The Ludarium Academy · Trading card game course · Free
First Land to First Draft
An unofficial Magic: The Gathering course for beginners
Pick the right first box, learn how a turn works, read any card, and walk into your first Magic Academy, Commander night, prerelease, and draft ready to play, then climb as far toward the Pro Tour as you like.
Six levels, 22 lessons
Start with lesson oneLevel 0 · Learn to play
Apprentice
After this level: Pick the right first product, play a full two-player game by the current rules, read any card, and teach a friend in ten minutes.
Level 1 · Beginner
Spellcaster
After this level: Skip the common rules slips, build a deck with the right land count, upgrade it on a budget, and play your first store night and prerelease.
Level 2 · Intermediate
Adept
After this level: Win combat on purpose, trade cards for time and back, draft a set with a plan, and build your own Commander deck from scratch.
Level 3 · Advanced
Sage
After this level: Use the stack with confidence, put odds on your draws and mulligans, know your role in every matchup, and plan a 15-card sideboard.
Level 4 · Tournament ready
Archmage
After this level: Play a Competitive REL event by the tournament rules, and walk into a Store Championship or RCQ ready for a full day of Swiss rounds.
Level 5 · The championship path
Champion
After this level: Choose your path in Magic, map the road from an RCQ to the Pro Tour, and follow a six-week practice plan to your first qualifier.
- 1How to Start Playing Magic: Your First Product
- 2How to Play Magic: The Gathering, Turn by Turn
- 3How to Read a Magic Card, Part by Part
- 4How to Teach Magic in Ten Minutes
- 5Your First Ten Games of Magic: The Common Slips
- 6Magic Land Count and Mana Curve: Build a Deck That Works
- 7Your First Magic Upgrades: Singles on a Budget
- 8Your First Magic Store Night: Academy, FNM, Commander
- 9Magic Prerelease and First Draft Survival Guide
- 10Magic Combat Strategy: Attacking and Blocking With a Plan
- 11Card Advantage and Tempo in Magic, Made Simple
- 12Magic Draft Strategy: Archetypes, Signals, and the Curve
- 13How to Build a Commander Deck From Scratch
- 14The Stack and Priority in Magic, Explained
- 15Magic Odds: Land Drops, Key Cards, and Mulligans
- 16Who's the Beatdown? Finding Your Role in a Magic Game
- 17Magic Sideboarding and the Metagame, for Beginners
- 18Magic Tournament Rules: REL, Judges, and Clean Play
- 19Your First Competitive Magic Event: Store Champs and RCQs
- 20What Comes Next in Magic: Competitive Play, Commander, Cube
- 21The Road to the Pro Tour: Regional Championships and Beyond
- 22A Six-Week Practice Plan for Competitive Magic
Every lesson is free to read here, any time. Sign up and they also arrive by email, one at a time, so the course keeps you learning between game nights.
Who it is for
- New players who want to learn Magic from the first land, without a rulebook read aloud.
- Friends of a Magic player who keep getting invited to Commander night.
- Lapsed players coming back after years away who want to know what changed.
- Anyone nervous about walking into a game store's Magic night for the first time.
- Players
- 2 (Commander: 3 to 5, usually 4)
- Play time
- About 20 minutes a game; Commander about 20 minutes per player
- Rules as of
- Reality Fracture (Comprehensive Rules effective September 25, 2026), ahead of Star Trek on November 13, 2026
- Start with
- Magic: The Gathering Foundations Beginner Box
- First store event
- Magic Academy at a Wizards Play Network store, then Friday Night Magic and Commander nights
Set alerts
Release dates, a prerelease checklist, and beginner buying notes before every new Magic: The Gathering set.
Play near me
Learning in Indianapolis? Join the Indianapolis list for first word on local learn-to-play nights as The Ludarium grows toward its first lounge.
Join the Indianapolis listQuestions
What is the best way to start playing Magic: The Gathering?
The Foundations Beginner Box is built to teach: two ordered tutorial decks walk two players through a first game turn by turn, then all ten 20-card theme decks mix and match in pairs. A free Magic Academy event at a local store is the other great start.
How many cards are in a Magic deck?
A constructed deck has at least 60 cards, with no more than four of any card except basic lands. Draft and sealed decks have at least 40. A Commander deck is exactly 100 cards, its commander included, with only one copy of each card except basic lands.
Does the player who goes first draw a card?
Not in a two-player game. The starting player skips the draw step of their first turn. In multiplayer games like Commander, nobody skips it.
What is Magic Academy?
Magic Academy is a set of new-player events at local game stores. Learn to Play events teach the basic rules with simple decks, and Deck Building events show you how to build your first deck. They run about one to two hours, and the store provides the cards.
How does Commander work?
Each player starts at 40 life with a 100-card deck led by a legendary commander, which waits in the command zone. Casting it costs 2 more for each time you have already cast it from there, and a player dealt 21 or more combat damage by one commander loses.
Is Friday Night Magic good for beginners?
Yes. Wizards says Friday Night Magic welcomes players of all levels. The format changes from store to store, often Commander, Booster Draft, or Standard, so ask your store which one it runs.
Teach sheet · PDF · Rules as described in the Magic: The Gathering Comprehensive Rules, effective September 25, 2026; official rules.
First Land to First Draft is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.