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The Original Magic Rulebook | MAGIC: THE GATHERING
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`8/10/2020
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` NEWS > Feature
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`THE ORIGINAL MAGIC RULEBOOK
`
`Posted in Feature on December 25, 2004
`
`By John Carter
`Archive
`
`SHARE ARTICLE
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`A
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`This week, for that holiday nostalgia fix, please enjoy this transcription of the original
`rulebook (Alpha edition, with some Beta updates intermixed) that came with Magic: the
`Gathering. I hope you have as much fun reading this as I did – we've come a long way!
`
`Credits:
`
`Design: Richard Gareld, Ph.D.
`Design Contributions: Charlie "Deck of Weenie Madness", "Innite Recursion Deck"
`We use cookies on this site to personalize content and ads,
`Canto; Ska "The Bruise", "The Great White Death" Elias; Don Felice; Tom "Fontaine's
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`Deck of Sooner Than Instant Death" Fontaine; Jim Lin; Joel Mick; Chris "The Great
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`The Original Magic Rulebook | MAGIC: THE GATHERING
`White Leftovers" Page; Dave "Hurricane Dave", "Dave's Deck of Land Destruction"
`Pettey; Barry "Bit", "The Archaeologist", "The Serpentician", "The Artifact Deck", "The
`m
`Serpent Deck", "The 5 Color Deck" Reich; Bill Rose; Elliot Segal
`Card Text: Richard Gareld, Peter D. Adkison, Lisa Stevens, Lisa Lowe, Len Case,
`George Lowe, Sean Prather, Tom Fontaine, Jim Lin, Chris Page, Jesper Myrfors, Mike
`Davis, Lily Wu, Elizabeth Zanger
`Editing: Beverly Marshall Saling and Victor K. Wertz
`Art Direction: Jesper Myrfors
`Graphic Design: Jesper Myrfors and Lisa Stevens
`Typesetting: Peter D. Adkison, David Howell, Lisa Stevens, Victor K. Wertz
`Layout: Peter D. Adkison and Lisa Stevens
`Printer Liaison: Luc Mertens
`Jobs too numerous to mention: Peter D. Adkison, Jesper Myrfors, Sean Prather,
`Lisa Stevens, Victor K. Wertz
`
`1993 by Gareld Games, Inc. Used by Wizards of the Coast, Inc. under license. Magic:
`The Gathering and Deckmaster are trademarks of Gareld Games, Inc.
`
`-2-
`
`Playtesters: Peter Adkison, Mike Albert, Mikhail Chkhenkell, Steven E. Conard, Je Goldman, James E. Hays, Jr., Robin Herbert, Karen Hibbard, Dave
`Howell, Dave Juenemann, Howard Kahlenberg, Ruthy Kantorovitz, Nets "Moose Slippers" Katz, Anthony Kosky, Sarath Kumar, Ethan Lewis, George Lowe,
`Lisa Lowe, Beverly Marshall Saling, Jesper Myrfors, Katherine K. Porter, Ron Richardson, Rick Saling, Lisa Stevens, Jean Pierre Trias, Lily "Snow White and
`the Eight Dwarves" Wu League Playtesting and Design: Charlie Canto, Ska Elias, Don Felice, Howard Kahlenberg, Ethan Lewis, Joel Mick, Chris Page,
`Barry Reich, Bill Rose, Elliot Segal, Jean Pierre Trias Special thanks to the late night DRL deck construction crew: Mike Albert, Ska Elias, Ruthy Kantorovitz,
`Chris Page, Dave Pettey, Barry Reich Thanks to Dave Petty for showing how nasty decks could get, to Charlie Canto for showing how bizarre they could
`get, and to Ska Elias for stress testing every aspect of the game. Thanks to Beanies for late night coee. Thanks to Peter Adkison for recognizing good
`ideas, while having them himself, and for recognizing good people, while being one himself.
