Magic hat seit seinen Anfängen viele bizarre Regeln kommen und gehen sehen. Wir wagen einen Blick in eine kuriose Vergangenheit. Magic, wie das Spiel in seiner Kurzform genannt wird, erinnert thematisch sehr stark an verschiedene Fantasy-Filme. Wir erklären, wie es gespielt wird. Regeln und Regelfragen. Hier wird euch bei Fragen zu den Magic-Regeln geholfen. Unterforen. Regel-.
Magic: The Gathering SpielregelnMagic hat seit seinen Anfängen viele bizarre Regeln kommen und gehen sehen. Wir wagen einen Blick in eine kuriose Vergangenheit. Regeln und Regelfragen. Hier wird euch bei Fragen zu den Magic-Regeln geholfen. Unterforen. Regel-. Für einen Turnierspieler sind die Erweiterten Regeln nur die Hälfte des Kuchens. Die DCI-Hausregeln und die Magic-Turnierregeln beschreiben.
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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. At the end of the game, the winner becomes the owner of all the cards in the ante zone.
The owner of an object is the only person who can ante that object. Example 1 Contract from Below Sorcery Remove Contract from Below from your deck before playing if you're not playing for ante.
Wizards of the Coast. Keyword Abilities. Keyword Actions. Backbone Unstoppable. Ante Divvy Rhystic. Bury Landhome Substance.
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. The player who controls the Equipment pays the Equip cost and attaches it to a creature he or she also controls, unattaching it from any creature it was already attached to.
In this way, the Equipment may be "unequipped" from a creature by paying the Equip cost and moving it to another creature.
However, it may not be "unequipped" by choosing no creature; if for any reason the Equip ability cannot move the Equipment, it remains attached to its current creature.
Like Auras, if control of the equipped creature changes, control of the Equipment does not change, nor is it unequipped.
Unlike Auras, if an equipped creature is destroyed or otherwise leaves the battlefield, the Equipment stays on the battlefield unattached to anything; its controller can still attach it to a different creature by activating the Equip ability again.
A player can only equip equipment to creatures controlled by that player. Planeswalkers are extremely powerful spellcasters that can be called upon for aid.
According to Magic lore, the player is a "planeswalker", a wizard of extraordinary power who can travel "walk" between different realms or universes "planes" ; as such, planeswalker cards are meant to represent scaled-down versions of other players, with their decks represented by the card's abilities, and originally were designed to move through a roster of effects without player control, as though they had a mind of their own.
Only one version of a planeswalker card may be on the battlefield at one time. If two or more copies of the same planeswalker card are on the battlefield, their owner chooses one and the other is put into the owner's graveyards, though the rule was changed in Magic allowing two or more planeswalkers with the same type to exist on the battlefield if not controlled by the same player.
Starting with Ixalan , all planeswalkers past, present, and future gained the supertype legendary and became subject to the "legend rule".
Thus, if a player controls more than one legendary planeswalker with the same name, that player chooses one and puts the other into their owner's graveyard.
Planeswalkers' abilities are based on their loyalty , which is tracked with counters. The number printed in the lower right corner indicates how many loyalty counters the planeswalker enters the battlefield with.
Planeswalkers' loyalty abilities each have a positive or negative loyalty cost; this is how many counters must be added if positive or removed if negative to activate that ability.
Abilities with negative loyalty costs may only be activated if there are enough loyalty counters to remove. Regardless of the loyalty costs, a single planeswalker may only use one loyalty ability once per turn, and only on its controller's turn during his or her main phases.
Note that planeswalkers are neither creatures nor players, so most spells and abilities cannot target them directly. There are, however, two ways to deal damage to a planeswalker.
Additionally, if a player attacks an opponent who controls a planeswalker, the player may declare any or all of the attacking creatures to be attacking the planeswalker instead.
Those creatures may be blocked normally, but if not blocked deal damage to the planeswalker instead of the player.
