The art of magic the gathering pdf free download






















If you pass, your opponent gets priority. Also, after a spell or ability resolves, the active player gets priority again. When that player passes, the opponent gets priority again. This goes back and forth until both players pass in a row. Just remember that you get the first chance to do things on your turn.

To play a spell or ability, follow these steps: 1. For a spell, spell, pay pay the mana cost. Fo Forr an activa activated ted ability ability,, pay the activa activation tion X in its cost, you choose the value of X cost. If the spell or ability has o and then pay that amount of mana. A triggered ability waits for its trigger event to happen. When it does, the ability goes on the stack automatically as soon as any player gets priority. What happens if more than one ability triggers at the same time?

They stay on the stack in the order they were added to it. How does it work? A player with priority plays a spell or ability, and it goes on the stack. That player can add more spells or abilities to the top of the stack or pass. If the player passes, the opponent gets priority and may add spells or abilities to the top of the stack or pass. Priority goes back and forth this way until both players pass in a row. When both players pass, the spell or ability on ability on the top of the stack —the one played last—resolves.

After each spell or ability resolves, the active player gets priority again. Your opponent plays Shock to deal 2 damage to it. Shock goes on the stack. Giant Growth goes on the stack, on top of Shock. You You get the mana mana immediately. If the spell or ability has no targets, skip this part. Otherwise, any illegal targets are just ignored when the spell or ability resolves.

Replacement Replacement effects may change what you do. When a spell or ability resolves, it has an effect. There are four basic kinds of effects: One-shot effect One-shot effects do something once, such as deal damage or destroy a creature. Continuous effect Continuous effects do something for some length of time. A continuous effect from a spell, an activated ability, or a triggered ability lasts as long as the effect effect says it does.

A continuous effect from a static ability lasts as long as the permanent with the static ability is in play. Replacement effect 14 Replacement effects wait for something to happen and then change it somehow. Prevention effect Prevention effects wait effects wait for something to happen and then keep it from happening. Once the spell or ability that makes the effect resolves, the effect hangs around waiting for damage to be dealt.

Then it stops some or all of it. Then if creatures try to deal combat damage that turn, Holy Day prevents it. If 1 damage is prevented, it can still prevent 3 more. Section 3: Turn Structure Each turn has five phases. Each phase occurs even if nothing happens during it. Beginning Phase This phase has three steps: a. Untap step During your untap step, untap all your tapped cards. No one can play spells or abilities during this step. Upkeep step Abilities that trigger at the beginning of your upkeep go on the stack.

Players can play instants and activated abilities during this step. Draw step At the beginning of your draw step, draw a card. Main Phase You can play every type of spell and ability during this phase of your turn, but your opponent can play only instants and activated abilities. You can play a land during this phase, but remember that you can play only one land each turn. Combat Phase This phase has five steps: a.

Declare attackers step You decide which of your creatures will attack. You can decide not to attack at all. When you declare that a creature is attacking, it becomes tapped. Walls tapped. Remember that your creatures can attack only your opponent. Declare blocker blockerss step Your opponent decides which of his or her creatures will block your attacking creatures. Each blocking creature can block only one attacking creature, but your opponent can have two or more creatures gang up and block an attacking creature.

Once your opponent is done declaring blockers declaring blockers,, players can play instants and activated abilities. Combat damage step This is when creatures actually deal their damage in combat. If a creature has become tapped since it was declared as a blocker, it still deals damage normally. This is true even if all the blockers have left play. Once you decide how combat damage will be dealt, the damage goes on the stack. Players may then play instants and activated abilities. Once these have all resolved, combat damage is actually dealt.

End of combat step Players can play instants and activated abilities during this step, but they usually have no reason to. Main Phase again Your second main phase is just like your first main phase. You can play every type of spell and ability, but your opponent can play only instants and activated abilities.

End Phase This phase has two steps: a. End of turn step Players can play instants and activated abilities during this step. Cleanup step If you have more than seven cards in your hand, choose and discard cards until you have only seven. No one can play spells or abilities during this step unless an ability triggers during the step. That rarely happens. Fear only matters when the creature with the ability is attacking.