`-3-
`
`Introduction
`
`Worzel felt the telltale prickling at the back of her neck; her domain was being
`challenged! It’s someone old, she thought. Someone I know… Thomil! It had been a long
`time since he had challenged her. Quickly, she called her vassals into action. She
`would need much mana for this duel, much indeed.
`
`The last time Worzel fought with Thomil, he had focused on the destructive magic of
`the mountains. It had been a close ght; she still saw in her nightmares the brigade
`of rebreathers that had pushed her to the brink of submission. Since then, Worzel
`had learned from a specialist in white magic that there were ways to protect herself
`from the raw force Thomil loved. Unfortunately, the white magician had been
`unwilling to part with the knowledge in exchange for her oered artifact; she had
`been forced to coerce it out of him in other, more violent ways. It took a while, but
`she was a far more experienced duelist than he, and in time he was forced to yield
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`what she sought.
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`8/10/2020
`The Original Magic Rulebook | MAGIC: THE GATHERING
`Worzel soon found that gathering the proper mana for her protective spells was
`going to be dicult. She needed the mana of the countryside, and disturbances in
`m
`the ether were preventing her from making the necessary psychic bonds to any of
`those lands. She had precious little to draw on in the rst place,
`
`-4-
`
`so it could take a while before she managed to get a link to the plains. Just having the
`knowledge to protect yourself isn’t enough, she thought. Well, let’s see if I can’t stall him
`with my friends of the forest in the meantime.
`
`Worzel resisted the temptation to invest herself in blue magic, in case the rumor that
`Thomil had taken to raising serpents had any truth. Now she began to regret the loss
`of the Glasses of Urza, which might have given her some clue where the focus of his
`attack would be.
`
`Thomil countered her creatures with a legion of undead. Black magic, she thought.
`Thomil! I wouldn’t have expected that from you. Thomil had always enjoyed displays of
`pure power, but she had regarded him as a relatively clean ghter. At least, cleaner
`than most.
`
`A sudden sense of horror came over Worzel as she felt a large drain on the mana
`plane— an enormous drain, accompanied by a stink of sulfur and the grave.
`Something big was coming.
`
`Learned some new tricks since we last met, eh? muttered Worzel, under her breath.
`Well, so have I, dear Thomil, so have I.
`
`It was going to be a tough ght.
`
`-5-
`
`Playing Your First Game
`
`You've just bought your rst two decks of Magic: The Gathering, and you're ready to
`play. You should probably read through the rules rst, and then come back to this
`page. Most of the basic information you need to play the game is right here. Page
`numbers in parentheses tell you where to go for more information on each topic.
`
`You begin the game by shuing your deck. Then, cut your opponent's deck, and turn
`over the top card as ante (p.7). Draw seven cards from your own deck for your hand,
`and determine who goes rst (p.7).
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`8/10/2020
`The Original Magic Rulebook | MAGIC: THE GATHERING
`Begin your turn by drawing a card. You'll want to begin by playing a land card (a
`mountain, swamp, forest, plains, or island). Put that card on the table in front of you.
`m
`Now, see if you can play any other cards in your hand. Compare the casting cost
`(p.14) to the mana you can draw from your lands in play (p.13). If you can play an
`appropriate card, tap your land (pp.9-10) and put the card you're casting onto the
`table.
`
`Generally, it's a good idea to summon creatures (p.21) as soon as you can. Once you
`summon a creature, you have to wait a turn before you can attack with it. You can
`also play any artifacts (pp.16-17), enchantments (pp.17-18), instants, interrupts, or
`sorceries (all p.19).
`
`-4-
`
`If you can cast a spell, you're doing well, If you can't, that's okay, too. It usually takes
`a few turns before you have enough mana to do anything. Meanwhile, you should
`gure out whether you need to discard (p.11). Then announce the end of your turn,
`and let your opponent have a go.
`
`Remember to untap any tapped cards at the start of your next turn. After you do
`that, perform any upkeep (p.11), and draw a card.
