What does summon mean in magic the gathering




















To tap a card is to turn it sideways to show that it has been used for the turn. You do this when you use a land to make mana, when you attack with a creature, or when you activate an ability that has the symbol as part of its cost means "tap this permanent". As your turn begins, untap your tapped cards so you can use them again.

To cast a spell, you must pay its mana cost located in the upper right corner of the card by tapping lands or other permanents to make the amount and Game Actions type of mana which that spell requires. For example, if you were casting Serra Angel, which costs , you could tap three basic lands of any type to pay plus two Plains to pay.

Once a spell has been cast, one of two things happens. If the spell is an instant or a sorcery, you follow the instructions on the card, and then you put the card into your graveyard.

If the spell is a creature, artifact, or enchantment, you put the card on the table in front of you. The card is now on the battlefield. Cards on the battlefield are called permanents to differentiate them from instants and sorceries, which are never on the battlefield. The most common way to win the game is to attack with your creatures.

The middle phase of each turn is the combat phase. In your combat phase, you choose which of your creatures will attack, and you choose which opponents they will attack. Tap your creatures to show that they are attacking. Your opponents then choose which of their creatures will block, if any. Once all blockers have been chosen, each creature—both attackers and blockers—simultaneously deals damage equal to its power the number on the left side of the slash in the lower right corner of the card.

If one of your attacking creatures is blocked by multiple creatures, you decide how to divide its combat damage among them. You must assign at least enough damage to the first blocking creature to destroy it before you can assign damage to the second one, and so on.

In this example, Dwarven Priest is attacking, and you have two creatures that can block. When you block one attacker with two or more creatures, your opponent must choose the order in which your blockers will take damage.

Remember, the attacking player always chooses the order in which blocking creatures receive damage. Reclamation Sage and Giant Spider will deal a total of 4 damage to Dwarven Priest, which is enough to destroy it. Once blockers have been ordered, damage is dealt. Dwarven Priest deals 1 damage to Reclamation Sage, destroying it, then deals its remaining 1 damage to Giant Spider. One of the most fun and interesting aspects of the Magic game is the tremendous number of unique cards you can play with, which in turn provide an incredibly wide range of things that could happen in any given game.

This section is a reference for when you need to know more details about the rules of Magic. Some spells and abilities use the word "target" to describe something that the spell or ability will affect. You must choose all targets for a spell when you cast it, and for an ability when it triggers or when you activate it. If a spell "deals damage to any target," you can choose any creature or player or planeswalker, if a player has one as a target for that spell.

If none of the targets are legal, the spell or ability does nothing at all. The stack is a game zone shared by all players like the battlefield where spells and abilities wait to resolve. Resolving a spell or ability simply means that its effect happens. Spells and abilities remain on the stack until both players choose not to cast any new spells or activate any new abilities.

Triggered abilities also go on the stack until they resolve. When you have finished putting spells and abilities on the stack, priority then passes to the next player in turn order, who may want to use a spell or ability of their own in response. Spells and abilities remain on the stack until all players choose not to cast any new spells or activate any new abilities.

Ideally, you should mark these cards in some way, like with a coin or paper clip, so you don't accidentally lose one after the duel. The object of the game is to reduce your rival's life points to zero, forcing him or her to flee the plane in which you are dueling. If you both are reduced to zero simultaneously, then the duel is a draw, and both players retrieve their contributions to the ante.

You also win if your rival's library becomes so depleted that he or she cannot draw a card when required. The cards represent lands and spells. Lands generate mana, which is required to cast spells. Spells can be used to summon creatures and artifacts, or generate magical effects.

To play a card, take it from your hand, and place it face up in the playing area. Many cards, such as creatures, and some artifacts, can only be used once per turn.

If you have already used such a card during the current turn, you must turn it on its side. This is a procedure called tapping the card. At the start of your next turn, you return your tapped cards to the upright, untapped position see Figure 2. You and your rival play in turns. Each pair of turns is called a round. Turns follow the sequence of events described below in "Game Turn".

During the course of play, you will reduce your rival's life by successfully casting certain spells and by attacking successfully with your creatures. The upper right-hand corner of each spell card shows the cost of casting the spell. This cost is in mana, which you get from your lands, and occasionally from other sources.

One of the vital concerns during a duel is getting enough of the right type of land into play to generate the mana you need to cast your spells.

Both your turn and your rival's turn follow the same pattern. A game turn consists of the following phases:. You and your rival may cast certain spells known as instants and interrupts at any time, even if it isn't your turn. You can also use your artifacts, enchantments, or special powers of creatures in play. These are called fast effects.

Interrupts take place more quickly, actually being resolved before actions in progress, whereas instants don't take effect until both players have finished reacting to one another. At this point, they take effect simultaneously. Fast effects are always considered instants, unless they say otherwise. For more details, see "Timing" on pp.

