Magic: The Gathering glossary

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Magic: The Gathering glossary

Terms:

Ante - The stakes gambled on the match. Typically this is one card taken from the top of each deck before the games begins. Artifact - a magically powered object; also one of the basic spell types. Mages who build Artifacts are called Artificers. Banned List - A list of cards banned during official tournaments. Basic Land – Plains (white), Islands (blue), Mountains (red), Forests (green), and Swamps (black). Dominia - The multiverse where Magic: The Gathering takes place. Enchant - One of the basic spell types. Enchantments are permanent until destroyed (or the card they are enchanting is destroyed). Only cast during the Main phase of a turn. Expansion Set - A limited edition run of Magic cards (typically 90 to 310), printed with a black border. First Strike - A creature with first strike will not take any damage if the creature they are fighting takes a lethal amount of damage during the exchange. Two first strike creatures are considered to attack each other simultaneously. Flying – Attacks by flying creatures can’t be blocked by non-flying creatures. Graveyard - Where cards go when killed, used, discarded, or removed from play. Some cards will allow you to later bring cards back from the Graveyard. Any player may, at any time, look through anyone’s graveyard.

Interrupt - One of the basic spell types, it can be cast at any time. Also, the only way a fast effect may be countered. Land - Land is a special card type, which may only be played during your main phase, and only once per turn. There are basic lands and more exotic, special lands. Mana - A term for magical energy, used to cast spells and cause special effects. The most common source of Mana is tapping lands. Mana Burn - Damage taken from unspent mana at the end of any phase or attack. Each point of unspent mana causes one point of damage. This damage is considered colorless. Mana Pool - The amount of mana you have available at any given time. Permanent - any card that remains in play after being used, such as Lands, Artifacts, Enchantments, and Creatures. Poison - Some creatures will poison a player during battle. When any player has 10 (or more) poison counters, they lose the game. Regeneration - Creatures on the way to the Graveyard may be regenerated under special circumstances. They return to play with their enchantments intact. Creatures become tapped when regenerated. Sorcery - One of the basic spell types. They take effect immediately after being cast, but can only be cast during your Main phase. Spells - There are six basic spell types: Artifact, Enchant, Instant, Interrupt, Sorcery, and. Summon.

Magic: The Gathering glossary

Starter Deck - A pack of 60 Magic cards, including a small rulebook with everything you need to know. Typically includes 2 Rares, 13 Uncommons, and 45 Commons.

White - White magic is the magic of healing and protection, and draws its energies from the plains. Its traditional enemies are Black and Red.

Summon - One of the basic spell types.

Phases:

Tapping - Turning a card sideways or sticking a marker on it to show that it’s in use. Also, the term used to explain when something is being used. “I tapped my mana,” means both that you physically turned them and that they are in use. Weenie Deck - A term for decks composed primarily of creatures that take two or less mana points to summon. The best defenses against a Weenie Deck are cards which can destroy lots of small creatures in one shot.

Colors:

Black - Black magic is the magic of death, and gains its power from Swamps and Bogs. Its traditional enemies are Green and White. Blue - Blue magic is the magic of the mind, and gains its power from Islands. Blue magicians are often adept at deceiving others and casting illusions. Air and water are also strongly associated with Blue. Its traditional enemies are Green and Red. Green - Green magic is the magic of life and peace, and draws its energies from forests. Its traditional enemies are Blue and Black. Red - Red magic is the magic of destruction, chaos, and war. It is also associated with earth and fire. Red magic derives its powers from mountains. Its traditional enemies are White and Blue.

Untap Phase - The first phase of your turn, when tapped cards are untapped. All cards are considered untapped simultaneously and no one can take any actions while untapping is happening. Upkeep Phase - The second phase of your turn, when upkeep costs are paid such as paying mana, or sacrificing cards. Draw Phase – The third phase of your turn. Draw one card from your deck. Main Phase - The fourth phase of your turn. During this phase you cast sorceries, enchantments, artifacts, play land cards (one per turn), and attack your opponent (one per turn). Discard Phase - The fifth phase of your turn. If you are holding more than seven cards at this point, you must discard to the graveyard until you have exactly seven cards. End Phase - The sixth phase of your turn. This is the phase where you let your opponent know you are finished. Heal Creatures Phase - The seventh and final phase of your turn. This is the phase where all damage to creatures is healed.

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