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1 PORTAL TM Read this booklet when you're ready to learn how to play.

2 Welcome to Magic: The Gathering Game Summary Welcome to the exciting world of Magic: The Gathering. You and your opponent are powerful wizards dueling for control of a magical plane. As a wizard, you draw energy from your lands, summon creatures for battle, and cast spells that have special effects on the game. Each player uses a unique deck of cards that represent his or her magical powers. This starter set comes with two ready-to-play decks, so you and a friend can begin playing right away. Here s a quick overview of a game of Magic. First, you draw a hand of cards from your deck. The cards represent different land types, various creatures, and sorceries (magic spells). You may put one land card into play each turn. Land provides the energy to put your creature cards into play and to use the sorcery cards. The creatures you summon can be used as attackers or defenders. Each turn, your creatures can attack your opponent and deal damage. Or, your creatures can be used to fight back when your opponent attacks you. Land also fuels your sorceries. Sorceries are cards with different effects on the game that can help you or hurt your opponent. As the game goes on, you ll accumulate land. This will give you more energy to summon larger creatures and cast more powerful sorceries. But remember, your opponent is gaining in power as well. Deal enough damage to reduce your opponent s life total from 20 to 0, and you win the game. When you ve mastered the game, you can add or remove cards from your deck. The strategy of Magic is always changing, and there s no telling what combinations of cards an inventive wizard will come up with next. Game Summary 1

3 Sample Game Layout On the next page is a diagram of what a Magic game can look like in progress. Over a few turns, each player has played lands and creatures in order to attack the other. They ve also both played sorceries, which are now in their discard piles. Also in their discard piles are creatures that have been destroyed. Player A s life total has dropped from 20 to 19. Player B s life total has dropped from 20 to 14. You can see that most lands and creatures are turned sideways; those cards are considered tapped. You start each turn with your lands and creatures upright, and then you tap them (turn them sideways) as you use them. The Guide Think of going through this guide as your apprenticeship (don t worry, all great wizards were apprentices once). These instructions will get you playing Magic right away. You and a friend read along and learn together as you play a sample game. When a phrase appears in bold and red, it s an instruction. Do what the line tells you to do. Pretty soon you ll see how the game works, and you ll be able to play on your own. Getting Started Each player takes one of the decks and opens it. Do not shuffle the decks or alter the order of the cards until after this guided game. Remember, when a line is in bold and small caps like the one above, it s an instruction for one or both players to follow. (Be sure to check the order of the cards before playing. Turn to p. 28 to see the correct order.) Remove the checklist cards from the tops of the decks and set them aside. 2 Sample Game Layout

4 Sample Game Layout Lands Discard Pile Deck Creatures Player B Player A Discard Pile Deck Lands Sample Game Layout 3

5 Each player places his or her playmat on the table. The wizard illustration on the playmat represents you in the game. Next to the illustration is a chart to help you keep track of your life total. Make the playmat as flat as possible. Each player places his or her deck face down on the table to the right of the picture of the wizard Don t shuffle the cards for your first game. Each player draws seven cards from the top of his or her deck. Each player draws the top seven cards from his or her own deck and looks at them. During a Magic game, you draw cards only from your own deck. While you re learning, it s okay to let your opponent see your cards, especially if you have questions about them. There are three types of cards you may have: Summon creature cards are creatures that you ll use to attack your opponent. (They say Summon Creature below the art.) Sorcery cards are spells that you ll use to help you or to hurt your opponent. (They say Sorcery below the art.) Land cards are used to bring creatures and sorceries into play. (They say Land below the art.) 4 Getting Started

6 Get a life (total). Each player starts the game with 20 life. Place a penny or other marker on the 20 spot on your playmat to show that you have 20 life. Don t get too comfortable, though! Your opponent has a deck full of nasty creatures and spells to throw your way. If a player s life total is reduced to 0 or less, that player has lost the game. The player with a Devoted Hero card is Player A. The player who has the cards Devoted Hero, Hulking Goblin, Volcanic Hammer, Warriors Charge, mountain, plains, and forest in his or her hand is Player A. The other player is Player B. Normally the player who lost the last game would go first, or the players flip a coin to see who goes first if this is their first game. For this guided game, assume that Player A has won the coin toss. (Nothing personal, Player B.) Player A takes the play guide. Player A reads through Player A s First Turn, following the directions one at a time. At the end of Player A s first turn, give the play guide to Player B. Hand the guide back and forth as needed, so that each player can follow the directions. In order to help each other learn the rules, both of you should read the instructions and explanations out loud. Also be sure to ask each other questions when you have them. You could also have one player read the entire guide to the other, rather than passing it back and forth. Player A s First Turn (Remember to read the instructions out loud so the other player can follow along.) This turn, the instructions will direct you to play your Devoted Hero, a brave warrior that will stay in play and fight your opponent turn after turn. In order to play the Hero, you ll first need to play a plains. The instructions will take you through the turn step-by-step. Player A s First Turn 5