As mentioned earlier, you need mana from lands to cast spells. There are five different types of mana—one for each basic type of land. Red mana comes from mountains, blue mana from islands, green mana from forests, black mana from swamps, and white mana from plains. However, some spells can change the type of land a card represents.

In this case, the changed land provides mana appropriate to the new land type. Occasionally, mana comes from other sources, in which case it may be of no color. If a spell doesn't explicitly call for a particular color of mana, then any color mana, or any colorless mana, can be used.

The chart on page 13 explains the mana symbols, and the relationships between the five colors of magic. Black Magic : The black magician's power stems from the swamps and bogs. Black magic is the magic of death. The often self destructive lore of black magic is regarded by most as best left unknown. The traditional enemies of black are white and green.

Blue Magic : The blue magician taps the islands for energy. Blue magic is mental in nature. The fortes of the blue magician are artifice, illusion, and deception, as well as the elemental forces of air and water.

The traditional enemies of blue are red and green. Green Magic : The green magician draws energy from the forest. Many magicians have been lulled into complacency by green magic's peaceful exterior, the magic of life, and have been caught unaware by the vast destructive capability of its nature.

Green's traditional enemies are blue and black. Red Magic : The red magician gets power from the mountains. Red magic is a destructive magic, the magic of earth and of fire, of chaos and of war. The traditional enemies of red are blue and white. White Magic : The white magician draws energy from the plains. Spells of healing and protection are the white magician's specialty, though chivalrous war magic is not unfamiliar.

White's traditional enemies are red and black. Each of your lands provides one mana of the appropriate color at the beginning of your turn. If you choose to use this mana, you must tap the land until the start of your next turn. Otherwise, you may keep this mana in reserve for use during your rival's turn. Mana does not accumulate from round to round, however. If you choose not to use a land's mana during a given round, that land still gives you only one mana at the start of your next turn.

Mana drawn from any source is put in your mana pool , which is simply the mana you have ready to use. Most of the time, you simply remember what mana you have in your pool, though you can write it down if you have a large series of spells being cast. Adding mana to your mana pool is always considered an interrupt. You lose all of the mana in your mana pool if you do not use it before a phase ends.

The mana pool is also cleared when an attack begins and when an attack ends. You lose a life point for each mana lost in this manner. However, you cannot be deprived of a chance to use the mana in your pool. If a card provides more than one mana, you must draw the full amount into your pool when you use it. The mana symbols indicate the amount needed of a particular mana color, while the number indicates how much additional mana, which can be any color or no color, is also required.

For example, means the spell costs 2 white mana. The total cost of a spell is the total number of mana needed to cast the spell—in this example, 3. If the cost includes an X, you can choose what number X will be by spending that much mana from your mana pool. Example: A player casts Fireball, which costs X and does X damage to one or more targets. The player spends one red mana plus three mana for X, thus doing three points of damage to the targets.

There are six different kinds of spells: artifacts, enchantments, creature summonings, instants, interrupts, and sorcery. A card is only considered a spell until it is successfully cast, after which it becomes an artifact, enchantment, or creature, or has its effect and is then put in the caster's graveyard. Artifacts, enchantments, and creatures are called permanents since they remain in play until destroyed or removed by a spell effect. The only spells that can be cast during your rival's turn are instants and interrupts, though you may also use permanents that are already in play.

Permanents may not be removed from play by choice, but only as a result of some card effect. Some permanents have costs associated with them. In this case, the spell description will contain the cost, or the effect will be preceded by a colon and the.

For example, 3: Do one damage to any target , would mean that for three mana of no particular color , you could do one damage to any target.

Sometimes these effects may require you to tap the permanent as well. You cannot cast a spell or use a fast effect if a target is needed and is not available. For example, the effect : Destroy a black card in play cannot be used if no black cards are in play. The term "you" on a spell always means the person currently controlling the spell. The controller is usually the person who cast the spell, but this occasionally can change through a card effect. If a spell has a cost associated with it, only the controller of the spell can pay that cost.

If a spell affects a creature, land, or other item, and the card doesn't specifically say "of your opponent's" or "of yours", then you may choose either as the target. If the card says "player", you may take that to mean either player. Artifacts : Artifacts never require any particular color of mana to put into play, and they may be used during the turn in which they are played. If an artifact becomes tapped, you may not use it again.

Even its continuous effects cease until it is untapped. Artifacts often have a cost to use, which is listed on the card. There are four types of artifacts: 1 Mono. These artifacts have one charge each round, and are tapped when used, making them unusable until untapped.

These artifacts may be used many times each turn and so are not tapped after use. These artifacts have a continuous effect on the play environment.

