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In order to summon this particular card, you need to have enough lands to produce one mana of any color, along with one white mana.
Try another example of how to summon. See if you can't figure out how many mana total, and which specific kinds, it takes to summon the following card: The first card, "Sylvan Bounty," costs 5 colorless mana — mana of any kind you want — along with one green mana — mana produced by a forest, for a total of six mana.
The second card, "Angelic Shield," costs one white mana — mana produced by a Plains — along with one blue mana. Understand what tapping and untapping are.
It's denoted by the little right arrow sign. In order to tap, you turn the card sideways. Tapping a card means that you cannot use certain abilities for one turn.
If, for example, you tap a card in order to use its ability, it stays tapped until the beginning of your next turn.
You can't use its tapping ability again until it is untapped. In order to attack, you need to tap your creature. A creature expends its energy going into battle, causing it to be tapped.
You do this unless the card specifically says you should not tap it. Some cards do not tap when they attack.
You cannot block with a creature that is tapped. When a creature is tapped, it is ineligible to block. Know what power and defense stand for.
Creatures have one number for power and another number for defense. The following creature, Phyrexian Broodlings, has a power of 2 and a defense of 2.
Power is the number of points a creature can deal in combat. If a creature has a power of 5, it deals 5 damage to any creature who chooses to block it in combat.
If that creature goes unblocked in combat, it deals 5 damage directly to the opponent, who subtracts that number from his or her total life.
Defense is the number of points a creature can withstand in combat before it dies and is sent to the graveyard. A creature with a defense of 4 can withstand 3 points of damage in combat without dying.
Once it is dealt 4 points of damage, it goes into that player's graveyard at the end of combat. Understand how damage is assigned in combat.
When a player chooses to attack another player in combat, attackers and blockers are declared. Attacking creatures are declared first.
Let's say that Anathemancer is attacking and Magus of the Moat is blocking. Anathemancer has a power of 2 and a defense of 2. Magus of the Moat has a power of 0 and a defense of 3.
What happens when they square up for battle? The Anathemancer deals 2 damage to the Magus, while the Magus deals 0 damage to the Anathemancer.
The 2 damage that the Anathemancer deals to the Magus isn't enough to kill it. The Magus can withstand 3 damage before it gets put in the graveyard.
On the flip side, the 0 damage the Magus deals to the Anathemancer isn't enough to kill it. The Anathemancer can withstand 2 before it gets put in the graveyard.
Understand how to activate certain abilities that creatures, enchantments, and artifacts have. Much of the time, creatures come with abilities that players get to activate.
Using these abilities is much like summoning the creature, in that you need to pay a "cost," in mana, to use them.
Look at the following example. Ictian Crier comes with an ability that says: That's the mana cost it takes in order to activate this ability. In order to activate this ability, tap one basic land of any color that's for the 1 colorless mana , as well as one Plains that's for the one white mana.
Now tap the card itself, Ictian Crier — that's for the "tap" sign after the mana requirements. Finally, discard a card from your hand — any one will do, but you probably want to discard your least valuable card.
Understand the different phases of a turn. Each player's turn has five phases, or steps. Understanding what these five phases are and how they work is an essential part of understanding gameplay.
In order, the five phases are:. The beginning phase has three different steps: During this phase, a player may put down one land from his or her hand.
Also during this phase, a player may choose to play a card from his or her hand by tapping lands to produce mana.
This phase is split into five steps. The defender may play spells after the attack has been declared.
Attacking player cannot choose which defending creatures he wishes to attack. Multiple blockers can be assigned to a single attacker.
Attacking creatures with equal or higher power compared the blocking creature's defense destroy that blocking creature.
Blocking creatures with equal or higher power compared the attacking creature's defense destroy that attacking creature.
It is possible for both creatures to destroy each other. After combat, there is a second main phase, identical to the first, in which the player can cast spells and summon creatures.
Ending phase, or cleanup. During this phase, any abilities or spells that "trigger" take place. This is a player's last chance to cast instants.
Understand what "flying" is. Creatures with flying cannot be blocked by creatures without flying. In other words, if a creature has flying, it can only be blocked by another creature with flying or a creature that can explicitly block creatures with flying, such as a creature with reach.
Creatures with flying, however, can block creatures without flying. Understand what "first strike" is. First strike is a concept in attacking. When one creature is attacking and a player chooses to defend that attack with a blocker, you measure their strengths and toughness against one another.
The strength of one is measured against the toughness of the other, and vice versa. Usually, damage is assigned at the same time; if the attacking creature's strength overpowers the defending creature's toughness, and the defending creature's strength overpowers the attacking creature's toughness, both creatures die.
If neither creature's strength is higher than the opponent's toughness, both creatures stay alive. If, however, one creature has first strike, that creature is given a "first chance shot" at knocking the other creature out with impunity: The attacking creature stays alive.
Understand what "vigilance" is. Vigilance is the ability to attack without tapping. If a creature has vigilance, it can attack without tapping.
Normally, attacking means that you need to tap your creature. Vigilance means that a creature can attack and block in successive turns.
Normally, if a creature attacks, it cannot block the next turn. With vigilance, a creature can attack and then block the next turn because it isn't tapped.
Know what "haste" is. Haste is the ability to tap and attack the very same turn a creature gets into play. Normally, creatures must wait a turn to tap and attack; this is called "summoning sickness.
Understand what "trample" is. Trample is an ability creatures have to deal damage to opponents even if that creature is being blocked by an opponent's creature.
Normally, if a creature is blocked, the attacking creature only deals damage to that blocking creature. With trample, the difference between the trampling creature's strength and the blocking creature's toughness is dealt to the opponent.
For example, let's say that Kavu Mauler is attacking and Bonethorn Valesk decides to block it. The Mauler deals 4 damage to the Valesk, while the Valesk deals 4 damage back to the Mauler.
Both creatures die, but the Mauler manages to sneak in 2 damage to the opponent. Because the Valesk's toughness is only 2, and the Mauler has trample, which means 2 of its 4 damage gets dealt to the Valesk, and 2 gets dealt to the opponent.
Understand what "deathtouch" is.