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, wie das Spiel in seiner Kurzform genannt wird, erinnert thematisch sehr stark an verschiedene Fantasy-Filme. Wir erklären, wie es gespielt wird. Magic hat seit seinen Anfängen viele bizarre Regeln kommen und gehen sehen. Wir wagen einen Blick in eine kuriose Vergangenheit.
Spielregeln für Magic KartenFür einen Turnierspieler sind die Erweiterten Regeln nur die Hälfte des Kuchens. Die DCI-Hausregeln und die Magic-Turnierregeln beschreiben. Magic, wie das Spiel in seiner Kurzform genannt wird, erinnert thematisch sehr stark an verschiedene Fantasy-Filme. Wir erklären, wie es gespielt wird. Regeln und Regelfragen. Hier wird euch bei Fragen zu den Magic-Regeln geholfen. Unterforen. Regel-.
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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. However, it was stated that the rifts allowed Memnarch's delusions to become quasi-real.
There is about a two-year margin of error here, and it's not clear when exactly Family Values takes place, but it's not long after RtR.
This establishes that Ravnican years pass at approximately the same rate as Dominarian years, as this still allows the events of the original Ravnica Cycle to occur before the Mending.
The guide also confirms that Ravnican years are days long. In Homesick, Nissa states "But her friend—her best friend, her constant companion for two score years—couldn't answer.
The events of the Zendikar storyline can only vaguely be established thanks to Chandra's theft of the scroll in The Purifying Fire and Jace's experiences working as an agent of the Consortium to retrieve the scroll that Chandra stole.
Roughly 3 years passed since Chandra acquired the scroll the first time, and Sarkhan Vol's presence tracking Chandra apparently there for less than a year indicates that the Zendikar story takes place after Alara as well.
Children of the Nameless takes place approximately 1 year after the events of Shadows over Innistrad. The A. It also assumes that Garruk Wildspeaker was no longer under the veil curse at the time that Liliana Vess was on the run post-war, because he appears alongside her in Core Set Sign In.
Jump to: navigation , search. The Thran. The Brothers' War. The Cursed Land. Wizards of the Coast. VIZ Media. Robert King , Legions. Herndon , Guildpact.
Robert King Fallen Empires 1. In sets released prior to , a third type of one-shot spell card existed called Interrupts.
Interrupts functioned similar to instants but altered how the stack was resolved. Interrupts received an errata which stated that, from that point forward, interrupts were treated exactly the same as instants.
The beginning phase is composed of three parts, or "steps". The first thing a player does is untap all cards he or she controls in the "untap step".
Then, any abilities that trigger on the "upkeep step" happen, starting with the player of the current turn. These often include cards that require mana payments every turn.
Then the player draws a card in the "draw step". In two-player games, the player who takes the first turn does not draw a card for that turn. No player receives priority during the untap step, meaning that no cards or abilities can be played at that time.
During the upkeep and draw steps, however, players can cast instants and activate abilities as normal. 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. 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. Monsters Duel Decks: Izzet vs. Additional Rules. Multiplayer Rules.
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