Regeln und Regelfragen. Hier wird euch bei Fragen zu den Magic-Regeln geholfen. Unterforen. Regel-. Magic hat seit seinen Anfängen viele bizarre Regeln kommen und gehen sehen. Wir wagen einen Blick in eine kuriose Vergangenheit. Das Ausführliche Regelwerk. Die Comprehensive Rules sind die "Bibel" des Magic-Spiels. Sie sind die ultimative Instanz für Fragen zum Spiel im Allgemeinen.
Magic: The Gathering SpielregelnDas Ausführliche Regelwerk. Die Comprehensive Rules sind die "Bibel" des Magic-Spiels. Sie sind die ultimative Instanz für Fragen zum Spiel im Allgemeinen. Grundlegende Regeln. Falls du nach einer grundlegenden Einführung zu den Regeln von Magic suchst, dann lade dir das folgende PDF dazu herunter. Magic, wie das Spiel in seiner Kurzform genannt wird, erinnert thematisch sehr stark an verschiedene Fantasy-Filme. Wir erklären, wie es gespielt wird.
Magic Regeln Navigation menu VideoMagic: The Gathering - Die Grundregeln ( Deutsch HD )
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The stack : This is the place for spells and abilities that have been cast or played, but have not yet resolved.
While there are any spells or abilities on the stack, no player may play any spells that are not instants or allowed to be played as instants.
This zone is also shared by all players. See the stack. Playing a land does not use the stack. Exile : Cards that have been exiled by specific effects are put here.
Unless a card says otherwise, cards in this zone are face-up. Comparatively few cards and abilities affect cards in the exile zone.
Command : Used mainly in some variant formats of play, cards that have a special status or abilities within the game are kept here. Examples are the "scheme" cards used in Archenemy or "plane" cards used for a Planechase game.
Cards in the Command Zone can be affected by virtually nothing that affects cards in the other zones. Some spells or abilities require the player to tap a permanent as part of their cost.
To indicate that a card in play has been tapped, it is turned sideways. An ability or spell that requires tapping cannot be used if the permanent is already tapped.
Furthermore, a tapped creature cannot be declared as an attacker or blocker. Instead of a cost, tapping can also be the effect of a spell or ability.
In such a case, it makes no difference if that permanent was already tapped. A creature that attacks also gets tapped, unless it has vigilance, but a defending creature does not.
Unless stated otherwise, tapping does not stop continuous abilities e. At the beginning of each player's turn, that player untaps all cards he or she controls unless otherwise stated by a card's effect and can be tapped again as normal.
When a player uses an ability that produces mana, that mana is put in his or her "mana pool". There are five colors of mana: white, blue, black, red and green.
Mana can also be colorless. Mana in the mana pool can be used to pay costs. For example, a player plays a Swamp , then taps that swamp to add 1 black mana to their mana pool.
Then, they use that mana to cast Dark Ritual. Dark Ritual adds 3 black mana to that player's mana pool. They then use two black mana to cast Night's Whisper , which costs 1 generic and 1 black mana 1B.
The player has now used two of the three black mana in their mana pool. The one left over is "floating", meaning it can be used any time during the remainder of the phase.
Any floating mana left over when a player proceeds to the next phase is depleted. Most cards other than lands have a mana cost.
This is the amount of mana that must be spent to cast that card as a spell. Each mana symbol in the top right corner of the card represents one mana of that color that must be paid.
A number in a gray circle next to the mana symbols represents how much additional generic mana must be paid; this additional mana can be of any color or colorless.
However, the first card requires three black mana, while the last can be paid for with three mana of any color or combination of colors.
The middle two cards require two and one mana, respectively, that must be black; the remainder can be any color.
Note that the first three cards are black, but Whispersilk Cloak is colorless. Some cards may require their owner to pay mana of two or more colors.
These cards are multicolored. Some multicolored cards also use hybrid mana, which can be paid with one of two different colors.
For example, the card Golgari Guildmage can be cast by spending either two black, two green, or one black and one green mana. Some cards have costs which can be paid with any color of mana, but are cheaper when a color requirement is met.
For example, Beseech the Queen costs either three black mana, two black and two other, one black and four other, or six mana of any color.
In all cases, a card's color is determined by the mana symbols in its cost, and not by the specific mana used to cast it. Additionally, some cards have Phyrexian mana in their costs.
Phyrexian mana can be paid with either one mana of that color or with 2 life. Spell abilities are abilities that are followed as instructions while an instant or sorcery spell is resolving.
Any text on an instant or sorcery spell is a spell ability unless it's an activated ability, a triggered ability, or a static ability that fits the criteria described in rule Activated abilities have a cost and an effect.
They are written as "[Cost]: [Effect. Doing so puts it on the stack, where it remains until it's countered, it resolves, or it otherwise leaves the stack.
See rule , "Activating Activated Abilities". Triggered abilities have a trigger condition and an effect. They are written as "[Trigger condition], [effect]", and begin with the word "when", "whenever", or "at".
Whenever the trigger event occurs, the ability is put on the stack the next time a player would receive priority and stays there until it's countered, it resolves, or it otherwise leaves the stack.
See rule , "Handling Triggered Abilities". Static abilities are written as statements. They're simply true, and do not use the stack.
Static abilities create continuous effects which are active while the permanent with the ability is on the battlefield and has the ability, or while the object with the ability is in the appropriate zone.
See rule , "Handling Static Abilities". All objects that remain on the battlefield are called permanents. Types of permanents include lands, creatures, enchantments, artifacts, and planeswalkers.
In contrast, sorceries and instants go to the graveyard immediately after they are used. Land cards tap to produce mana that is used to cast spells and activate abilities.
