Magic - Wizards Play Network

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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
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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.
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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.
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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
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Shuffle your deck,
then draw
7
cards.
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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
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• 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 &
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Shuffle your deck,
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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
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• Each player should identify the land cards in his or her opening hand.
Plains
Basic Land — Plains
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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
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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.
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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
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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
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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
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Shivan Dragon
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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
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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
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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
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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
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o4oRoR
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• 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
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™ & © 2014
Forest
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Forest
Basic Land —
Jonas De Ro
Basic Land —
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2 64 / 269
M 1 5 • EN
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M 1 5 • EN
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M 1 5 • EN
2 69 / 269
M 1 5 • EN
Pl ay e r ’s S i de
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Swamp
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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
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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
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reading portents
nd color of warts
2/3
™ & © 2014 Wizards of the Coast
Witch’s Familiar
o2oB
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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
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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
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2/3
™ & © 2014 Wizards of the Coast
Witch’s Familiar
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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.”
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Like creatures, these cards stay
on the battlefield after you cast them.
Their rules text will tell you what they do.
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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.
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• There’s a special type of enchantment called an Aura that is attached
specifically to a single creature.
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Their rules text will tell you what they do.
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0 1 0 / 269
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• 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
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These spells have an effect, then are
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™ & © 201
4 Wizards of
the Coast
ea r
t Da
em
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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
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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
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too
and
is
target
w
creature
Inst
you
don’t control
shado
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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
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is to tame cha
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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
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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
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Compare power and
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02 0/26
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Jason A.
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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
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NEITHER DESTROYED
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Ne
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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:
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