Für einen Turnierspieler sind die Erweiterten Regeln nur die Hälfte des Kuchens. Die DCI-Hausregeln und die Magic-Turnierregeln beschreiben. Regeln. Alle aktuellen Magic Regelwerke findet ihr hier in unserer FAQ. Mit dabei ist ein Regelbuch für Einsteiger und Casual-Spieler, ein Regelbuch für Magic. Grundlegende Regeln. Falls du nach einer grundlegenden Einführung zu den Regeln von Magic suchst, dann lade dir das folgende PDF dazu herunter.
Spielregeln für Magic KartenRegeln und Regelfragen. Hier wird euch bei Fragen zu den Magic-Regeln geholfen. Unterforen. Regel-. Magic, wie das Spiel in seiner Kurzform genannt wird, erinnert thematisch sehr stark an verschiedene Fantasy-Filme. Wir erklären, wie es gespielt wird. Grundlegende Regeln. Falls du nach einer grundlegenden Einführung zu den Regeln von Magic suchst, dann lade dir das folgende PDF dazu herunter.
Magic Regeln Navigation menu VideoMagic The Gathering. Обзор настольной игры от Игроведа Das eröffnete einem nicht nur ganz neue Möglichkeiten, sondern auch den Einsatz von fiesen Kombos und Karten wie Mirror Universe : Die eigenen Lebenspunkte im Upkeep zum Beispiel mit einer City of Brass auf 0 senken, Lebenspunkte tauschen und den Upkeep beenden …. Legenden wurden als Kreaturentyp im Legends Poker Forum eingeführt. Damit werden sie gedreht und Bester Pokerspieler für die nächste Spielrunde inaktiv.
Contract from Below Sorcery Remove Contract from Below from your deck before playing if you're not playing for ante.
Discard your hand, add the top card of your library to the ante, then draw seven cards. Jeweled Bird Artifact Remove Jeweled Bird from your deck before playing if you're not playing for ante.
If you do, put all other cards you own in the ante into your graveyard, then draw a card. If that player doesn't, exchange ownership of that artifact and Timmerian Fiends.
Put the artifact card into your graveyard and Timmerian Fiends from anywhere into that player's graveyard.
This change in ownership is permanent. Sign In. Jump to: navigation , search. To put a card into the ante zone. Ante When playing for ante, each player puts one random card from their deck into the ante zone after determining which player goes first but before players draw any cards.
Cards in the ante zone may be examined by any player at any time. This is a timeline of the Magic: The Gathering storyline.
It is an unofficial document, but all information on it is taken from official canon sources see: list of storyline sources. All stories that could be dated, or could not be dated but could be placed at some point in the timeline because of their connection to other stories, have been incorporated to the fullest possible extent.
Note that this timeline is not completely accurate, and some events have an estimated date or a date range in which they could have occurred.
In Cridhe the years are given in relation to the Parting. The only other known date is that of the Mending of the Clan Tree , in The dates on this timeline are in A.
A Dominarian year is days long and divided into twelve day months. Most pre-revisioned dates were given in the Minorad reckoning, but most of them can't possibly be true in post-revisionist continuity.
Minorad reckoning is only incorporated in the timeline and translated to A. Another dating system was established by New Sumifans in Almaaz.
Ravnica works with Z. The agreement, in this case, is the signing of the Guildpact. By this reckoning, the year 1 Z. Since some parts of the timeline are open to interpretation this section was created to show which of them could be different, and why the current version was chosen.
This section will not include an argumentation for all dates and the placing of undated events, because dates are often just given in the books, and most un-dated events have to have happened between certain dated events because of the characters or nations present.
The book " The Thran " gives dates of all events in the "The Time of the Thran" part of this timeline in relation to the Thran-Phyrexian War 9 years prior, 2 years prior, etc.
The date for the war itself is given in Apocalypse , where Yawgmoth says the war ended years ago.
For this timeline, the Thran-Phyrexian War has been estimated to happen years before the Brothers' War. Consequently, all the events narrated in the books are here reported following the same description provided in "The Thran", and under the summary indication of happening around A.
So all dates in the "The Time of the Thran" section are correct in relation to each other, but they could be some years off in relation to the other dates on the timeline.
Since Yawgmoth was there, his statements have been taken over those of Tsabo. The dates of the events of Arabian Nights comic and life of Taysir are roughly estimated, based on The Story of the Battlemage Ravidel , which places the birth of Taysir soon after the end of the Brothers' War.
Nicol Bolas Duel Decks: Blessed vs. Cursed Duel Decks: Divine vs. Demonic Duel Decks: Elspeth vs. Kiora Duel Decks: Elspeth vs. Tezzeret Duel Decks: Elves vs.
Goblins Duel Decks: Elves vs. Inventors Duel Decks: Garruk vs. Liliana Duel Decks: Heroes vs. The player has now used two of the three black mana in their mana pool.
The one left over is "floating", meaning it can be used any time during the remainder of the phase. Any floating mana left over when a player proceeds to the next phase is depleted.
