battlefield in front of you. Your lands untap (reset) at the start of each of your turns so that you can use them again. There are five types of basic land, each one corresponding Basic Land — Forest to one of the five colors of magic. Each color of magic has different strengths and capabilities. You’ll get to know the colors as you play more. Not all lands are basic lands. Some nonbasic lands tap for

™ & © 2014 Wizards of the Coast multiple colors of mana, while others tap for colorless mana 269/ 269 L Jonas De Ro M15• EN (o1, 2o, etc.) but have unique abilities.

Basic land type Can be tapped for

Plains oW (white)

Island oU (blue)

Swamp oB (black)

Mountain oR (red)

Forest oG (green)

4 Spells Every card that isn’t a land can be cast as a spell. Some types of spells are put onto the battlefield and become “permanents.” Other types of spells have their effect and then go to your graveyard (discard pile).

Elvish Mystic

OoG Creatures Creatures are permanents that represent your minions. During combat, they can attack your opponents and defend you from opposing attacks. You can cast creature spells during your main phase. Creature — Druid oT: Add oG to your mana pool. “Life grows everywhere. My kin merely find those places where it grows strongest.” —Nissa Revane

173/ 269 M15 C o5 • EN oOO1oW O Wesley Burt

™ & © 2014 Wizards of 1/1the Coast Meteorite Divine Favor Artifacts & Enchantments Artifacts and enchantments are permanents that represent magic items and stable magical manifestations. Most artifacts are colorless, meaning they don’t require a specific color of mana to Artifact

EnchantmentWhen — Aura Meteorite enters the battlefield, cast. Some artifacts are also creatures. You can cast artifact and it deals 2 damage to target creature or Enchant player.creature When DivineoT: Add Favor one enters mana the of any color to your enchantment spells during your main phase. battlefield,mana you pool. gain 3 life.

Enchanted creature gets +1/+3.™ & © 2014 Wizards of the Coast “And if I’m lying,” he began™ & © .2014 . .Wizards of the Coast With an armory of light, even the squire 269 U 221/ Scott Murphy may championEN her people. M15• C Allen Williams / 269 010 • EN M15

Lightning Strike Divination

Sorceries & Instants OOo1oR Sorcery and instant spells represent powerful incantations that can have OOo2oU a wide range of effects. After their effects happens, these spells are put into your graveyard. You can cast a sorcery only during your main phase, Sorcery the same time you cast creatures and other permanent spells. You can Instant Draw two cards. “The key to unlocking this puzzle is cast an instant during either player’s turn, at almost any time . . . even in Lightningwithin Strike you.” deals 3 damage to target—Doriel, creature mentor or player. of Mistral Isle response to another spell! To wield lightning is to tame chaos. 052 M15 / 269 • EN C Howard Lyon 155 / 269 M15 C • EN Adam Paquette OOOo3oBoB ™ & © 2014 Wizards of the Coast ™ & © 2014 Wizards of the Coast Liliana Vess Planeswalkers Planeswalkers are powerful allies you can call on to fight by your side. To learn more about planeswalkers, see Wizards.com/PlaneswalkerRules. Planeswalker — Liliana

+1 : Target player discards a card. Search your library for a card, then −2 : shuffle your library and put that card on top of it. : Put all creature cards from all graveyards5 −8 onto the battlefield under your

control. ™ & © 2014 Wizards of the Coast

269 M 103/ Aleksi Briclot • EN M15 5 Casting Spells OOOo4oRoR All cards except lands have a mana cost in Shivan Dragon the upper right corner. This cost is made OOOo4oRoRup of symbols that tell you what kind of mana you have to spend to cast the spell. Shivan Dragon You must pay mana for each of these Shivan Dragon Shivan symbols in order to cast Shivan Dragon.

