Guides

Complete Beginner’s Guide to Magic: The Gathering

Complete Beginner’s Guide to Magic: The Gathering
Your first game: learn to play a land, pay for a spell, attack and block. We start with casual two-player Magic and 20 life each; Commander has additional rules explained at the end.

What is Magic: The Gathering?

Magic: The Gathering is a card game where lands provide mana to cast creatures and other spells. In a typical two-player game, you try to reduce your opponent’s life from 20 to 0, although other ways to win and lose exist.

You need not learn every card first. This guide takes you from setup through resolved combat. Open and print your first-game sheet to keep the steps handy.

What you need before playing

  • Two people, each with a deck prepared for the same kind of game.
  • A life counter, paper or dice, and space for cards.
  • For this exercise: casual 60-card decks with enough lands. Owning a collection is not the same as having a built deck.
  • Agreement to play a learning game without requiring tournament-format legality.
Shuffle, decide who starts and draw seven cards. In two-player games, the starting player skips their first draw. Afterwards, both draw normally on their turns. If your hand is unusable, mulligan: shuffle it and draw seven again; when keeping, put as many cards on the bottom as mulligans taken. The free first mulligan belongs to multiplayer, not this two-player game.

Reading a card and paying its cost

Mana cost appears at the top right. Grizzly Bears costs {1}{G}: one mana of any type and one green. Two untapped Forests can pay it: tap each for one green mana.

Tapping means turning a card sideways. The land stays in play and untaps at the beginning of your next turn. Playing a land costs no mana and is normally allowed once per turn.

On a creature, 2/2 means 2 power and 2 toughness. Power determines combat damage dealt; toughness helps determine how much damage in one turn destroys it. It is not a life reserve gradually spent across turns.

Magic’s 5 Colours

ColourBasic landA common play style
WhitePlainsSupporting creatures and protection
BlueIslandCard draw and answers
BlackSwampSacrifices and graveyard use
RedMountainFast attacks and direct damage
GreenForestLarge creatures and more mana

These are guidelines, not limits: each colour has many strategies. Our example uses green and simple cards.

An opening hand and your first three turns

Teaching example, not guaranteed pack contents: four Forests, Llanowar Elves, Grizzly Bears and Giant Growth. We keep because it allows play from turn one. It is not a universal recommendation for every deck.

Turn 1: land and first creature

Play a Forest. Tap it to pay {G} and cast Llanowar Elves. The Elf just entered: it normally cannot attack or activate a tap-symbol ability until you have controlled it since the beginning of your next turn. This is summoning sickness.

Turn 2: untap, draw and develop

Untap your Forest, go through upkeep and draw. Play a second Forest and tap both to cast Grizzly Bears. The Bears cannot attack this turn. The Elf can now attack or tap for mana, but tapping leaves it unavailable to block next turn unless it untaps.

Turn 3: learning combat

Untap, draw and play another land if you have one. Suppose your opponent controls a 3/3 creature with no relevant abilities. Attack with the 2/2 Bears: they normally tap to attack. Your opponent decides whether to block; you do not choose their blockers.

If the 3/3 blocks, cast Giant Growth on your Bears after blockers are declared and before damage. Pay {G}; if nobody responds, the Bears are 5/5 until end of turn.

In combat damage, the Bears deal 5 to the blocker and take 3. The 3/3 is destroyed and the Bears survive. Your opponent takes no damage: the Bears were blocked and lack trample. During cleanup, marked damage is removed and +3/+3 ends.

Check your understanding: what if you do not cast Giant Growth?

The 2/2 Bears take 3 damage and are destroyed. The 3/3 blocker takes 2 and survives. This damage does not permanently reduce toughness and is removed during cleanup.

Turn order without skipping steps

StageWhat you do
Beginning phaseUntap, upkeep and draw; remember the two-player first-turn exception
First main phasePlay a land and cast spells when allowed
CombatDeclare attackers, declare blockers and deal damage; there are response opportunities
Second main phaseAnother spell opportunity; it does not itself grant a second land
Ending phaseEnd step and cleanup; normally discard to seven and remove marked damage

When to play each card type

  • Lands: normally during your main phase with an empty stack and priority. They are not spells.
  • Creatures, sorceries, artifacts and enchantments: normally during your main phase with an empty stack and priority.
  • Instants: when you have priority, including opponents’ turns. They do not interrupt a resolving card.
  • Flash and other abilities: can change these permissions. Read the card text.
The stack holds spells and abilities before resolution. The last item added normally resolves first. If an interaction is unclear, pause the learning game and consult Magic’s official rules.

How much does starting Magic cost?

Learn with borrowed decks or try the MTG Arena tutorial. When buying physical cards, check whether the product includes a playable deck, lands and materials for one or two people.

At Deck Lab, the reference €5 pack contains 100 single-colour cards for building. The 30 lands cost €2 extra and the optional commander €1.50. It should not be presented as a complete ready-to-play deck for €5; adding all extras gives 131 cards and still requires selecting a suitable list. Shipping is separate.

Current availability: starter packs and prebuilt decks are temporarily unavailable to purchase. The catalogue is a reference; we accept custom Commander requests. This guide’s examples are educational, not an offer of a ready-to-ship deck.

To compare before buying, see what to choose on a small starting budget.

Moving to Commander

If friends play Commander, prepare that format together. It changes to 100 cards including commanders, normally 40 life and a four-person table; combining any 100 cards is not enough.

First read what Commander is and whether it suits you. If you know Magic, go to your first Commander game step by step.

What to practise next game

  • Explain how you will pay for each spell before tapping lands.
  • Remember which creatures have summoning sickness.
  • Declare attackers and wait for opposing blockers.
  • Distinguish marked damage from creature toughness.
  • Ask before resolving an uncertain interaction.
Content reviewed: 4 September 2026. Simplified learning examples; cards can modify general rules.