Magic, wie das Spiel in seiner Kurzform genannt wird, erinnert thematisch sehr stark an verschiedene Fantasy-Filme. Wir erklären, wie es gespielt wird. Grundlegende Regeln. Falls du nach einer grundlegenden Einführung zu den Regeln von Magic suchst, dann lade dir das folgende PDF dazu herunter. 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.
Die seltsamsten Regeln, die es je in Magic: The Gathering gabDas Ausführliche Regelwerk. Die Comprehensive Rules sind die "Bibel" des Magic-Spiels. Sie sind die ultimative Instanz für Fragen zum Spiel im Allgemeinen. Wer Magic spielen möchte, sollte sich mit den Spielregeln auskennen. Hierzu gibt es unterschiedliche Informationsquellen. Am schnellsten geht dies im Spiel mit. Grundlegende Regeln. Falls du nach einer grundlegenden Einführung zu den Regeln von Magic suchst, dann lade dir das folgende PDF dazu herunter.
Magic Regeln Navigation menu VideoMagic: The Gathering - Die Grundlagen - Magic lernen mit Prinny #1
Rizk - 200 casino bonus, zumal Magic Regeln er Magic Regeln. - SpielregelnDie Geschichte der Legendregel in Magic sucht selbst im Regelwust des wohl komplexesten Spiels Poker Crown Welt ihresgleichen. Goblins Duel Decks Anthology, Garruk vs. Rush of Vitality? World Championship Deck:Manuel Bevand.
Chandra Duel Decks: Ajani vs. 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. Robert King Fallen Empires 1. Time Spiral. Arabian Nights 1.
Arabian Nights 2. Harper Prism. The Eternal Ice. Ice Age 1. Thompson Secrets of Magic , For Want of Ink. Ice Age 3. Ice Age 4.
Shandalar 1. Shandalar 2. The Shattered Alliance. Of Ice and Men , magicthegathering. Forstchen Magic: The Gathering - Arena. Kreines December 14, Magic: The Gathering - Whispering Woods.
Magic: The Gathering - Shattered Chains. Magic: The Gathering - Final Sacrifice. Greenblatt September 2, Artifacts represent magical items, animated constructs, pieces of equipment, or other objects and devices.
Like enchantments, artifacts remain on the battlefield until something removes them. Many artifacts are also creatures; artifact creatures may attack and block as other creatures, and are affected by things that affect creatures.
Some artifacts are Equipment. Equipment cards enter the battlefield just like any other artifact, but may be attached to creatures using their Equip ability.
This ability may only be used at the same time a player would be able to play a sorcery i. The player who controls the Equipment pays the Equip cost and attaches it to a creature he or she also controls, unattaching it from any creature it was already attached to.
In this way, the Equipment may be "unequipped" from a creature by paying the Equip cost and moving it to another creature.
However, it may not be "unequipped" by choosing no creature; if for any reason the Equip ability cannot move the Equipment, it remains attached to its current creature.
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.
Bury Landhome Substance. List of obsolete terminology List of deprecated mechanics List of silver-bordered mechanics List of unreleased mechanics Storm Scale.
Comprehensive Rules. Game Concepts. Parts of a Card. Turn Structure. Spells, Abilities, and Effects. Additional Rules.
Multiplayer Rules. Categories : Keyword actions Glossary Zones Deprecated mechanics. Navigation menu Namespaces Page Discussion.
Card Search Tools Gatherer Scryfall. This page was last edited on 11 October , atGrundlegende 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.