First strike Creatures with first strike deal their combat damage before creatures without it. When you reach the combat damage step, step, check to see if one or more creatures that are attacking or blocking have first strike.

If so, an extra combat damage step is created just for them. When the first-strike combat damage step is over, you go through the normal combat damage step for the rest of the creatures—if they survived. Flying creatures can block other creatures with flying. Haste Creatures with haste can attack the turn they come under your control. You can also play T in the cost. A creature with landwalk is unblockable if the defending player controls at least one land of the specified type.

It might be protection from red, for example, or protection from white. Regeneration effects work like shields. Once the regeneration spell or ability resolves, the effect hangs around waiting for the creature to be destroyed. Regeneration is a replacement effect. When a creature regenerates, it remains in play. So do all enchantments and counters on it. When a creature with trample is blocked, you have to deal at least enough of its combat damage to the creatures blocking it to destroy all those creatures.

Section 5: The Five Magic Colors Each of the five colors in the Magic game specializes in certain kinds of spells and abilities. White The sprawling plains, populated by soldiers, clerics, and angels, provide white mana. In the Magic world, white is the color of law, order, and structure. It can stop an attacking creature in its tracks by making it see the error of its ways. White magic heals and protects creatures. White mages prefer to send an army of smaller creatures into battle, but sometimes a single, awesome champion is necessary to teach the enemy a lesson.

Blue Islands provide blue mana, the color of the deep sea and the endless sky. The strength of blue magic lies in trickery and manipulation. Blue mages work behind the scenes, scheming and stealing secrets, controlling their environments completely before making a move. With the power of blue, call wizards and weird beasts of the air and oceans to serve you. Death, disease, selfishness, power at any cost—these are the twisted values of the darkness.

Black magic is powerful and easy to wield, but it comes with a high price. Its spells and abilities can warp the mind, poison the land, and turn creatures into nothing. Red Red mana comes from the mountains and the fiery heart of the world itself. Red magic is filled with fire, frenzy, and storms of rock and lava. Its creatures are warlike and dangerous, ranging from mighty dragons to hordes of rampaging goblins.

Mages who master red magic have no patience for talk or subtlety. They act quickly and recklessly. Red mages can channel their wild emotions to crush the ground you walk on or to wield flame like a living weapon.

Green The teeming forests overflow with green mana, which represents the pulse of nature. Green magic is about growth, life, and brute force. Green mages understand that the world obeys the law of the jungle—everything is either predator or prey. Some green creatures are rich, living sources of mana, but no other color can boast creatures as powerful.

Green creatures are the biggest and mightiest around, from towering nature elementals to carnivorous wurms. Gathering game. The large and comprehensive Magic organized play system gives you many options for proving your skills. In most events, you and your opponent play a series of games—called a match—to determine the winner. Most matches are best two out of three, so the first player to win two games wins the match. Leagues are a relatively casual way to play while still competing against other players.

Tournaments are the most popular form of competition. Tournaments last multiple rounds, but they usually end in one day. Tournament matches have a time limit, which is generally around an hour. Pairings—who you play against each round—are determined by the tournament organizer. Most tournaments use one of two pairing structures: single elimination or Swiss draw. A single-elimination tournament has just enough rounds to determine the winner, who must be b e undefeated.

Players with similar records are always paired against each other. After the Swiss rounds, the Top 8 players usually advance to a singleelimination playoff.

In Constructed formats, you bring your own deck made from whatever Magic cards you own. In Limited formats, everyone starts out with the same number of unopened booster packs or tournament packs and has to build a deck from just those cards.

Constructed When you enter a Constructed event, you have to build your deck in advance. You build a Constructed deck using any of the cards you own, but most formats let you use only cards from certain sets.

You can use a fifteen-card sideboard in Constructed play. After the first game of a match, you can swap cards in your sideboard for cards in your deck. The most common Constructed formats are Standard and Block Constructed. The Standard format is the most popular format in the world.

