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. Regeln und Regelfragen. Hier wird euch bei Fragen zu den Magic-Regeln geholfen. Unterforen. Regel-. Wer Magic spielen möchte, sollte sich mit den Spielregeln auskennen. Hierzu gibt es unterschiedliche Informationsquellen. Am schnellsten geht dies im Spiel mit.
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. Das Ausführliche Regelwerk. Die Comprehensive Rules sind die "Bibel" des Magic-Spiels. Sie sind die ultimative Instanz für Fragen zum Spiel im Allgemeinen.
Magic Regeln Navigation menu VideoMagic Frag den Judge Wir beantworten Eure Regelfragen deutsch traderonlinevideo MTG TraderInterested in participating in our next Arena Open? World Championship Deck:Gabriel Nassif. Card Types. Goblins Duel Decks: Tennis Prognosen vs.Ganz allgemein lässt sich Magic anhand seiner Karten in folgenden Kategorien einteilen:. Es sei an dieser Stelle noch angemerkt, dass es Magic: The Gathering auch in Form von Darts Preisgeld für Cagliari Calcio Konsole und den PC gibt, wir beschränken uns in diesem Artikel jedoch auf das physikalische Kartenspiel von Magic und damit auf seine Urform. Bis dahin zögerte der Tod ganz schön — und zwar immer bis zum Ende einer Phase. Dungeons & Dragons, D&D, their respective logos, and all Wizards titles and characters are property of Wizards of the Coast LLC in the U.S.A. and other countries. © Wizards. Play face-to-face at your home, local game store, anywhere! The Magic community is all about gathering friends and making new ones. Magic: The Gathering ist ein sehr komplexes Spiel. Dieses Video soll Einsteigern einen kleinen Überblick über die grundlegenden Regeln des Klassikers geben. about the Magic world. Flavor text has no effect on game play. Creatures have two numbers in the lower right corner. The first number is power, which tells you how much damage the creature deals in combat. The second number is toughness. If a creature is dealt that much damage or more Magic. 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.We would like to show you a description here but the site won’t allow us. Magic: the Gathering; Spielanleitung; Regeln & FAQs; Regeln & FAQs. Vergewissere dich, dass du die Regeln verstehst Couldn’t find what you need? Anfrage einreichen. Wizards of the Coast Brand Family. MAGIC; D&D; WPN; DUEL MASTERS. Wenn du die fünf magischen Regeln befolgst, kannst du ganz entspannt ans Werk gehen, weil sie auf Anhieb dafür sorgen, dass du dich vor der Kamera viel wohler fühlst - und wer sich wohl fühlt, wirkt automatisch sicherer und überzeugender Probier's gleich aus! Die 5 Magic Rules für Video-Rookies kosten dich nur einen Klick auf den Button! 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. These spells must be cast while the spells they will affect are still on the stack. If the card an Aura is attached to leaves the battlefield, or stops matching the Enchant ability, the Aura goes to the graveyard. Vraska Duel Decks: Knights vs. Categories : Articles needing references Storylines Events. 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 Anderes Wort FГјr Variieren already there, and will resolve first. Support Contact PRO. Millionaire Mansion only Backbone Unstoppable. Library : The portion of the player's Torrente Online that is kept face down and is normally in Royal Cash order shuffled. Greenblatt Magic Regeln 2, The second number FussballГјbungen Kostenlos its toughness; if it receives that much damage in a single turn, the creature is destroyed and placed in the graveyard.
Im Unterschied zur Magic Regeln ist der Gratisspiele Bubbles seit der Wiederherstellung. - SpielregelnJede Farbe hat bei Magic ihre ganz eigenen Vor- und Nachteile.
The timeline in the Homelands comic gives no dates in A. Placing as the 'Present Day' of the Homelands timeline is the only interpretation of the official timeline that works with what we know of The Kami War.
Serra's death has been placed as AR, confirming this interpretation of the timeline. When poor, mad little Ravi rang her terrible bell and the Garden ceased to exist, the echoes of that destructive chime reached far and wide, all the way to the Talon Gates and the rift they attend.
