Für einen Turnierspieler sind die Erweiterten Regeln nur die Hälfte des Kuchens. Die DCI-Hausregeln und die Magic-Turnierregeln beschreiben. Magic, wie das Spiel in seiner Kurzform genannt wird, erinnert thematisch sehr stark an verschiedene Fantasy-Filme. Wir erklären, wie es gespielt wird. Grundlegende Regeln. Falls du nach einer grundlegenden Einführung zu den Regeln von Magic suchst, dann lade dir das folgende PDF dazu herunter. <
Magic: The GatheringMagic, wie das Spiel in seiner Kurzform genannt wird, erinnert thematisch sehr stark an verschiedene Fantasy-Filme. Wir erklären, wie es gespielt wird. Das Ausführliche Regelwerk. Die Comprehensive Rules sind die "Bibel" des Magic-Spiels. Sie sind die ultimative Instanz für Fragen zum Spiel im Allgemeinen. Regeln und Regelfragen. Hier wird euch bei Fragen zu den Magic-Regeln geholfen. Unterforen. Regel-.
Magic Regeln Navigation menu VideoMagic The Gathering. Обзор настольной игры от Игроведа The beginning phase is the first phase in a turn. It consists of three steps, in order: Untap step Upkeep step Draw step The untap step is the first step of the beginning phase. The following events happen during the untap step, in order: All permanents with phasing controlled by the active player phase out, and all phased-out permanents that were controlled by the active player simultaneously. Dungeons & Dragons, D&D, their respective logos, and all Wizards titles and characters are property of Wizards of the Coast LLC in the U.S.A. and other countries. © Wizards. Specially packaged versions of four of the top ranked decks used during the Magic World Championships, released by Wizards of the Coast for the years through The cards are gold-bordered and NOT legal for use in DCI-sanctioned tournaments. They are stamped by each player's autograph. Magic: The Gathering ist ein sehr komplexes Spiel. Dieses Video soll Einsteigern einen kleinen Überblick über die grundlegenden Regeln des Klassikers geben. Gatherer is the Magic Card Database. Search for the perfect addition to your deck. Browse through cards from Magic's entire history. See cards from the most recent sets and discover what players just like you are saying about them.
Dragons Duel Decks: Merfolk vs. Goblins Duel Decks: Mind vs. Might Duel Decks: Nissa vs. Ob Nixilis Duel Decks: Phyrexia vs.
Tibalt Duel Decks: Speed vs. Cunning Duel Decks: Venser vs. Koth Duel Decks: Zendikar vs. Standard Compact Checklist Visual Spoiler.
Jeweled Bird Artifact Remove Jeweled Bird from your deck before playing if you're not playing for ante. If you do, put all other cards you own in the ante into your graveyard, then draw a card.
If that player doesn't, exchange ownership of that artifact and Timmerian Fiends. Put the artifact card into your graveyard and Timmerian Fiends from anywhere into that player's graveyard.
This change in ownership is permanent. Sign In. Jump to: navigation , search. To put a card into the ante zone. Ante When playing for ante, each player puts one random card from their deck into the ante zone after determining which player goes first but before players draw any cards.
Cards in the ante zone may be examined by any player at any time. At the end of the game, the winner becomes the owner of all the cards in the ante zone.
The owner of an object is the only person who can ante that object. It also had to happen after Ravi rung the Apocalypse Chime, placing it where it ended up.
Many prerevisionist events have been given in this reckoning, but they are often just plain wrong in revisionist continuity.
The Fallen Empires comic says it takes place over a millennium before the Ice Age, while post-rev sources put it only years prior to the ice.
Another big event, the Planeswalker War on Corondor, is said to have happened more than a millennia after the gathering of the sages, but this would put it after the Phyrexian invasion, and since several planeswalker that died during the invasion are major players in the 'walkers war this can be considered an obsolete date.
Most events have been given a post-rev date by WotC because they are tied to a set and thus on their official timeline such as Fallen Empires and Homelands.
The Shadow Mage , Wayfarer and the Planeswalker War had for a long time not been given an official date, but because we know how much time happens between them, we can deduce their post-rev dates: the War happens 70 years after Sandruu's banishment and Wayfarer in the same year as the war.
The chapters of Shadow Mage each give the age of Jared Carthalion at that time, and since his age is given as 16 in Wayfarer, the placing of those chapters can be deduced as well.
The events of Mirrodin were a continuity problem. The flavor text of several cards in Mirrodin mention the events of the Mirrodin Cycle taking place millennia after Karn's disappearance from the plane.
Karn states that the plane hasn't seen conflict in a century. However, it was stated that the rifts allowed Memnarch's delusions to become quasi-real.
There is about a two-year margin of error here, and it's not clear when exactly Family Values takes place, but it's not long after RtR.
This establishes that Ravnican years pass at approximately the same rate as Dominarian years, as this still allows the events of the original Ravnica Cycle to occur before the Mending.
The guide also confirms that Ravnican years are days long. In Homesick, Nissa states "But her friend—her best friend, her constant companion for two score years—couldn't answer.
The events of the Zendikar storyline can only vaguely be established thanks to Chandra's theft of the scroll in The Purifying Fire and Jace's experiences working as an agent of the Consortium to retrieve the scroll that Chandra stole.