It uses only the most recent core set and the two most recent blocks. This format changes as new card sets are released. Block Constructe Constructed. For example, Onslaught Block Constructed decks use only cards from the Onslaught Onslaught block, block, which includes the Onslaught , Legions , and Scourge expansions.

You have to build a deck using only the cards you get during the event, and you get to keep all those cards. A Limited deck has to have at least forty cards. You can play as many copies of any card as you have. You can change your deck after the first game of a match, but you have to return your deck to its original build at the beginning of each match.

Sealed Deck. Sealed Deck is the easiest format for beginning players to play. You just open your cards and build the best deck you can out of them. In most Sealed Deck events, you get a tournament pack and two booster packs.

Booster Draft. Booster Draft is more complicated than Sealed Deck. A booster draft usually has eight players.

Each player at the table starts with three unopened booster packs. Instead of just opening your cards and building a deck, you and the other players at the table have to draft the cards for your decks. At the start of a Booster Draft, each player opens a pack and picks the card he or she wants from it.

Then each player passes the rest of the pack to his or her left. You pick up the pack that was passed to you, select a card, and pass the rest to your left. This process continues until all the cards have been drafted. Next, each player opens a second pack, but this time, you pass the pack to your right. After all those cards are drafted, you open the third pack and pass to the left again. At the end of the draft, each player has forty-five cards—and unlimited basic lands—to build a deck with.

Rochester Draft. Rochester Draft is a lot like Booster Draft, but there are a few important differences. Instead of each player opening a pack at the same time, only one pack is open at any time. Also, the draft order reverses after everyone at the table has taken one card from the pack. Player 1 opens 24 the pack and lays it out on the table. After everyone has had a chance to see the cards, player 1 drafts a card. Then player 2 drafts, and so on around the table.

After player 8—the person to the right of the player who opened the pack—has drafted a card, player 8 drafts a second card and drafting continues back to the right until all the cards have been drafted. Player 2 opens the next pack, and so player 1 gets the eighth and ninth picks from that pack. This process is repeated until everyone at the table has opened one booster pack. Then player 8 opens a second pack, but drafting starts to the right.

Player 7 opens a pack, and so on. Player 1 is the first to open his or her third pack, and drafting starts to the left for the rest of the packs. For example, o 2 in a cost R and o G, o U means you can pay two mana of any type, including colorless mana o U, and so on.

For example, a land might have an ability 1 one colorless mana to your mana pool. W White mana o W. One white mana. Tapping a Plains makes o U Blue mana o U. One blue mana. Tapping an Island makes o B Black mana o One black mana. Tapping a Swamp makes o B.

R Red mana o R. One red mana. Tapping a Mountain makes o G Green mana o One green mana. Tapping a Forest makes o G. See also Activated Activated ability. There are three types of abilities: activated abilities, static abilities, and triggered abilities.

See also Activated Activated ability, Static ability, Triggered ability. Activated ability An ability you play by paying its activation cost. The part after the colon is the ability you get when you pay the activation cost. It goes on the stack and waits to resolve. You can play only the activated abilities of permanents you control. See also Activation Activation cost, Tap. If an activation cost T, you can pay it only if the permanent with the ability is untapped.

Active player The player whose turn it is. The active player always gets priority first. See also Priority. Amplify rewards you for playing a deck with lots of creatures with the same creature type. Artifact A colorless permanent that represents a magical object. The best thing about artifacts is that you can pay for them with any type of mana, so you can put them in any deck. You can play an artifact spell only during one of your main phases when the stack is empty. See also Artifact Artifact creature.

Artifact creature A colorless permanent that represents an artificial creature. Every artifact creature has power and toughness, which you can find in a box on the lower right corner of the card. Artifact creatures are affected by everything that affects artifacts and everything that affects creatures.

They can attack and block just like normal creatures. You can play an artifact-creature spell only during one of your main phases when the stack is empty. See also Artifact, Artifact, Creature.

See also Triggered also Triggered ability, Trigger event. At random 28 This phrase means neither player gets to choose. For example, a spell might tell you to discard a card at random from your hand.