28101 The symbol Ro means one red mana. The Creature — Dragon symbol 4o means four mana of any kind. Flying (This creature can’t be blocked except by creatures with flying or reach.) So you have to pay two red mana and four oR: Shivan Dragon gets +1/+0 until 0 end of turn. mana of any kind to pay this cost. The undisputed master of the mountains5/5 of Shiv. ™ & © 2014 Wizards of the Coast R 281/ 269 Donato Giancola M15• EN

Forest Mountain Mountain S-Spell

Forest Mountain Mountain Shivan Dragon Shivan M15 M15 M15 269 263 263 Basic Land — Forest Forest Mountain— Land Basic Mountain Mountain— Land Basic Mountain / / / • • • 269 269 269 EN EN EN M15 M15 M15 Basic269 Land — Forest Basic265 Land — Mountain Basic264 Land — Mountain Basic Land — Forest Forest Mountain— Land Basic Mountain Mountain— Land Basic Mountain L L L / / / Jonas De Ro Florian de Gesincourt Florian de Gesincourt • • • 269 269 269 EN EN EN L L L Jonas De Ro Kopinski Karl Hamm Nils Basic Land — Forest Basic Land — Mountain Basic Land — Mountain ™ & © 2014 Wizards of the Coast ™ & © 2014 Wizards of the Coast ™ & © 2014 Wizards of the Coast

269/ 269 L ™ & © 2014 Wizards of the Coast 263/ 269 L ™ & © 2014 Wizards of the Coast 263/ 269 L ™ & © 2014 Wizards of the Coast M15• EN Jonas De Ro M15• EN Florian de Gesincourt M15• EN Florian de Gesincourt ™ & © 2014 Wizards of the Coast ™ & © 2014 Wizards of the Coast ™ & © 2014 Wizards of the Coast

269/ 269 L ™ & © 2014 Wizards of the Coast 265/ 269 L ™ & © 2014 Wizards of the Coast 264/ 269 L ™ & © 2014 Wizards of the Coast

M15• EN Jonas De Ro M15• EN Karl Kopinski M15• EN Nils Hamm 28101

Creature — Dragon When you want to pay a mana cost, tap (turn sideways) the necessary lands on the battlefield. This shows that you’ve used those lands to Flying (This creatureproduce can’t mana. be blocked Tapped cards untap at the beginning of each of your except by creatures withturns, flying so they’ll or be reach. ready to) use again. You can tap two Mountains, which

produce red mana, and four other lands to cast Shivan Dragon. Those four 0 oR: Shivan Dragonlands gets could +1/+0 be Mountains, until Forests, or any other combination of lands.

end of turn. Illus. Winona Nelson The6 undisputed master of the mountains5/5 of Shiv. ™ & © 2014 Wizards of the Coast R 281/ 269 Donato Giancola M15• EN

S-Spell Parts of a Card

Spells have a mana cost that tells Shivan Dragon OOOo4oRoR you how much mana you need to cast them.

Each Magic set has a unique symbol. The color of the symbol tells you the card’s rarity: black for

Shivan Shivan Dragon common, silver for uncommon, gold for rare, or orange-red for mythic rare.

Creature — Dragon A card’s abilities appear in its 28101 Flying (This creature can’t be blocked text box. Some abilities have except by creatures with flying or reach.) reminder text in parentheses to oR: Shivan Dragon gets +1/+0 until help explain what they do. A card end of turn. may also have flavor text printed

The undisputed master of the mountains 0 in italics that tells you something of Shiv. about the Magic world. Flavor 5 /5 281/ 269 R text has no effect on game play. M15• EN Donato Giancola ™ & © 2014 Wizards of the Coast

Creatures have two numbers in S-Spell This tells you the card’s type, such the lower right corner. The first as creature or land. Each creature number is power, which tells you also has one or more creature how much damage the creature types, found after a long dash, that deals in combat. The second tell you what kind of creature it is. number is toughness. If a creature is dealt that much damage or more in a single turn, the creature is destroyed and put into its owner’s graveyard (discard pile).

7 Combat You win the game by reducing your opponent’s life total to 0. The most common way to do that is to attack your opponent with creatures during combat. Attacking and Blocking

During your turn, you decide which of your creatures, if any, will attack. You can’t attack with a creature if it’s tapped or if it entered the battlefield this turn. You have one combat phase in the middle of your turn, and all the creatures you decide to attack with attack at the same time. Once you’ve decided which of your creatures are attacking, tap those creatures. Your tapped creatures, like your tapped lands, will untap at the beginning of your next turn. Most of the time, your creatures will attack your opponent. Sometimes they can also attack planeswalkers. But creatures never attack other creatures. You just send them across the battlefield, and your opponent decides what happens next. Now imagine you’re on the other side of the battlefield. Your opponent has attacked you with some of his or her creatures. If you control any untapped creatures, you can use those creatures to block. Blocking doesn’t cause creatures to become tapped. Each blocking creature can block one attacking creature. You can also have multiple creatures block the same attacking creature. In that case, the attacking player decides how much damage the attacking creature deals to each of the blockers in turn.