`
`If you managed to summon a creature last turn, you can now attack with it. To do
`this, tap the card and announce your attack. Your opponent must then decide
`whether and how to block your attacker (pp.24-25). Next, either or both of you may
`use fast eects (p.25). After all announcements have been made and all fast eects
`have been cast, damage is dealt (p.26). Any creatures that were damaged (p.23) and
`defeated should be placed into the graveyard (p.8). Keep track of any damage
`suered by you or your opponent. If you are the rst to reduce your opponent's life
`points from 20 to 0, you win!
`
`Remember, Magic is a game of action and reaction, planning and improvisation. But
`in the beginning, it's simply a matter of doing what you can. You'll probably have to
`play through a duel or two before you get the hang of it. Once you gure it out,
`though, you'll see that the rules are simple; it's the interactions between cards that
`are complex and interesting.
`
`Game Description
`
`-5-
`
`Magic is a two-person card game in which the cards in your deck represent the lands,
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`creatures, spells, and artifacts at your disposal. When you play the game, you pit
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`clicking YES, you are consenting for us to set cookies.
`your deck against your opponent's deck in an arcane duel, and the winner takes one
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`8/10/2020
`The Original Magic Rulebook | MAGIC: THE GATHERING
`random card to keep from the loser's deck. Over time, your deck will grow and
`shrink; it will have weaknesses you can try to x by winning the correct games, and
`m
`strengths with which you can barter between games. Sometimes winning a duel can
`be a lot less protable than a successful trading session, and it is always more
`dangerous! Be especially on your guard when playing new opponents. They will likely
`have spells and artifacts you have never seen before, and they will certainly have
`unique deck mixes and styles of play. Also, watch out for old rivals -- anyone can
`have a magical encounter with a stranger and pick up some new surprises. No
`matter who your opponent is, never forget the possibility of learning a trick or two
`with the same old cards.
`
`Equipment
`
`To play, you need two decks of at least forty Magic cards each and at least twenty
`counters for each person. These counters represent life points. They can be pennies,
`poker chips, or whatever is convenient you can even keep track of life points on
`paper if you want to. It's also best to have a large, at playing area on which to lay
`out the cards.
`
`-6-
`
`The Duel
`
`One complete game of Magic is called a duel. A set is won by the rst player to win
`three duels. A match is the best two of three sets. Players should agree before
`starting whether they are ghting a single duel, a set, a match, or some other
`competition. During the course of a single competition, players may never add or
`subtract any cards from their decks except those won or lost in the ante.
`
`Setting Up
`
`First, shue your deck thoroughly and cut your rival's deck. You may also ask to
`shue your rival's deck if you wish. Turn the top card of your rival's deck face up and
`have your rival do the same with yours. Set the turned-up cards aside. They will be
`the ante, which the winner of the duel will keep. Take twenty counters to represent
`the twenty points you begin the duel with. Your life will go up and down during the
`course of a duel, and you may end up with more than 20 points—if you're lucky.
`
`Draw the top seven cards of your deck to form your hand, and set the remaining
`cards aside, face down, as your library. The loser of the previous game takes the rst
`turn; if there was no previous game, decide who goes rst randomly.
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`8/10/2020
`The Playing Area
`m
`
`The Original Magic Rulebook | MAGIC: THE GATHERING
`
`Figure 1—Table Layout.
`hroughout the course of the game, you will have a library of undrawn cards, a
`graveyard of discarded cards, and a hand. The space in front of you, called your
`territory, will also contain cards played face up. These cards are the ones currently in
`play. Usually your cards will be played in your own territory, though you may
`occasionally have cards in play in your rival's territory. After the duel is nished, you
`
`.T
`
`-8-
`
`will retrieve all the cards that you began with, except for the ante, which is taken by
`the winner. Be sure to note when you play a card in your rival's territory. Ideally, you
`should mark these cards in some way, like with a coin or paper clip, so you don't
`accidentally lose one after the duel.
