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How do you play "Magic - The Gathering"? It sounds fun...
Please don't just give a link to wizards.com, my computer doesn't work there...
Best Answer gets 10 points!
(P.S. I don't want to hear about the colors and the history, I already know that. I want to know HOW TO PLAY.)

2007-01-24 11:55:15 · 5 answers · asked by affy l 2 in Entertainment & Music Jokes & Riddles

5 answers

The only thing you need to know is that "Magic-The Gathering" is just an ironic slap to your face. They are only Magically gathering up your money.

2007-01-24 12:01:05 · answer #1 · answered by Anonymous · 0 5

Basically you need to buy the Starter kit, Eighth Edition is about 20 bucks right now. Walmart sells them usually around isle 17 in the check out lanes.. This comes with Two decks, two booster packs. and Specific directions on how to play. A disc that you can load onto your comp to play step by step all the cards that came in your box, and the Preconstructed decks with names Like but not restricted to.... (Hope's Crusade). The disc will take you through step by step and tell you what to do. Also look up a store called Madness Games or similar in the phone book and give them a call... ask them if they have magic tournies and when they say yay or nay you just go down a bit before the scheduled time and ask someone to show you how. First person is the best way to learn.

2007-01-27 17:10:41 · answer #2 · answered by Anonymous · 0 0

Basically you construct a deck of at least 60 cards (could be more but 60 is the magic number here) with 20-24 land the rest spells and creatures. both players shuffle, cut, take a starting hand of 7 cards (cant have more than 7 unless another card says otherwise see: spell book) first person that plays skips their draw. play land and any spells that could be played from that lands mana(by tapping the land card sideways you produce mana) there are several steps to your turn. Untap, upkeep, draw, Main, combat phase, 2nd main , end turn and clean up, by playing spells and creatures you try to take away their life points.(start at 20 pts). first one to have 0 life loses. try reading the rules @http://www.essentialmagic.com/rule-general.html... if you cant read it at wizards.com hope that helps.

2007-01-26 23:39:41 · answer #3 · answered by smokesalottapottamus 2 · 0 0

You start the game with 20 life.
Shuffle your deck. Then you draw the top seven cards. If you don’t like your starting
hand, you can mulligan. When you mulligan, your hand is shuffled into your library
and you draw a new hand of one less card. You can do this as many times as you
want, but you draw one less card each time.
Once both players are satisfied with their starting hands, the game starts.
Text Box. This is where a card’s abilities appear.
Power and Toughness. Each creature card has a special box with its power
and toughness. You use these numbers to figure out which creature wins
in combat.
Tapping. Tapping is the Magic game’s way of
showing that a card has been used. To tap a
card, turn it sideways. At the beginning of each
of your turns, you untap your tapped cards so
you can use them again.
The symbol “oT” means “tap this card.” It
usually appears in an activation cost.
Target. When a spell or ability contains the word
“target,” you choose what the spell or ability will affect when you play it.
Zones
Zone is the Magic word for an area of play. Cards can be in one of six
different zones:
Library. This is the deck of cards you use to play the game—your draw pile. No one
can look at the cards in your library, but you can know how many cards are in
each player’s library. It’s kept face down, and the cards stay in the order they
were in at the beginning of the game.
Hand. This is where cards go when you draw them, just as in most other card
games. No one except you can look at the cards in your hand. During your
cleanup step, if you have more than seven cards, you have to discard until you
have seven.
In Play. This is the area in front of you where you put your permanents. You can
arrange your permanents however you want (we recommend putting lands
closest to you), but your opponent must be able to see all of them and tell
whether they’re tapped.
Graveyard. This is your discard pile. Your instant and sorcery spells go to
your graveyard when they resolve. Your cards go to your graveyard when
they’re discarded, destroyed, sacrificed, or put there by an effect. Cards in
your graveyard are always face up and anyone can look at them at any time.
The Stack. This is where spells and abilities go after you play them. They wait
there to resolve until both players are done playing stuff. Then the spells and
abilities on the stack resolve from top to bottom (the last one played is on
top). All players use the same stack. See page 13 for more about the stack.
Removed from the Game. This is an area off to the side where your cards go
when a spell or ability removes them from the game. Cards removed from the
game are normally face up.
1. Beginning Phase
This phase has three steps:
a. Untap step
During your untap step, untap all your tapped cards. No one can play spells
or abilities during this step.
b. Upkeep step
Abilities that trigger at the beginning of your upkeep go on the stack.
Players can play instants and activated abilities during this step.
c. Draw step
The first thing you do during your draw step is draw a card. Then players can
play instants and activated abilities.
2. Main Phase
You can play every type of spell and ability during this phase of your turn, but your
opponent can play only instants and activated abilities. You can play a land during
this phase, but remember that you can play only one land each turn.
3. Combat Phase
This phase has five steps:
a. Beginning of combat step
Players can play instants and activated abilities during this step, but
they usually don’t.
b. Declare attackers step
You decide which of your creatures will attack. (You can decide not to attack
at all.) When you declare that a creature is attacking, it becomes tapped.
Creatures with defender, creatures that are already tapped, and creatures you
haven’t controlled since the beginning of the turn can’t attack.
Remember that your creatures can attack only your opponent. You can’t have
them attack particular creatures.
Once you’re done declaring attackers, players can play instants and
activated abilities.
c. Declare blockers step
Your opponent decides which of his or her creatures will block your attacking
creatures. Each blocking creature can block only one attacking creature, but
your opponent can have two or more creatures gang up and block an
attacking creature. Tapped creatures can’t block.
Once your opponent is done declaring blockers, players can play instants and
activated abilities.
d. Combat damage step
This is when creatures actually deal their damage in combat.
• Unblocked attackers deal damage equal to their power to the
defending player.
• Blocked attackers deal their damage to the creatures blocking them.
If more than one creature blocks one of your attackers, you decide how
to divide the attacker’s damage among the blockers.
• Blockers deal their damage to the creatures they’re blocking. If a creature
has become tapped since it was declared as a blocker, it still deals damage
normally.
If an attacking creature was blocked at the declare blockers step, it doesn’t
deal any damage to the defending player. This is true even if all the blockers
have left play.
Once you decide how combat damage will be dealt, the damage goes on the
stack. After that, the damage is “locked in.” It will be dealt even if some of
the creatures leave play.
Players may then play instants and activated abilities. Once these have all
resolved, combat damage is actually dealt. If a creature tries to deal damage
to a creature no longer in play, it can’t and the damage isn’t dealt.
20
e. End of combat step
Players can play instants and activated abilities during this step, but they
usually have no reason to.
4. Main Phase (again)
Your second main phase is just like your first main phase. You can play every
type of spell and ability, but your opponent can play only instants and
activated abilities. Also, you can play a land during this phase if you didn’t
during your first main phase.
5. End Phase
This phase has two steps:
a. End of turn step
Players can play instants and activated abilities during this step.
b. Cleanup step
If you have more than seven cards in your hand, choose and discard cards
until you have only seven. Next, all damage on creatures is removed and
all “until end of turn” effects end.

2007-01-24 13:06:00 · answer #4 · answered by bassooncrazy 2 · 2 0

Thats not a joke...or a riddle.

2007-01-24 11:58:54 · answer #5 · answered by coconuts 3 · 0 1

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