How to play Magic: The Gathering

2–8 players · 40 min · weight 3.2

Magic: The Gathering is the original collectible card game, first published in 1993 by Richard Garfield and Wizards of the Coast. Each player takes the role of a powerful planeswalker — a wizard who travels between worlds — assembling a custom deck of spells, creatures, and lands to duel opponents. With over 25,000 unique cards printed across three decades, Magic has an almost infinite depth of deckbuilding and strategic variety. It is played competitively at the professional level (with a Pro Tour and world championship circuit) and casually at kitchen tables, game stores, and online simultaneously. A single duel between two players takes 10–30 minutes, though the Commander multiplayer format regularly runs 90 minutes or more.

How to play

The fundamental goal: Reduce your opponent from 20 life to 0 (or fulfill a special win condition on a card) before they do the same to you. The mana system: Cards are cast by paying mana. You make mana primarily by playing one Land card per turn. There are five colors of magic — White (order, protection), Blue (intellect, control), Black (death, ambition), Red (chaos, speed), Green (nature, power) — each with distinctive strategies and aesthetics. Most decks use one or two colors to keep the mana base consistent. A turn flows through these phases: Untap (flip all your cards upright), Upkeep (trigger any "at the start of your upkeep" effects), Draw (take one card), Main Phase 1 (play a Land, cast spells), Combat (declare attackers, opponent declares blockers, deal and receive damage), Main Phase 2 (cast more spells), End Step (discard down to hand limit of 7). Card types: - Creatures: Have Power/Toughness (e.g. 2/3 means 2 attack, 3 health). They attack and block. They cannot attack the turn they enter play unless they have Haste. - Instants: One-shot spells you can cast at almost any time, including on the opponent's turn or in response to other spells. - Sorceries: One-shot spells you can only cast on your own turn during your main phase. - Enchantments and Artifacts: Persistent cards that stay on the battlefield and continuously affect the game. - Planeswalkers: Powerful ally cards with loyalty counters; you use abilities by adding or subtracting loyalty each turn. - Lands: The resource engine. Most tap to produce one mana of a specific color. The stack: When any player plays a spell or activated ability, it goes on "the stack." Both players can respond with instants or other abilities before the spell resolves, in last-in-first-out order. This interaction layer — knowing when to respond and when to let things resolve — is the heart of skilled Magic play. Combat in detail: You choose which creatures attack. Your opponent assigns each attacker a blocker (or none). Unblocked attackers deal damage to the opponent's life total. Blocked attackers deal damage to the blocker (and vice versa); a creature with 0 toughness remaining is destroyed and goes to the graveyard. Creatures with First Strike deal damage first; Deathtouch destroys any creature it damages regardless of toughness; Flying can only be blocked by creatures with Flying or Reach. Formats: Constructed (Standard, Modern, Legacy, Pioneer, Vintage) — build decks from your collection within the card pool and ban list for each format. Limited (Draft, Sealed) — build a deck from freshly opened packs at the table. Commander (EDH) — 100-card singleton decks, one legendary creature as your commander, 4-player free-for-all, the most popular casual format.

Strategy

Deckbuilding is inseparable from playing Magic; how you build your deck is your primary strategic expression. The mana curve: Your deck needs to have something meaningful to do every turn from turn 1 onward. Plot your deck's mana costs on a curve — ideally a bell shape peaking at 2–3 mana with enough 1-drops for early pressure and enough 4–5-drops for late power. Most 60-card constructed decks include 22–26 lands; 40-card limited decks include 16–18 lands. Color discipline: Every additional color in your deck makes your mana less reliable. One-color decks rarely stumble; two-color decks are robust with good dual lands; three-color decks need careful mana base construction. A consistent two-color deck beats an inconsistent three-color deck almost every time. Card advantage: Magic is a game of resources. Cards in hand are potential actions. Any effect that lets you draw more cards than your opponent (drawing two for one mana, getting a card when a creature enters play) is fundamentally powerful because it gives you more options. Conversely, any play that trades your one card for two of theirs is a profitable exchange. Tempo: Efficient plays — doing more on-board work per mana spent than your opponent — create a tempo advantage. A 3-mana removal spell that kills a 5-mana threat is a good trade. A 5-mana counterspell stopping a 2-mana spell is tempo-negative unless you had nothing else to do. In-game decision-making: Think carefully about your attack step. Attacking into open mana invites an instant-speed blocker-buff that destroys your creature. Hold up mana for instants when your opponent is casting important spells. Make "good blocks" (sacrifice a small creature to kill a large threat) rather than letting damage accumulate. Formats shape strategy: In Commander the game state becomes complex quickly; political decisions about which opponent to attack matter as much as card choices. In Limited formats (Draft/Sealed), removal spells are extremely valuable because the card pool is small and every creature threat is meaningful. In Standard, meta-reading (knowing which decks are popular and how to beat them) matters as much as technical play.

Tips

- Start with a preconstructed deck or Starter Kit rather than building from scratch; learn the turn structure first. - Stick to two colors in your first built decks — three-color mana problems are the most common beginner trap. - Curve matters: having one or two mana plays on turn 1–2 is more important than having a hand full of expensive cards. - Read your creatures' keyword abilities carefully — Flying, Trample, Lifelink, Deathtouch, and First Strike all change combat math dramatically. - Think about the "end-of-opponent's-turn" timing: casting spells immediately before their turn leaves mana open for responses during your turn. - Don't tap all your mana on your own turn every turn; leaving mana up for an instant is a strong signal and a real deterrent. - Learn to read the stack: if your opponent is destroying your important creature, you can activate that creature's ability in response before it dies. - Track your opponent's life total carefully — knowing exactly how many turns of damage wins you the game changes attack decisions completely.

Ways to play

Standard: rotate-legal recent sets, roughly 2 years of cards. Modern: 2003-onward, powerful non-rotating format. Commander (EDH): 100-card singleton, 4-player, the most popular casual format. Draft: open three packs, build a 40-card deck at the table, play in a small tournament — one of the best ways to learn. Arena (digital): free-to-play online client with Standard, Draft, and Alchemy — the lowest-friction way to start.

The five colors

White wins through armies and rules. Blue wins through controlling the game and card advantage. Black wins through raw power and life payment. Red wins through speed and direct damage. Green wins through large creatures and mana acceleration. Each color has a distinctive "feel"; pick the one that matches your play style.

Getting started cheaply

The Starter Kit (two preconstructed decks designed to play against each other) is the best first purchase. MTG Arena is free-to-play. Friday Night Magic events at local game stores are Draft-format, welcoming to newcomers, and include all cards for the entry fee.

On Waypoint

Track your collection and build decks in the Forge — mana curve visualization, format legality checking, and import/export are built in. The Forge supports Standard, Modern, Commander, and custom formats.

Sources & attribution

  • https://magic.wizards.com/en/how-to-play

Original how-to-play summary — not a substitute for the official rulebook.