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.
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.
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.
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.
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.
A handful of cards print their own win condition right on the card. When one resolves, it overrides the usual life-total race entirely.
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.
Both players set up at the same time.
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.
Both players start at 20 life (some formats, like Commander, start higher). Track it however you like — dice, paper, or an app.
Flip a coin or roll a die. The player going first skips their very first Draw Step on turn one.
An untapped library, a full hand, and an empty battlefield — turn one begins.
Every turn follows the same five beats. Within each Main Phase you can play a land and cast spells in almost any order.
Untap your permanents, handle any upkeep triggers, then draw a card (skipped for the first player on turn one).
Play a land (one per turn) and cast sorcery-speed spells before combat begins.
Declare attackers, your opponent declares blockers, then damage is dealt all at once.
Play more spells, or the land you saved, now that combat has wrapped up.
Cleanup happens — discard down to seven, damage clears — then priority passes to your opponent.
Combat runs through five quick steps. Power and toughness do the talking once damage is on the line.
Any "before attackers" triggers go off, and both players get a chance to act.
The attacking player taps the creatures they choose and declares them as attackers.
The defending player assigns any number of untapped creatures to block.
Attackers and blockers deal damage equal to their power, all at the same time.
"Until end of combat" effects wear off before Main Phase 2 begins.
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.
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. |
Keep any one of these in sight and you're playing to win the game.
Reduce your opponent's life total to 0 or less, and the game ends in your favor.
Force your opponent to draw from an empty library, and they lose on the spot.
Resolve a card effect that says you win the game outright — rare, but it happens.
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.