Attack How your creatures deal damage to your opponent. Creatures can attack only your opponent. During each of your turns, you get one combat phase. You decide which creatures to attack with.

Only untapped creatures can attack. Your opponent then gets a chance to block them or play instants and acti vated abilities. See also Attacking Attacking creature, Blocking creature, Combat.

Attacker See Attacking Attacking creature. Creatures become attacking creatures when you declare them as attackers during your declare attackers step. Basic land There are five types of basic lands: W.

Plains make o Islands make o U. Swamps make o R. Mountains make o Forests make o G. Lands other than these five are called nonbasic lands. Even though a basic land only has a big mana symbol in its text box, it has an acti vated ability that makes one mana of the appropriate color just because of its land o. Beginning of combat step The first step of the combat phase.

Usually nothing happens during this step, but players can play instants and activated abilities if they want to. See also Combat also Combat phase. Beginning phase The first phase of each turn. The beginning phase contains the untap step and the draw step.

See also Draw also Draw step, Upkeep step, Untap step. When your opponent attacks you, each of your untapped creatures can block one attacking creature. You can have two or more of your untapped creatures gang up and block a single attacking creature. If an attacker is blocked, it will deal its damage to the creature blocking it instead of to you.

See also Blocking also Blocking creature, Combat. Blocked creature An attacking creature blocked by at least one creature. Once a creature is blocked, it stays blocked for the rest of the combat phase— even if all the creatures blocking it leave play. See also Attacking Attacking creature, Combat damage, Trample. Blocker See Blocking See Blocking creature. Blocking creature A creature assigned to block an attacking creature.

When a creature blocks an attacker, the attacker deals its damage to the blocker instead of to the defending player. Once a creature blocks, it stays a blocking creature for the rest of combat. See also Combat also Combat damage. Booster, booster pack A pack of fifteen randomly assorted Magic cards.

Building a deck 30 When you first start playing, building a deck from scratch can seem hard. Try this: Pick your two favorite colors. Get 12 Mountains and 12 Forests. Then get 10 red creatures and 10 green creatures. Add 12 red or green instants or sorceries. Then round out the deck with 2 artifacts and 2 enchantments. Shuffle and play! After you play with your sixty-card deck for a while, you can start to customize it.

The best part about trading card games is being able to play with whatever cards you want, so start experimenting! For more deck ideas and advice, check out our website at MagicTheGathering. See also Theme also Theme deck. Card One of those cardboard rectangles in your physical deck or its virtual equivalent in Magic Online. See also Card also Card type. Card type Every card is one of six types: artifact, creature, enchantment, instant, land, or sorcery.

Some cards, like artifact creatures, have more than one type. Cleanup step The second and last step of the end phase. Collector number Two small numbers at the bottom of a physical Magic card that make cards easier to organize. The second number is the total number of cards in the set. The colon separates the activation cost from the ability you get when you pay the cost.

See also Activated Activated ability, Activation cost. If a spell or ability tells you to choose a color, you must choose one of the five.

For example, if a card costs o blue. Colorless is not a color color. Lands are also colorless. Colorless Artifacts and lands are colorless. Colorless is not a color. See also Color. Colorless mana Some cards make colorless mana. For example, a land might have an ability that 1 one colorless mana to your mana pool. Combat In general, combat means attacking, blocking, and all the stuff that happens during a combat phase.

See also Attack, Attack, Block, Combat phase. Combat damage Damage dealt by creatures during the combat damage step. But when it attacks, it deals 1 combat damage because its power is 1. Combat damage step 32 The fourth step of the combat phase. This is when attacking and blocking creatures actually deal their damage. If an attacker is blocked by more than one creature, its controller decides how to divide up its damage among the blockers.

After combat damage goes on the stack, players can play instants and activated abilities. Combat phase The third phase of each turn. This is when attacking and blocking happens. The combat phase has five steps you can look up each one in this glossary : 1. Begi Beginnin nningg of comb combat at step step 2. Decl Declare are attac attackers kers step 3. Decl Declare are block blockers ers step 4. Com Combat bat dama damage ge step step 5.

