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Quick Reference

A one-screen cheat sheet for mid-game glances. Terms link to the Glossary; fuller explanations live in the chapters.

Beginning → Main 1 → Combat → Main 2 → Ending

PhaseSteps
BeginningUntapUpkeepDraw
Main 1play 1 land · cast sorcery-speed spells
Combatsee below
Main 2same as Main 1 (react to combat)
EndingEnd stepCleanup (discard to 7)

One land per turn. Sorcery-speed only in your main phase with an empty stack; instants almost anytime. Starting player skips their first draw.

  1. Beginning of combat
  2. Declare attackers — choose a target per attacker (player / planeswalker / battle)
  3. Declare blockers
  4. Combat damage — dealt simultaneously
  5. End of combat
ThingNumber
Deck size (incl. commander)exactly 100
Copies of a card1 (basic lands exempt — singleton)
Starting life40
Commander damage to eliminate (per commander)21 combat damage
Poison to eliminate10 counters
Max hand size (cleanup)7

Casting your commander from the command zone costs +{2} generic per previous cast from there (commander tax):

Cast #1st2nd3rd4th
Extra cost+0+2+4+6

If your commander would go to hand/library/graveyard/exile, you may send it to the command zone instead (command-zone replacement).

Default win = last player standing.

Don’t like your seven? Mulligan: shuffle back, draw seven again, then put N cards on the bottom — where N = how many times you’ve mulliganed. Repeat as needed.


Back to the README · full Glossary