Great Demo. Tips for a. Teaching Magic To Prospective Players Is Fun And Easy. Player s Side. Learn to PLay

ea r t Da em o Ti ps Gr fo Teaching Magic™ To Prospective Players Is Fun And Easy. Here’s what you need to know to get started: • Read through the...
Author: Susan Tate
2 downloads 2 Views 5MB Size
ea r t Da em o

Ti ps Gr fo

Teaching Magic™ To Prospective Players Is Fun And Easy. Here’s what you need to know to get started:

• Read through the demo to familiarize yourself with it before you begin. • If you are not familiar with Magic, don’t worry. Visit MagicTheGathering.com for videos and a downloadable Duels demo application that will teach you the basics. Each sample deck also contains a “How to Play” insert. • Have enough sample decks and rules reference cards for your audience. Also, have a way to track life totals, such as dice or pen and paper. • This demo guide is not a script. Skip ahead or back up as needed. Let the new player explore and ask questions. • Up to five players can play in this demo. All players play with their hands revealed. • Focus on fun and keep up the tempo. Explain what you are doing during the game, but remember to make jokes, smile, and have fun.

Learn to PLay

• Don’t worry too much about being precise with the rules. The goal of the demo is simply to teach people that Magic is awesome and they want to learn more. • You might explain that these are the basic rules of the game and that many cards and abilities provide exceptions to these rules.

Pl ay e r ’s S i de

ck

De

ur e

Ch o Yo os

ea r t Da em o

Ti ps Gr fo

DISCUSSION POINTS

In Magic™, you battle other players using decks like the ones we have here. Each one is filled with fantastic spells and powerful magic. There are five colors of magic:

• White magic focuses on protection and teamwork. • Blue magic focuses on intelligence and deception.

• Black magic seeks power and domination at any cost. • Red magic is aggressive and destructive.

• Green magic embraces nature and growth.

Ch Yooose ur De

ck

DEMO INSTRUCTIONS

Pl ay e r ’s S i de

• Introduce yourself, and learn the names of the other players. • Each player should now choose a sample deck. It’s okay if several players play with the same color. • The sample deck boxes have more information about the colors and their themes.

me

Be g th inn e in Ga g

Each player begins the game at

ME

ME

YOU

YOU

ME

YOU

ME

20

life.

If you reduce your opponent’s life

YOU

to

0

, you win!

TM & © 201

4 Wizard

s of the

36001 . 700B115 Coast LLC

20 20

Wiz ards

.c om /M

ag ic 20

15

Shuffle your deck, then draw

7

cards.

ea r t Da em o

Ti ps Gr fo

DISCUSSION POINTS

• To begin a game, you first shuffle your deck and draw seven cards.

DEMO INSTRUCTIONS

• Each player should shuffle their deck and draw seven cards. • Give each player a way to track his or her life total. Each player starts at 20 life. • Check to make sure each player has between three and five lands. Any player who does not should reshuffle their entire deck and draw a new hand of seven cards.

me

Be thginn e G in a g

• NOTE: If you are pressed for time, or if there is a line, you may have each player start with 10 life instead of 20.

Each player begins the game at

ME

YOU

ME

YOU

ME

YOU

ME

20

life.

If you reduce your opponent’s life

YOU

to

0

, you win!

TM &

© 2014

ds of Wizar

t LLC. the Coas

700B

11536

001

20 20

Wiz ard

s.co m/M

agic 201

5

Shuffle your deck, then draw

Pl ay e r ’s S i de

7

cards.

an r a s

Fi ve of C M olo

Plains

Basic Land — Plains

d

Islan

ast e Co

of th

ards

Islan

Wiz 014 ©2 ™& 269 M 1 / 269 5• EN L

ards

Wiz

Jona s De

014

Basi

Ro

©2

c La

™&

nd —

d

Fore st

nd —

™ & © 2014 Wizards of the Coast

ilds f Ch Clif

Fore st

c La

Basi

9 L / 26 2 5 4 • EN 5 M1

2 5 2 / 269 L Howard Lyon M 1 5 • EN

ast

e Co

of th

Mo un ta in

p

am Sw Ba

sic

La

nd



Mo un ta in

p

d—

am Sw

an

2 M 64 / 15 2 • E 69 N L

L sic

Ni ls

s rd

14

Ha mm ™



&

©

20

14

W

iza

rd

so

ft

he

L

Co

as

t

st

oa

Ba

69 /2 N 0 •E 26 1 5 M

o eR sD na Jo

&

©

20

iza

W

of

eC

th

ea r t Da em o

Ti ps Gr fo

DISCUSSION POINTS

• The land cards each have a symbol on them. This is a mana symbol, and it represents the color of mana available from that land. • The demo decks are all one color, but there’s no limit to how many colors a deck can be. But, you must have the correct land to have access to the correct color of mana.

DEMO INSTRUCTIONS

Fiv of e Co M lo

an rs a

• Each player should identify the land cards in his or her opening hand.

