Das Ausführliche Regelwerk. Die Comprehensive Rules sind die "Bibel" des Magic-Spiels. Sie sind die ultimative Instanz für Fragen zum Spiel im Allgemeinen. Magic, wie das Spiel in seiner Kurzform genannt wird, erinnert thematisch sehr stark an verschiedene Fantasy-Filme. Wir erklären, wie es gespielt wird. Magic hat seit seinen Anfängen viele bizarre Regeln kommen und gehen sehen. Wir wagen einen Blick in eine kuriose Vergangenheit.
Magic: The GatheringRegeln und Regelfragen. Hier wird euch bei Fragen zu den Magic-Regeln geholfen. Unterforen. Regel-. Grundlegende Regeln. Falls du nach einer grundlegenden Einführung zu den Regeln von Magic suchst, dann lade dir das folgende PDF dazu herunter. Regeln. Alle aktuellen Magic Regelwerke findet ihr hier in unserer FAQ. Mit dabei ist ein Regelbuch für Einsteiger und Casual-Spieler, ein Regelbuch für Magic.
Magic Regeln Navigation menu VideoMAGIC: The Gathering - Tutorial Grundregeln / Basics / How to play (deutsch) Extras: Modern Masters Edition. Magic the Gathering Editions and Sets. This step is HummerschwГ¤nze first step of the beginning phase. Then the active player gains priority the first time during their turn.
In einem Magic Regeln kГnnt ihr vier Stadien durchlaufen von Silber Гber Gold. - SpielregelnNehmen wir an, man greift mit zwei Karten an, die beide einen Angriff von vier haben. Gatherer is the Magic Card Database. Search for the perfect addition to your deck. Browse through cards from Magic's entire history. See cards from the most recent sets and discover what players just like you are saying about them. about the Magic world. Flavor text has no effect on game play. Creatures have two numbers in the lower right corner. The first number is power, which tells you how much damage the creature deals in combat. The second number is toughness. If a creature is dealt that much damage or more Magic. Play face-to-face at your home, local game store, anywhere! The Magic community is all about gathering friends and making new ones. Zendikar calls. A quest awaits. So gather your adventuring party and prepare for perilous challenges and priceless rewards. If you’re to find the truth and calm the Roil, you must be bolder than the rest and just a little reckless. The beginning phase is the first phase in a turn. It consists of three steps, in order: Untap step Upkeep step Draw step The untap step is the first step of the beginning phase. The following events happen during the untap step, in order: All permanents with phasing controlled by the active player phase out, and all phased-out permanents that were controlled by the active player simultaneously.
Viele Spieleanbieter Magic Regeln das Spielen und Magic Regeln auf ganz unterschiedliche Weise. -Ungenutztes Mana verschwindet bis heute am Ende von Segmenten und Phasen einfach aus dem Pool, bis zur Abschaffung des Manabrands fügte Book Of Dead Ohne Einzahlung vergeudete Mana seinem Besitzer einen Schadenspunkt zu.
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. In Homesick, Nissa states "But her friend—her best friend, her constant companion for two score years—couldn't answer.
The events of the Zendikar storyline can only vaguely be established thanks to Chandra's theft of the scroll in The Purifying Fire and Jace's experiences working as an agent of the Consortium to retrieve the scroll that Chandra stole.
Roughly 3 years passed since Chandra acquired the scroll the first time, and Sarkhan Vol's presence tracking Chandra apparently there for less than a year indicates that the Zendikar story takes place after Alara as well.
Children of the Nameless takes place approximately 1 year after the events of Shadows over Innistrad. The A. It also assumes that Garruk Wildspeaker was no longer under the veil curse at the time that Liliana Vess was on the run post-war, because he appears alongside her in Core Set Sign In.
Jump to: navigation , search. The Thran. The Brothers' War. The Cursed Land. Wizards of the Coast. Ante refers to both an optional variation of Magic and the ante zone used only in such ante games.
