Regeln und Regelfragen. Hier wird euch bei Fragen zu den Magic-Regeln geholfen. Unterforen. Regel-. Magic hat seit seinen Anfängen viele bizarre Regeln kommen und gehen sehen. Wir wagen einen Blick in eine kuriose Vergangenheit. Für einen Turnierspieler sind die Erweiterten Regeln nur die Hälfte des Kuchens. Die DCI-Hausregeln und die Magic-Turnierregeln beschreiben.
Die seltsamsten Regeln, die es je in Magic: The Gathering gabDas 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. Wer Magic spielen möchte, sollte sich mit den Spielregeln auskennen. Hierzu gibt es unterschiedliche Informationsquellen. Am schnellsten geht dies im Spiel mit.
Magic Regeln Navigation menu VideoMAGIC: The Gathering - Tutorial Grundregeln / Basics / How to play (deutsch)
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Ice Age 3. Ice Age 4. Shandalar 1. Shandalar 2. The Shattered Alliance. Of Ice and Men , magicthegathering. 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. Playing a land does not use the stack and therefore occurs immediately, with no way for any player to stop it.
Players are allowed to have any number of basic lands in a deck, but nonbasic lands follow the usual restriction of four copies of any one card per deck.
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.
Jeweled Bird Artifact Remove Jeweled Bird from your deck before playing if you're not playing for ante.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. Magic: The Gathering ist ein sehr komplexes Spiel. Dieses Video soll Einsteigern einen kleinen Überblick über die grundlegenden Regeln des Klassikers geben. Play face-to-face at your home, local game store, anywhere! The Magic community is all about gathering friends and making new ones. 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. Specially packaged versions of four of the top ranked decks used during the Magic World Championships, released by Wizards of the Coast for the years through The cards are gold-bordered and NOT legal for use in DCI-sanctioned tournaments. They are stamped by each player's autograph. Sobald es losgeht, zieht der erste Spieler 5 Karten und hat dann die Möglichkeit, die ersten Karten auszuspielen. So kann man seinem Gegenspieler mit Karten wie Valleymaker nicht mehr Mana zu schachern, das ihn dann verbrennt. Dann hätte man selbst die Partie gewonnen. Dies ist grundsätzlich ein kritisches Unterfangen, da Casino Gratuit so auch nicht die Möglichkeit hat, Angriffe des Gegners abzublocken. 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. Prerelease Events: Ikoria: Lair of Behemoths. Premium Video Slots also see the number of printings in each set they have at least one of, and the number of printings in each set Barclaycard Karte Sperren have a playset of. This site is a part of Fandom, Inc. A quest awaits.