Você está na página 1de 2

Magic: The Gathering glossary

Terms: Interrupt - One of the basic spell types, it can be cast at


any time. Also, the only way a fast effect may be
Ante - The stakes gambled on the match. Typically this
countered.
is one card taken from the top of each deck before the
games begins. Land - Land is a special card type, which may only be
played during your main phase, and only once per turn.
Artifact - a magically powered object; also one of the
There are basic lands and more exotic, special lands.
basic spell types. Mages who build Artifacts are called
Artificers. Mana - A term for magical energy, used to cast spells and
cause special effects. The most common source of Mana
Banned List - A list of cards banned during official tourna-
is tapping lands.
ments.
Mana Burn - Damage taken from unspent mana at the
Basic Land – Plains (white), Islands (blue), Mountains
end of any phase or attack. Each point of unspent mana
(red), Forests (green), and Swamps (black).
causes one point of damage. This damage is considered
Dominia - The multiverse where Magic: The Gathering colorless.
takes place.
Mana Pool - The amount of mana you have available at
Enchant - One of the basic spell types. Enchantments are any given time.
permanent until destroyed (or the card they are enchanting
Permanent - any card that remains in play after being
is destroyed). Only cast during the Main phase of a turn.
used, such as Lands, Artifacts, Enchantments, and Crea-
Expansion Set - A limited edition run of Magic cards tures.
(typically 90 to 310), printed with a black border.
Poison - Some creatures will poison a player during battle.
First Strike - A creature with first strike will not take any When any player has 10 (or more) poison counters, they
damage if the creature they are fighting takes a lethal lose the game.
amount of damage during the exchange. Two first strike
Regeneration - Creatures on the way to the Graveyard
creatures are considered to attack each other
may be regenerated under special circumstances. They
simultaneously.
return to play with their enchantments intact. Creatures
Flying – Attacks by flying creatures can’t be blocked by become tapped when regenerated.
non-flying creatures.
Sorcery - One of the basic spell types. They take effect
Graveyard - Where cards go when killed, used, discarded, immediately after being cast, but can only be cast during
or removed from play. Some cards will allow you to later your Main phase.
bring cards back from the Graveyard. Any player may, at
Spells - There are six basic spell types: Artifact, Enchant,
any time, look through anyone’s graveyard.
Instant, Interrupt, Sorcery, and. Summon.
Magic: The Gathering glossary
Starter Deck - A pack of 60 Magic cards, including a White - White magic is the magic of healing and protec-
small rulebook with everything you need to know. Typically tion, and draws its energies from the plains. Its traditional
includes 2 Rares, 13 Uncommons, and 45 Commons. enemies are Black and Red.
Summon - One of the basic spell types.
Phases:
Tapping - Turning a card sideways or sticking a marker
on it to show that it’s in use. Also, the term used to ex- Untap Phase - The first phase of your turn, when tapped
plain when something is being used. “I tapped my mana,” cards are untapped. All cards are considered untapped
means both that you physically turned them and that they simultaneously and no one can take any actions while
are in use. untapping is happening.

Weenie Deck - A term for decks composed primarily of Upkeep Phase - The second phase of your turn, when
creatures that take two or less mana points to summon. upkeep costs are paid such as paying mana, or sacrificing
The best defenses against a Weenie Deck are cards which cards.
can destroy lots of small creatures in one shot. Draw Phase – The third phase of your turn. Draw one
card from your deck.
Colors: Main Phase - The fourth phase of your turn. During this
Black - Black magic is the magic of death, and gains its phase you cast sorceries, enchantments, artifacts, play
power from Swamps and Bogs. Its traditional enemies are land cards (one per turn), and attack your opponent (one
Green and White. per turn).
Blue - Blue magic is the magic of the mind, and gains its Discard Phase - The fifth phase of your turn. If you are
power from Islands. Blue magicians are often adept at holding more than seven cards at this point, you must dis-
deceiving others and casting illusions. Air and water are card to the graveyard until you have exactly seven cards.
also strongly associated with Blue. Its traditional enemies
End Phase - The sixth phase of your turn. This is the
are Green and Red.
phase where you let your opponent know you are finished.
Green - Green magic is the magic of life and peace, and
Heal Creatures Phase - The seventh and final phase of
draws its energies from forests. Its traditional enemies are
your turn. This is the phase where all damage to creatures
Blue and Black.
is healed.
Red - Red magic is the magic of destruction, chaos, and
war. It is also associated with earth and fire. Red magic
derives its powers from mountains. Its traditional enemies
are White and Blue.

Você também pode gostar