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The world of Magic: The Gathering (MTG) is vast, exciting, and, let’s be honest, a little bit intimidating when you first look at the rulebook. We’re here to reassure you that, once you peel back the layers of Magic: The Gathering’s standard rules, it is actually a super intuitive, fun game.
Consider this your friendly field guide. We’re going to walk through how to build your first deck, what those cards actually mean, and how a turn actually plays out. Let’s get into it!
Before you can cast a single fireball, you need a deck. In a "Constructed" game - which just means a deck you build at home before the match - there are a few golden rules you need to follow.
In standard play, your deck must have a minimum of 60 cards. While there is technically no maximum size (as long as you can shuffle it yourself!), we always recommend sticking to exactly 60. Why? Because the fewer cards you have, the more likely you are to draw your best ones!
Additionally, you can have no more than 4 copies of any specific card, except for Basic Lands (those are unlimited). This keeps the game varied and prevents people from just playing 20 copies of the same broken spell.
Note: Your player deck is called a library - any card that refers to the library refers to your remaining deck of cards.
This is where most beginners trip up. You might have 10 giant, world-ending dragons in your library, but if they all cost 7 mana to play, you won’t be able to make any plays the first six turns!
A good deck follows something called a Mana Curve. This means you should have:
In terms of mechanics and playstyle, MTG decks usually fall roughly into one of the following categories:
There are no rules here - choose the playstyle that suits you best!
You should know about three main types of cards - lands, creatures, and spells. More advanced decks will include additional cards called Planeswalkers, with special abilities and their own health pool.
In MTG, you generate Mana by using Lands - here are the five basic lands, each producing a different Mana colour:
Your starter deck will likely have one type of ‘land’ or colour theme - like Red, Black, White, Green and Blue. More advanced Magic: The Gathering decks can include any combination of colours - but let’s stick to the basics for now.
Creatures will be your main attacking and defending units. They have a power (how much damage they deal) and a toughness (how much damage they can take before being destroyed).
Creature cards are straightforward enough to read:
How many creatures should you have in an MTG deck? On average, a deck might have around 20-25 creatures, but there is no strict guideline for this. There are some crazy combos you can unleash when you experiment with different deck compositions!
There are a few types of spells in MTG: we’ve got Instants and Sorceries, Artifacts, and Enchantments.
Instants and Sorceries are spells with one-time effects that go to the graveyard after they resolve. Instants can be played at almost any time (including as a response to another player’s move), while Sorceries can only be played during your main phase.
Artifacts and Enchantments are permanent spells that stay on the battlefield and provide ongoing effects.
Planeswalkers are powerful allies with multiple abilities you can use each turn, and with their own "loyalty" (health). They are game-changers, so protect them!
You’ve got your deck, you’ve picked your colours, and your opponent is staring you down. Now what?
Don't like your hand? Maybe you have zero lands? You can "Mulligan." You shuffle back and draw 7 new cards. However, for every time you do this, you must put one card from your hand on the bottom of your deck. If you mulligan once, you keep 6; twice, you keep 5. We’ve all been there—sometimes the luck of the draw just isn't on our side!
Once the game starts, each turn follows a simple order: beginning phase (untap, draw), main, combat, second main, and end step.
You can play one land, play creatures, and cast any spells.
Keep in mind that a creature cannot attack or use abilities that require tapping on the same turn it enters the battlefield (also known as Summoning Sickness). You can, however, use it to block attacks on your opponent's next turn.
Some creatures come with the Flash keyword, which means you can play them and use them immediately!
So, where do your cards go here?
This is where the war happens, but it’s a bit different from other games:
A second main phase to play spells and your one land for the turn (if you didn't in Main Phase 1).
Room and table bookings are available for your own games | Chat to us in store or find details at thistletavern.com
Open on Weekdays from 4PM - 11PM | Open on Saturdays & Sundays from 12PM-10PM
Want your own space to hear your fellow adventurers?
You can hire our rooms for D&D sessions! £30 for 3 hours, details on our website.
Magic is easy to learn, and you'll feel comfortable with the gameplay loop after just a few matches. The real fun begins as you master your deck’s unique combos and strategies, though you'll always need a bit of luck to avoid "dead" hands and make the most of your draw.
So, how do you actually start playing?
All that’s left is finding someone to play. Whether you start with a friend, at your local games store or by playing the digital version MTG Arena online, practice will make perfect.
Note: Find your closest local games store using the Wizards Store & Event Locator.
Magic: The Gathering is a journey. You’ll make mistakes, you’ll forget to untap, and you’ll occasionally lose to a lucky top-deck. But that’s the "Magic" of it! The more you play, the more you’ll see the deep strategy and the incredible combos that make this game the king of TCGs.
If you’re based around Aberdeen, you’re in luck - at Thistle Tavern, we organise regular meet-ups for MTG, Flesh and Blood, and other popular TCGs, where people can come test out their decks, or even loan out decks to give this game a try. It’s the perfect place to find your peers and experience all this game has to offer - why not come for a visit?