Magic: The Gathering Magic: The Gathering Ravnica Weekend

MTG Standard Mania

Ravnica Allegiance is here!

Welcome to My Magic: The Gathering Site

Thanks for stopping by! I was tasked to create a HTML website for my Web Development 1 college course and as MTG is a hobby of mine currently, I decided to use that as my subject. The intent is to give an intro to the game as well as the format I play, show and discuss the newest set that is coming out, and show off my current competitive decks prior to the new set.

Quick Rundown on Playing MTG

Magic: The Gathering, is a collectible card game produced by Wizards of the Coast. First, a few quick housekeeping items:

Now that we got that out of the way, lets dive into the basic turn

  1. Identify who gets to go first. Generally, you and your opponent will roll 2 6-sided die and the one with the highest total gets to choose to go first or draw first (if this is not the first round of a best of 3 round, then the loser of the previous match chooses to go first or draw first).

  2. Shuffle up your deck (remember that after any time you shuffle your deck the opponent gets to shuffle or cut after). Now draw seven cards and the rest of the cards are placed face-down and becomes your library. Look at your hand and decide on if you want to keep them. If you don't like your hand (not enough lands or cards you can play early), you can take a mulligan, which means you put your hand back into your deck and reshuffle it. After a mulligan, you always deal yourself one less card than last time. You can continue to do this until you are satisfied with your hand. If you have mulligan and are happy with your current hand, you can 'scry' one card. This means you look at the very top card of your library and decide on if you want to keep it on top of the library or put it on the bottom of the library. Now we begin the first turn and start the game.

  3. Untap Phase: If it is the first round, skip this step: Untap all tapped permanents (creatures, land, etc.). No one casts spells or activates abilities.

  4. Upkeep: Generally nothing happens here. Only if your card states that an ability will trigger “at the beginning of your upkeep” then you process those abilities. Players can cast instants and activate abilities.

  5. The Draw Step: The player who goes first skips the draw step on his or her first turn (the downside of going first, hence why your other choice would be to draw first). Players can then cast instants and activate abilities.

  6. The first main phase. The main phases are where you can play your land, but keep in mind you can only put down one land a turn. Cast any sorceries, instants, creatures, artifacts, enchantments, and planeswalkers; activate abilities. The opponent can activate abilities and instants at this time.

  7. Beginning combat. Here you can also cast instant and sorceries. The opponent will generally cast spells or attempt to keep creatures from attacking them

    • Attack. Decide what untapped creatures will attack and what will be attacked (you can only attack the opponent or a planeswalker that the opponent controls, you can't attack opponent creatures directly). Tap the attacking creatures.
    • Blocking: Your opponent decides which untapped creatures will block your attacking creatures, if there are multiple blockers for one creature the attacker gets the choice to order the blocking creatures (this will come into play when damage is dealt).
    • Combat damage. Each attacking or blocking creature deals damage to each other. The creatures power designates how much damage it can deal, whereas the creature's toughness can determine how much damage a creature can take before it dies. If attacking creatures are blocked by multiple creatures, combat damage is divided out based off the order they were placed in(enough combat damage is assigned to kill the first, then left over damage is assigned to the next creature and so on and so forth). Any creature that remains unblocked deals damage to the declared target (the opponent's life total, or the planeswalker's loyalty counters.
    • End of combat. Players can cast instants and activate abilities here.
  8. Second Main Phase: Just like the first main phase, you can play any type of spell or activate any ability here. You can also play a land during this phase if you didn’t during your first main phase (remember only one land a turn normally).

  9. Ending Phase: Abilities that trigger “at the beginning of your end step” go on the stack. Cleanup – The maximum hand size is 7 cards, so if for some reason you have more than seven, this is where the player discards down to 7 (The opponent doesn't have to until his turn's end step). Damage on creatures is healed and any effects that are specific to the turn end (like spell effects). Nothing can be cast unless it is triggered for the end phase.

Now it's the opponent's turn and you rinse and repeat until someone wins. Keep in mind that there are some spells out there that modify the basic way turns are done, for example nexus of fate that lets you take another turn right after your current one, or Response // Resurgence which gives you an additional combat and main phase

What is Standard and why that format?

Standard is one of the main formats of MTG that has been around for a long time. It is a rotating format that only allows you to use the last couple sets of cards to build a deck with. At any given time, standard contains between five and eight sets.

The current sets that are legal in standard are:

  1. Ixalan
  2. Rivals of Ixalan
  3. Dominaria
  4. Core Set 2019
  5. Guilds of Ravnica
  6. Ravnica Allegiance (enters standard on 1/25/19)

I like to play standard is it does restrict what people can build a deck with, so the deck meta is always changing up. Additionally, in my opinion it is a bit cheaper to field a competitive deck, vs the other formats like legacy and modern. Of course, the downside is also that cards change. If you set up a solid deck that is very competitive, it will eventually phase out. Additionally, it means you are constantly funneling money in to keep on top of decks.

Another reason I chose this route is that the Standard format is dominant in the area and tends to have a lot more local support. Friday Night Magic (tournament held every Friday), standard showdown, and store championships are all events you will find at your local game stores that are generally standard formats with prize support that is supported by Wizards of the Coast. Lately the other formats have started showing up a bit more, especially at Discordia Games, or Dragon's Hoard, but the cost to get a competitive deck is still high.

Back to the Top
Contact Me