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Your First Game

Who this is for: a total beginner about to sit down for a real game. This is a narrated walkthrough of an opening — pre-game setup through the first several turns — so you can follow along at the table. Everything here ties back to the earlier chapters; we link as concepts come up.

🆕 New players: read this with a deck in hand if you can. It’s meant to be followed move-by-move, not memorized. 🔁 Returning players: the flow will feel familiar; what’s worth watching is how 40 life, the command zone, and four players change your pacing. 🎯 Commander-specific: this is the format end-to-end in miniature — Rule 0, the command zone, commander tax, and multiplayer combat all show up.

flowchart TD
    A([Look at your opening hand]) --> B{Keepable hand?<br/>about 2-4 lands plus things to do}
    B -->|No| C[Mulligan: redraw 7,<br/>then put 1 card on the bottom]
    C --> A
    B -->|Yes| D[Keep]
    D --> E[Your turn: play your land for the turn]
    E --> F{Can you afford a useful play?}
    F -->|Yes| G[Develop: ramp, a creature,<br/>or your commander once affordable]
    F -->|No| H[Hold and pass]
    G --> I{Hold up interaction?}
    I -->|Instant-speed answers + a likely threat| J[Leave mana open]
    I -->|Nothing to react with| K[Tap out to develop]
    H --> L([Pass turn])
    J --> L
    K --> L

Diagram source: diagrams/first-turn-decision.mmd.

About the example: we use Krenko, Mob Boss — a well-known legendary creature — as the example commander, and describe its effect in plain words. All other cards in this walkthrough are generic stand-ins (“a 2-mana mana rock,” “a 3-mana removal spell”), invented so you can follow the logic without leaning on any specific card text or art.


Four players sit down. Everyone reveals their commander — yours is Krenko, Mob Boss, a mono-red legendary creature whose ability (paraphrased) lets you tap him to create a pile of 1/1 red Goblin tokens equal to the number of Goblins you already control. It’s a snowbally, go-wide aggressive plan.

Before anything else, the table has its Rule 0 conversation (see Brackets and Rule 0). It goes like this:

“Let’s aim for Bracket 2 — precon-ish, nothing degenerate. No infinite combos. Also, heads up, it’s Priya’s first game, so let’s keep it friendly.”

That one exchange sets expectations and protects everyone’s evening. Done.

  • Each player sets their life total to 40.
  • Each player puts their commander face up in the command zone (see The Commander).
  • You randomly determine who goes first. Say you’re seated second; the player to your right takes the first turn.
  • Everyone draws seven cards.

You look at seven: three Mountains, a 2-mana mana rock (a generic artifact that taps for one mana), a 3-mana 2/2 Goblin, a 3-mana removal spell, and a clunky 5-drop.

Is this a keep? Yes. Three lands plus a mana rock means you’ll hit your early plays and can cast Krenko on curve; you’ve got a creature and an answer. A hand with zero or one land, or six lands and nothing to do, is the classic mulligan — shuffle back, draw seven, and put one card on the bottom (London mulligan). This hand needs none of that. Keep.

🆕 New players: the most common beginner mulligan mistake is keeping a hand with too few lands hoping to draw them. Two to four lands with something to do is the comfortable zone.


Remember the turn structure from Anatomy of a Turn: beginning → main 1 → combat → main 2 → ending. We’ll mostly live in the main phases early.

The player on your right went first (and, as the starting player, skipped their first draw). Now it’s you:

  • Main phase: play a Mountain — your one land for the turn.
  • Nothing else worth doing. Pass.

🆕 New players: a turn where you just play a land and pass is totally normal, especially early. Don’t force a play you don’t have.

  • Play your second Mountain (two lands now).
  • Tap both for the 2-mana mana rock. This is ramp — next turn you’ll effectively have three lands’ worth of mana plus the rock.
  • Pass.
  • Play your third Mountain. You now have 3 lands + the mana rock = 4 mana.
  • Krenko, Mob Boss costs four mana. Cast him from the command zone — this is his first cast from there, so there’s no commander tax yet (see The Commander).
  • Krenko has summoning sickness: he just arrived, so this turn you can’t attack with him or tap him for his ability. That’s fine — he’s online next turn.
  • Pass.

