Top: Games: Card Games: Trading Cards: Magic - The Gathering: Key Terms and Symbols


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Mana

In Magic Mana is like money. You use mana to pay most costs. Land (and some other cards) make mana, which goes into your mana pool. Your mana pool is stored until you spend it.

When you tap mana, and don't use the mana that's left in your mana pool, you recieve what is called "Mana Burn" You will be dealt 1 damage for every 1 unused mana in your mana pool.

Each mana can either be one of the five Magic colors or colorless. When a cost requires colored mana, that mana color will be represented by symbols. [ for Black, for Blue, for Red , for Green , for White , and for Colorless, (where any mana color can be used.)


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Permanent

Artifacts, creatures, and enchantments are put into play on the board when they resolve. Lands also sta out on the board once you play them. These are all different types of permanents, because they stay in play until something removes them from play.


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Tapping

Tapping is Magic's way of showing that a card is in use. To tap a card, you must turn it sideways. At the beginning of each of your turns (during your upkeep), you untap your tapped cards so you can use them again.


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Target

When a card's spell text contains the word "target," you decide what the card's spell will affect when you play it. For example, -Crossbow Infantry- reads, [": Crossbow Infantry deals 1 damage to TARGET attacking or blocking creature."] When you play this your choose an attacking or blocking creature for the Infantry to deal 1 damage to.


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Card Types

There are six types of Magic cards.

[Artifact] - Artifacts are colorless permanents that represent magical objects. You can only play artifacts during one of your Main Phase, when the stack is empty. [Phases are included in the Turn-Structure section.]
A card with "Artifact - Equipment" on its type line represents a weapon, armor, or other items your creatures can use. Once an equipment is in play, you can pay to attach it to a creature you control or to move it from one creature to another.

[Creature] - Creatures are permanents that can attack and block. You can only play creature spells during your Main Phase when the stack is empty.
Creature cards have numbers in a box in their lower right corners. The numbers appear like this 1/1. The first number is the creature's Power (attack) and the second number its Toughness (defense). For example, (If a creature's power/toughness is 4/4, He can attack for 4 combat damage; And it takes 4 or more damage to destroy him.)
Summoning Sickness affects every creature without HASTE. Summoning Sickness is simple, a creature can't attack or use any of its abilities with "" in the cost, until your next turn. [You can still use it to block-if it's untapped-and play its other abilities.]
Artifact creatures can attack and block just like other creatures. An artifact creature can be affected by anything that affects artifacts and/or creatures.

[Enchantment] - Enchantments are permanents that represent magical resources. You can only play enchantments during your Main Phase when the stack is empty.
Most enchatments sit in play by themselves, just like artifacts, lands, and creatures. But, Enchantment-Auras are different. They can be in play only if they're attached to other permanents.
When you play an enchantment, it targets the thing(s) that will be enchanted. That means you have to decide what to other card to attach it to. Also, if a card with an Aura attached to it leaves play, the Aura is put into its owner's graveyard. It doesn't just stay in play with nothing to enchant.

[Instant] - Instants are spells that you can play any time you have priority, even during your opponent's turn or in response to another spell. Instant spells don't stay in play. They go to their owner's graveyards after they resolve.

[Sorcery] - Sorceries are spells that you can play only during your Main Phase when the stack is empty. Sorcery spells don't stay in play. They go into their owner's graveyards when they resolve.

[Land] - Lands are different from other cards because they never count as spells. That means they can't be countered, and they don't use the stack.
Most lands are permanents that have mana producing abilities. You'll usually use lands to pay for spealls and abilities. But, you can only play one land each turn during your Main Phase, when the stack is empty.
There are 5 different lands for the 5 different colors in Magic. Any other land is a non-basic land.




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