Plains

Basic Land — Plains

nd

Isla

st the Coa

4 Wiz © 201 ™&

st



Land

d

lan

ilds f Ch Clif

— Fore

— Is

ards of

™ & © 2014 Wizards of the Coast L

Forest

and

cL

Basi

9 26 4/ 2 5 5 • EN M1

2 5 2 / 269 L Howard Lyon M 1 5 • EN

26 9 / M 1 5 269 L • EN

rds Wiza

Jonas De

Basic

2014

Ro

&© ast e Co

of th

Mo un ta in

p

am Sw Ba

sic

La

nd



Mo un ta in

p

26 M 4/ 15 2 • 69 EN L

sic

Nil s

Ba

nd

La



am Sw





&

©

20

14

W

izar

ds

of

th

eC

oa

st

Pl ay e r ’s S i de

st

oa

ds

izar

14

Ha mm

L 69 /2 N 0 •E 26 1 5 M

o eR sD na Jo

&

©

20

W

of

eC

th

an a

M nd s&

Lands produce mana

La

when you TAP

oT them.

To TAP a card, turn it sideways. You can play 1 land per turn. Play your first land now!

Plains

™ & © 2014 Wizards of the Coast

Plains

™ & © 2014 Wizards of the Coast

2 5 2 / 269 L Howard Lyon M 1 5 • EN

Basic Land — Plains

2 5 2 / 269 L Howard Lyon M 1 5 • EN

Basic Land — Plains

ea r t Da em o

Ti ps Gr fo

DISCUSSION POINTS

• You can play one land during each of your turns.

• The more lands you play, the more mana you have access to, and the more powerful spells you can cast.

• When you play a land, it is placed on the battlefield, the area between the players. • Lands are tapped to generate mana. To tap a card, turn it 90 degrees. This signifies it has been used for the turn.

an a

DEMO INSTRUCTIONS

M

• Each player should play his or her first land now.

La

nd s&

Lands produce mana when you TAP

oT them.

To TAP a card, turn it sideways. You can play 1 land per turn. Play your first land now!

Plains

Howard Lyon

ins

Wizards ™ & © 2014

2 5 2 / 269 L Howard Lyon M 1 5 • EN

™ & © 2014 Wizards of the Coast

of the Coast

Pl ay e r ’s S i de

Plains

L

Pla Basic Land —

2 5 2 / 269 M 1 5 • EN

Basic Land — Plains

™ & © 2014 Wizards of the Coast

28101

Creature — Dragon

Flying (This creature can’t be blocked except by creatures with flying or reach.) oR: Shivan Dragon gets +1/+0 until end of turn.

Donato Giancola

o4oRoR OOO Shivan Dragon

o4oRoR OOO Shivan Dragon

0

The undisputed master of the mountains of Shiv. 5/5 2 8 1 / 269 R

M 1 5 • EN

Here’s how to read a mana cost:

M

an a

st s

Co

Other cards that aren’t lands have a mana cost in the upper right corner. To cast that spell, you must pay that cost.

Tap a MOUNTAIN for 1 red mana S-Spell

Tap any 4 lands

Mountain

Basic Land — Mountain

2 64 / 269 L Nils Hamm M 1 5 • EN

Mountain

Basic Land — Mountain

2 64 / 269 L Nils Hamm M 1 5 • EN

Mountain

Forest

Forest

Forest

Basic Land — Mountain

Basic Land — Forest

™ & © 2014 Wizards of the Coast

™ & © 2014 Wizards of the Coast

™ & © 2014 Wizards of the Coast

Basic Land — Forest

2 64 / 269 L Nils Hamm M 1 5 • EN

™ & © 2014 Wizards of the Coast

™ & © 2014 Wizards of the Coast

™ & © 2014 Wizards of the Coast

Basic Land — Forest

2 69 / 269 L Jonas De Ro M 1 5 • EN

2 69 / 269 L Jonas De Ro M 1 5 • EN

2 69 / 269 L Jonas De Ro M 1 5 • EN

ea r t Da em o

Ti ps Gr fo

DISCUSSION POINTS

• The other cards in your hand that aren’t lands have mana symbols in their upper right corners. This is the mana cost.

• The mana cost is the amount of mana you need to pay (by tapping lands) to cast the spell. • Shivan Dragon has two red mana symbols in its mana cost. You must tap a Mountain for each of these symbols. • The other symbol means you must tap four other lands.

• To cast Shivan Dragon, you must tap six lands: two Mountains and four of any type.

DEMO INSTRUCTIONS

an aC os ts

• If any player has a creature card that costs one mana, ask them to cast it now by tapping their land and putting the creature card onto the battlefield.

Other cards that aren’t lands have a mana cost in the upper right corner. To cast that spell, you must pay that cost.

• If no player has a creature card that costs one mana, choose a card from another player’s hand and review mana costs in the same way you just did Shivan Dragon.

M

Here’s how to read a mana cost:

• For example, Shaman of Spring costs one green mana and three of any color, so you need to tap one Forest and three other lands.”

o4oRoR OOO

o4oRoR OOO

• NOTE: The sample decks are all single color decks, so the “four of any type” may be confusing. Feel free to remind players that a Magic™ deck can have any number of colors.

28101

on Shivan Drag

Shivan Dragon

Creature — Dragon

Flying (This creature can’t be blocked except by creatures with flying or reach.) oR: Shivan Dragon gets +1/+0 until end of turn.