7 Draw the top card from your deck and put it into your hand You draw a card at the beginning of each turn. Now you have eight cards in your hand. Play your plains Take the card that says plains from your hand and place it on the table next to your playmat on the side nearer to you. Play your Devoted Hero Place your Devoted Hero on the table next to playmat, on the opposite side from the plains. Tap your plains to pay for the Devoted Hero In Magic, you tap lands to draw magical energy from them, and then you use that magical energy to play summon creatures and sorceries. Turn your plains sideways. Turning a card in this way is called tapping the card. (You don t have to hit the card with your finger or anything.) A summon creature s cost appears in its upper right corner. Devoted Hero has a cost of white, 6 Player A s First Turn

8 represented by the color symbol w (pronounced white ). A cost of white ( w ) means that you must tap one plains to play the card. You can see that the plains pays the w ( white ) cost because it has the w ( white ) symbol in its text box. In the Hero s text box, it says, The heart s courage is the soul s guardian. This is flavor text. Flavor text is there just for fun; it doesn t change the way a card works. Your Hero can t attack your opponent this turn, but it will be able to attack on your next turn A creature can t attack the turn it s played because it has summoning sickness. (Consider this a magical form of jet lag.) As you can see on the playmat under Attacking, a creature with summoning sickness can t attack. You re done with your turn To signify that you re done, say DONE. Some players knock on the table to signify that they re finished. Others simply laugh maniacally. Do whatever you want, as long as it lets your opponent know you re through with your turn. Player B gets the play guide now Player B s First Turn (Remember to read the instructions out loud so the other player can follow along.) You can t play a creature this turn, but you can play a land so that you ll be able to play your Storm Crow next turn. The instructions will take you through the turn step-by-step. Draw the top card from your deck You draw a card at the beginning of each turn. Play an island Put an island next to your playmat on the side nearer you, just as Player A did with the plains. You can play only one land per turn, so you can t play your swamp, forest, or second island yet. Player B s First Turn 7

9 You re done already Your single island isn t enough to pay for any of your other cards, so you can t do anything else this turn. Fear not, Player B, things will heat up soon enough. Player A gets the guide now After Turn One Player B 20 life Player A 20 life 8 After Turn One

10 Illus. Brian Durfee 1997 Wizards of the Coast, Inc. All rights reserved. Illus. Douglas Shuler 1997 Wizards of the Coast, Inc. All rights reserved. Illus. Pete Venters Player A s Second Turn This turn, you ll play a second creature, and your Hero will attack Player B. Untap your plains Turn it so that it s upright again. Now that it s untapped, you can use it again. Draw a card Play a mountain Put the mountain next to your plains. Mountain Land Plains Land Play Hulking Goblin Put the Hulking Goblin card on the table next to the Devoted Hero. Read the Goblin s text box. It can t intercept. On turn three, you ll see what it means for a creature to intercept another creature. The bit about them avoiding work is flavor text. Hulking Goblin Summon Creature Hulking Goblin can t intercept. o1or The bigger they are, the harder they avoid work Wizards of the Coast, Inc. All rights reserved. 2 ss /2 dd Tap both lands to pay for the Goblin The Goblin has a cost of one plus red (1r). A cost of 1r ( one plus red ) means that you have to tap two lands: one mountain (for the red, r ) and a second land of any type (for the 1). You can see that the mountain pays the r ( red ) part of the cost because it has the r( red ) symbol in its text box. Your Hero attacks Optional: You may now adopt a slightly smug expression. Tap the Hero to show that it s attacking You don t have to tap the plains to make the Hero attack. You never pay a creature s cost to make it attack. Remember that there s a big difference between tapping a creature and tapping lands to pay a creature s cost. The Goblin can t attack because it has summoning sickness Player A s Second Turn 9