Whenever damage is dealt to a planeswalker, that many loyalty counters are removed from it. A planeswalker with no loyalty counters, either through use of its abilities or through damage, is put into the player's graveyard.
Sorceries and instants both represent one-shot or short-term magical spells. They never enter the battlefield.
Instead, they take effect and then are immediately put into their owner's graveyard. Sorceries and instants differ only in when they can be cast.
Sorceries may only be cast during the player's own main phases, and only when the stack is empty. Instants, on the other hand, can be cast at any time, including during other players' turns and while another spell or ability is waiting to resolve see timing and the stack.
In sets released prior to , a third type of one-shot spell card existed called Interrupts. Interrupts functioned similar to instants but altered how the stack was resolved.
Interrupts received an errata which stated that, from that point forward, interrupts were treated exactly the same as instants. The beginning phase is composed of three parts, or "steps".
The first thing a player does is untap all cards he or she controls in the "untap step". Then, any abilities that trigger on the "upkeep step" happen, starting with the player of the current turn.
These often include cards that require mana payments every turn. Then the player draws a card in the "draw step".
In two-player games, the player who takes the first turn does not draw a card for that turn. No player receives priority during the untap step, meaning that no cards or abilities can be played at that time.
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.
Refraction of Rabiah happened still in his infancy. He left the plane as an adult, about three decades later although it's only an impression of his age derived from the art in the comic.
Some sources place Antiquities War comic after Arabian Nights, but one of them also reminds that in fact, the Antiquities War comic is a narrative made by Taysir after he was trapped in the Shard and researched the mysteries of this ancient conflict.
The WotC Timeline places it between and The timeline in the Homelands comic gives no dates in A. Placing as the 'Present Day' of the Homelands timeline is the only interpretation of the official timeline that works with what we know of The Kami War.
Serra's death has been placed as AR, confirming this interpretation of the timeline. When poor, mad little Ravi rang her terrible bell and the Garden ceased to exist, the echoes of that destructive chime reached far and wide, all the way to the Talon Gates and the rift they attend.
It also had to happen after Ravi rung the Apocalypse Chime, placing it where it ended up. Many prerevisionist events have been given in this reckoning, but they are often just plain wrong in revisionist continuity.
The Fallen Empires comic says it takes place over a millennium before the Ice Age, while post-rev sources put it only years prior to the ice.
Another big event, the Planeswalker War on Corondor, is said to have happened more than a millennia after the gathering of the sages, but this would put it after the Phyrexian invasion, and since several planeswalker that died during the invasion are major players in the 'walkers war this can be considered an obsolete date.
Most events have been given a post-rev date by WotC because they are tied to a set and thus on their official timeline such as Fallen Empires and Homelands.
The Shadow Mage , Wayfarer and the Planeswalker War had for a long time not been given an official date, but because we know how much time happens between them, we can deduce their post-rev dates: the War happens 70 years after Sandruu's banishment and Wayfarer in the same year as the war.
The chapters of Shadow Mage each give the age of Jared Carthalion at that time, and since his age is given as 16 in Wayfarer, the placing of those chapters can be deduced as well.
The events of Mirrodin were a continuity problem. The flavor text of several cards in Mirrodin mention the events of the Mirrodin Cycle taking place millennia after Karn's disappearance from the plane.
Karn states that the plane hasn't seen conflict in a century. However, it was stated that the rifts allowed Memnarch's delusions to become quasi-real.
There is about a two-year margin of error here, and it's not clear when exactly Family Values takes place, but it's not long after RtR.
This establishes that Ravnican years pass at approximately the same rate as Dominarian years, as this still allows the events of the original Ravnica Cycle to occur before the Mending.
The guide also confirms that Ravnican years are days long. Inventors Duel Decks: Garruk vs. Liliana Duel Decks: Heroes vs. Monsters Duel Decks: Izzet vs.
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