Attacking Player

Thundering Giant OOOo3oRoR Torch Fiend OOo1oR M15 M15 165 166 Creature — Giant ThunderingGiant Creature — Devil TorchFiend he wasseen. wasThe giant felt a few seconds before as soon it comes under your contro l.) Haste room with fire. Devils redecorate every target artifact. o R , Sacrifice Torch Fiend: Destroy / / • • 269 269 EN EN C C Mark Zug Winona Nelson (This creature can attack and o T

Creature — Giant Creature — Devil

Haste (This creature can attack and oT oR, Sacrifice Torch Fiend: Destroy as soon as it comes under your control.) target artifact. The™ & © 2014 Wizards of the Coast giant was felt a few seconds before ™ & © 2014 Wizards of the Coast he was seen. Devils redecorate every room with fire. OOO 4/3 o 3 R 2/1 165/ 269 C 166/ 269 C OO 4/3 o 1 R M15• EN Mark Zug ™ & © 2014 Wizards of the Coast M15• EN 2/1 Winona Nelson ™ & © 2014 Wizards of the Coast 4/3 2/1

Runeclaw Bear OOo1oG

Creature — Bear

The magic of the elves leaves its mark on the forest. The magic of the forest leaves its mark on the animals who live there. The animals of the forest leave their mark on all who trespass.

2/2 197/ 269 C M15• EN Jesper Ejsing ™ & © 2014 Wizards of the Coast 2/2 Defending Player

8 Attacking Player Example of Combat

Thundering Giant OOOo3oRoR Torch Fiend OOo1oR M15 M15 165 166 Creature — Giant ThunderingGiant Creature — Devil TorchFiend he wasseen. wasThe giant felt a few seconds before as soon it comes under your contro l.) Haste room with fire. Devils redecorate every target artifact. o R , Sacrifice Torch Fiend: Destroy / / • • 269 269 EN EN C C

Mark Zug Winona Nelson In the following combat examples, your opponent (This creature can attack and o T

Creature — Giant Creature — Devil

Haste (This creature can attack and oT oR, Sacrifice Torch Fiend: Destroy as soon as it comes under your control.) target artifact. The™ & © 2014 Wizards of the Coast giant was felt a few seconds before ™ & © 2014 Wizards of the Coast he was seen. Devils redecorate every room with fire. has attacked you with a Thundering Giant (4/3) and OOO 4/3 o 3 R 2/1 165/ 269 C 166/ 269 C OO 4/3 o 1 R M15• EN Mark Zug ™ & © 2014 Wizards of the Coast M15• EN 2/1 Winona Nelson ™ & © 2014 Wizards of the Coast a Torch Fiend (2/1). Your only untapped creature is a A Runeclaw Bear (2/2). What will you block?

Runeclaw Bear OOo1oG

Creature — Bear

The magic of the elves leaves its mark on the forest. The magic of the forest leaves its mark on the animals who live there. The animals of the forest leave their mark on all who trespass.

2/2 197/ 269 C Option A: You Don't Block M15• EN Jesper Ejsing ™ & © 2014 Wizards of the Coast 4 2 Unblocked attacking creatures deal damage to the opponent equal to their power. In this case, those Defending Player creatures will deal a total of 6 damage to you, which means you lose 6 life. You might choose not to block if your life total is high and you want to save your Attacking Player creature for a counterattack.

Thundering Giant OOOo3oRoR Torch Fiend OOo1oR M15 M15 165 166 Creature — Giant ThunderingGiant Creature — Devil TorchFiend he wasseen. wasThe giant felt a few seconds before as soon it comes under your contro l.) Haste room with fire. Devils redecorate every target artifact. o R , Sacrifice Torch Fiend: Destroy / / • • 269 269 EN EN C C Mark Zug Winona Nelson (This creature can attack and o T