0

The undisputed master of the mountains of Shiv. 5/5

2 8 1 / 269 R Donato Giancola M 1 5 • EN

™ & © 2014 Wizards of the Coast

Tap a MOUNTAIN for 1 red mana

Tap any 4 lands

S-Spell

Mountain

Basic Land —

2 64 / 269 L Nils Hamm M 1 5 • EN

Mountain

Mountain

Mountain

Basic Land —

2 64 / 269 L Nils Hamm M 1 5 • EN

Forest

Mountain

Forest

Forest

Forest

Mountain

Wizards ™ & © 2014

of the Coast

of the Coast

of the Coast

of the Coast

of the Coast

of the Coast

Wizards ™ & © 2014

Forest

Wizards ™ & © 2014

Wizards ™ & © 2014

Wizards ™ & © 2014

Wizards ™ & © 2014

Forest

Basic Land —

Jonas De Ro

Basic Land —

Nils Hamm

Jonas De Ro

L

Jonas De Ro

Basic Land —

L

L

Basic Land —

2 64 / 269 M 1 5 • EN

2 69 / 269 M 1 5 • EN

L

2 69 / 269 M 1 5 • EN

2 69 / 269 M 1 5 • EN

Pl ay e r ’s S i de

rn

Tu ur

Yo On

Swamp

260/ 269 L Jonas De Ro M 1 5 • EN

2: Draw a card.

™ & © 2014 Wizards of the Coast

3: Play a land and/or cast other card types. 4: Attack your opponent! Then, your turn ends and the next player to the left starts his or her turn.

Swamp

™ & © 2014 Wizards of the Coast

1: Untap.

Basic Land — Swamp

260/ 269 L Jonas De Ro M 1 5 • EN

Basic Land — Swamp

ea r t Da em o

Ti ps Gr fo

DISCUSSION POINTS

• Now each player has completed their first turn. To begin the next turn, first untap all tapped cards. This means they’re ready to use again this turn. • Players draw one card per turn, after they untap.

• The next part of the turn doesn’t happen in a set order. You can play a land or cast spells. Now you can also attack with any creatures that you have that are able to attack. • After this, the turn is complete and the next player takes his or her turn.

DEMO INSTRUCTIONS

rn

• At this point, everyone should have completed their first turn.

On

Yo

ur

Tu

• You will take the next turn. Keep playing the game, moving to the appropriate page as players cast new card types and/or attack. • On the next few pages, we’ll cover creatures, artifacts and enchantments, sorceries and instants, and combat.

Swamp

260/ 269 L Jonas De Ro M 1 5 • EN

™ & © 2014 Wizards of the Coast

of the Coast

2: Draw a card.

3: Play a land and/or cast other card types. 4: Attack your opponent! Then, your turn ends and the next player to the left starts his or her turn.

Pl ay e r ’s S i de

Swamp

Wizards ™ & © 2014

1: Untap.

Swamp Basic Land —

260/ 269 L Jonas De Ro M 1 5 • EN

Basic Land — Swamp

POWER: How much damage the

creature deals in combat

Cr

ea tu re s

reading portents nd color of warts

2/3 ™ & © 2014 Wizards of the Coast

Witch’s Familiar

o2oB OO

TOUGHNESS:

Creature — Frog

Some bog witches practice the strange art of batrachomancy, reading portents in the number, size, and color of warts on a toad’s hide. 1 2 3 / 269 C Jack Wang M 1 5 • EN

2/3 ™ & © 2014 Wizards of the Coast

How much damage it takes to destroy the creature

ea r t Da em o

Ti ps Gr fo

DISCUSSION POINTS

• Creatures are the minions, armies, and beasts that fight for you.

• You can attack your opponents with your creatures, and you can also defend yourself from your opponent’s attacks with them. • Before the slash is power, which is how much damage a creature deals in combat. • After the slash is toughness, which is how much damage is required to destroy a creature. • Damage to creatures heals at the end of every turn.

• Creatures exist on the battlefield until they are destroyed. If one of your creatures is destroyed, it’s put into your graveyard (discard pile). Your graveyard is a face-up pile near your library (deck).

DEMO INSTRUCTIONS

• If you have encountered creatures with abilities, this is a good opportunity to discuss them.

PoWer: How much damage the

creature deals in combat

Cr

ea tu re s

practice the strange ncy, reading portents e, and color of warts

2/3 ™ & © 2014 Wizards of the Coast

Witch’s Familiar

o2oB OO

toUGHneSS:

Creature — Frog

Some bog witches practice the strange art of batrachomancy, reading portents in the number, size, and color of warts on a toad’s hide. 1 2 3 / 269 C Jack Wang M 1 5 • EN

2/3 ™ & © 2014 Wizards of the Coast

Pl ay e r ’s S i de

How much damage it takes to destroy the creature

• The Quick Start Guide (Magic.Wizards.com/QuickStart) has a complete glossary for keyword abilities. Other abilities will explain what they do. • Activated abilities have a cost and an effect, separated by a colon. The cost may include a mana cost (just like casting a spell), or it may include other instructions, like “discard a card” or “pay 1 life.”

ch ct an s & tm en ts

Ar t En ifa

Like creatures, these cards stay on the battlefield after you cast them.