11 Illus. Romas 1997 Wizards of the Coast, Inc. All rights reserved. Illus. Una Fricker 1997 Wizards of the Coast, Inc. All rights reserved. The Hero s offense is 1 Look at the two numbers in the lower right corner of the Hero card. They are 1S/ 2D. The sword symbol,s, identifies the first number, 1, as offense. That s how much damage the Hero deals out to others. The shield symbol, D, identifies the second number, 2, as defense. That s how much damage it takes to destroy the Hero. Make sure you and your opponent both understand what offense (S) and defense (D) are. The Hero deals Player B 1 damage Player B s life total drops to 19 Player B should move his or her life marker from 20 to 19. Hero 1sS/2dD You re done Give the play guide to Player B. Player B s Second Turn On this turn, you ll play your first creature, a Storm Crow. Draw a card Play a swamp Play your Storm Crow Put it next to your playmat, on the side opposite the island and the swamp. When you play a card, read its text box. The Crow s box says Flying. This means that the Crow has a special ability called flying. You ll see how that works on turn three. Tap both your lands to pay for the Crow The Crow has a cost of one plus blue, represented by Swamp Land Storm Crow Summon Creature Flying o1ou Storm crow descending, winter unending. Storm crow departing, summer is starting. 1 ss /2 dd 10 Player B s Second Turn

12 1u. A cost of 1u ( one plus blue ) means that you must tap two lands: an island (for the blue, u ) and a second land of any type (for the 1). You can see that the island pays the u ( blue ) cost because it has a u ( blue ) in its text box. The Crow can t attack this turn A creature can t attack the turn it s played because it has summoning sickness. You re done Give the play guide to Player A. Illus. Pete Venters Player B s Second Turn 11

13 After Turn Two Player B 19 Life Player A 20 Life 12 After Turn Two

14 Illus. John Avon 1997 Wizards of the Coast, Inc. All rights reserved. Illus. Zina Saunders 1997 Wizards of the Coast, Inc. All rights reserved. Player A s Third Turn This turn, you ll play a third creature. Then your Goblin and Hero will attack. Now that Player B has a creature, he or she will be able to intercept one of your attacking creatures. Forest Untap your plains, mountain, and Hero Draw a card Play a forest Play your Grizzly Bears Land Grizzly Bears Summon Creature o1og Don t worry about provoking grizzly bears; they come that way. 2 ss /2 dd Tap your forest and mountain to pay the Bears cost The Bears cost is one plus green (1g). The mountain pays the 1 and the forest pays the g ( green ). You could have tapped your plains and forest instead; it doesn t matter what sort of land you tap to pay the 1. The Goblin and Hero attack Tap them to show that they re attacking. Your creatures can attack only once per turn, but you can attack with as many creatures you want at once. The Bears can t attack because of summoning sickness Now Player B decides whether to intercept Give Player B the play guide. Your opponent decides how to respond to each attacking creature. It s still your turn, but Player B needs to decide how to intercept your creatures. Player B starts reading here It s still Player A s turn, even though you have the play guide. You get the play guide because, as the defending player, you get to decide whether to intercept attacking creatures. Player A s Third Turn 13

15 Intercepting is an important part of the game. Remember to read this material out loud so that the other player can see how it works. The Crow can intercept one attacking creature Your Crow can intercept the Goblin or the Hero, so that only one will get past to deal you damage. It can t intercept more than one creature. Any creatures that the Crow doesn t intercept will damage you. As you can see on the playmat under Intercepting, creatures with summoning sickness can intercept. Let s see what would happen if the Crow intercepted the Goblin This is just a demonstration to see what would happen. The Crow won t really intercept the Goblin, and you ll see why. The Goblin and the Crow would fight Line up the offenses/defensed numbers of the Goblin and the Crow, with one card upside-down so that the Goblin s 2S lines up with the Crow s 2D, and the Crow s 1S lines up with the Goblin s 2D. The Goblin would deal 2 damage to the Crow The Goblin s offense is 2S, so it deals 2 damage to the Crow. That would destroy the Crow The Crow s defense is 2D, so it takes 2 damage to destroy it. The 2 damage from the Goblin is exactly enough. A destroyed creature goes to the discard pile, so you can t use it any more. At the same time, the Crow would deal 1 damage to the Goblin The Crow s offense is 1S, so it would deal 1 damage to the Goblin. That isn t enough to destroy the Goblin 14 Player A s Third Turn Goblin 2sS/2dD 1sS/2dD Crow