Most cards other than lands have a mana cost. This is the amount of mana that must be spent to cast that card as a spell. Each mana symbol in the top right corner of the card represents one mana of that color that must be paid.
A number in a gray circle next to the mana symbols represents how much additional generic mana must be paid; this additional mana can be of any color or colorless.
However, the first card requires three black mana, while the last can be paid for with three mana of any color or combination of colors.
The middle two cards require two and one mana, respectively, that must be black; the remainder can be any color. Note that the first three cards are black, but Whispersilk Cloak is colorless.
Some cards may require their owner to pay mana of two or more colors. These cards are multicolored. Some multicolored cards also use hybrid mana, which can be paid with one of two different colors.
For example, the card Golgari Guildmage can be cast by spending either two black, two green, or one black and one green mana. Some cards have costs which can be paid with any color of mana, but are cheaper when a color requirement is met.
For example, Beseech the Queen costs either three black mana, two black and two other, one black and four other, or six mana of any color.
In all cases, a card's color is determined by the mana symbols in its cost, and not by the specific mana used to cast it. Additionally, some cards have Phyrexian mana in their costs.
Phyrexian mana can be paid with either one mana of that color or with 2 life. Spell abilities are abilities that are followed as instructions while an instant or sorcery spell is resolving.
Any text on an instant or sorcery spell is a spell ability unless it's an activated ability, a triggered ability, or a static ability that fits the criteria described in rule Activated abilities have a cost and an effect.
They are written as "[Cost]: [Effect. Doing so puts it on the stack, where it remains until it's countered, it resolves, or it otherwise leaves the stack.
See rule , "Activating Activated Abilities". Triggered abilities have a trigger condition and an effect. They are written as "[Trigger condition], [effect]", and begin with the word "when", "whenever", or "at".
Whenever the trigger event occurs, the ability is put on the stack the next time a player would receive priority and stays there until it's countered, it resolves, or it otherwise leaves the stack.
See rule , "Handling Triggered Abilities". Static abilities are written as statements. They're simply true, and do not use the stack.
Static abilities create continuous effects which are active while the permanent with the ability is on the battlefield and has the ability, or while the object with the ability is in the appropriate zone.
See rule , "Handling Static Abilities". All objects that remain on the battlefield are called permanents. Types of permanents include lands, creatures, enchantments, artifacts, and planeswalkers.
In contrast, sorceries and instants go to the graveyard immediately after they are used. Land cards tap to produce mana that is used to cast spells and activate abilities.
They cost no mana to play; however, a player may play no more than one land per turn, and only during the main phases of his or her own turn.
These lands can each be tapped to produce one mana of the appropriate color. Other lands are non-basic and may produce other combinations or amounts of mana, or may have other abilities.
Lands are not spells and cannot be countered. Playing a land does not use the stack and therefore occurs immediately, with no way for any player to stop it.
Players are allowed to have any number of basic lands in a deck, but nonbasic lands follow the usual restriction of four copies of any one card per deck.
Creatures represent people or beasts that are summoned to the battlefield to attack opposing creatures or players and defend their controller from the attacks of enemy creatures.
They normally cannot attack or use an ability with the "tap symbol" on the first turn they enter the battlefield. This is known as "summoning sickness".
A creature with summoning sickness can block opposing creatures. Creatures have two values that represent their strength in combat, printed on the lower right-hand corner of the card.
The first number is the creature's power, the amount of damage it deals in combat. The second number is its toughness; if it receives that much damage in a single turn, the creature is destroyed and placed in the graveyard.
Creatures usually have at least one creature type, located after the word "creature" in the type line.
Creature types are simply markers and have no inherent abilities; for example, having the Bird type does not automatically give a creature the "flying" ability.
Some non-creature cards have the "Tribal" type, which allows them to have creature types without being creatures themselves.
Enchantments represent persistent magical effects; they are spells that remain on the battlefield and alter some aspect of the game.
Some enchantments are attached to other cards on the battlefield often creatures ; these are known as Auras.
For example, an Aura with "Enchant green creature" can only be attached to a green creature. If the card an Aura is attached to leaves the battlefield, or stops matching the Enchant ability, the Aura goes to the graveyard.
Early in Magic, there was a subset of enchantments known as "World Enchantments" that affected all players equally for example, forcing them to play with their top card of their library revealed.
In addition, only one World Enchantment could be in play at a time. Such enchantments no longer need to carry the "World" designations. Later, Tribal Enchantments Enchantments with creature types were introduced, as were Curses, enchantments that targeted one player specifically.
Artifacts represent magical items, animated constructs, pieces of equipment, or other objects and devices. Like enchantments, artifacts remain on the battlefield until something removes them.
Many artifacts are also creatures; artifact creatures may attack and block as other creatures, and are affected by things that affect creatures.
Some artifacts are Equipment. Equipment cards enter the battlefield just like any other artifact, but may be attached to creatures using their Equip ability.
This ability may only be used at the same time a player would be able to play a sorcery i.