`
`Overview of Play
`
`The object of the game is to reduce your rival's life points to zero, forcing him or her
`to ee the plane in which you are dueling. If you both are reduced to zero
`simultaneously, then the duel is a draw, and both players retrieve their contributions
`to the ante. You also win if your rival's library becomes so depleted that he or she
`cannot draw a card when required.
`
`The cards represent lands and spells. Lands generate mana, which is required to cast
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`spells. Spells can be used to summon creatures and artifacts, or generate magical
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`

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`The Original Magic Rulebook | MAGIC: THE GATHERING
`
`8/10/2020
`eects.
`m
`To play a card, take it from your hand, and place it face up in the playing area. Many
`cards, such as creatures, and some artifacts, can only be used once per turn. If you
`have already used such a card during the current turn, you must turn it on its side.
`This is a procedure called tapping the card. At the start of your next turn, you return
`your tapped cards to the upright, untapped position (see Figure 2).
`
`-9-
`
`Figure 2—Tap/Untap.
`You and your rival play in turns. Each pair of turns is called a round. Turns follow the
`sequence of events described below in "Game Turn".
`
`During the course of play, you will reduce your rival's life by successfully casting
`certain spells and by attacking successfully with your creatures. The upper right-
`hand corner of each spell card shows the cost of casting the spell. This cost is in
`mana, which you get from your lands, and occasionally from other sources. One of
`the vital concerns during a duel is getting enough of the right type of land into play
`to generate the mana you need to cast your spells.
`
`Game Turn
`
`-10-
`
`Both your turn and your rival's turn follow the same pattern. A game turn consists of
`the following phases:
`
`1. Untap. Untap all your previously tapped lands, creatures, and artifacts.
`2. Upkeep. Deal with any enchantment, creature, or artifact that requires upkeep or
`has an eect at the start of a turn. The card will tell you if a given item requires
`upkeep.
`3. Draw. Draw one card from your library.
`4. Main. You may do several things during the main phase. In no particular order:
`(a) You may put any one land from your hand into play. Mana from this land may
`be used during the current turn.
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`(b) You may make one attack against your rival with any or all of your creatures in
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`

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`8/10/2020
`The Original Magic Rulebook | MAGIC: THE GATHERING
`play except those that came into play this turn. Newly summoned creatures
`cannot be used until the next turn.
`(c) You may cast any spells in your hand, provided you have enough mana. You
`can cast spells before and after taking other actions.
`5. Discard. If you have more than seven cards in your hand, discard until you again
`have only seven.
`6. End. Let your rival know you are nished.
`
`Unless an action described above includes the word may, you must perform this
`action.
`
`-11-
`
`You and your rival may cast certain spells known as instants and interrupts at any
`time, even if it isn't your turn. You can also use your artifacts, enchantments, or
`special powers of creatures in play. These are called fast effects. Interrupts take place
`more quickly, actually being resolved before actions in progress, whereas instants
`don't take eect until both players have nished reacting to one another. At this
`point, they take eect simultaneously. Fast eects are always considered instants,
`unless they say otherwise. For more details, see "Timing" on pp.29-32.
`
`Casting Spells
`
`As mentioned earlier, you need mana from lands to cast spells. There are ve
`dierent types of mana—one for each basic type of land. Red mana comes from
`mountains, blue mana from islands, green mana from forests, black mana from
`swamps, and white mana from plains. However, some spells can change the type of
`land a card represents. In this case, the changed land provides mana appropriate to
`the new land type. Occasionally, mana comes from other sources, in which case it
`may be of no color. If a spell doesn't explicitly call for a particular color of mana, then
`any color mana, or any colorless mana, can be used.
`
`The chart on page 13 explains the mana symbols, and the relationships between the
`ve colors of magic.
`
`Mana Chart
`
`-12-
`
` Black Magic: The black magician's power stems from the swamps and bogs. Black
`magic is the magic of death. The often self destructive lore of black magic is regarded
`by most as best left unknown. The traditional enemies of black are white and green.