Their rules text will tell you what they do. o3 O

ath Magus ff of the De

Sta

Brawler

’s Plate

Artifact

o3 O

ell or a st a black spunder ca u yo er Whenev ters the battlefield Swamp en ol, you gain 1 life. your contr less times. bition in ruth am of l bo m A sy U

o3O O oR

eature Enchant cr rs the e Favor ente When Divinyou gain 3 life. battlefield, ts +1/+3. creature ge Enchanted e squire light, even th of y or m ar . With an on her people the Coast may champi Wizards of C ams 0 1 0 / 26 9 Allen Willi M 1 5 • EN

gren Daniel Ljung

Artifac t — Equ

ipment

Equipp has tramed creature g damage ple. (If it wo ets +2/+2 and may ha to its blockers uld assign enou to defen ve it assign the to destroy them gh ding pla yer or p rest of its dama, you Equip o4 laneswa lker.) ge you con (o4: Attach to target trol. Equ ip only as a sorccreature 2 1 3 / 26 M15 • 9 U er y.) EN Jung Pa rk

Crucible t — Aura of Fire Enchantmen

4 ™ & © 201

ast ds of the Co

4 Wizar ™ & © 201 2 3 2 / 26 9 M 1 5 • EN

oW o1O O

r Divine Favo

™&© 2014 W

izards of the Coa st

Enchan tment

Dragon creatur es you “The dra control g get +3/+ and the on is a perfe 3. c w t il mar r iag l to use it —Sarkh e of power .” an Vol 1 3 9 / 26 M15 • 9 R EN

Dominic k Domin go

™&© 2014 W

izards of the Coa st

ea r t Da em o

Ti ps Gr fo

DISCUSSION POINTS

• Artifacts represent magical weapons, devices, and constructs that you can use in your duels. • Artifacts usually don’t require a specific color of mana to cast, so they can be used in any deck. • There’s a special type of artifact called an Equipment that can be equipped to creatures once the Equipment is on the battlefield. • Enchantments also stay on the battlefield and affect the game. • Most enchantments require mana of a certain color to cast.

Ar Entifa

ch ct an s & tm en ts

• There’s a special type of enchantment called an Aura that is attached specifically to a single creature.

Staff of the

Their rules text will tell you what they do. o3 O

Brawle r’s Plat e

o3 O

spell or a cast a black under ield Whenever you ers the battlef Swamp ent l, you gain 1 life. your contro ruthless times. ambition in A symbol of ™ & © 2014

Wizards of

the Coast

Crucible of Fire ature cre nt cha En enters the or Fav ine When Div you gain 3 life. battlefield, s +1/+3. creature get ire Enchanted even the squ ory of light, With an armion her people. mp cha y the Coast ma Wizards of ™ & © 2014

nt — Aura Enchantme

0 1 0 / 269 M 1 5 • EN

gren Daniel Ljung

Artifac t — Equi

pment

Equipp has tra ed creature ge damagemple. (If it wo ts +2/+2 and may ha to its blockers uld assign enou to defen ve it assign the to destroy them gh ding pla , you rest of its yer or pla Equip neswalkdamage er.) you conto4 (o4: Attach to rol. Equi p only astarget creature 2 1 3 / 269 a sor U cer y.) M15 • EN Jung Park

o1oW OO

Divine Favor

Artifact

U

• NOTE: Some of the sample decks don’t contain enchantments. You can use the image on the player’s side to illustrate what they look like and how they work.

Like creatures, these cards stay on the battlefield after you cast them.

Death Magus

2 3 2 / 269 M 1 5 • EN

DEMO INSTRUCTIONS

™&© 2014 Wiz

ards of the Coa st

Pl ay e r ’s S i de

C

o3O O oR

ams Allen Willi

Enchan tment

Dragon creature s you co “The dr ntrol ge t +3/+3. and the agon is a perfe ct marri will to us —Sarkha age of po n Vol e it.” wer 1 3 9 / 269 R M15 • EN

Dominic k Domingo

™&© 2014 Wiz

ards of the Coa st

st ri an es ts &

So r In ce

These spells have an effect, then are put into your graveyard. They are never on the battlefield.

oU o3O O

Into the Void

oB o2O O

Mind Rot

Devouring Light

o2oW OO

Solemn Offering Hunter’s Am bush

target creatures to Return up to twonds. ners’ ha their owSor cery their swords, the th “The ca ars havees. I prefer the ax eir inquisitors th ch.”discards two cards. oayer aptprpla ic’rge Ta ‘diplomat of Dr unau ge , archma s me —Terhold to lose a source of den “It sadSorcery eci st ally the Coa seemerdsdofesp one is Th ™ & © 2014 Wiza on. ati inspir 060 /269 U n rke Daa g.” promisin M 1 5 • EN k target artifact or enchantment. Destroy —Ashio of the Coast ™ & © 2014 Wizards

“You will be reimbursed for your donation.” Preve reimbursement nt all comb is spiritual.” “The at damage th would bsigns —Temple e dealt at

1 0 4 / 269 C Steve Luke M 1 5 • EN

this turn.

by nongree n creatures

First you lo © 2014 Wizards of the Coast your enemy’™ & you lose all se s trail. Then se ns e of direction. The hear the grow n you ls . . .