Creature — Giant Creature — Devil

Haste (This creature can attack and oT oR, Sacrifice Torch Fiend: Destroy as soon as it comes under your control.) target artifact. The™ & © 2014 Wizards of the Coast giant was felt a few seconds before ™ & © 2014 Wizards of the Coast he was seen. Devils redecorate every room with fire. Option B: Block Thundering Giant OOO 4/3 o 3 R 2/1 165/ 269 C 166/ 269 C OO 4/3 o 1 R M15• EN Mark Zug ™ & © 2014 Wizards of the Coast M15• EN 2/1 Winona Nelson ™ & © 2014 Wizards of the Coast Your Runeclaw Bear deals 2 damage to the 4 B Thundering Giant. The Giant has a toughness of 3, 2 so it survives. That damage will heal at the end of Runeclaw Bear OOo1oG the turn. Thundering Giant deals 4 damage to the

Creature — Bear

The magic of the elves leaves its mark 2-toughness Runeclaw Bear, which is destroyed (put on the forest. The magic of the forest leaves its mark on the animals who live there. The animals of the forest leave their mark on all who trespass.

2/2 197/ 269 C M15• EN Jesper Ejsing ™ & © 2014 Wizards of the Coast 2 into your graveyard). The unblocked Torch Fiend deals 2 damage to you. You didn’t destroy any of your Defending Player opponent’s creatures, but you might block this way if your life total was low.

Attacking Player

Thundering Giant OOOo3oRoR Torch Fiend OOo1oR Option C: Block Torch Fiend M15 165 Creature — Giant ThunderingGiant he wasseen. wasThe giant felt a few seconds before as soon it comes under your contro l.) Haste M15 166 / Creature — Devil TorchFiend Devils redecorate every room with fire. Devils redecorate every target artifact. o R , Sacrifice Torch Fiend: Destroy • 269 EN / • 269 EN C C Mark Zug (This creature can attack and o T Winona Nelson Your Runeclaw Bear deals 2 damage to the Creature — Giant Creature — Devil

Haste (This creature can attack and oT as soon as it comes under your control.) oR, Sacrifice Torch Fiend: Destroy

™ & © 2014 Wizards of the Coast target artifact.

The giant was felt a few seconds before ™ & © 2014 Wizards of the Coast he was seen. Devils redecorate every room with fire. OOO 4/3 o 3 R 165/ 269 C 4/3 1-toughness Torch Fiend, and the Torch Fiend deals 2/1 M15• EN Mark Zug ™ & © 2014 Wizards of the Coast 166/ 269 C OO o 1 R M15• EN 2/1 Winona Nelson ™ & © 2014 Wizards of the Coast 2 damage to your Runeclaw Bear. Both creatures are 2 C destroyed. The unblocked Thundering Giant deals 4 2 damage to you. You might block this way if you want Runeclaw Bear OOo1oG to destroy one of your opponent’s creatures and don’t

Creature — Bear

The magic of the elves leaves its mark on the forest. The magic of the forest mind being dealt a little damage. leaves its mark on the animals who live there. The animals of the forest leave their mark on all who trespass.

2/2 197/ 269 C 4 M15• EN Jesper Ejsing ™ & © 2014 Wizards of the Coast

Defending Player

Illus. Chris Rahn 9 Runeclaw Bear OOo1oG

Responding and Creature — Bear

The magic of the elves leaves its mark the Stack on the forest. The magic of the forest leaves its mark on the animals who live there. The animals of the forest leave their mark on all who trespass. When you cast a spell, it doesn’t resolve (have its effect)

197/ 269 C right away. It has to wait on the stack. Each player, M15• EN Jesper Ejsing 2/2 ™ & © 2014 Wizards of the Coast including you, now gets a chance to cast an instant or activate an ability in response. If a player does, that OOo1oG instant or ability goes on the stack on top of what was Titanic Growth already waiting there. When all players decline to do anything, the top spell or ability on the stack will resolve. For example, say you have a 2/2 Runeclaw Bear on the battlefield. You have Titanic Growth in your hand and your opponent has Lightning Strike.

If you cast Titanic Growth first, your opponent can Instant respond by casting Lightning Strike. Lightning Strike will Target creature gets +4/+4 until end be on top of Titanic Growth on the stack, so it will resolve of turn. The massive dominate through might. first. Lightning Strike will deal 3 damage to Runeclaw The tiny survive with guile. Beware the tiny who become massive. Bear, which is enough to destroy it. Runeclaw Bear is ™ & © 2014 Wizards of the Coast 269 C 203/ Ryan Pancoast EN put into your graveyard. When Titanic Growth tries to M15• resolve, its target will be gone, so it will have no effect and Lightning Strike will be put into the graveyard. OOo1oR On the other hand, if your opponent casts Lightning Strike first, you can respond with Titanic Growth. Titanic Growth will resolve first, boosting Runeclaw Bear into a 6/6 creature. Then Lightning Strike will resolve and deal 3 damage to it, but that’s not enough to destroy the Instant suddenly enormous Bear!