16 The Goblin s defense is 2D, so 1 damage doesn t destroy it. The Crow doesn t have a high enough offense (S) to destroy the Goblin. Wait a minute Have Player A explain in his or her own words why the Crow gets destroyed but the Goblin doesn t. When both of you understand why the fight ends up with the Crow dead and the Goblin alive, keep reading. Not only would the Goblin destroy your Crow, but then the Hero would deal 1 damage to you Since the Crow is busy intercepting the Goblin, it can t also intercept the Hero, and the Hero would damage you. The Crow isn t intercepting the Goblin Put the Goblin and Crow back to where they were before the pretend interception. The Goblin is tapped because it s attacking. The Crow is untapped. As you can see on the playmat under Intercepting, each defending creature decides which attacking creature to intercept, or it may choose to intercept none at all. Player A can t send the Goblin over to attack the Crow. As you can see under Attacking, attacking creatures can t choose which defending creatures they fight, or even whether they fight any at all. Hero Instead, it intercepts the Hero Line up the Crow s offense and defense with the 1sS/2dD offense and defense of the Hero. You see that the Crow s 1S lines up with the Hero s 2D and the Hero s 1S lines up with the Crow s 2D. The Hero and the Crow each deal 1 damage to the other Each has an offense of 1S, so each deals 1 damage in combat. 1sS/2dD Crow Player A s Third Turn 15

17 The Hero and the Crow both survive Each creature has a defense of 2D, so it takes 2 damage to destroy one of them. Just 1 damage isn t enough. Wait a minute Ask Player A to explain in his or her own words why the Hero and Crow don t kill each other when they fight. When both of you understand what happened, keep reading. Now put the cards back, with the Hero tapped and the Crow untapped. Since the Crow doesn t intercept the Goblin, it deals you 2 damage Your life total drops to 17 Move your life marker to 17. It s still Player A s turn Hand the play guide back to Player A. You re done Player A starts reading again here At the end of the turn, the damage dealt to the Hero and the Crow goes away Now hand the play guide over to Player B. Player B s Third Turn This turn, you ll attack Player A and use a sorcery to get his or her Bears out of play for a turn. Untap your lands Draw a card 16 Player B s Third Turn

18 Illus. John Avon 1997 Wizards of the Coast, Inc. All rights reserved. Play a forest Your Storm Crow attacks Tap the Crow to show that it s attacking. The Hero can t intercept because it s tapped A tapped creature can t intercept. It s recovering from attacking your opponent last turn. The Goblin can t intercept because it s tapped and because its text box says it can t Look at the text box on the Goblin. It says, Hulking Goblin can t intercept. The Goblin is too slow to get in the way of an attacker, so it couldn t intercept even if it were untapped. The Grizzly Bears can intercept... They re untapped, so generally they could intercept one attacking creature. But the Bears can t intercept the Crow because the Crow has the flying ability Look in the Crow s text box. It says Flying. An attacking creature with flying can t be intercepted except by another creature with flying. Your Crow can fly over the heads of the Grizzly Bears, so the Bears can t stop it from dealing damage to Player A. The Crow deals you 1 damage Your life total drops to 19 Now play the sorcery Time Ebb to put Player A s Grizzly Bears back on top of his or her deck Put Time Ebb in the center of the table. Unlike a land or a summon creature card, a sorcery is not placed next to your playmat. Illus. Una Fricker 1997 Wizards of the Coast, Inc. All rights reserved. 1 ss /2 dd Storm crow descending, winter unending. Storm crow departing, summer is starting. Forest Land Flying Illus. Illus. Alan Alan Rabinowitz Rabinowitz 1997 Wizards of the Coast, Inc. All rights reserved. Sorcery Sorcery Summon Creature Return any one creature to the top of its owner s deck. Like the tide, time both ebbs and flows. Time Time Ebb Ebb Storm Crow o1ou o2ou Player B s Third Turn 17

19 A sorcery does whatever its text box says and then goes to your discard pile. Read the text box on Time Ebb. It says, Return any one creature to the top of its owner s deck. Tap your island and both other lands to pay for Time Ebb Time Ebb s cost is 2u ( two plus blue ). The island pays the u and the other two lands pay the 2. Time Ebb goes to your discard pile Put the card face-up to the right of your deck. You re done Illus. Uma Fricker 18 Player B s Third Turn

