This deck is shuffled and kept face down. All scheme cards are in the command zone for the entirety of the game. This is called setting the scheme in motion. This happens before any other actions can be taken in the main phase.
When a scheme is set in motion, usually an ability will trigger. You choose modes and targets as normal. These triggers use the stack and can be responded to as normal.
To play Archenemy, each player needs a deck made of normal-sized Magic cards. By default these will be normal Constructed decks consisting of at least 60 cards such as, for example, the card decks featured in the four Archenemy game packs , but in theory you could also try this with card EDH decks, card Sealed Decks, or any other Magic decks.
The player playing as the archenemy also needs a scheme deck made of at least 20 oversized scheme cards also included in each game pack—note that some schemes appear in more than one game pack. If each player has an Archenemy game pack, players can take turns using their scheme decks as the archenemy. If you want to customize the scheme deck, there are only two rules to follow: the deck must have at least 20 scheme cards and it can't include more than two of any single card.
At the start of the game, each player shuffles his or her traditional deck. The archenemy also shuffles his or her scheme deck. The archenemy keeps the scheme deck face down and can't look at it or rearrange the cards in it, just like his or her library. The archenemy's turn plays out just like a turn in any Magic game, with one major difference.
As the first main phase of the archenemy's turn begins, that player sets a scheme in motion —yes, that is now an actual game action! It might look something like this:. Most scheme cards, including this one, have abilities that trigger "When you set this scheme in motion. An ongoing scheme remains face up until an effect causes it to be abandoned put on the bottom of the scheme deck.
Most ongoing schemes have a condition that causes them to be abandoned, although it will likely take some work on your opponents' part. Note that ongoing schemes aren't on the battlefield; they're not permanents, and they can't be destroyed. Schemes that aren't ongoing are simply put on the bottom of the scheme deck once all their abilities resolve or are countered for having no legal targets, for example.
If a scheme's triggered ability has one or more targets, as this one does, you'll choose them when you put the triggered ability on the stack, as with any other triggered ability.
You won't choose how much mana to pay for , however, until the ability resolves. So your opponents will know what's going to take damage, but they won't know how much. A few "hot seat" schemes let you put one of your opponents in a very awkward position by asking, "Self or others? Will your opponent take one for the team, choosing the option that puts less total hurt on the archenemy's opponents?
Or will he or she decide to let teammates take the heat, leaving his or her own position unchanged? A team player will look at this choice objectively, consult with his or her teammates, and choose the option that's best for the team as a whole If the opponent you choose doesn't have any teammates left, he or she can choose "others" and suffer no ill effects at all.
On the other hand, that player is facing you and your scheme deck all alone—not an enviable position! How many cards do you need to play Magic: The Gathering? The standard rule of thumb is 60 cards, with a limit of four of any one particular card - which covers all types of card.
In events and in Magic: The Gathering Arena, you'll need a minimum of 60, plus an optional sideboard of 15 cards which you can switch out and in between matches.
However, if you are playing a limited event, such as a booster draft, you'll only need 40 cards. Lastly, the Magic: The Gathering Commander sets - slightly more advanced decks based around one big card - feature cards.
What should I buy first in Magic: The Gathering? This has absolutely everything you need to get a game going, and comes in at under a tenner. With this set, you can start playing straight away with minimal input. This includes two card mono-coloured decks, one for each of you.
In this edition one deck is Red-themed, meaning tons of dragons, goblins and hefty firepower; while the other is White and allows you to command beautiful yet ever so deadly angels. The White cards make for a far tricksier deck then the Red, and a good punt for players that prefer plotting over wild destruction. Even better, both packs come with their very own holographic card - meaning a Big Bad Boss-style beast for the both of you to deploy. There is also a rulebook, and a quick-start guide - which will take you both through the first few rounds of a battle in a pleasingly clean and swift way.
Lastly, these two beginner decks are perfectly capable of being built up into larger ones right from the off, for if you eventually get round to learning how to build a Magic: The Gathering deck. A planeswalker essentially is a cross-dimensional magic-user with a unique set of abilities that can do all sorts of wild things on the battle field.
To be fair you could start immediately with one of these but, honestly, progressing from a basic deck to a planeswalker is an easier learning curve. Planeswalkers come in sets of one and two, depending on which ones you get. Like MTG's starter packs, they tend to correspond to one element - meaning all the other cards in the deck operate off of the same mana.
They not only have a raft of special abilities, but get their own hit counters and are treated as separate to both yourself and the line of defence.
Overall, these decks give you a bit more versatility and mechanical crunch, but are still very simple to pick up. Plus, adding planeswalkers onto the field really ups the ante when it comes to strategy. Now, you're ready to learn how build a Magic: the Gathering deck You can use card booster packs to try out the latest Magic: The Gathering sets, and expand a starter set at minimal cost.
Alternatively, you can pool together with other players and set up a sealed draft event - a very competitive way to play. For that, you'll need three booster packs per person and ideally eight players, but you can essentially draft with as few as two.
You open the packs, shuffle them together, and pass the cards to each other until you each have a card deck. You can also add any number of lands to this deck as you go. Booster packs typically contain 15 randomly selected cards and are based in one of the many Magic: The Gathering expansion themes. Typically, they are split into four types: one rare, ten commons, three uncommons, and one basic land.
Some booster packs provide mixed mana, so bear in mind that not every card will match your chosen scheme. If you want to spend all the money or get together for a draft , thematic decks often come in beefy pack sets.
If not, treat yourself to a couple of boosters in your preferred theme and enjoy that sweet foil opening goodness. As well as its Commander decks with accomadate up to four players instead of the usual two-player, the Magic: The Gathering Game Night lets up to five people play.
And unlike the Commander sets, it's designed to be used out-of-the-box by complete beginners. As well as being surprisingly portable, it includes five card decks, five life trackers, counters which can be used to power up creatures and one rulebook.
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