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`
`

`

`8/10/2020
`The Original Magic Rulebook | MAGIC: THE GATHERING
` Blue Magic: The blue magician taps the islands for energy. Blue magic is mental in
`nature. The fortes of the blue magician are artice, illusion, and deception, as well as
`m
`the elemental forces of air and water. The traditional enemies of blue are red and
`green.
`
` Green Magic: The green magician draws energy from the forest. Many magicians
`have been lulled into complacency by green magic's peaceful exterior, the magic of
`life, and have been caught unaware by the vast destructive capability of its nature.
`Green's traditional enemies are blue and black.
`
` Red Magic: The red magician gets power from the mountains. Red magic is a
`destructive magic, the magic of earth and of re, of chaos and of war. The traditional
`enemies of red are blue and white.
`
` White Magic: The white magician draws energy from the plains. Spells of healing
`and protection are the white magician's specialty, though chivalrous war magic is not
`unfamiliar. White's traditional enemies are red and black.
`
`-13-
`
`Each of your lands provides one mana of the appropriate color at the beginning of
`your turn. If you choose to use this mana, you must tap the land until the start of
`your next turn. Otherwise, you may keep this mana in reserve for use during your
`rival's turn. Mana does not accumulate from round to round, however. If you choose
`not to use a land's mana during a given round, that land still gives you only one
`mana at the start of your next turn.
`
`Mana drawn from any source is put in your mana pool, which is simply the mana you
`have ready to use. Most of the time, you simply remember what mana you have in
`your pool, though you can write it down if you have a large series of spells being
`cast. Adding mana to your mana pool is always considered an interrupt. You lose all
`of the mana in your mana pool if you do not use it before a phase ends. The mana
`pool is also cleared when an attack begins and when an attack ends. You lose a life
`point for each mana lost in this manner. However, you cannot be deprived of a
`chance to use the mana in your pool. If a card provides more than one mana, you
`must draw the full amount into your pool when you use it.
`
`The cost to cast a spell, listed in the upper right-hand corner of the card, is shown in
`the form of a number and/or mana symbols. The mana symbols indicate the amount
`needed of a particular mana color, while the number indicates how much additional
` means
`mana, which can be any color or no color, is also required. For example,
`the spell costs 2 white mana
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`clicking YES, you are consenting for us to set cookies.
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`Exhibit 1018
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`

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`8/10/2020
`The Original Magic Rulebook | MAGIC: THE GATHERING
`plus 1 mana of any or no color. The total cost of a spell is the total number of mana
`needed to cast the spell—in this example, 3. If the cost includes an X, you can choose
`m
`what number X will be by spending that much mana from your mana pool.
`
`Example: A player casts Fireball, which costs X and does X damage to one or more
`targets. The player spends one red mana plus three mana for X, thus doing three points of
`damage to the targets.
`
`Spell Types
`
`There are six dierent kinds of spells: artifacts, enchantments, creature
`summonings, instants, interrupts, and sorcery. A card is only considered a spell until
`it is successfully cast, after which it becomes an artifact, enchantment, or creature, or
`has its eect and is then put in the caster's graveyard. Artifacts, enchantments, and
`creatures are called permanents since they remain in play until destroyed or
`removed by a spell eect. The only spells that can be cast during your rival's turn are
`instants and interrupts, though you may also use permanents that are already in
`play. Permanents may not be removed from play by choice, but only as a result of
`some card eect.
`
`Some permanents have costs associated with them. In this case, the spell description
`will contain the cost, or the eect will be preceded by a colon and the
`
`-15-
`
`cost. For example, 3: Do one damage to any target, would mean that for three mana
`(of no particular color), you could do one damage to any target. Sometimes these
`eects may require you to tap the permanent as well.
`
`You cannot cast a spell or use a fast eect if a target is needed and is not available.