End of comb combat at step step Usually nothing happens in the first and last steps. The combat phase happens even if the active player decides not to attack. After the combat phase, the active player gets another main phase. Comes into play When certain types of spells resolve, they come into play as permanents. These types are artifacts, artifact creatures, creatures, and enchantments. Lands also come into play as permanents.

Some cards say they come into play tapped. See also Triggered also Triggered ability. Common See Rarity. See Rarity. When you concede, you lose the game. See also Winning Winning the game. Continuous effect An effect that lasts for some duration. These are different from one-shot effects, which just happen once.

You can tell how long a continuous effect will last by reading the spell or ability it came from. See also Static also Static ability. You also control abilities on permanents you control. Only you can make decisions for things you control. If you control a permanent, only you can play its abilities.

Some spells and abilities let you gain control of a card. See also Controller. Compare Compare Owner. Controller The player who played the spell or ability. For a permanent, the controller is the player who played it unless another spell or ability changes who controls it.

See also Control. Converted mana cost The total amount of mana in a mana cost, regardless of color. For example, a card with a mana cost of o 3o Uo U has a converted mana cost of 5. A card with mana cost o Ro R has a converted mana cost of 2.

Compare Mana Compare Mana cost. Cost In general, a cost is what you pay to play a spell or an ability. See Activation Activation cost, Mana cost. Counter To cancel out a spell so it has no effect. Remember that spells exist only on the stack. Some spells and abilities tell you to put a counter on a permanent.

You can use anything you want as counters: coins, beads, whatever whatever.. Creatures can attack your opponents and block attacking creatures. Every creature has power and toughness, which you can find in a box in the lower right corner of the card. Many creatures also have abilities. You can play a creature spell only during one of your main phases when the stack is empty. Creature token Some spells and abilities can create creatures. These are represented by tokens.

You can use anything you want as a token, but you should use something that can be tapped. Tokens are considered creatures in every way, except that when one of your token creatures leaves leaves play, it vanishes from the game completely. Creature type This tells you what kind of creature a creature is, such as Goblin, Elf, or Wall.

Some spells and abilities affect all creatures with a certain type. Notice that the Goblin King is a Lord, not a Goblin! See also Legend, also Legend, Wall. Cycling A card mechanic in the Onslaught Onslaught block. When a card with cycling is in your hand, you may pay its cycling cost and discard it to draw a card. Attacking and blocking creatures deal damage.

Some spells and abilities can also deal damage. Damage can be dealt only to creatures or players. Damage is different from losing life. Deck At least forty cards of your choice, well shuffled. After you learn to play and start building your own Magic decks, your decks should have at least sixty cards of your choice. Once you start a Magic game, your deck becomes your library. Some tournament formats have additional rules about how you build your deck.

See Section 6: Leagues and Tournaments for more information. See also Building a deck, Library. Declare attackers step The second step of the combat phase. The first thing you do during your declare attackers step is decide whether you want to attack. Then those creatures become tapped and become attacking creatures.

Remember that your creatures can attack only your opponent, not other creatures. See also Combat phase. Declare blockers step The third step of the combat phase. The first thing you do during your declare blockers step is decide whether you want to block the creatures attacking you. Then you decide which attackers you want to block and which of your creatures will block them only untapped creatures can block.

Your creatures can block only one attacker each, but more than one of your creatures can gang up on an attacker. Defending player The player being attacked. Also, lots of spells and abilities can destroy permanents without dealing damage. If a creature is about to be destroyed, you can use spells and abilities to regenerate it and keep it in play.

Remember that destroying a permanent is different from discarding a card. You can only discard cards from your hand, not cards in play. See also Regeneration. Compare Discard. Discard To take a card from your hand and put it into your graveyard. Double strike A creature ability that makes the creature deal combat damage twice. A creature with double strike deals its combat damage during both the first-strike damage step and the regular combat damage step.

