HowTo Network emblem How To: Gaming THE HOW TO CO. — EDITION 10
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● MAGIC · CHAPTER 02  —  DOOR 01 · LEARN THE PLANE

Getting Started

from turn one.

five phases, sixty cards, one card at a time.

Thirty years of history, explained from turn one. Lands, the stack, the mulligan — without the nine-hundred-page rulebook.

▸ THE TURN TRACK

A Magic turn is five phases long, and you only get to do things in two of them. Learn where the turn stops and waits for you.

Almost every confusion in a first game is a timing question. Here is the whole system.

TURN BEGINS PASS THE TURN BEGINNING MAIN 1 COMBAT MAIN 2 END 01 02 03 04 05 untap upkeep draw a card declare attackers declare blockers damage end step cleanup hand down to seven play one land cast anything stack must be empty cast what you held the land, if you didn't then attack is over SORCERY SPEED YOUR TURN · YOUR MAIN PHASES · EMPTY STACK INSTANT SPEED ANY PHASE · EITHER PLAYER · IN RESPONSE OPEN TO YOU OPEN TO EVERYONE

Sorceries, creatures, artifacts, enchantments and lands only go down in your own main phases, on your own turn, with nothing else waiting to resolve. Instants and abilities can go at almost any other moment, on anybody's turn. That single distinction settles about half the arguments a new player ever has.

SORCERY SPEED — PHASES 02 AND 04 ONLY
INSTANT SPEED — ANY PHASE, EITHER PLAYER

Lands and sorcery-speed spells only go down in your own main phases, with nothing else waiting to resolve. Instants can go almost anywhere.

01Beginninguntap · upkeep · draw a card
02Main 1play one land · cast anything · the stack must be empty
03Combatdeclare attackers · declare blockers · damage
04Main 2cast what you held back · the land, if you didn't play one
05Endend step · cleanup · hand down to seven
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Three steps in.

THE TURN · THE DECK · THE CARD.  IN THAT ORDER.

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▸ THE LONG ROAD IN

Nobody learns this game from the rulebook. You learn it on turn four, when somebody finally explains why they waited.

The two things nobody explains

THE STACK & THE MULLIGAN
THE STACK — LAST IN, FIRST OUT YOU CAST THIS LAST THEY CAST THIS SECOND YOU CAST THIS FIRST Your second spell Their answer to it Your first spell RESOLVES 1ST RESOLVES 2ND RESOLVES 3RD

Everything waits its turn, from the top down — which is why the first spell anybody casts is the one most likely never to happen at all. Say what you are doing, then wait to see whether anyone answers before you move a card.

▸ THE MULLIGAN, IN THREE MOVES

Most losses in a first month are not skill. They are a bad opening hand that somebody kept because they didn't know they were allowed to throw it away. You are. Here is the whole rule.

01Draw seven. Don't like it? Shuffle it back and draw seven more.Looking costs you nothing — the price comes off the new hand. Two lands or fewer, or six lands or more, is usually a hand worth redrawing.
02Every mulligan costs one card off the new hand.You still draw seven each time. You just put one on the bottom of your library before you start — two cards after a second mulligan, and so on.
03Six good cards beat seven bad ones. Almost always.Keeping a hand you can't cast is the most expensive habit in the game — and the easiest one to drop in your first week.
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▸ FROM THE HOST · POPPY

"Your first game of Magic is not about the cards. It's about whether the people who taught you slowed down — and whether you'd sit back down with them next week. Learn the turn order. Let everything else arrive."

READ POPPY'S ESSAY →

Essays for your first month

POPPY & IAN ON STARTING OUT
A candlelit lectern holding an open book in a mossy cave, violet daylight falling through a window slit in the rock POPPY · ESSAY · LIVE How to Win Game Night Without Making Enemies The table is the game. Poppy on teaching a rule without condescending to anyone, calling your own mistakes, and winning in a way people want to play again after. READ

The how-to guides

STEP-BY-STEP · DOOR 01 · BY IRIS
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One route from your first untap step to a deck you built yourself.

ROUTE 01 · SIT DOWN

How to Play Your First TurnSOON How to Read a Magic CardSOON

ROUTE 02 · BUILD

How to Choose Your First Two ColorsSOON How to Build a 60-Card Deck That WorksSOON

ROUTE 03 · KEEP GOING

How to Mulligan Without GuessingSOON How to Teach Magic in Ten MinutesSOON
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Where to next.

▸ BACK TO MAGIC · CHAPTER 02
Pull Rate ▸ PULL RATE · THE COMPANION BOARD Your first deck should not come out of a booster pack. Pull Rate shows what a Magic pack actually returns, so you can spend that twenty dollars where it plays. CHECK THE BOARD →