`: Destroy a black card in play cannot be used if no black
`For example, the eect
`cards are in play.
`
`The term "you" on a spell always means the person currently controlling the spell.
`The controller is usually the person who cast the spell, but this occasionally can
`change through a card eect. If a spell has a cost associated with it, only the
`controller of the spell can pay that cost.
`
`If a spell aects a creature, land, or other item, and the card doesn't specically say
`"of your opponent's" or "of yours", then you may choose either as the target. If the
`card says "player", you may take that to mean either player.
`We use cookies on this site to personalize content and ads,
`Artifacts: Artifacts never require any particular color of mana to put into play, and
`OK, I agree No, thanks
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`they may be used during the turn in which they are played. If an artifact becomes
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`8/10/2020
`The Original Magic Rulebook | MAGIC: THE GATHERING
`tapped, you may not use it again. Even its continuous eects cease until it is
`untapped. Artifacts often have a cost to use, which is listed on the card.
`m
`
`-16-
`
`Figure 3—Artifact Cards.
`There are four types of artifacts:
`1) Mono. These artifacts have one charge each round, and are tapped when used,
`making them unusable until untapped.
`2) Poly. These artifacts may be used many times each turn and so are not tapped
`after use.
`3) Continuous. These artifacts have a continuous eect on the play environment.
`They never have a cost to use, and the eect cannot be stopped unless the artifact is
`removed from play or tapped by a spell eect.
`4) Creature. Treat artifact creatures as both artifacts and creatures; see "Creatures"
`on pp.21-22.
`
`Enchantments: Enchantments are called either enchantment or enchant [something],
`where "something" is another card type, such as a creature. They have a lasting
`eect on the game after they are cast. You may only cast an enchantment during the
`main phase of your turn. Some enchantments have a cost listed before the eect;
`this is the cost to use. An enchantment with a cost may only be used and paid
`
`-17-
`
`for by the controller (usually the caster). If the enchantment has no cost, it is
`constantly in eect. An enchantment may be used more than once each turn, and it
`is never tapped.
`
`An enchantment can even be used more than once at a time. For example, if an
`enchantment costs 1 red mana to add 1 to a creature's power, you can spend 3 red
`mana and give an extra 3 power to the enchanted creature.
`
`If the spell enchants something, put the enchantment card on top of the card you
`wish to enchant. You can enchant your rival's cards, but be careful to retrieve your
`enchantment cards when they are removed from play. If an enchanted card is put
`out of play, the enchantments cast upon it are discarded.
`We use cookies on this site to personalize content and ads,
`provide social media features and analyze web traffic. By
`clicking YES, you are consenting for us to set cookies.
`(Learn more about cookies) No, give me more info
`https://magic.wizards.com/en/articles/archive/original-magic-rulebook-2004-12-25
`
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`
`11/28
`
`Supercell
`Exhibit 1018
`Page 11
`
`

`

`8/10/2020
`The Original Magic Rulebook | MAGIC: THE GATHERING
`If the spell just says "enchantment", put the card face up in front of you. Such an
`enchantment will either aect the environment of the game or give you a special
`m
`power. Both players are subject to the eects of an enchantment unless the card
`says otherwise.
`
`Figure 4—Enchantment Cards.
`
`-18-
`
`Instants: An instant can be played at any time, and is always discarded afterwards.
`You cannot interrupt your rival with an instant, but your rival's spells do not take
`eect until after you have had a chance to respond with instants and other fast
`eects. Once you have responded, your rival can respond to you, and so forth. After
`all responses are nished, all spells take place at the same time.
`
`Interrupts: Interrupts can be played by either player at any time. Many interrupts
`modify the eects of spells; you cast them just as you or your rival are playing a spell
`you want to change. Although you must discard the interrupt immediately after you
`play it, its modication to a spell such as a summoning can be permanent. If you are
`not sure if you want to cast an interrupt, ask your rival to wait while you think. After
`your rival casts another spell, it is too late to interrupt the rst. You may interrupt
`your own spells, and you and your rival can play more than one interrupt at a time. If
`you interrupt your own spells, your interrupt happens before your rival's. You may
`also interrupt an interrupt.