03 3/ 269 C Sam Wood M 1 5 • EN

1 8 0 / 26 9 C M 1 5 • EN

David Palum bo

™ & © 201 4 Wizar

ds of the Co ast

oW oWO o1O O

Peel from Reality

o2O O oG

Sorcery

Instgain ant 4 life. You

oG o1O O

Titanic Growth

o1oU OO

Lightning St rike

o1O O oR

Instant

d ts +4/+4 until en Target creature ge . of turnIn stant t. nate through mighhe e cast The massive domiwiou n thlp care reswa . Be atu ile cre gu r th (Y e ive ok rv nv ile wh tap The tinyCosu u yo re . veatu machssicre ll. Ea come s spe o be one mana tiny whthi spell pays for o1 or 2 03 / 269 C M 1 5 • EN

this casting Instant or.) rds of the Coast of that creature’s col ™ & © 2014 Wiza g or blocking kin ac oast att t n Panc ge Rya tar Exile re. target creature you control creatuReturn erate.” l to tol and is too fouyou adt owcreature don’t control stsh an urtarget “Even yoIn Coast

rds of the to their owners’ hands. ™ & © 2014 Wiza “Soulless demon, you are bound to me. Now will both Ligwe htning Strikdwell in oblivion.” e deals 3 dam target creatu age to re or playe 074 / 269 C ™ &r. © 2014 Wizards of the Coast M 1 5 •To EN Jason Felix wie ld lightning is to tame ch aos.

009 /269 U Slawomir Maniak M 1 5 • EN

1 5 5 / 26 9 C M 1 5 • EN

Adam Paquet te

™ & © 201 4 Wizards of the Coast

ea r t Da em o

Ti ps Gr fo

DISCUSSION POINTS

• Sorceries and instants both represent magical effects that happen once. Then the cards go to the graveyard. • Sorceries can only be cast on your turn, like creatures.

• Instants are the only type of card that can be cast at any time: even on an opponent’s turn.

So Insrcer

ta ies nt & s

• Instants can also be cast in response to another spell. If this happens, that instant will have its effect happen first.

DEMO INSTRUCTIONS These spells have an effect, then are put into your graveyard. They are never on the battlefield.

o3oU OO

Into the Void

Solemn Offering Hunter’s Am bush Sorcery

oW o1oWO OO

Devouring Light

o2oW OO

Peel from Reality

o2oG OO

target creatures to Return up to two s. ers’ hand their own Sorcery their swords, the have rs “The catha I prefer the inquisitors their axes. oachr.”discards two cards. t playe ic’ appr Targe ‘diplomat of Drunau age of archm , —Terhold ns me to lose a source ally Sorcery “It sadde the Coast seemedofespeci ™ & © 2014 Wizards inspiration. This one 060/269 U Daarken promising.” M 1 5 • EN iok target artifact or enchantment. —AshDestroy

Instgain ant 4 life. You of the Coast ™ & © 2014 Wizards “You will be reimbursed for your donation.” Preven is spiritual.” reimbursement “The t all combat dam would besigns —Temple dealt by non age that this tur n. green creatu res ™ & © 2014 Wizards of the Coast st Cyou lose you 3/ 269 03Fir Wood M 1 5 • EN r enemy’s trai you loseSamall l. The hear the grosense of direction. Then n wls . . . you

1 0 4 / 269 C Steve Luke M 1 5 • EN

David Palum bo

o1oG OO

Titanic Growth

o2oB OO

Mind Rot

1 8 0 / 269 C M 1 5 • EN

• Find two instant cards and demonstrate what happens when each is cast in response to the other. For example, Lightning Strike in response to Titanic Growth may destroy a creature, and Titanic Growth in response to Lightning Strike may save it.

™ & © 2014 Wizards of the Coast

Pl ay e r ’s S i de

o1oU OO

Lightning Str

ike

o1oR OO

Instant

+4/+4 until end Target creature gets . of turnInsta nt through might. cast nate domi ive the The mass re help can Bewa creat.ures withrguile ive (You survoke The tinyConv creature you tap while massive. spell.e Each becom this or one mana tiny who this spell pays for o1

casting Instant color.) Coast of that creature’s ™ & © 2014 Wizards of theing king or block Exile target attac Return target creature you control creature. te.” to tolera foul too and is target w creature Inst you don’t control shado “Even your ant Coast

203/ 269 C Ryan Pancoast M 1 5 • EN

of the to their owners’ hands. ™ & © 2014 Wizards “Soulless demon, you are bound to me. Now will both dwell in oblivion.” Ligwe htning Strike deals 3 dam target creatu age to re or player 074 / 269 C ™ & ©.2014 Wizards of the Coast M 1 5 •To EN Jason Felix wie ld lightning is to tame cha os.

