Für einen Turnierspieler sind die Erweiterten Regeln nur die Hälfte des Kuchens. Die DCI-Hausregeln und die Magic-Turnierregeln beschreiben. Magic 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-.
Spielregeln für Magic KartenMagic 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. 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.
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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. During the cleanup step, the active player discards down to his or her maximum hand size usually 7 seven , then simultaneously, all damage marked on permanents is removed and all "until end of turn" and "this turn" effects end.
The game then checks for any state based actions that need to be performed or if any triggered abilities are waiting to be put on to the stack, if there are, all state based actions are performed and then all triggered abilities are put on to the stack and the active player gets priority.
If there are no triggered abilities put onto the stack during the cleanup step, no player receives priority during the cleanup step, so no spells can be cast and no activated abilities can be activated.
The most versatile aspect of Magic is that after most spells and abilities are cast or activated, but before they actually take effect "resolve" , all players get a chance to "respond" to them.
This means they can cast a different spell or activate another ability that will resolve first, often either invalidating or reinforcing the effect of the first spell.
The mechanism that accomplishes this is called "the stack". It is where spells and abilities go to wait for any responses that may get played.
Spells that are permanents that end up on the battlefield; sorcery spells; and abilities that say "activate this ability only any time you could cast a sorcery" cannot be cast or activated as responses.
They can only be cast or activated when the stack is empty, only on the turn of whoever casts or activates them, and only in a main phase. In contrast, activated abilities, instant spells, and spells that have the ability flash can be played on anybody's turn and in most steps of the game, go on the stack "on top of" anything that is already there, and will resolve first.
Many players refer to this difference as "speed", but that is a misleading term, because neither is "faster" than the other; the only difference is when they can be played.
Playing lands, most abilities that produce mana, and certain other special actions do not use the stack; they bypass the rules below and take effect immediately.
When a player casts a spell or activates an ability, it does not immediately take effect. Instead, it is placed on the stack.
That player then receives priority again, which gives him or her a chance to respond to it with spells or abilities. Each new spell or ability is put on top of the stack in turn, with the newest on top and the oldest at the bottom.
A player with priority can add as many spells or abilities to the stack as he or she can pay for, but is not required to; if a player declines to respond to the latest spell or ability, he or she "passes priority" to the next player in turn order.
When all players have passed priority in succession, the top-most spell or ability on the stack resolves.
If it was a sorcery, instant, or ability, the player carries out the instructions; if it would create a permanent, it enters the battlefield.
Every time a spell or ability finishes resolving, players starting with the player whose turn it is can once again add more to the stack; if they don't, the new top-most spell or ability will resolve.
When the stack is empty, the player whose turn it is gets priority first. If all players pass priority while the stack is empty, the game proceeds to the next step or phase of the turn.
If nothing else happened, the Hill Giant would deal 3 damage to the Grizzly Bears and kill them, while the Bears would deal 2 damage to the Giant, making Hill Giant "the winner".
He taps a Forest to pay for the spell, and puts Giant Growth on the stack. He taps one Mountain to pay for the spell, and puts Shock on the stack on top of Giant Growth.
If Norman had no other spells, then Tom's Shock would resolve first and deal 2 damage to the Grizzly Bears, killing them. His Giant Growth would then go to the graveyard with no effect because the Bears would no longer be on the battlefield and would thus be an illegal target.
Fortunately for Norman, he has another spell to cast. Since both players are out of spells to cast, the top spell on the stack resolves.
Mending Hands creates a "damage prevention shield" that will prevent up to 4 points of damage to Norman's Bears, and is put into Norman's graveyard after it resolves.
Neither player chooses to cast anything else at this point, so Tom's Shock resolves. Giant Growth then goes to Norman's graveyard. Hill Giant attempts to deal 3 damage to the Grizzly Bears, but the remainder of Norman's damage prevention shield prevents a further 2 damage totaling 4 damage and Grizzly Bears only takes 1 damage.
When Tom's turn ends, the single point of damage is removed from the Grizzly Bears, and the Giant Growth effect wears off at the same time.
Certain spells and abilities allow a player to counter other spells or abilities.
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