See also First strike, Combat damage step. Draw To take the top card of your library and put it into your hand. You draw one card during each of your turns, at the beginning of your draw step. Then shuffle your library. See also Draw step. Draw step The last step of the beginning phase. The first thing you do during your draw step is draw a card. Then players can play instants and activated abilities. See also Draw. Effect What a spell or ability makes when it resolves.

There are several types of effects: one-shot effects, continuous effects, prevention effects, and replacement effects you can look up each one in this glossary. See also Ability, Spell. These are special types of enchantments that you can play only on the type of permanent named. When you play one of these spells, you choose one of the right kind of permanent to put it on.

The spell targets the permanent. When the enchantment spell resolves, the enchantment card is put on the permanent you chose. If the permanent leaves play, the enchantment card is put into your graveyard. See also Enchant creature, Enchantment, Leaves play, Permanent. Enchant creature A type of enchantment you can play only on creatures and artifact creatures.

When you play an enchant creature spell, you choose a creature to put it on. The spell targets the creature. When it resolves, the enchant creature card is put on the creature you chose. If the creature leaves play, the enchant creature card is put into your graveyard. See also Enchantment, Leaves play.

Enchantment A type of permanent that represents a magical resource. Enchantments always have abilities. One kind sits in play by itself, just like a land or creature. The other kind attaches to another permanent. If the permanent leaves play, enchantments attached to it leave play, too. The second word tells you what kind of permanent the enchantment can attach to. If a spell or ability can affect an enchantment, it can affect any kind of enchantment.

End of combat step The last step of the combat phase. Usually nothing happens during this step. End of turn step The first step of the end phase. See also End phase. End phase The last phase of each turn. The end phase has two steps: the end of turn step and the cleanup step. See also Cleanup step, End of turn step.

Evasion ability This is what Magic players call any ability that makes a creature harder to block. Flying is the most common kind of evasion ability. Expansion symbol The symbol on the right of the card under the art. The expansion symbol tells you which Magic set the card is from. The Eighth Edition expansion symbol is Expansion symbols appear in three colors: black for common cards, silver for uncommons, and gold for rares. See also Rarity. Fear A creature ability that makes the creature harder to block.

When one or more creatures with first strike are attacking or blocking, they get a separate combat damage step right before the normal one. Then, during the normal combat damage step, the rest of the creatures the ones that survived get to deal their combat damage. See also Combat damage step, Double strike. You can play a spell with flashback while the card is in your graveyard by paying its flashback cost rather than its mana cost. Then, the card is removed from the game when the spell resolves.

Flavor text sets a tone or describes part of the magical world of the card. How do you remain authentic while being an effective leader? This book argues that the question isn't a duality. Authenticity is the best way to lead, and the only way to maintain sustainable success as an organization. This insightful guide shows you how to find your authentic self, and leverage that into an effective, executable leadership strategy.

Become authentic in a way that befits your values Show loyalty, honesty, ethics, and consideration Maintain authenticity in leadership roles Make conscious choices instead of blind reactions Some are born to lead, other must be taught, but all leaders must work to retain their own values and basic sense of self.

A simple pause can mean the difference between a knee-jerk reaction and an authentic decision, and the effects ripple throughout your organization.

The Art of Authenticity is your guidebook to finding the true authentic leader within, and leading from the inside out for the long haul. Therefore, security personnel need to add footprinting to their already long task list. Countermeasures that can be used to fight and identify network reconnaissance include This chapter will discuss the first one—footprinting—the fine art of gathering The first The definition also Page JobsDB www.

Shine www. Freshers World www. Times Jobs www. Shiksha www. Footprints can also be calculated for events or products. The full footprint of an organisation encompasses a wide range of emissions sources from direct use of Other standard DNS tools. Regional Internet Registries. DNS information gathering tools for penetration testing. Sub-domain brute Even script kiddies can do some amount of pre-attack reconnaissance as they The information gathering steps of footprinting and scanning are of utmost importance.

Google Hacking. Check for vulnerabilities on each target resource. Attack targets using library of tools and techniques. Who is. DNS Lookup. Search Engines.



0コメント

  • 1000 / 1000