Lightning Strike deals 3 damage to target creature or player. To wield lightning is to tame chaos.

155 / 269 M15 C • EN Adam Paquette ™ & © 2014 Wizards of the Coast

10 Where to Go Next

You can try out a variety of decks in Magic 2015–Duels of the Planeswalkers®, the award-winning digital game that lets you play Magic on Xbox One, Xbox Live Arcade, iPad, Steam, Android, and Amazon. Learn the game while playing a thrilling single-player campaign across the Multiverse, or take your game online against opponents around the world. Visit DuelsofthePlaneswalkers.com for a free trial. You can find a link to this Quick Start Guide and additional rules information at Magic.Wizards.com/QuickStart. And when you’re ready to discover the worldwide community of Magic players, tournaments, and special events, visit Wizards.com/Locator to find a game store near you.

11 Glossary

12 Illus. Chase Stone oT—This symbol means “tap this card.” It appears damage at least equal to their toughness in a only as a cost to activate an ability. single turn are destroyed. Spells and abilities can +1/+1—A bonus applied to a creature giving also destroy permanents. +1 to its power and +1 to its toughness. dies—Another way to say a creature has been The numbers can be any value, including put into a graveyard from the battlefield. negative numbers. discard—To discard a card, choose a card from cast—You cast a spell by paying its mana cost your hand and put it into your graveyard. and putting it onto the stack. See “Casting double strike—A creature with double strike Spells” on page 6. deals damage twice each combat: once before control—You control the creatures and other creatures without first strike or double strike, and permanents that you have on the battlefield, then again when creatures normally deal damage. unless your opponent uses a spell or ability to draw a card—To draw a card, take the top card gain control of one of your permanents. In that of your library and put it into your hand. case, your opponent can use it and you can’t. enchant When it leaves the battlefield or the game ends, —An Aura is an enchantment that it’s returned to you. enchants (attaches to) another card on the battlefield. For example, you can cast an Aura counter a spell —If a card counters a spell, you with “enchant creature” to attach it to any can cast it in response to a spell your opponent creature on the battlefield. If that creature leaves is casting. The countered spell has no effect, and the battlefield, the Aura is put into the graveyard. it’s put into the graveyard. equip—If you have an Equipment card on the counter on a card —Sometimes counters are put battlefield, you can pay its equip cost to attach on a card to keep track of something. Many are it to one of your creatures on the battlefield. If +1/+1 counters, which each give a creature +1 the equipped creature leaves the battlefield, the power and +1 toughness. You can use any small Equipment card stays. item to represent counters. exile—If an ability exiles a card, it’s removed damage —Creatures deal damage equal to from the battlefield and set aside. An exiled their power during combat. Spells can also deal card isn’t a permanent (because it’s not on the damage to creatures and players. Damage dealt battlefield) and isn’t in the graveyard. A card to a player causes that player to lose that much stays in exile until the game ends or until the life. Creatures that are dealt damage equal to or card is moved to a different game zone. greater than their toughness in a single turn are fight destroyed. Damaged creatures on the battlefield —When two creatures fight, each deals heal at the end of each turn. damage equal to its power to the other. This is different from creatures dealing damage deathtouch —A creature dealt damage by a in combat. creature with deathtouch is destroyed. first strike—A creature with first strike deals its defender —A creature with defender can’t attack. damage in combat before creatures without destroy—A permanent that’s destroyed is put first strike or double strike. into the graveyard. Creatures that are dealt

