Game structure

This section builds on the foundations laid in the previous section, showing what Magic ultimately is about: casting spells and attacking with creatures. After reading this section, you'll probably be able to swiftly play a game of Portal - a Magic redux that was supposed to introduce new players to Dominaria using a little more than sorceries and vanilla creatures, which is obviously a recipe for boring game play.[1]

Life was simpler back then.

We'll start with a description of the game zones, the areas with flavorful names where we place our cards. Then we'll discuss how a turn is articulated in phases and steps, and what can and can't be done in each of them; this will include a dissection of the combat phase, probably the more strategically sound in modern Magic.[2]

We'll then focus on the other pillar of the game: playing, countering, resolving and otherwise messing with spells and abilities.





  1. No surprise it was discontinued. What were they thinking?
  2. You may have heard players lamenting the power creep introduced by Wizards to achieve this result. Don't listen! You'll notice it's usually old-style players that hail from the time when it was considered socially acceptable, if not actually cool, to actively prevent your opponent from playing, and spend long posts lamenting the death of blue. But I definitely digress.
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