They never have a cost to use, and the effect cannot be stopped unless the artifact is removed from play or tapped by a spell effect. Treat artifact creatures as both artifacts and creatures; see "Creatures" on pp. Enchantments : Enchantments are called either enchantment or enchant [something] , where "something" is another card type, such as a creature. They have a lasting effect on the game after they are cast. You may only cast an enchantment during the main phase of your turn.

Some enchantments have a cost listed before the effect; this is the cost to use. An enchantment with a cost may only be used and paid. If the enchantment has no cost, it is constantly in effect. An enchantment may be used more than once each turn, and it is never tapped. An enchantment can even be used more than once at a time.

For example, if an enchantment costs 1 red mana to add 1 to a creature's power, you can spend 3 red mana and give an extra 3 power to the enchanted creature. If the spell enchants something, put the enchantment card on top of the card you wish to enchant.

You can enchant your rival's cards, but be careful to retrieve your enchantment cards when they are removed from play. If an enchanted card is put out of play, the enchantments cast upon it are discarded. If the spell just says "enchantment", put the card face up in front of you. Such an enchantment will either affect the environment of the game or give you a special power.

Both players are subject to the effects of an enchantment unless the card says otherwise. Instants : An instant can be played at any time, and is always discarded afterwards. You cannot interrupt your rival with an instant, but your rival's spells do not take effect until after you have had a chance to respond with instants and other fast effects. Once you have responded, your rival can respond to you, and so forth. After all responses are finished, all spells take place at the same time.

Interrupts : Interrupts can be played by either player at any time. Many interrupts modify the effects of spells; you cast them just as you or your rival are playing a spell you want to change.

Although you must discard the interrupt immediately after you play it, its modification to a spell such as a summoning can be permanent. If you are not sure if you want to cast an interrupt, ask your rival to wait while you think. After your rival casts another spell, it is too late to interrupt the first.

You may interrupt your own spells, and you and your rival can play more than one interrupt at a time. If you interrupt your own spells, your interrupt happens before your rival's. You may also interrupt an interrupt. Sorceries : These spells are discarded after use and can only be played during your main phase. Summonings : Summoning spells, which can only be cast during the main phase of your turn, bring creatures into play. A creature cannot attack, or use a special ability that would tap it, until you begin a turn with it in play.

For the purposes of certain spells, a card is considered the color of the mana required to cast it. Land has no color, and neither do artifacts. If a card has an effect, that effect is considered to have the same color as the card. If a creature has its toughness or strength changed by a card of a different color than the creature, the color of the creature does not change. However, a card may change color as the result of a spell. Remember, though, that a card can only have one color at any one time.

Example: Circles of Protection are important defensive cards that cancel the damage done to you by a certain color of creature or spell. Each such defense costs 1 mana. Let's assume you have a Circle of Protection from red magic, and you are attacked by a Goblin, which is a red creature. The green instant Giant Growth has been cast on the Goblin, which adds to the damage of the Goblin's attack. However, you can still cancel all of the damage with your Circle of Protection for 1 mana, because the actual attack is from a red creature.

If all you had was a Circle of Protection from green magic, you could not cancel any damage. The green spell affects the creature's strength, but does not affect its color.

Any cards with numbers in the lower right-hand corners are considered creatures. They are brought into play mainly by summoning spells, but sometimes other spells bring them into being as well. Walls are considered creatures; the only differences are that they cannot attack and are subject to some additional spells. Summons are always Summon [Creature Type]. The creature type indicates exactly what sort of creature is summoned.

All creatures have two characteristics listed in the lower right corner: first power, then toughness. The short story Loran's Smile further elaborates upon this summoning model and shows it firsthand. The summoning of unique, legendary individuals is similar to this, but based on the concept of a specific individual and not simply off of a group.

Loran's Smile also elaborates on this distinction: Feldon's summoned copy of his mentor only stems from the concept of a scholar, resulting in a creature with various physical differences from the original, but he is able to summon a perfect copy of his late lover Loran by recalling his memories with her. Planeswalkers can only summon creatures they've personally interacted with so that obviously limits them to creatures from planes they've visited. Some modern stories operate on a pre-revisionist model of summoning, however.

Summoned creatures leave corpses when they are killed, [4] though they can also simply fade away when their summoners lets the summoning spell lapse.

Other types of spells have been depicted giving mages creatures under their control. It is unclear if these other spells count as "summoning". They include creating illusions , creating elementals from the surrounding natural resources, [5] using necromancy to raise the undead, and magically taking control of animals in the surrounding area. In the Sixth Edition rules changes , it was replaced with the card type " creature ". If a spell was a Summon Spell it would indicate what class of creature [was] being summoned.

Summoning was the act of casting a card. Once the card was played it was no longer considered a spell, but represented a permanent creature of the mentioned type.

After it was cast, that creature would have summoning sickness. MTG Wiki Explore.



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