13 flash—You may cast a spell with flash any time draw a new hand with one fewer card. You can you could cast an instant, even in response to take as many mulligans as you like, but your other spells. starting hand gets smaller each time. Usually flying—A creature with flying can be blocked players take mulligans because they don’t have only by other creatures with flying and creatures enough land cards, or because they have too with reach. many lands and not enough spells. next time, next damage haste—A creature with haste can attack and you —Sometimes an ability can activate its oT abilities as soon as it comes refers to the “next time” something happens under your control. or the “next damage” that a creature or player hexproof would be dealt. Remember that an instant or —A creature with hexproof can’t be ability used in response to something happens the target of spells or abilities your opponents first. control, including Aura spells. Your spells and permanent abilities can still target it. —Lands, creatures, artifacts, indestructible enchantments, and planeswalkers are —An indestructible permanent permanents. They enter the battlefield after you can’t be destroyed by damage or by effects that cast them. Token creatures are also permanents. say “destroy.” It can still be sacrificed or exiled. Instants and sorceries are not permanents. They If an effect reduces an indestructible creature’s go to the graveyard after they resolve. toughness to 0 or less, it’s still put into its protection owner’s graveyard. —A creature with protection from a intimidate color can’t be blocked, dealt damage, enchanted, —A creature with intimidate can’t or targeted by anything of that color. be blocked except by artifact creatures and/or reach creatures that share a color with it. —A creature with reach can block lifelink creatures with flying (and creatures without —If a creature with lifelink deals damage, flying). its controller also gains that much life. regenerate mana —Regenerating a creature keeps —This is the energy you get from your it from being destroyed. Instead of being lands that you use to cast spells. Mana can be destroyed, the creature gets tapped, it’s removed white (oW), blue (oU), black (oB), red (oR), green oG o1 from combat (if it’s in combat), and all its ( ), and sometimes even colorless ( ). damage is healed. mana pool —This is where mana goes after sacrifice—Sometimes a card tells you to you tap your lands for it and before you spend sacrifice a creature or some other permanent. it. Some abilities tell you to add mana to your To sacrifice a permanent, you move it from mana pool. These abilities give you mana like the battlefield to your graveyard. You can’t the mana you get from tapping lands. Mana regenerate it or save it in any way. You can can’t be saved from turn to turn. sacrifice only your own permanents. mulligan —At the start of the game, if you tap—To tap a card is to turn it sideways. You do don’t like your hand, you can take a mulligan. this when you use a land to make mana, when Shuffle your hand back into your deck and you attack with a creature, or when you activate

14 an ability that has the oTsymbol as part of its X, oX—Some spells and abilities have effects cost. You can’t tap a permanent again until it’s that change depending on how much mana been untapped. At the beginning of each of your you use to pay for them. For example, Heat Ray turns, you untap your tapped cards so you can is an instant spell that costs oXoR and deals X use them again. damage. If you paid o3oR to cast it, it would deal o6oR target—If a spell uses the word “target,” you 3 damage. If you paid to cast it, it would choose what the spell will affect when you cast deal 6 damage. it. The same is true for abilities you activate. token—Some cards create token creatures. You can use token cards from booster packs, glass beads, dice, or anything else to represent them. trample—If a creature with trample would assign enough damage to its blockers to destroy them, you may have it assign the rest of its damage to the player or planeswalker it’s attacking. untap—Untap a tapped card by turning it right side up. When you untap your permanents at the beginning of your turn, it means that you can use (tap) them again. vigilance—A creature with vigilance doesn’t tap to attack. (Vigilance doesn’t allow a tapped creature or a creature that entered the battlefield this turn to attack, though.)

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Illus. Aleksi Briclot 15 Parts of a Turn Beginning Phase ∙∙Untap step—Turn all your tapped cards upright again. ∙∙Upkeep step ∙∙Draw step—Draw a card from your library (deck). Main Phase You may play one land from your hand by putting it onto the battlefield (table). You may cast creatures, sorceries, and other spells if you can pay for them. Combat Phase ∙∙Beginning of combat step ∙∙Declare attackers step­—Tap every creature you want to attack your opponent with. (A creature can’t attack the turn you cast it unless it has haste.) ∙∙Declare blockers step—Each untapped defending creature may block one attacker. Creatures don’t have to block. ∙∙Combat damage step—Blockers and the attackers they’re blocking deal damage to each other equal to their power, the first number in the lower right corner. If a creature takes damage at least equal to the second number,

Illus. Brad Rigney Brad Illus. toughness, it’s destroyed. Unblocked attackers deal damage to your opponent, who loses that much life. ∙∙End of combat step Main Phase (Again) You may play a land if you haven’t played one yet. You may cast spells. Ending Phase ∙∙End step ∙∙Cleanup step—Damaged creatures on the battlefield heal.