On someone else’s turn, an opponent reads the room — a Krenko left untapped will bury the table in Goblins — and casts a removal spell to destroy him.

Here’s the key Commander move: instead of going to the graveyard, you use the command-zone replacement (see The Commander) and send Krenko back to the command zone. He’s not gone; he’s just waiting to be recast.

🎯 Commander-specific: this is why your commander is so resilient — answers rarely get rid of it for good. The cost you pay is the rising tax, not the card itself.

You develop a land on turn 4 and hold. By turn 5 you have 5 lands + the mana rock = 6 mana. Time to bring Krenko back:

  • His base cost is four mana.
  • He’s been cast from the command zone once before, so the commander tax adds {2}.
  • Total: 4 + 2 = 6 mana. You have exactly that. Recast him.

🆕 New players: the tax climbs each time. A third cast from the command zone would be 4 + 4 = 8, a fourth would be 4 + 6 = 10, and so on. Letting your commander die repeatedly gets expensive fast.


By turn 6, Krenko has been in play since last turn — no summoning sickness — and you’ve got a couple of small Goblins out too.

  1. In your main phase, tap Krenko for his ability and create a batch of Goblin tokens. Suddenly you have a small army.
  2. Move to the combat phase (see Combat). At declare attackers, you choose a target for each attacker individually — and in multiplayer, that’s a decision about the whole table.

Reading the table (this is Multiplayer & Politics in action): one opponent is hellbent on combos, one is low on life, one has been friendly. Do you:

  • swing everything at the low-life player to knock them out, or
  • pressure the combo player before they assemble their engine, or
  • spread damage and keep your head down?

Say you send most of your Goblins at the combo player to slow them, and hold a couple back as blockers. They declare a blocker on your biggest attacker; the rest are unblocked.

  1. At the combat damage step, blocked and unblocked damage happens simultaneously. The unblocked Goblins chip the combo player down; your blocked attacker trades with their blocker.

🆕 New players: you don’t have to attack with everything (or at all). Holding a few creatures back as blockers is a smart, normal play — especially when you’re the one who just made a big board and might become a target.

🎯 Commander-specific: notice you didn’t try to win on the spot. You used combat to manage the table’s biggest threat while staying out of the crosshairs — exactly the multiplayer instinct from Multiplayer & Politics.


From here it’s the long game: rebuild if someone wipes the board, keep assessing who’s ahead, and look for the turn you can actually close — by reducing an opponent to 0 life or via 21 commander damage (see Winning and Losing). In a four-player game, winning is usually being the last one standing, so patience and politics matter as much as raw power.

🆕 New players: if you get knocked out, stick around and watch. You’ll learn more from seeing how the back half of a game unfolds than from almost anything else.


  • Pre-game: reveal commanders, have the Rule 0 chat, set life to 40, put commanders in the command zone, determine turn order, draw seven, mulligan bad hands.
  • Early turns: hit your land drops, ramp, and deploy your commander on curve (no tax on the first cast).
  • When it dies: use command-zone replacement; recasting costs +{2} per prior cast (the commander tax).
  • Combat: in multiplayer you choose a target per attacker — that’s a political decision; you can hold blockers back.
  • Winning: outlast the table; close via 0 life or 21 commander damage.

Sources: the setup figures and mechanics shown — 40 starting life, the command zone, commander tax (+{2} per prior cast), command-zone replacement, multiplayer per-attacker targeting, and the win conditions — paraphrase the Magic Comprehensive Rules §903 and the official Commander format rules (SOURCES.md S1, S2; facts #2, #3, #4). The example commander is named; all other cards are generic invented stand-ins, and no copyrighted card text or art is reproduced.