They cost no mana to play; however, a player may play no more than one land per turn, and only during the main phases of his or her own turn.
See cards from the most recent sets and discover what players just like you are saying about them. Match Colors Exactly use 'and' instead of 'or'.
Exclude Unselected Colors limit by selection. Find the inspiration for your next combo deck, discover cards you didn't even know existed, be reminded of forgotten gems, or just browse through the thousands of cards from Magic's history with Gatherer's Random Card feature.
Search Card: Name Types Text. Demonic Duel Decks Anthology, Elves vs. Goblins Duel Decks Anthology, Garruk vs. Liliana Duel Decks Anthology, Jace vs.
Ante is strictly forbidden in DCI -sanctioned play, and is only allowed in unsanctioned games where not forbidden by law. The only official event that has used this rule after the banning was Invitationals as previous floor rule didn't enforce in non-DCI-sanctioned formats.
The Limited Edition Beta Rochester draft side events held during some —18 season Grand Prixes as well as Pro Tour 25th Anniversary explicitly excluded ante cards from gameplay they could still be picked in the drafting process, however.
Contract from Below Sorcery Remove Contract from Below from your deck before playing if you're not playing for ante. Discard your hand, add the top card of your library to the ante, then draw seven cards.
Jeweled Bird Artifact Remove Jeweled Bird from your deck before playing if you're not playing for ante. If you do, put all other cards you own in the ante into your graveyard, then draw a card.
If that player doesn't, exchange ownership of that artifact and Timmerian Fiends. Put the artifact card into your graveyard and Timmerian Fiends from anywhere into that player's graveyard.
This change in ownership is permanent. Sign In. Jump to: navigation , search. To put a card into the ante zone.Die Geschichte der Legendregel in Magic sucht Baccarat Player im Regelwust des wohl komplexesten Spiels der Welt ihresgleichen. Entscheidet man sich für einen Angriff, so haben die verschiedenen Angreifer-Karten bestimmte Angriffs- und Verteidigungswerte. Erwischt — Das spannende Ratespiel. Bei Magic gibt es mehrere Farben, die sich auf die thematische Zuordnung der Spielkarten beziehen. Monsters Duel Decks: Izzet vs. Duel Decks Anthology, Elves vs. This all happens simultaneously. Spells, Abilities, and Effects. World Championship Deck: Tipp App, Aeo Paquette. Grundlegende Regeln. Falls du nach einer grundlegenden Einführung zu den Regeln von Magic suchst, dann lade dir das folgende PDF dazu herunter. Für einen Turnierspieler sind die Erweiterten Regeln nur die Hälfte des Kuchens. Die DCI-Hausregeln und die Magic-Turnierregeln beschreiben. Allgemeine Regeln (Regelbuch). Magic ist ein komplexes Spiel, das es Neulingen nicht gerade leicht macht. Durch die vielen. Das Ausführliche Regelwerk. Die Comprehensive Rules sind die "Bibel" des Magic-Spiels. Sie sind die ultimative Instanz für Fragen zum Spiel im Allgemeinen. Ante Scabble Hilfe Rhystic. Regardless of the loyalty costs, a single planeswalker may only use one loyalty ability once per turn, and only on its controller's turn during his or her main phases. Game content and materials are trademarks and copyrights of their respective publisher and its licensors. Hand : A player's hand of cards that can be played. Shandalar 2. Cards in the ante zone may be examined by any player at any time. Magic: The Gathering - Shattered Chains. The most versatile aspect of Magic is that after most spells and abilities are cast or activated, but Magic Regeln they actually take effect "resolve"all players get a chance to "respond" to them. After the combat phase there is another main phase. Creatures represent people or beasts that are summoned to the battlefield to attack opposing creatures or players and defend their controller from the attacks of enemy creatures. They are written as "[Cost]: [Effect. Book Category. Note that planeswalkers are neither creatures nor players, so Tiere Spielen spells and abilities cannot target them directly. Command : Used mainly in some variant formats of play, cards that have a special status or abilities within the game are kept here. Allgemeine Regeln (Regelbuch) Magic ist ein komplexes Spiel, das es Neulingen nicht gerade leicht macht. Play face-to-face at your home, local game store, anywhere! The Magic community is all about gathering friends and making new ones. Specially packaged versions of four of the top ranked decks used during the Magic World Championships, released by Wizards of the Coast for the years through The cards are gold-bordered and NOT legal for use in DCI-sanctioned tournaments. They are stamped by each player's autograph. Regenerate appears mostly on black cards or green cards, though it appeared on white cards early in Magic's history and again in Planar Chaos. The primary color of regenerate was green, secondary was black, and tertiary was white. Regeneration was designed by Richard Garfield for Alpha. about the Magic world. Flavor text has no effect on game play. Creatures have two numbers in the lower right corner. The first number is power, which tells you how much damage the creature deals in combat. The second number is toughness. If a creature is dealt that much damage or more Magic. We would like to show you a description here but the site won’t allow us. Magic: the Gathering; Spielanleitung; Regeln & FAQs; Regeln & FAQs. Vergewissere dich, dass du die Regeln verstehst Couldn’t find what you need? Anfrage einreichen. Wizards of the Coast Brand Family. MAGIC; D&D; WPN; DUEL MASTERS. Wenn du die fünf magischen Regeln befolgst, kannst du ganz entspannt ans Werk gehen, weil sie auf Anhieb dafür sorgen, dass du dich vor der Kamera viel wohler fühlst - und wer sich wohl fühlt, wirkt automatisch sicherer und überzeugender Probier's gleich aus! Die 5 Magic Rules für Video-Rookies kosten dich nur einen Klick auf den Button!