Games Mothership · Beginner's Guide

How to Play Magic: The Gathering

A friendly, complete walkthrough of Magic: The Gathering — from what's in your deck to swinging in for the winning blow. Perfect for first-timers pulling up a chair at the shop table.

The Basics

What's the Objective?

Two (or more) planeswalkers duel it out, each with their own 60-card deck. Play lands for mana, cast spells and creatures, and outlast your opponent before they outlast you.

1 Life to Zero

Each player starts at 20 life. Deal damage with creatures and spells until your opponent's life total hits 0 or less — they lose the moment it does.

2 Deck Them Out

If a player is required to draw a card from an empty library, they lose the game immediately — no card left to draw means no more turns.

3 Alternate Wins

A handful of cards print their own win condition right on the card. When one resolves, it overrides the usual life-total race entirely.

Building Blocks

Your Deck & Card Types

A legal constructed deck is at least 60 cards, built from lands and spells working together. Understanding what each card does is the fastest way to feel confident at the table.

  • Lands are your mana engine — tap one for mana, and you may play one land per turn for free.
  • Creatures attack and block; the numbers in the corner are power and toughness — how much damage they deal, and how much they can take.
  • Instants can be cast anytime you have priority, even on your opponent's turn. Sorceries can only be cast during your own Main Phase with an empty stack.
  • Artifacts and Enchantments are permanents that stay on the battlefield with an ongoing effect; Planeswalkers use loyalty counters and their own abilities each turn.
  • A legal deck is 60 cards minimum, with no more than four copies of any card (basic lands are the exception).
White Blue Black Red Green Colorless
Before You Begin

Setting Up the Table

Both players set up at the same time.

A Shuffle & Draw

Shuffle your deck and draw an opening hand of 7 cards. Not happy with it? Take a mulligan: shuffle your hand back in, draw a fresh 7, then put one card on the bottom of your library for each mulligan you've taken.

B Set Your Life

Both players start at 20 life (some formats, like Commander, start higher). Track it however you like — dice, paper, or an app.

C Decide Who Goes First

Flip a coin or roll a die. The player going first skips their very first Draw Step on turn one.

D You're Ready

An untapped library, a full hand, and an empty battlefield — turn one begins.

Gameplay Loop

Anatomy of a Turn

Every turn follows the same five beats. Within each Main Phase you can play a land and cast spells in almost any order.

01

Beginning

Untap your permanents, handle any upkeep triggers, then draw a card (skipped for the first player on turn one).

02

Main Phase 1

Play a land (one per turn) and cast sorcery-speed spells before combat begins.

03

Combat

Declare attackers, your opponent declares blockers, then damage is dealt all at once.

04

Main Phase 2

Play more spells, or the land you saved, now that combat has wrapped up.

05

End Step

Cleanup happens — discard down to seven, damage clears — then priority passes to your opponent.

Combat

Attacking, Blocking & Damage

Combat runs through five quick steps. Power and toughness do the talking once damage is on the line.

Beginning

Any "before attackers" triggers go off, and both players get a chance to act.

Attackers

The attacking player taps the creatures they choose and declares them as attackers.

Blockers

The defending player assigns any number of untapped creatures to block.

Damage

Attackers and blockers deal damage equal to their power, all at the same time.

End

"Until end of combat" effects wear off before Main Phase 2 begins.

Attacker
VS
Blocker

Unblocked — damage goes straight to the defending player's life total.

Blocked — attacker and blocker trade damage equal to their power.

Destroyed — damage marked equal to or greater than toughness sends a creature to the graveyard.

Card Text Shorthand

The Stack & Keywords to Know

How the Stack Works

Spells and abilities don't resolve the instant you cast them — they go on the stack first. Each new spell or ability goes on top, and the stack resolves last-in, first-out, giving both players a chance to respond before anything actually happens.

Whenever a player would get priority, everyone gets a chance to add to the stack before the top item resolves — it's how counterspells and instant-speed tricks work.

These printed keywords show up across almost every deck — learn them once and you can read any card at the table.

Keyword What It Means
Flying Can only be blocked by creatures with flying or reach.
Trample Excess combat damage beyond what's lethal to the blocker spills over to the defending player.
First Strike Deals its combat damage before creatures without first strike do.
Deathtouch Any amount of damage it deals is enough to destroy the creature it damages.
Lifelink Damage it deals also gains its controller that much life.
Haste Can attack or use tap abilities the turn it enters the battlefield, ignoring summoning sickness.
The Finish Line

Three Ways to Win

Keep any one of these in sight and you're playing to win the game.

Life to Zero

Reduce your opponent's life total to 0 or less, and the game ends in your favor.

Deck Out

Force your opponent to draw from an empty library, and they lose on the spot.

Alternate Win

Resolve a card effect that says you win the game outright — rare, but it happens.

Quick Reference

Glossary for New Planeswalkers

Mana
The resource generated by tapping lands (or other sources) and spent to cast spells.
Tapped / Untapped
A tapped card is turned sideways to show it's been used, and can't be used again until it untaps.
The Stack
Where spells and abilities wait to resolve — last in, first out.
Priority
The right to cast a spell or activate an ability; both players must pass before anything on the stack resolves.
Summoning Sickness
A creature can't attack or use tap abilities the turn it enters, unless it has Haste.
Mulligan
Shuffling back an unwanted opening hand and drawing a new one, at the cost of a card to the bottom of your library.

Ready to play? Bring this guide to Games Mothership — we'll get you a starter deck and a seat at the table.

Guide built for Games Mothership · Magic: The Gathering rules summarized from official Wizards of the Coast resources. Magic: The Gathering is a trademark of Wizards of the Coast LLC — used here for educational reference only.

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