20 After Turn Three Player B 17 Life Player A 19 Life After Turn Three 19

21 Player A s Fourth Turn This turn, you ll draw and play your Bears again, but now you have enough lands to play Volcanic Hammer, too. Untap your lands, Goblin, and Hero Draw a card It s the Grizzly Bears, of course. Play a mountain Play Grizzly Bears Tap a forest and one other land to pay the cost (1g, one plus green ). The Goblin and Hero attack The Bears can t attack because of summoning sickness. Tap the Goblin and Hero to show that they re attacking. The Crow can t intercept this time because it s tapped The Goblin deals 2 damage, so Player B s life total drops to 15 The Hero deals 1 damage, so Player B s life total drops to 14 Remember, your creatures can t attack your opponent s creatures Creatures attack only your opponent. Creatures fight each other only when the defending player chooses to intercept an attacker. Be sure that you and Player B both understand this before going on. Volcanic Volcanic Hammer Hammer Now play the sorcery called Volcanic Hammer Place Volcanic Hammer in the center of the table. Unlike a land or a creature, a sorcery has its effect and then it goes right to its player s discard pile. Illus. Illus. Christopher Christopher Rush Rush 1997 Wizards of the Coast, Inc. All rights reserved. Sorcery Sorcery Volcanic Hammer deals 3 damage to any one creature or player. Cast the weight as though it were a die, to see a rival s fate. o1or 20 Player A s Fourth Turn

22 Illus. Gerry Grace 1997 Wizards of the Coast, Inc. All rights reserved. Tap a mountain and a second land to pay Volcanic Hammer s cost Have Volcanic Hammer deal its damage to the Crow It could damage any creature in play, or it could damage Player B. It deals 3 damage to the Crow and destroys it The Crow s defense is only 2D, so 3 damage is more than enough to destroy it. If the Crow s defense were 4D or higher, Volcanic Hammer wouldn t destroy it. The Crow goes to Player B s discard pile... And Volcanic Hammer goes to your discard pile Put it face-up to the right of your deck. Note that using a sorcery never counts as an attack Even though you dealt damage, playing Volcanic Hammer was not an attack. An attack is only when your creatures attack your opponent. You re done Player B s Fourth Turn On this turn, you ll play the biggest creature yet. Untap your lands Draw a card Play a second island Play your Rowan Treefolk Tap a forest and all three other lands to pay its cost (3g, three plus green ). You re done Player B s Fourth Turn Rowan Treefolk Summon Creature One of the forest s best protectors is the forest itself. o3og 3 ss /4 dd 21

23 After Turn Four Player B 14 Life Player A 19 Life 22 After Turn Four

24 Illus. Andrew Robinson 1997 Wizards of the Coast, Inc. All rights reserved. Player A s Fifth Turn This turn, you ll learn the virtue of patience. Untap your lands and creatures Draw a card Armored Pegasus o1ow Play Armored Pegasus Tap a plains and one other land to pay the cost (1w, one plus white ). Note that it has the ability Flying. Summon Creature Flying Asked how it survived a run-in with a bog imp, the pegasus just shook its mane and burped. 1 ss /2 dd Let s see what would happen if your creatures attacked The Pegasus can t attack because it has summoning sickness. Tap the other three creatures to show that they re attacking. Now Player B decides whether to intercept Give Player B the play guide. Player B starts reading here The Treefolk would intercept and destroy the Bears Line up the Bears offense(s)/defense(d) numbers with those of the Treefolk. The Treefolk would deal 3 damage to the Bears, more than enough to destroy them. The Bears would deal only 2 damage to the Treefolk, only half of what it takes to destroy it. Now hand the guide back to Player A Bears 2sS/2dD 3sS/4dD Treefolk Player A s Fifth Turn 23