It also had to happen after Ravi rung the Apocalypse Chime, placing it where it ended up. Many prerevisionist events have been given in this reckoning, but they are often just plain wrong in revisionist continuity.
The Fallen Empires comic says it takes place over a millennium before the Ice Age, while post-rev sources put it only years prior to the ice.
Another big event, the Planeswalker War on Corondor, is said to have happened more than a millennia after the gathering of the sages, but this would put it after the Phyrexian invasion, and since several planeswalker that died during the invasion are major players in the 'walkers war this can be considered an obsolete date.
Most events have been given a post-rev date by WotC because they are tied to a set and thus on their official timeline such as Fallen Empires and Homelands.
The Shadow Mage , Wayfarer and the Planeswalker War had for a long time not been given an official date, but because we know how much time happens between them, we can deduce their post-rev dates: the War happens 70 years after Sandruu's banishment and Wayfarer in the same year as the war.
The chapters of Shadow Mage each give the age of Jared Carthalion at that time, and since his age is given as 16 in Wayfarer, the placing of those chapters can be deduced as well.
The events of Mirrodin were a continuity problem. 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. Like Auras, if control of the equipped creature changes, control of the Equipment does not change, nor is it unequipped.
Unlike Auras, if an equipped creature is destroyed or otherwise leaves the battlefield, the Equipment stays on the battlefield unattached to anything; its controller can still attach it to a different creature by activating the Equip ability again.
A player can only equip equipment to creatures controlled by that player. Planeswalkers are extremely powerful spellcasters that can be called upon for aid.
According to Magic lore, the player is a "planeswalker", a wizard of extraordinary power who can travel "walk" between different realms or universes "planes" ; as such, planeswalker cards are meant to represent scaled-down versions of other players, with their decks represented by the card's abilities, and originally were designed to move through a roster of effects without player control, as though they had a mind of their own.
Only one version of a planeswalker card may be on the battlefield at one time. If two or more copies of the same planeswalker card are on the battlefield, their owner chooses one and the other is put into the owner's graveyards, though the rule was changed in Magic allowing two or more planeswalkers with the same type to exist on the battlefield if not controlled by the same player.
Starting with Ixalan , all planeswalkers past, present, and future gained the supertype legendary and became subject to the "legend rule".
Thus, if a player controls more than one legendary planeswalker with the same name, that player chooses one and puts the other into their owner's graveyard.
Planeswalkers' abilities are based on their loyalty , which is tracked with counters. The number printed in the lower right corner indicates how many loyalty counters the planeswalker enters the battlefield with.
Planeswalkers' loyalty abilities each have a positive or negative loyalty cost; this is how many counters must be added if positive or removed if negative to activate that ability.
Abilities with negative loyalty costs may only be activated if there are enough loyalty counters to remove.
Regardless of the loyalty costs, a single planeswalker may only use one loyalty ability once per turn, and only on its controller's turn during his or her main phases.
Note that planeswalkers are neither creatures nor players, so most spells and abilities cannot target them directly. There are, however, two ways to deal damage to a planeswalker.
Additionally, if a player attacks an opponent who controls a planeswalker, the player may declare any or all of the attacking creatures to be attacking the planeswalker instead.
Those creatures may be blocked normally, but if not blocked deal damage to the planeswalker instead of the player. Whenever damage is dealt to a planeswalker, that many loyalty counters are removed from it.
A planeswalker with no loyalty counters, either through use of its abilities or through damage, is put into the player's graveyard. Sorceries and instants both represent one-shot or short-term magical spells.
They never enter the battlefield. Instead, they take effect and then are immediately put into their owner's graveyard. Sorceries and instants differ only in when they can be cast.
Sorceries may only be cast during the player's own main phases, and only when the stack is empty. Instants, on the other hand, can be cast at any time, including during other players' turns and while another spell or ability is waiting to resolve see timing and the stack.
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". Nicol Bolas Duel Decks: Blessed vs. 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. 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. If you do, put all other cards you own in the ante into your graveyard, then draw a card.
If that player doesn't, exchange ownership of that artifact and Timmerian Fiends.