Roughly 3 years passed since Chandra acquired the scroll the first time, and Sarkhan Vol's presence tracking Chandra apparently there for less than a year indicates that the Zendikar story takes place after Alara as well.
Children of the Nameless takes place approximately 1 year after the events of Shadows over Innistrad. The A. It also assumes that Garruk Wildspeaker was no longer under the veil curse at the time that Liliana Vess was on the run post-war, because he appears alongside her in Core Set Sign In.
Jump to: navigation , search. The Thran. In multiplayer games, players can mulligan for free one time, drawing seven cards again without penalty.
Any further mulligans are penalized as normal. A player wins the game by eliminating all opponents. Players typically begin the game with 20 life and lose when any of the following conditions are met:.
Library : The portion of the player's deck that is kept face down and is normally in random order shuffled. When drawing a card, it is always the top card of the library.
This is often erroneously referred to as a player's deck. However, the rules of Magic state that all cards in play on the battlefield , in a player's hand, in the graveyard, exiled by any means, and even in the sideboard technically make up the player's "deck".
Hand : A player's hand of cards that can be played. They are kept hidden from other players. If a player has more than seven cards in hand at the end of his or her turn, any extras must be discarded.
Battlefield : The zone where permanents see Types of cards are placed and stay until otherwise removed. Unlike other zones, the battlefield is shared by all players.
Graveyard : A player's discard pile. When a card on the battlefield is destroyed, a card is discarded from hand, or after a single-use card is used such as an instant or sorcery card , it is put in its owner's graveyard.
These cards are face up, and can be examined by any player at any time. The stack : This is the place for spells and abilities that have been cast or played, but have not yet resolved.
While there are any spells or abilities on the stack, no player may play any spells that are not instants or allowed to be played as instants.
This zone is also shared by all players. See the stack. Playing a land does not use the stack. Exile : Cards that have been exiled by specific effects are put here.
Unless a card says otherwise, cards in this zone are face-up. Comparatively few cards and abilities affect cards in the exile zone. Command : Used mainly in some variant formats of play, cards that have a special status or abilities within the game are kept here.
Examples are the "scheme" cards used in Archenemy or "plane" cards used for a Planechase game. Cards in the Command Zone can be affected by virtually nothing that affects cards in the other zones.
Some spells or abilities require the player to tap a permanent as part of their cost. To indicate that a card in play has been tapped, it is turned sideways.
An ability or spell that requires tapping cannot be used if the permanent is already tapped. Furthermore, a tapped creature cannot be declared as an attacker or blocker.
Instead of a cost, tapping can also be the effect of a spell or ability. In such a case, it makes no difference if that permanent was already tapped.
A creature that attacks also gets tapped, unless it has vigilance, but a defending creature does not. Unless stated otherwise, tapping does not stop continuous abilities e.
At the beginning of each player's turn, that player untaps all cards he or she controls unless otherwise stated by a card's effect and can be tapped again as normal.
When a player uses an ability that produces mana, that mana is put in his or her "mana pool". There are five colors of mana: white, blue, black, red and green.
Mana can also be colorless. Mana in the mana pool can be used to pay costs. For example, a player plays a Swamp , then taps that swamp to add 1 black mana to their mana pool.
Then, they use that mana to cast Dark Ritual. Dark Ritual adds 3 black mana to that player's mana pool. They then use two black mana to cast Night's Whisper , which costs 1 generic and 1 black mana 1B.
The player has now used two of the three black mana in their mana pool. The one left over is "floating", meaning it can be used any time during the remainder of the phase.
Any floating mana left over when a player proceeds to the next phase is depleted. Most cards other than lands have a mana cost.
This is the amount of mana that must be spent to cast that card as a spell. Each mana symbol in the top right corner of the card represents one mana of that color that must be paid.
A number in a gray circle next to the mana symbols represents how much additional generic mana must be paid; this additional mana can be of any color or colorless.
However, the first card requires three black mana, while the last can be paid for with three mana of any color or combination of colors.
The middle two cards require two and one mana, respectively, that must be black; the remainder can be any color.
Note that the first three cards are black, but Whispersilk Cloak is colorless. Some cards may require their owner to pay mana of two or more colors.
These cards are multicolored. Some multicolored cards also use hybrid mana, which can be paid with one of two different colors.
For example, the card Golgari Guildmage can be cast by spending either two black, two green, or one black and one green mana.
Some cards have costs which can be paid with any color of mana, but are cheaper when a color requirement is met.
For example, Beseech the Queen costs either three black mana, two black and two other, one black and four other, or six mana of any color. In all cases, a card's color is determined by the mana symbols in its cost, and not by the specific mana used to cast it.
Additionally, some cards have Phyrexian mana in their costs. Phyrexian mana can be paid with either one mana of that color or with 2 life.
Spell abilities are abilities that are followed as instructions while an instant or sorcery spell is resolving. Any text on an instant or sorcery spell is a spell ability unless it's an activated ability, a triggered ability, or a static ability that fits the criteria described in rule Activated abilities have a cost and an effect.
They are written as "[Cost]: [Effect.