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The Ludarium · Teach sheet

Teach Magic: The Gathering in ten minutes

2 (Commander: 3 to 5, usually 4) players · About 20 minutes a game; Commander about 20 minutes per player

The goal: Bring your opponent from 20 life to 0 before they do the same to you.

The Magic play area for two players. Each player has a side of the shared battlefield, with a row of lands nearest the player and a row of creatures and other permanents in front of it, one creature turned sideways to show it is tapped, and a life total of 20. Next to each side sit the library face down, the graveyard face up, exile, and the command zone, used mostly in Commander. Each hand is held off the table and hidden. The stack, where spells wait to resolve, sits on the center line between the players.

On your turn

  1. Untap everything you control, then draw a card.
  2. The first player skips their draw on turn one.
  3. Main phase: play up to 1 land and cast creatures and sorceries.
  4. Tap lands for mana to pay each card's cost, top right corner.
  5. Attack with untapped creatures you have controlled since your turn began.
  6. The defender chooses blockers. Creatures deal damage equal to their power.
  7. Second main phase, then end your turn. Over 7 cards in hand? Discard down to 7.
  8. Instants can be cast any time you have priority, even on others' turns.

Three tips for your first game

  1. Play a land every turn you can.
  2. Before you attack, check what your opponent can block with.
  3. Read each card aloud the first time it hits the table.

Setup

  1. Each player takes a deck. Two Beginner Box theme decks shuffled together make one.
  2. Set both life totals to 20. Pick who goes first.
  3. Shuffle and draw 7 cards. Your deck is now your library, face down.
  4. Mulligan: reshuffle, draw 7, put 1 on the bottom per mulligan taken.

Scoring

  • Unblocked attackers deal their damage to the defending player's life.
  • A creature with damage at least equal to its toughness is destroyed.
  • Damage on creatures wears off at the end of every turn.
  • Unused mana empties at the end of each step and phase.

Game end: A player loses at 0 life, when they must draw from an empty library, or at 10 poison counters. The last player standing wins.

Free course: theludarium.com/academy/magic/

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. Rules as of the Magic: The Gathering Comprehensive Rules, effective September 25, 2026.

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