009/269 U Slawomir Maniak M 1 5 • EN

1 5 5 / 269 C M 1 5 • EN

Adam Paque tte

™ & © 2014 Wizard

s of the Coast

Declare attacking creatures:

mb at

• Creatures attack opponents, not other creatures

Co

• Must be untapped, then tap to attack • Must not have been cast this turn Your opponent may block with untapped creatures. 1 9 7 / 269 C Jesper Ejsing M 1 5 • EN

™ & © 2014 Wizards of the Coast

2/2

The magic of the elves leaves its mark on the forest. The magic of the forest leaves its mark on the animals who live there. The animals of the forest leave their mark on all who trespass. Creature — Bear

Blocked

Unblocked

Goblin Roughrider

Creature — Goblin Knight

3/2

™ & © 2014 Wizards of the Coast

o2oR OO

3/2

™ & © 2014 Wizards of the Coast

Astride the bucking creature, Gribble hurtled down the mountainside while his Grotag brethren cheered. It was at that moment that the legend of the Skrill Tamer was born. 1 4 6 / 269 C Jesper Ejsing M 1 5 • EN

o2oR OO

o1oG OO

3/2

Astride the bucking creature, Gribble hurtled down the mountainside while his Grotag brethren cheered. It was at that moment that the legend of the Skrill Tamer was born.

Creature — Goblin Knight

3/2

™ & © 2014 Wizards of the Coast

o2oR OO

Goblin Roughrider

1 4 6 / 269 C Jesper Ejsing M 1 5 • EN

Goblin Roughrider

1 4 6 / 269 C Jesper Ejsing M 1 5 • EN

™ & © 2014 Wizards of the Coast

Astride the bucking creature, Gribble hurtled down the mountainside while his Grotag brethren cheered. It was at that moment that the legend of the Skrill Tamer was born.

Creature — Goblin Knight

Astride the bucking creature, Gribble hurtled down the mountainside while his Grotag brethren cheered. It was at that moment that the legend of the Skrill Tamer was born.

1 4 6 / 269 C Jesper Ejsing M 1 5 • EN

Creature — Goblin Knight

(Creature will damage opponent.)

OR

o2oR OO

Goblin Roughrider

Runeclaw Bear

(Creatures will damage each other.)

ea r t Da em o

Ti ps Gr fo

DISCUSSION POINTS

• You do not have to attack each turn, nor do you have to attack with all creatures. You might decide to hold some back for defense. • You only attack your opponents. You can never attack a creature. • Only untapped creatures can attack. You must tap each creature that attacks. • You can’t attack with a creature on the same turn you cast it.

• After you declare which creatures are attacking, your opponent may block attacking creatures with any untapped creatures he or she has. • Your opponent may also choose not to block.

• Blocking does not cause a creature to tap like attacking does.

DEMO INSTRUCTIONS

• Review the possible outcomes of combat based on whether the defending player chooses to block or not.

Declare attacking creatures:

mb at

• Creatures attack opponents, not other creatures

• If the players seem comfortable with the timing, you may review that instants may be cast and abilities may be activated after both attackers and blockers are declared. It is not necessary to review this, however.

Co

• Must be untapped, then tap to attack • Must not have been cast this turn Your opponent may block with untapped creatures. 1 9 7 / 269 C Jesper Ejsing M 1 5 • EN

™ & © 2014 Wizards of the Coast

2/2

The magic of the elves leaves its mark on the forest. The magic of the forest leaves its mark on the animals who live there. The animals of the forest leave their mark on all who trespass. Creature — Bear

BLocked

UnBLocked

Knight

r Goblin Roughride

Creature — Goblin

3/2

™ & © 2014 Wizards of the Coast

o2oR OO

of the Coast

o2oR OO

o1oG OO

of the Coast

Wizards ™ & © 2014

Astride the bucking creature, Gribble hurtled down the mountainside while his Grotag brethren cheered. It was at that moment that the legend of the Skrill Tamer was born. 1 4 6 / 269 C Jesper Ejsing M 1 5 • EN

Pl ay e r ’s S i de

le g creature, Gribb Astride the buckinmountainside while hurtled down the en cheered. It was at his Grotag brethr the legend of the that moment that born. Skrill Tamer was 3/2

Creature — Goblin Knight

3/2

™ & © 2014 Wizards of the Coast

o2oR OO

Goblin Roughrider

1 4 6 / 269 C Jesper Ejsing M 1 5 • EN

Knight

Wizards ™ & © 2014

1 4 6 / 269 C Jesper Ejsing M 1 5 • EN

r Goblin Roughride

Jesper Ejsing

Astride the bucking creature, Gribble hurtled down the mountainside while his Grotag brethren cheered. It was at that moment that the legend of the Skrill Tamer was born.

Creature — Goblin

C

le g creature, Gribb Astride the buckin mountainside while hurtled down the en cheered. It was at his Grotag brethr the legend of the that moment that born. Skrill Tamer was 3/2

1 4 6 / 269 M 1 5 • EN

Creature — Goblin Knight

(Creature will damage opponent.)

or

o2oR OO

Goblin Roughrider

Runeclaw Bear

(Creatures will damage each other.)

