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Magic packs in our card shop pull from real published sets, ingested from Scryfall. You collect them, trade them and complete sets here, and you play the actual game at a table or online.
What Magic actually is
Two players, each a wizard, each with a deck of spells. You start at 20 life, and you reduce your opponent to zero. Magic invented this entire genre in 1993 and it has spent thirty years being the most mechanically ambitious game in it.
Its defining idea is the resource system. Lands are cards in your deck, you play one per turn, and they produce the mana that pays for everything else. That means every game has a real economy: you can be flooded with lands and nothing to cast, or full of spells you cannot afford. Managing that curve IS the game.
- Five colours: White (order, protection), Blue (control, card draw), Black (sacrifice, removal), Red (speed, damage), Green (creatures, ramp).
- The stack: spells do not resolve instantly, they go on a stack and players can respond. This is where Magic gets its reputation for depth.
- Enormous format variety, from cheap 2-player Standard to the enormous social Commander tables.
- A card printed in any year can be worth pennies or thousands. The secondary market is its own hobby.
Reading a card
- Mana cost, top right. Generic numbers plus coloured symbols. This is what you pay.
- Type line, middle. Land, Creature, Instant, Sorcery, Artifact, Enchantment, Planeswalker or Battle, plus subtypes.
- Rules text, below. What it does. Keywords like Flying, Trample, Deathtouch and Haste are shorthand for rules you learn once.
- Power and toughness, bottom right, on creatures only. Damage dealt and damage survivable.
- Set symbol and rarity: common, uncommon, rare, mythic rare.
A Sorcery can only be cast in your own main phase when nothing else is happening. An Instant can be cast almost any time, including in the middle of your opponent's attack. That distinction is half the skill of the game.
How a turn works
- 1
Untap
Untap everything you tapped last turn. Tapping is how cards pay costs and attack.
- 2
Upkeep
Triggers that say "at the beginning of your upkeep" happen here.
- 3
Draw
Draw one card. The player going first skips this on turn one.
- 4
First main phase
Play one land. Cast creatures, sorceries, artifacts, enchantments, planeswalkers.
- 5
Combat
Declare attackers, then your opponent declares blockers, then damage happens simultaneously. Both players can cast instants at each step.
- 6
Second main phase
Cast anything you held back to see how combat went.
- 7
End step and cleanup
End-of-turn triggers, then discard down to seven cards.
A creature cannot attack or use tap abilities the turn it arrives, unless it has Haste. Almost every new player forgets this once and attacks into an empty board with a creature that cannot move.
Building a deck
The starting recipe that has worked for thirty years: 60 cards, roughly 24 lands, roughly 36 spells, and up to four copies of any non-land card. Fewer colours means more consistent mana, and two colours is the sweet spot for a first deck.
- Curve matters. A good deck has cheap plays for turns one to three, not just expensive bombs.
- Removal is not optional. Have answers to a creature you cannot beat in combat.
- Card draw keeps you from running out of gas. Most losses at kitchen tables are from an empty hand.
- Sideboard of 15 in competitive play, swapped between games of a match.
Commander precons and Starter Kits are playable out of the box and are the cheapest way to learn the game with a friend. Two Starter Kits and an evening is a fine introduction.
Formats, and which one you actually want
- Commander (EDH). 100 card singleton decks led by a legendary creature, 40 life, usually four players. This is the most played format in the world and the most social.
- Standard. Only recent sets are legal, and older ones rotate out. Cheapest competitive entry.
- Pioneer, Modern, Legacy, Vintage. Progressively larger card pools and progressively more expensive.
- Pauper. Commons only. Extremely cheap, surprisingly deep.
- Limited (Draft and Sealed). You build a deck from packs you just opened. The best format for learning, and the one where card collections do not matter.
Play Limited or buy a Commander precon. Both give you a complete experience for a fixed price, without needing to build a collection first.
The Multiverse
Magic's story is about Planeswalkers: rare individuals whose spark lets them travel between worlds. Each set visits a plane, and each plane is a fully realised setting: gothic horror on Innistrad, neon cyber-fantasy on Kamigawa, Norse myth on Kaldheim, an entire noir city on Ravnica.
- You, the player, are cast as a Planeswalker. That is why the card types work the way they do.
- The long-running villains have included Nicol Bolas, an elder dragon planeswalker, and the Phyrexians, a body-horror machine faith that spent decades as a slow-burn threat before a multiverse-wide war.
- Every set tells a self-contained story on its plane, and the flavour text on commons is where most of it is actually written.
- Universes Beyond crossovers put other franchises on Magic cards. Purists hate it, sales disagree.
You can play thousands of games without knowing any of this. But the reason people keep the cards is usually the art and the world behind it.
Collecting it here
Magic on this platform is collect-only: real cards from real sets, ingested from Scryfall, opened as packs with published odds. The duel engine here is Yu-Gi-Oh shaped, so a Magic card can never enter a duel deck, by design.
- Open packs from the card shop in Discord. Which sets are on the shelf depends on what has been ingested.
- Cards land in your binder on the website, which is public and shareable.
- Duplicates feed trading, the market, and set completion rewards.
- Everything costs Bolts, the server currency you earn by turning up. No real money, ever.
Where to go next
- The official beginner rules and the MTG Arena client, which teaches the game far better than any article.
- Scryfall for searching every card ever printed, which is also where our ingest gets its data.
- EDHREC if Commander is where you land: it shows what everyone else plays with your commander.
- Ask in our Discord. Bring a decklist, leave with seventeen opinions.
Sources and further reading
Where this came from, and where to check anything that has changed since.
Stuck on something?
Stuck on a step? There is always someone in the community chat who has already made the mistake you are about to.
Ask in chat