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 hat seit seinen Anfängen viele bizarre Regeln kommen und gehen sehen. Wir wagen einen Blick in eine kuriose Vergangenheit. Grundlegende Regeln. Falls du nach einer grundlegenden Einführung zu den Regeln von Magic suchst, dann lade dir das folgende PDF dazu herunter.
Die seltsamsten Regeln, die es je in Magic: The Gathering gabMagic 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. Das Ausführliche Regelwerk. Die Comprehensive Rules sind die "Bibel" des Magic-Spiels. Sie sind die ultimative Instanz für Fragen zum Spiel im Allgemeinen.
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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.
List of obsolete terminology List of deprecated mechanics List of silver-bordered mechanics List of unreleased mechanics Storm Scale.
Comprehensive Rules. For this timeline, the Thran-Phyrexian War has been estimated to happen years before the Brothers' War. Consequently, all the events narrated in the books are here reported following the same description provided in "The Thran", and under the summary indication of happening around A.
So all dates in the "The Time of the Thran" section are correct in relation to each other, but they could be some years off in relation to the other dates on the timeline.
Since Yawgmoth was there, his statements have been taken over those of Tsabo. 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. Nicol Bolas Duel Decks: Blessed vs. Cursed Duel Decks: Divine vs.
Demonic Duel Decks: Elspeth vs. Kiora Duel Decks: Elspeth vs. Tezzeret Duel Decks: Elves vs. Goblins Duel Decks: Elves vs. Inventors Duel Decks: Garruk vs.
Liliana Duel Decks: Heroes vs. This zone is also shared by all players. See the stack. Playing a land does not use the stack.
Exile : Cards that have been exiled by specific effects are put here. Unless a card says otherwise, cards in this zone are face-up.
Comparatively few cards and abilities affect cards in the exile zone. Command : Used mainly in some variant formats of play, cards that have a special status or abilities within the game are kept here.
Examples are the "scheme" cards used in Archenemy or "plane" cards used for a Planechase game. Cards in the Command Zone can be affected by virtually nothing that affects cards in the other zones.
Some spells or abilities require the player to tap a permanent as part of their cost. To indicate that a card in play has been tapped, it is turned sideways.
An ability or spell that requires tapping cannot be used if the permanent is already tapped. Furthermore, a tapped creature cannot be declared as an attacker or blocker.
Instead of a cost, tapping can also be the effect of a spell or ability. In such a case, it makes no difference if that permanent was already tapped.
A creature that attacks also gets tapped, unless it has vigilance, but a defending creature does not. Unless stated otherwise, tapping does not stop continuous abilities e.
At the beginning of each player's turn, that player untaps all cards he or she controls unless otherwise stated by a card's effect and can be tapped again as normal.
When a player uses an ability that produces mana, that mana is put in his or her "mana pool". There are five colors of mana: white, blue, black, red and green.
Mana can also be colorless. Mana in the mana pool can be used to pay costs. For example, a player plays a Swamp , then taps that swamp to add 1 black mana to their mana pool.
Then, they use that mana to cast Dark Ritual. Dark Ritual adds 3 black mana to that player's mana pool.
They then use two black mana to cast Night's Whisper , which costs 1 generic and 1 black mana 1B. The player has now used two of the three black mana in their mana pool.
The one left over is "floating", meaning it can be used any time during the remainder of the phase. Any floating mana left over when a player proceeds to the next phase is depleted.
Most cards other than lands have a mana cost. This is the amount of mana that must be spent to cast that card as a spell.
Each mana symbol in the top right corner of the card represents one mana of that color that must be paid. A number in a gray circle next to the mana symbols represents how much additional generic mana must be paid; this additional mana can be of any color or colorless.
However, the first card requires three black mana, while the last can be paid for with three mana of any color or combination of colors.
The middle two cards require two and one mana, respectively, that must be black; the remainder can be any color. Note that the first three cards are black, but Whispersilk Cloak is colorless.
Some cards may require their owner to pay mana of two or more colors. These cards are multicolored. Some multicolored cards also use hybrid mana, which can be paid with one of two different colors.
For example, the card Golgari Guildmage can be cast by spending either two black, two green, or one black and one green mana.
Some cards have costs which can be paid with any color of mana, but are cheaper when a color requirement is met.
For example, Beseech the Queen costs either three black mana, two black and two other, one black and four other, or six mana of any color.
In all cases, a card's color is determined by the mana symbols in its cost, and not by the specific mana used to cast it.
Additionally, some cards have Phyrexian mana in their costs. Phyrexian mana can be paid with either one mana of that color or with 2 life. Spell abilities are abilities that are followed as instructions while an instant or sorcery spell is resolving.
Any text on an instant or sorcery spell is a spell ability unless it's an activated ability, a triggered ability, or a static ability that fits the criteria described in rule Activated abilities have a cost and an effect.
They are written as "[Cost]: [Effect. Doing so puts it on the stack, where it remains until it's countered, it resolves, or it otherwise leaves the stack.
See rule , "Activating Activated Abilities". Triggered abilities have a trigger condition and an effect. They are written as "[Trigger condition], [effect]", and begin with the word "when", "whenever", or "at".
Whenever the trigger event occurs, the ability is put on the stack the next time a player would receive priority and stays there until it's countered, it resolves, or it otherwise leaves the stack.
See rule , "Handling Triggered Abilities". Static abilities are written as statements. They're simply true, and do not use the stack.
Static abilities create continuous effects which are active while the permanent with the ability is on the battlefield and has the ability, or while the object with the ability is in the appropriate zone.
See rule , "Handling Static Abilities". All objects that remain on the battlefield are called permanents. Types of permanents include lands, creatures, enchantments, artifacts, and planeswalkers.
In contrast, sorceries and instants go to the graveyard immediately after they are used. Land cards tap to produce mana that is used to cast spells and activate abilities.
They cost no mana to play; however, a player may play no more than one land per turn, and only during the main phases of his or her own turn.
These lands can each be tapped to produce one mana of the appropriate color. 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.Grundlegende Regeln. Falls du nach einer grundlegenden Einführung zu den Regeln von Magic suchst, dann lade dir das folgende PDF dazu herunter. Für einen Turnierspieler sind die Erweiterten Regeln nur die Hälfte des Kuchens. Die DCI-Hausregeln und die Magic-Turnierregeln beschreiben. Allgemeine Regeln (Regelbuch). Magic ist ein komplexes Spiel, das es Neulingen nicht gerade leicht macht. Durch die vielen. Das Ausführliche Regelwerk. Die Comprehensive Rules sind die "Bibel" des Magic-Spiels. Sie sind die ultimative Instanz für Fragen zum Spiel im Allgemeinen.