mb at Da m ag e

Centau r

Fugitive

Wizar

Courser

o2O O oG

r Course r

Centaur

Co

Creatur e — Cen taur Wa rr

oU O

Centau

Wizard Fugitive

1 2 1563

ior

Wizard DESTROYED

S-Spell

Vance Ko vacs

0

2 8 2 / 26 M15 • 9 C EN

0

121563

“The ce they be tntaurs are tr uly Creature — by fear. Tamed by tempta free. Nev rior er Cewntilaulr WarW rd t h io e y n an iza li o m ve in tot r not yet a “T u c he H o n ce nt — t aur o e rs r ll a ar th e u c e ey l t d tr h h be uly d an Wizar —Rama ieved by ourCreaar m by o tamed by temptatfree. Never will — Hum ion or Creature kind.”—not feyearnt .acyThihe,evyaedlivefe ina Ml,idsnagige hof W tot tal harm controlled on by R y, am ou a feat r al, sage t Geusatgradte te in of Westg kind.” a footno ate ace—as olatwnhaostitse plin fo a s a he “T 282 /2 e— coW ook.” laO 6 o2 my spellbi, fugitive mage M15 • 9 C 3/3 EN has its pO w —Siyan Vance K la e h ovacs T 1/1 “ book.” ™ & ©y spell m 2014 Wizardsi,of3thfu/g3itive mage O B o o2O —Siyan e Coast ™&© 2014 Wiz

ards of the Coast

S-Spell

the Coast ards of

2014 Wiz ™&©

9 C 05 6/ 26 Mark Zug EN M15 •

iar

Famil Witch’s

1/1

e Coast ds of th 14 Wizar

20 ™&©

g 69 C 0 5 6 /2 N Mark Zu E M15 •

Midnigh t Guard

If an attacking creature is Creatur e unblocked, it deals combat— Human Soldier NEITHER DESTROYED Whene damage to the opponent battlefiever another cre equal to its power. “When yold, untap Midnaigtuhrte Genutaers the o2O O oW

iar

oB o2O O

Famil Witch’s

Creature —

Human Soldier

W neve doot.gher Frr,ran har mless u’re on watch aturbaetthele— field untap Mcreature enters e , r a idnight n th C n “W o d he nois n yo — Frog Guard. e no —Olgar Creature ch, no no d oGf the shadow can b—haeOrmlgelearssdisanofu’drenoonshwadatow ise is nge can be ig obliSnkR ign the S iltofoulk e the stra ange ghrider oredkiltf.”oleks pracnotreicd.”e theSomstperboobagrtrwactitcehonhemstansprcyac,ticred adcoinlorg ofpowrtarentsts 0 2 0/2 ch 6 adinargint thofe nuwm’sabehir,rdetsi.sze, an M15 • 9 C ,2/r3eoR e bog withomancyO EN m 2 o o S Jason A O ronoaftoad . Engle 2/3 of batra2c/e3r, size, and colo t r ™a b & © 20 m u 14 e n oG in th Wizardsdof’sthe h Coa o1O idst e. O on a toa /3

If an attacking creature is blocked by an opponent’s creature, the two creatures will deal damage to each other. Compare power and toughness to see what happens.

02 0/26 M15 • 9 C EN

Jason A. Engle

™&© 2014 Wiz ard

s of the Coast

the Coast ards of

2014 Wiz ™&©

9 C ng 1 2 3 / 26 Jack Wa EN M15 •

2

w Bear Runecla

e Coast ds of th 14 Wizar

20 ™&©

g 69 C 123/ 2 N Jack Wan E M15 •

Goblin

Roughri

der

o2O O oR

Creatur e — Gob lin Knig

w Runecla

ht

oG o1O O

Bear

BOTH DESTROYED

Astr ide hurtled dthe bucking crea Creature his Grot own the mount ture, Gr ib—bGleoblin Knight Ast eriledewthh Be ebuaeckring that momag brethren che aintusid cr d dowil ad. Irhihuets rtG— e r e e e r n C t t h Skr ill Ta a — Bear wro netthhrteenmouchnteaaitunsreid, Ge wribbhilele Creature mer was t the legend oSthkrfatilltmTaomataengsbrt a ark leaves its mark that the eered. It was at m s it hemer was born.legend ofethse leaves bor n. s the forest oft the elve ic ag lv m e magic ofimals who live Thefor res he e t e f h t fo st. Theon th o e an e f th ave o ic on g e k 146/2 6 aves witshmoarimlialvl swofhothtreesfoparessst. le The ma rest. The magic ls 3/2 imale M15 • 9 C e. The an EN er n th al a fo on e Jesper Ej 2/2 sing on the s mark on th e forethsteirlemarakve v14eWs izit 3a/n2imals of th pass. ™ le & ©a20 ards e tres oast ll who there. ThrofktheoCn a a 2/2 their m st 1 4 6 / 26 M15 • 9 C EN

Jesper Ejs ing

™&© 2014 Wiz

ards of the Coast

the Coast ards of

2014 Wiz ™&©

ing 9 C 1 9 7 / 26 Jesper Ejs EN M15 •

the Coa izards of

2014 W ™&©

sing 69 C 197/ 2 N Jesper Ej •E

ea r t Da em o

Ti ps Gr fo

DISCUSSION POINTS

• After blockers are declared, all attacking and blocking creatures deal combat damage at the same time. • Unblocked attacking creatures will deal combat damage equal to their power to your opponent. Damage causes your opponent’s life total to go down.

• Blocked attacking creatures deal damage to the creatures that blocked them, and vice versa.

• Any creature that is dealt damage equal to or greater than its toughness is destroyed (put into the graveyard).

