So in an update to my FNM charades before getting into the article proper, I played my R/B Minotaur Tribal again and went 2-2 for the night at a new shop. The previous shop my wife and I played at wasn't exactly...warm...to having female gamers in their midst, and she was very turned off to playing there as a result. So we found another shop. Now my Minotaur Tribal is a Standard format deck, and the new shop plays Modern format. Standard decks are Modern legal, but we were at a disadvantage since Modern pulls from a much larger, non-rotating card base. But I'll get to that in another piece.
So, here I want to talk about the card types in Magic and the impacts they all have and roles they play. The main card types are Creatures, Sorceries, Instants, Enchantments and Auras, Artifacts, and Planeswalkers. I'll also briefly discuss the important card subtype of Legendaries.
I'll start with the most basic card: Lands. Lands are the gas that makes a deck go, and fall into a category of spells called 'permanents'. The other cards types that fall into this category are Creatures, Enchantments/Auras, Artifacts, and Planeswalkers. This means that once played, they stay on the battlefield unless destroyed or sacrificed. The basic lands are Mountains, Plains, Swamps, Forests, and Islands. Lands can be 'tapped' (game terminology for turning a card sideways or 'activating' it for a desired effect) to generate 'mana'. Think of mana as a currency, and it is used to pay for a spell. Taking a look at Monastery Swiftspear we can see in the upper-right hand corner that we have a single Red mana symbol (or abbreviated as 1R for one red). So you need to tap, or pay, 1R in order to play that creature. Bigger creatures carry a bigger cost. Looking at one of my wife's favorite cards, Ojutai, Soul of Winter, we see he is much bigger and costs one Blue, one White, and five Colorless (1U1W3C, Blue is abbreviated as U since Black mana is abbreviated B). Colorless can be paid with any mana color. There are also dual lands, such as Temple of Malice, that can be used to pay one color or another. There are even three-color lands like Nomad Outpost that can generate one of three different colors. Multi-color lands help smooth out mana costs for multicolor decks. You can have as many basic lands, like Mountains, as you want of any color combination in a deck. However nonbasic lands, such as the previously mentioned Nomad Outpost or Temple of Malice, fall under the card restriction rules and max out at four copies per deck.
Now let's look at the bulk of what lands will be 'paying' for: Creatures. The backbone of most decks are creatures. They are a recurring source of damage to your opponent, can prevent damage to you, and many have special abilities that help you win the game. Nearly every creature is effected by 'summoning sickness' the turn it is played, preventing it from attacking or tapping for one of it's own activated abilities on the same turn it is summoned. There are creatures immune to this, however. I'll elaborate more on that in a moment. Every creature has a Power (how much damage it does) and Toughness (how much damage it can take in a turn before dying). Looking back at the Monastery Swiftspear, she has 1 power and 2 toughness, abbreviated 1/2. She also has two special abilities: Haste and Prowess. These are passive abilities that do not require any extra effort on the player's part to take advantage of. There are several such passive abilities:
- Haste - Allows a creature to attack or tap for an activated ability the turn it is played. This ability effectively negates summoning sickness.
- Trample - Excess damage dealt to a creature is passed on to the player. Under normal circumstances, a creature absorbs all damage done by another creature in combat. For example, if I attack with a 5 power creature and it is blocked by a 2 toughness creature, the defender is killed. However, if my 5 power creature has Trample, it deals the 2 damage to the defender and the remaining 3 power (when the 2 toughness is subtracted) is dealt to the defending creature's controller.
- First Strike - Allows a creature to deal it's damage first in a combat exchange. Normally, damage is exchanged at the same time. First Strike allows a creature to deal it's damage first, potentially killing the other creature without taking damage.
- Double Strike - A creature deals both first strike and normal combat damage. This effectively means a creature deals damage equal to DOUBLE it's power every time it attacks or defends.
- Lifelink - Every time a creature with this ability deals damage, you gain that much life.
- Prowess - Every non-creature spell you cast this turn gives the creature +1/+1 until the end of turn.
- Defender - A creature with this cannot attack, only block.
- Vigilance - Attacking does not cause this creature to tap. It effectively can both attack on your turn and block on your opponent's.
- Flying - This creature can only be blocked by another creature with flying. It can block creatures without flying.
- Menace - This creature can only be blocked by two or more creatures.
- Flash - Creature's with this ability may be played any time you can play an Instant spell...which is pretty much at any time.
- Deathtouch - Any amount of damage this creature deals to another creature is enough to kill it.
I know, that's a lot of abilities. These are just passive ones. This doesn't get into the more advanced creature abilities such as Dash, Morph/Megamorph, Delve, Regenerate, Raid, Battalion, activated creature abilities... Suffice it to say, creatures bring a lot to the table besides simple beatdown damage. Be sure to look at a combination of a creature's mana cost, abilities, and power/toughness when deciding what creatures you want in a deck.