`
`Sorceries: These spells are discarded after use and can only be played during your
`main phase.
`
`Summonings: Summoning spells, which can only be cast during the main phase of
`your turn, bring creatures into play. A creature cannot attack, or use a special ability
`that would tap it, until you begin a turn with it in play.
`
`The Color of Spells and Effects
`
`-19-
`
`For the purposes of certain spells, a card is considered the color of the mana
`required to cast it. Land has no color, and neither do artifacts. If a card has an eect,
`We use cookies on this site to personalize content and ads,
`OK, I agree No, thanks
`No, thanks
`provide social media features and analyze web traffic. By
`that eect is considered to have the same color as the card. If a creature has its
`clicking YES, you are consenting for us to set cookies.
`toughness or strength changed by a card of a dierent color than the creature, the
`(Learn more about cookies) No, give me more info
`https://magic.wizards.com/en/articles/archive/original-magic-rulebook-2004-12-25
`
`12/28
`
`Supercell
`Exhibit 1018
`Page 12
`
`

`

`8/10/2020
`The Original Magic Rulebook | MAGIC: THE GATHERING
`color of the creature does not change. However, a card may change color as the
`result of a spell. Remember, though, that a card can only have one color at any one
`m
`time.
`
`Example: Circles of Protection are important defensive cards that cancel the damage done
`to you by a certain color of creature or spell. Each such defense costs 1 mana. Let's
`assume you have a Circle of Protection from red magic, and you are attacked by a Goblin,
`which is a red creature. The green instant Giant Growth has been cast on the Goblin,
`which adds to the damage of the Goblin's attack. However, you can still cancel all of the
`damage with your Circle of Protection for 1 mana, because the actual attack is from a red
`creature. If all you had was a Circle of Protection from green magic, you could not cancel
`any damage. The green spell affects the creature's strength, but does not affect its color.
`
`-20-
`
`Creatures
`
`Any cards with numbers in the lower right-hand corners are considered creatures.
`They are brought into play mainly by summoning spells, but sometimes other spells
`bring them into being as well. Walls are considered creatures; the only dierences
`are that they cannot attack and are subject to some additional spells. Summons are
`always Summon [Creature Type]. The creature type indicates exactly what sort of
`creature is summoned.
`
`All creatures have two characteristics listed in the lower right corner: rst power,
`then toughness. A creature's power rating indicates the amount of damage it does
`when it hits, while toughness indicates how much damage it takes to destroy the
`creature. Damage done to a creature accumulates throughout a turn, and is healed
`at the end of the turn.
`
`Some creatures have special abilities that may or may not have a cost associated
`with them. The cost will be listed preceding the eect, or be included in the
`description of the eect. If the eect taps the creature the description will say that.
`Otherwise the ability may be used more than once in a turn.
`
`The turn a creature comes into play on your side, it may not be tapped either to
`attack, or to use a special ability. However, you may use such a creature for
`
`-21-
`
`defense. This restriction ends when you begin a turn with the creature already in
`play.
`We use cookies on this site to personalize content and ads,
`provide social media features and analyze web traffic. By
`clicking YES, you are consenting for us to set cookies.
`(Learn more about cookies) No, give me more info
`https://magic.wizards.com/en/articles/archive/original-magic-rulebook-2004-12-25
`
`OK, I agree No, thanks
`No, thanks
`
`13/28
`
`Supercell
`Exhibit 1018
`Page 13
`
`

`

`8/10/2020
`The Original Magic Rulebook | MAGIC: THE GATHERING
`Some spells refer to the normal characteristics of a creature. These characteristics
`include creature type, power, toughness, summoning cost, and special abilities. They
`m
`do not include any enchantments that ma

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