Centaur Cour Centaur Courser

ser

o2O O oG

oU O

Centaur Cou

rser

o2oG OO

Co

Vance Kov acs

S-Spell

121563

rior

121563

WIzARD DESTROYED

“The ce ntaurs ar they be ta e Creature med by tr uly free. N by fear. T ever— Cen tempt wtau illr Warrior ard or man Wiz not yet achey live in totaation re “Thco Hu e cent nt aurrolle they— dy free. Never trul hi haturm be tameds are by temptat —Ramal eved by ourCrlea by on fear.y, will Theya live or con fea not kind.” yet achieved in totat l ion , sa Mid har mon trolled nigeghoft W tgrd Ges ate —Ramal, sage ofbyWesourtgatkine d.” y, a feat ua

Creature

— Human

Wizard

te ine—as a footnote in foeotlawno has its plac e—as a “Th k.” o2acO e mage my spellboo oW 3/3 i, fugitiv has its plO —Siyan 1/1 “The lawbook .” 3/ e 3 tive mag ™ & ©y spell m 2014 Wizards ,of fu B o O gi 2 o O —Siyani the Coast ar 1 ili 1/ m Fa 2 8 2 / 269 C M15 • EN

0

2 8 2 / 269 C M15 • EN

oU O

Wizard Fugitive

Centaur War

Vance Kovac

s

0

Creature —

Wizard

Centaur Courser

mb at Da ma ge

Fugitive

™&© 2014 Wizard

s of the Coast

S-Spell

™&©

056/ 269 EN M15 •

Witch’s

™&©

C

s of the

2014 Wizard

Coast

Mark Zug

ards of

2014 Wiz

st

the Coa

C 05 6/ 269 Mark Zug EN M15 •

Midnight

Guard

If an attacking creature is Creature unblocked, it deals combat— Human Soldier NEITHER DESTROYED Whene damage to the opponent battlefiever another crea equal to its power. “When yold, untap Midnitughret Genuaters the o2oW OO

o2oB OO

r

Familia Witch’s

Creature

— Hum

an Sold

ier

Whenever rd og ano .the battlef harmles u’re on watch ture —ieldFr , untap r creature enters Midnig , ea no no“Wise the Cr hen — Frog —Olgars and no shadow har mlessyou Creature is’re on watch, ht Guard. d of can be —Olgar and no shadow no noise is thelin Gob can of the Ski SkR gehes practice the straporngetents igdno iltou anwitc folkgh red.ltfol red.” ” k be ignotic e the stre bog tsncy, reading ts

If an attacking creature is blocked by an opponent’s creature, the two creatures will deal damage to each other. 02 0/ 269 C M15 • EN

Compare power and toughness to see what happens.

Jason A. Engle

rider enomasize, and color of war rtrachber, s prac adinSom pobatnum of g the g witche ,2/3reoR art e. hidts w’sar o2 Some bo trachomancyO a toad O lorinonof e, and co t of ba 2/ ™ar & © 201 mbe3r, siz 4e Wiznu ards of th oG the Coade . in O 1 o O st hi ’s ad on a to 2/3 Bear 020/ 269 C M15 • EN

Jason A.

Engle

™&© 2014 Wizard

s of the Coast

™&©

1 2 3 / 269 EN M15 •

w Runecla

1 2 3 / 269 EN M15 •

™&© C

C

2/3 s of the

2014 Wizard

Coast

Jack Wang

ards of

2014 Wiz

st

the Coa

ng Jack Wa

Goblin Rou

ghrider

Creature —

o2oR OO Runeclaw

Goblin Kn

ight

o1oG OO

Bear

BOTH DESTROYED

Astr ide the buck hurtled do in atu — Goblin wn the mg creature, Cre Grirebb his Grota ount le Knight Ast id eride Be that momg brethren cheeains the —wdow hibuc learking creature, Gri re hur tled tu re ea en n the mou d. Cr t his It that bble Gro Skrill Ta — Bear was nta tag bret Creature hren che inside while at that mom mer was the legend of ent ark that the ered. It was at Skr illth Tam lege born. eer was ves itsmamgicstof the elvesgicleavof estheitsforemastrklive the bor n. nd ofes re ma e elv leaof thThe who fo th e animals leave forest. Theon the of the ic on eof the 1 4 6 / 269 forest markliv mag agic3/2 itsho es m he w leav T C he s animals T M15 • al trespass. im e.r The EN rest. on all who Jesper Ejsi markve 2/2 thei on the fo mark on the ane forether ng st lea its 3/ th s 2 of ve ™ lea s & © 201 4 Wizards anCoaimal ho trespass. st all w there. Theofkthe on ar 2/2 their m 1 4 6 / 269 C M15 • EN

Jesper Ejsing

™&© 2014 Wizard

s of the Coast

™&©

1 9 7 / 269 EN M15 •

™&© 1 9 7 / 269 EN M15 •

Pl ay e r ’s S i de

C

ng Jesper Ejsi

C

Jesper Ejsing

ards of

2014 Wiz

st

the Coa

s of the

2014 Wizard

Coast

xt

Ne ha t’s

W

1

Magic 2015 Intro Packs— A Great First Deck

2

Deck Builder’s Toolkit— An Instant Collection

Learn more with the Quick Start Guide at: Magic.Wizards.com/QuickStart

Suggest Documents