It also refers to the act of adding a card to the ante zone, but it is not currently defined as a keyword action. Ante was designed by Richard Garfield and introduced in Alpha.
If players agree to play for ante, at the beginning of the game , before drawing starting hands, each player puts a random card from their library into the ante zone.
The winner of the game receives permanent ownership of all the cards in that zone. Ante was intended to introduce an element of gambling to Magic and to provide an element of risk that the player with better cards wouldn't always win, but it proved unpopular as many players did not like risking the loss of their cards.
As a result, playing for ante is now classed as an unofficial variant format , cards referring to it are no longer made, and all older cards referencing ante have been banned in every sanctioned format.
The last card to mention ante was Timmerian Fiends , printed in the Homelands expansion. Ante is strictly forbidden in DCI -sanctioned play, and is only allowed in unsanctioned games where not forbidden by law.
The only official event that has used this rule after the banning was Invitationals as previous floor rule didn't enforce in non-DCI-sanctioned formats.
The Limited Edition Beta Rochester draft side events held during some —18 season Grand Prixes as well as Pro Tour 25th Anniversary explicitly excluded ante cards from gameplay they could still be picked in the drafting process, however.
Contract from Below Sorcery Remove Contract from Below from your deck before playing if you're not playing for ante. Discard your hand, add the top card of your library to the ante, then draw seven cards.
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.
During the upkeep and draw steps, however, players can cast instants and activate abilities as normal. The main phase occurs immediately after the draw phase.
During the main phase, a player may play any card from his or her hand unless that card specifies otherwise, and as long as he or she has the mana to pay its casting cost.
This means creature, planeswalker, sorcery, instant, land, enchantment, and artifact cards are all acceptable to play.
This is a player's chance to bring something onto the field. Usually, players will start their main phase by playing a land.
Then, as long as they have the mana to pay the casting cost, they will play any number of cards from their hand, reading the card's name so that other players may hear.
Once a player is ready to attack, he or she may end their main phase by declaring that the combat phase has started, or by simply attacking with their creatures.
The combat phase is split into four steps. It represents a point in the magical duel where the active player sends his or her creatures to attack the opposing player, in the hopes of doing damage to the player or the player's creatures.
Aside from instants, activated abilities, and spells that are specifically noted as being able to be played at any time e.
Multiple creatures may attack at the same time, but the turn player may only declare their list of attackers once.
No specific actions take place at the beginning of combat step. This step mainly exists to allow players to cast spells and activate abilities that may alter how combat progresses.
As the most common example, only untapped creatures may attack, so the defending player may cast instants or activate abilities that will tap a creature, preventing it from attacking.
The player whose turn it is declares which creatures he or she controls will attack. In most cases, creatures that are tapped, or that entered the battlefield this turn i.
Attacking causes a creature to become tapped. Both players are given a chance to cast instants and activate abilities after attackers have been declared.
After the attacking player declares attackers, the defending player chooses which creatures he or she will block with. A creature must be untapped in order for it to block.
Unlike attacking, the act of blocking does not cause the blocking creatures to tap, and creatures with summoning sickness can block.
Each creature can only block a single attacker, but the defending player may choose to block an attacking creature with more than one creature.
Both players are given a chance to cast instants and activate abilities after blockers have been declared. If the blocker decides to combine defenses, the attacker gets to decide how attack points are distributed between the combined cards.
Like the beginning of combat, nothing normally happens during this phase. When the end of combat step finishes, all cards are no longer in combat.
Then the phase ends. After the combat phase there is another main phase. The second main phase is identical to the first, except a player can only put down a land if that player did not place a land in the first main phase.
The ending phase has two steps: "end step" and "cleanup". During the end step, abilities that trigger "at the beginning of the end step" go on the stack.
This is the last chance players have to cast instants or activate abilities this turn. Exclude Unselected Colors limit by selection.
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