Howto
Howto
Howto
Introduction
1. This game is similar to many other trading card games. You start out with 20
life and your goal is to reduce your opponents life to zero by attacking with your
creatures. The game will end when your life or the computer's life is reduced to
zero. You play "matches" against the computer as a set of "best two out of three"
games.
2. You use land to pay for spells. You can play one land a turn.
Forests make G
Swamps make B
Plains make W
Islands make U
Mountains make R
4. Each non-land card has a name and a cost. The cost looks like this "2GG" A
cost like that would require two Forest lands and two other lands. The number 2
can be paid for by any land. A cost like "R", would require a Mountain land.
5. Creature cards stay in play and can attack on the turn AFTER they are played.
A creature's attack and defense is shown like 2/4 meaning that the creature has an
attack power of 2 and a defense of 4. If this creature receives 4 damage it is put
into the graveyard.
6. When you attack with your creatures the computer has a chance to block with his
creatures. When you attack you "tap" your creatures by turning them sideways.
Your creatures will untap during your next turn. When you block, only untapped
creatures can block. Usually a creature cannot attack and block during the same
turn.
7. Sorcery and Instant cards have an effect on the game. After you play any card
it goes on the stack to the left, click OK and the stack will clear. Sorcery cards
can only be played during your turn and when the stack is empty. Instant cards can
be played at any time and are more versatile.
8. If a card has a target, you get to choose that target. If the target is a
player, click on that player's picture (next to their life points).
9. When you mulligan, the cards in your hand are shuffled into you deck and you
are given 1 less card.
Legendary Cards
Legendary cards are powerful cards that can be either creatures, enchantments,
lands, artifacts, or planeswalkers. These cards can only exist once in the
battlefield, and if another copy of the legendary card is played, all copies of the
card are destroyed and sent to the graveyard.
Planeswalkers
There are relatively few planeswalkers available in the game and they have specific
rules for their special abilities.
You can only use one ability a turn. A planeswalker can be attacked, but you can
also block with your creatures. For each 1 damage a planeswalker receives, you
remove 1 counter. When a planeswalker doesn't have any counters, it goes to the
graveyard.
1. Hybrid Mana Cards are unique in their casting cost as seen in the card.
Instead of seeing a single color per mana symbol, these cards have 2 colors per
mana symbol indicating that the player has the choice of playing either of the two.
There are also cases where numbers and colors are combined together in one mana
symbol, which indicates that either colorless or colored mana can be paid for each
symbol. Hybrid cards are treated as two colors and as such can be said to be
multicolored.
2. Multicolored Cards are slightly different than hybrid mana cards, as they
require two or more different colors of mana, which may or not be in a single mana
symbol. An example would be a card like Lightning Helix which requires one red and
one white mana to be played.
Game Types
1. In Constructed Deck mode you can use any of the cards to make your deck. To
make a constructed deck, select the "Deck Editor" button on the main screen.
2. In Sealed Deck mode you are given 75 cards and you have to make your deck from
just those cards.
3. In Booster Draft mode you select 1 card at a time and then make your deck from
just those cards. You can then play against the other 7 computer opponents that
were drafting with you.
4. In Quest Mode you start out with just a few cards. As you complete matches in
your quest you will win more cards. In easy mode you get more cards after every
game, whether you win or lose. Your goal is to become world champion. Once you
reach the end of your quest you can continue to play additional matches and win
even more cards or you can start a new quest at anytime.
At the Quest Options screen you will be given a choice of four different difficulty
levels. These difficulty levels control:
Quick Games
There may be occasions where you only have a few minutes to play a quick game or
two. At the top of the list of submenus on the left, choose "Sanctioned Formats"
and then "Constructed". For the least amount of setup, just accept the default
settings for random decks, and click Start at the bottom of the page.
Abilities
1. Activated abilities contain a colon that separates cost and effect, these can
be played any time you could play an instant. An example is Elvish Piper's
ability. That cost also contains the tap symbol. For creatures only, abilities
containing the tap- or untap symbol can be played starting the turn after the
creature came into play. Another common cost for an activated ability is
sacrificing the card. You do that by putting it into your graveyard. Such
abilities can only be played once.
2. Triggered abilities aren't played, they simply trigger when their condition
occurs. An example is Angel of Mercy: You don't play the ability, but gain 3 life
when it comes into play.
3. Static abilities are neither played, nor do they trigger. They still have an
effect for as long as they are in play. An example is Glorious Anthem. There is
no condition or cost, your creatures are just stronger.
Keyword Abilities
1. Flying: Creatures with flying are harder to block. Only creatures with flying
or reach can block other flyers.
2. Haste: Haste lets a creature attack or use any abilities immediately during
this turn.
3. Fear: Creatures with fear can only be blocked by artifact or black creatures.
Creatures with fear are harder to block.
4. Cycling: When you cycle a card you pay some small cost (usually 2 or so) and
then you discard that card and draw a new card. Cycling helps make your deck more
versatile.
5. Vigilance: This means that the creature will not tap when attacking. This
creature can both attack and block during the same turn.
6. Trample: If you use 2/1 creature to block an attacking 3/4 creature with
trample, you will still receive 2 damage because the 3/4 trampled over your 2/1
creature. Trample damage is calculated by (attack - blocker's defense), in this
case 3-1 which is 2.
8. Defender: Creatures with defender can not attack, they can only block another
attacker.
9. First Strike and Double Strike: Creatures with first strike deals their combat
damage first. Creatures with double strike deals their combat damage first, and
then deals their combat damage a second time during the combat damage step.
10. Flash: You can play a creature with flash anytime that you can play an
Instant.
11. Landwalk: Allows your creature to attack without being blocked if your
opponent controls the appropriate land type.
12. Lifelink: With lifeline you gain life equal to the amount of damage dealt.
13. Protection: Can not be damaged, blocked or targeted by sources that match the
protection type.
15. Shroud: Permanents with shroud can not be targeted by abilities or spells.
16. Regenerate: Regenerate is an ability that some creatures have which prevents
them from being destroyed and put into the graveyard. When you regenerate a
creature, it acts like a shield until end of turn.
17. Morph: A creature with morph can be played by usually paying 3 mana of any
color and be treated as a 2/2 creature with no abilities rather than playing the
creature's actual cost. This creature is placed face down in the battlefield and
can be flipped face up anytime as long as you pay its morph cost which is indicated
on the card. Once flipped face up the card is treated as the original card, the
one that you would normally play with its original-full casting cost.
Have fun!