RULES

To start the game, shuffle your deck,
also known as your library. Draw a
hand of seven cards and check to see
how many lands you have. You can
look at the line of text just below a
card’s art to see what type of card
it is. For this first game, if you don’t
have at least two land cards, reshuffle
your deck (including your old hand)
and draw a new hand.
You and your opponent each start
with 20 life, and you’ll each need a
way to track your life total (such as
dice or a pencil and paper). Reduce
your opponent’s life total to 0 and you
win the game!

Casting Spells

All cards except lands have a mana cost in
the upper right corner. This cost is made
up of symbols that tell you what kind of
mana you have to spend to cast the spell.
You must pay mana for each of these
symbols in order to cast Shivan Dragon.
The symbol Ro means one red mana. The
symbol 4o means four mana of any kind.
So you have to pay two red mana and four
mana of any kind to pay this cost.

When you want to pay a mana cost, tap (turn sideways) the necessary
lands on the battlefield. This shows that you’ve used those lands to
produce mana. Tapped cards untap at the beginning of each of your
turns, so they’ll be ready to use again. You can tap two Mountains, which
produce red mana, and four other lands to cast Shivan Dragon. Those four
lands could be Mountains, Forests, or any other combination of lands.

During your turn, you decide which of your creatures, if any, will attack. You can’t attack with a
creature if it’s tapped or if it entered the battlefield this turn. You have one combat phase in the
middle of your turn, and all the creatures you decide to attack with attack at the same time.
Once you’ve decided which of your creatures are attacking, tap those creatures. Your tapped
creatures, like your tapped lands, will untap at the beginning of your next turn.
Most of the time, your creatures will attack your opponent. Sometimes they can also attack
planeswalkers. But creatures never attack other creatures. You just send them across the
battlefield, and your opponent decides what happens next.
Now imagine you’re on the other side of the battlefield. Your opponent has attacked you with
some of his or her creatures. If you control any untapped creatures, you can use those creatures
to block. Blocking doesn’t cause creatures to become tapped. Each blocking creature can block
one attacking creature. You can also have multiple creatures block the same attacking creature.
In that case, the attacking player decides how much damage the attacking creature deals to each
of the blockers in turn.

PARTS OF A TURN

Beginning Phase

∙ Untap step—Turn all your tapped cards upright again.
∙ Upkeep step
∙ Draw step—Draw a card from your library (deck).

Main Phase

You may play one land from your hand by putting it onto
the battlefield (table). You may cast creatures, sorceries, and
other spells if you can pay for them.

Combat Phase

∙ Beginning of combat step
∙ Declare attackers step—Tap every creature you want to
attack your opponent with. (A creature can’t attack the turn
you cast it unless it has haste.)
∙ Declare blockers step—Each untapped defending creature
may block one attacker. Creatures don’t have to block.
∙ Combat damage step—Blockers and the attackers they’re
blocking deal damage to each other equal to their power,
the first number in the lower right corner. If a creature
takes damage at least equal to the second number,
toughness, it’s destroyed. Unblocked attackers deal damage
to your opponent, who loses that much life.
∙ End of combat step

Main Phase (Again)

You may play a land if you haven’t played one yet.
You may cast spells.

Ending Phase

∙ End step
∙ Cleanup step—Damaged creatures on the battlefield heal.