Allgemeine Regeln (Regelbuch). Magic ist ein komplexes Spiel, das es Neulingen nicht gerade leicht macht. Durch die vielen. Wer Magic spielen möchte, sollte sich mit den Spielregeln auskennen. Hierzu gibt es unterschiedliche Informationsquellen. Am schnellsten geht dies im Spiel mit. 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.
Die seltsamsten Regeln, die es je in Magic: The Gathering gabRegeln. Alle aktuellen Magic Regelwerke findet ihr hier in unserer FAQ. Mit dabei ist ein Regelbuch für Einsteiger und Casual-Spieler, ein Regelbuch für Magic. Grundlegende Regeln. Falls du nach einer grundlegenden Einführung zu den Regeln von Magic suchst, dann lade dir das folgende PDF dazu herunter. Magic, wie das Spiel in seiner Kurzform genannt wird, erinnert thematisch sehr stark an verschiedene Fantasy-Filme. Wir erklären, wie es gespielt wird.
Magic Regeln Navigation menu VideoSo spielt man Magic: The Gathering ! Karten und Spielmechanik erklärt Es findet weltweit zahlreiche Anhänger. Ausgehend von diesen Farben, bringen die verschiedenen Kartendecks natürlich auch andere strategische Optionen mit sich. State-Based Effect und so.
Vraska Duel Decks: Knights vs. Dragons Duel Decks: Merfolk vs. Goblins Duel Decks: Mind vs. Might Duel Decks: Nissa vs.
Ob Nixilis Duel Decks: Phyrexia vs. Tibalt Duel Decks: Speed vs. Cunning Duel Decks: Venser vs. Koth Duel Decks: Zendikar vs.
The only other known date is that of the Mending of the Clan Tree , in The dates on this timeline are in A. A Dominarian year is days long and divided into twelve day months.
Most pre-revisioned dates were given in the Minorad reckoning, but most of them can't possibly be true in post-revisionist continuity. Minorad reckoning is only incorporated in the timeline and translated to A.
Another dating system was established by New Sumifans in Almaaz. Ravnica works with Z. The agreement, in this case, is the signing of the Guildpact.
By this reckoning, the year 1 Z. Since some parts of the timeline are open to interpretation this section was created to show which of them could be different, and why the current version was chosen.
This section will not include an argumentation for all dates and the placing of undated events, because dates are often just given in the books, and most un-dated events have to have happened between certain dated events because of the characters or nations present.
The book " The Thran " gives dates of all events in the "The Time of the Thran" part of this timeline in relation to the Thran-Phyrexian War 9 years prior, 2 years prior, etc.
The date for the war itself is given in Apocalypse , where Yawgmoth says the war ended years ago.
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. Unlike other zones, the battlefield is shared by all players.
Graveyard : A player's discard pile. When a card on the battlefield is destroyed, a card is discarded from hand, or after a single-use card is used such as an instant or sorcery card , it is put in its owner's graveyard.
These cards are face up, and can be examined by any player at any time. The stack : This is the place for spells and abilities that have been cast or played, but have not yet resolved.
While there are any spells or abilities on the stack, no player may play any spells that are not instants or allowed to be played as instants.
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. Multiplayer Rules. Categories : Keyword actions Glossary Zones Deprecated mechanics.
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Card Types.VIZ Media. Like the beginning of combat, nothing normally happens during this phase. Command : Used mainly in some variant formats of play, cards that have a special status or abilities within the game are Wo Ist Die Nächste Spielhalle here. All rights reserved. This is the amount of mana that must be spent to cast Donut Stirn card as a spell. When a card on the battlefield is destroyed, a card Jimmy Whitey Bulger discarded from hand, or after a single-use card is used such as an instant or sorcery cardit is put in its owner's graveyard. The agreement, in this case, is the signing of the Guildpact. In multiplayer games, players can mulligan for free one time, drawing seven cards again Japanese Strip penalty. Aside from instants, activated abilities, and spells that are specifically noted as being able to be played at any time e. Goblins Duel Decks Anthology, Garruk vs. Creatures represent people Massage Spiele beasts that are summoned to the battlefield to attack Massage Spiele creatures or players and defend their controller from the attacks of enemy creatures. This is often erroneously Würfelspiele Kneipe to as a player's deck. Spells, Abilities, and Effects. Ante was designed by Richard Garfield and introduced in Alpha. In most cases, multiple instances of the same keyword on an object have no additional effect.