Lands make mana. Spells win games. Life starts at 20 — or 40 in Commander.
How it feels
Magic is a resource puzzle that turns into a fight. You play lands, hold up instants, and try to empty someone’s life total before they empty yours. Commander is a longer, social version of the same bones. Limited is the version where the pack in front of you is the whole card pool.
How you win
In most games you win when an opponent’s life hits 0, they cannot draw, or a card says you win. Commander uses 40 life and a 21-damage commander-damage clock.
What you need
Sit down with this
A shuffled deck, a way to track life, and space for lands plus everything else. Dice or an app for life. Sleeves if you care about the cards. You do not need a playmat. A Jumpstart or Commander precon is a complete first kit — random boosters are not.
Shuffle, draw seven, track life (20 in most constructed, 40 in Commander). You may mulligan: shuffle the hand back, draw seven, then put one card on the bottom per mulligan. The starting player skips their first draw.
The table
Where cards live
Library (deck)
Face-down. You draw from here. An empty library when you would draw is a loss.
Hand
Hidden. Seven at the start. Soft max of seven at the end of your turn — discard the extras.
Battlefield
Lands, creatures, artifacts, enchantments, and planeswalkers you have in play.
Graveyard
Used instants and sorceries, dead creatures, discarded cards. Face-up. Some decks live here.
Stack
The invisible line where spells and abilities wait. Last one on the stack resolves first. Instants can answer what is on it.
Exile / command
Exile is a removed-from-play zone. In Commander, your commander can sit in the command zone and be recast for more mana.
A turn
Do these in order
01
Untap
Turn your tapped permanents upright so they can make mana or attack again.
02
Upkeep / draw
Pay any upkeep costs, then draw a card (except on the very first turn of the game).
03
Main
Play one land and cast creatures, sorceries, artifacts, enchantments, or planeswalkers. Instants too.
04
Combat
Declare attackers, then blockers. Damage happens. Then you get a second main phase.
05
End
“Until end of turn” effects wear off. Discard down to seven if your hand is bigger.
The cards
What you are looking at
Land
Not a spell. Tap for mana. One land per turn is the usual rule.
What it does
Your mana source. Lands are how you pay for everything else.
When you play it
Once on each of your turns, during a main phase, when the stack is empty. Some cards let you cheat extra lands.
Beginner trap
Treating a land like a spell you cast, or forgetting to play one because you were busy attacking.
Treatments do not change the rules text. They do change the catalog row — tap a finish to shop it, or open the desk note to see why collectors pay extra.
Set card
Each row is one set card. Foil and showcase treatments of the same number usually share this row.
If the card is legal in your format, this card is legal. Finish does not change the Oracle text.