Keeping going with permanents, let's look at Enchantments and Auras, which are a subtype or Enchantment. Enchantments are permanent spells that effect the board state in some form or fashion. For example, Impact Tremors deals 1 damage to an opponent whenever a creature you control enters the battlefield. Sphinx's Tutelage forces your opponent to discard two cards for every one card you draw. Waste Not has a wide variety of benefits to you based on making your opponent discard cards. Auras are Enchantments that are attached directly to another permanent, usually a creature, such as Call of the Full Moon. However they can be attached to other permanents depending on their description. For example Market Festival enchants a land. If a permanent that an Aura is attached to is destroyed, the Aura is destroyed as well. Enchantments are powerful, but situational. Not every deck wants or needs them, and there are many decks that don't use any (I don't).
Artifacts are another permanent that are usually a lot like Enchantments in their use. However, Artifacts come in MANY versions. Some Artifacts are creatures, some are used to generate mana like Lands, some are attached to creatures like Auras...you see where I'm going with this. Artifacts are also colorless 99% of the time, allowing them to be played in any deck type or color combination. They are very versatile, but are situational. Like Enchantments, be sure you actually want/need them in your deck.
Planeswalkers are the last, and most complex, type of permanent. Planeswalkers are effectively another player on the board, and have their own life total referred to as 'loyalty'. All Planeswalkers have 3 abilities: one 'plus' ability that adds to their loyalty in addition to generating an effect, a second ability which can 'plus' or 'minus' or not effect their loyalty at all, and an 'ultimate' ability which greatly reduces their loyalty and generates a very powerful effect. These abilities can ONLY be used on your turn, unless you have a spell or ability in play that says otherwise. You can also only use ONE ability per Planeswalker per turn. For a better understanding of Planeswalkers let's look at Xenagos, the Reveler. He starts out at 3 loyalty. Now unlike Creatures, Planeswalkers are unaffected by summoning sickness, so the turn I play Xenagos I can use either his first or second abilities. What I use is largely situational dependent, and since I can only use one of his abilities per turn I should choose carefully. If I have another Planeswalker in play, say Sarkhan, the Dragonspeaker, I can use one of his abilities on my turn as well.
You CANNOT use a minus ability if you do not have at least the minimum number of loyalty for the ability. This prevents players from summoning and ultimating a Planeswalker on the same turn to gain a very powerful advantage. You also CANNOT have two Planeswalkers of the same name in play in play at the same time (for example, Elspeth, Sun's Champion and Elspeth, Knight-Errant are both 'Elspeth' and you cannot have both on the field at once). If you violate this, the Planeswalker already on board is destroyed and put in the graveyard when the new one comes into play.
Due to the ticking clock of a Planeswalker approaching an ultimate ability (which can often swing the tempo of a match) they often demand your opponent's attention, taking the pressure off your life total and onto their loyalty.
Sorceries are like permanents without Flash: they can only be played on your turn and only during your main phases either before or after combat. Sorceries are often powerful, but vulnerable, one time spells. A perfect example is the very well known spell Fireball. It is very powerful, perhaps even game winning, but is limited as to when it can be cast. This separates Sorceries from Instants.
Instants are the other non-permanent spells in Magic. Like Sorceries, they are one-time use unless the spell has some sort of special condition. Unlike Sorceries, they can be played at any time. Your turn, during combat, on your opponent's turn...it doesn't matter. The only thing that prevents this is not having enough mana for the spell cost or to be effected by some spell or ability that restricts when you may cast instants. They can be straight damage dealers like Lightning Strike, counterspells like Negate, pumps like Titan's Strength, or removal like Ultimate Price. They are considered 'faster' than Sorceries since they can be played at any time, and are honestly often preferred over Sorceries for this reason. Sorceries often have to be very powerful to override a slot for an Instant in a deck, such as the aforementioned Fireball or an Exquisite Firecraft.
Now lastly I'll talk about the Legendary rule. "Legendary" is a subtype added to any permanent, be it Land, Creature, or whatever. You can only have ONE of any given legendary in play, but you can have up to four of a legendary in your deck as per the normal card restrictions. So let's use a Legendary Land to explore this like Nykthos, Shrine to Nyx. You can have four Nykthos in your deck, but only one in play under your control at once. If you play another, the original is put in the graveyard. This rule can be useful, if a spell or ability prevents you from using the current copy, or if the current copy is tapped you can play another, destroying the original, and generating a ton of mana in one turn. There are plenty of advanced, creative ways to take advantage of this rule. At the beginner level, however, the main concern is simply not putting two of the same Legendary in play at once.
Thanks for reading, and happy gaming. More to come.
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