Culture and Reference

Magic: The Gathering: basic rules

Magic: The Gathering is a collectible card game where each player builds a 60-card deck (or fewer, in some formats) and spends mana to cast spells and creatures.

The 5 colors

  • White: Order, the group, protection — small efficient creatures, mass removal.
  • Blue: Knowledge, control — card draw, counterspells, turn manipulation.
  • Black: Individual ambition — sacrificing resources, destroying creatures, reanimation.
  • Red: Impulse, speed — direct damage, aggressive creatures, low cost.
  • Green: Nature, growth — big creatures, extra mana, little removal.

Common keywords

  • Flying: Can only be blocked by creatures that also fly or have reach.
  • Trample: Excess damage beyond what is needed to kill the blocker spills over to the defending player.
  • First strike: Deals combat damage before creatures without first strike.
  • Deathtouch: Any amount of damage from it is enough to destroy the creature it damages.
  • Lifelink: Damage dealt also gains its controller that much life.

Cuidado

Careful

Magic: The Gathering is a trademark of Wizards of the Coast. This page explains general rule concepts — it does not reproduce the text or image of any specific card.

De onde vem o dado

Where this comes from

General concepts from the game's official rules, summarized by us; see the full rules text on Wizards of the Coast's official site.

The color wheel

Magic's 5 colors form a "wheel" where neighboring colors share similar philosophies and opposite colors are rivals: white (order, the group) and blue (knowledge, control) sit side by side; black (individual ambition) is white's philosophical opposite.

That structure is what makes two- or three-color decks predictable to read even without knowing the specific cards: the color combination alone hints at the play style.

Glossário: os termos desta página

Mana (Magic)

The resource used to cast cards in Magic: The Gathering, produced by lands of 5 different colors (white, blue, black, red, green).

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