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Fundamentals logo.jpg (14190 bytes)
CREATURES INSTANTS
ENCHANTMENTS LANDS
ARTIFACTS PHASES
SORCERIES SAMPLE GAME
Magic is usually played as a one-on-one competition between two mages. Each mage comes to the table equipped with a library (deck of sixty cards, more on why it's sixty cards later), customized to defeat the opponent in one of four possible ways. However, the vast majority of decks focus on only one of the two most popular ways: Driving the opponent from twenty to zero life points as quickly as possible, or depleting the opponent’s deck to zero cards. The most popular way is the former but more on that later.
Cards, cards, cards...the Magic game is comprised of over 4,800 different cards (not counting cards that have been printed in multiple sets). The way you can identify cards is by the name on the top left corner. The artwork changes from year to year so don’t try to rely on those. Below, both of these cards are named, "Swamp". It doesn't matter that one card was made a year before with a different design. The cards have the same exact function in the game.
swamp urza's saga swamp mercadian
All of the cards are divided into two fundamental categories: Lands and spells. Lands produce mana and the player spends this mana to cast spells. How does one know the difference between lands and spells? Lands have no casting costs. The Swamp cards above are examples of lands. The two cards below are spells. Note the casting costs that should appear in the top right corners . A card with a zero casting cost still has a zero casting cost so it is still a spell, not a land. In the textboxes, there are sometimes some letters in italics. This is called flavor text and should be ignored for the time being. So what kind of spells would one be able to cast? Creatures, enchantments, sorceries, instants, and artifacts.

lightning bolt

phrexian walker

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