25 Illus. Christopher Rush 1997 Wizards of the Coast, Inc. All rights reserved. Player A starts reading again here The Goblin and Hero would deal 3 damage Player B The Goblin and Hero can t help out the Bears. As you can see on the playmat under Attacking, attacking creatures can t gang up on an intercepting creature. Under Intercepting, you see that if a defender fights one attacker, it doesn t fight any others. You d rather keep the Bears You don t attack this turn Untap your creatures. Make sure the Treefolk gets back to its original position (untapped). You re done Player B s Fifth Turn Now you, too, learn that it s not always wise to attack. Untap your lands Draw a card Play your Snapping Drake Tap an island and all three other lands to pay its cost (3u, three plus blue ). Snapping Drake has flying, so the only creature Player B has that can intercept it is the Pegasus. Starting next turn, you ll probably want to attack with the Drake, even when you don t want to attack with the Treefolk. Let s see what would happen if you attacked Tap the Treefolk. (The Drake can t attack.) Hand the play guide to Player A. Snapping Drake Summon Creature Flying Drakes claim to be dragons until the dragons show up. o3ou 3 ss /2 dd 24 Player B s Fifth Turn

26 Player A starts reading here You don t have to intercept the Treefolk If you intercept the Treefolk, a creature of yours will be destroyed. You could just take the 3 damage instead. You could intercept with the Hero Line the Treefolk s 3S/4D up with the Hero s 1S/2D. The Hero would be destroyed, but at least you wouldn t take any damage. Have Player B explain in his or her own words how the fight ends up and why, including why you take no damage. Or you could intercept with the Hero, Bears, and Pegasus As you can see on the playmat, interceptors can gang up on an attacking creature, so a single attacker can wind up fighting several defenders. The Goblin can t intercept. The interceptors would destroy the Treefolk They would deal a total of 4 damage to it. Now return the play guide to Player B Player B starts reading again here Hero 1sS/2dD 3sS/4dD Treefolk Your Treefolk would destroy the Bears It deals 3 damage, and you decide how to split it up. There are three ways you can split up the damage: A) Deal 1 damage to each creature. This 1 damage isn t enough to destroy any interceptor, so this is a bad plan. B) Deal 2 damage to one creature and 1 to another. The 2 damage can destroy one creature, but the extra 1 damage doesn t destroy the second creature. C) Deal 3 damage to a single creature, destroying it. Player B s Fifth Turn 25

27 There s no practical difference between B and C, so let s say you deal all 3 damage to one creature. You d choose the Bears because they re Player A s best creature. It only takes 2 damage to destroy the Bears. The extra damage is simply wasted. It doesn t keep going and deal damage to Player A. Choose not to attack You d lose the Treefolk and Player A would lose only the Bears. You re done Illus. Ted Naifeh 26 Player B s Fifth Turn

28 Now You re Off! Play out the rest of the game on your own. Playing Through a Turn The basic turn sequence is listed under Turn in the rules. The sections in the rules are arranged alphabetically. Find this section and follow the turn instructions carefully for the first few turns, until you get the hang of it. Play Out Pretend Attacks While you re learning, it s perfectly okay to ask you opponent, How would you intercept my creatures if they attacked? Play through a pretend attack to see how it would turn out. Once you see how it turns out, you can decide whether to attack for real. Read All the Cards Whenever you play a card, be sure to read its text box and let your opponent read it. That s the fastest way for you both to learn and understand what your cards do. The Rulebook The rulebook will answer any questions you have while you play. Simply look up the topic that you want an answer on (such as Lands or Attacking ), and the rulebook will tell you what you need to know. Have fun! Now You re Off! 27

29 Replaying the Guided Game If you want to replay the guided game (or if you changed the order of your cards), you need to know what order the cards go in. Player A s deck has all the red cards, mountains, white cards, and plains. It also has three forests and the following four green cards: Grizzly Bears, Anaconda, Gorilla Warrior, and Untamed Wilds. The top eleven cards (from top of the deck down) are Devoted Hero, Hulking Goblin, Volcanic Hammer, Warrior s Charge, mountain, plains, forest, mountain, Armored Pegasus, Grizzly Bears, and Regal Unicorn. Shuffle the rest of the cards and place them beneath these top eleven cards. Player B s deck has all the black cards, swamps, blue cards, and islands. It also has three forests and the following four green cards: Rowan Treefolk, Panther Warriors, Elite Cat Warrior, and Monstrous Growth. The top twelve cards (from the top of the deck down) are: Storm Crow, Rowan Treefolk, Gravedigger, Time Ebb, island, swamp, forest, island, Muck Rats, Panther Warriors, Feral Shadow, and Snapping Drake. Shuffle the rest of the cards and place them beneath these top twelve cards. 28 Illus. Romas

30 Starter Set Deck List (See p. 28 for the order of the cards used in the guided game.) Deck A (35 cards) Lands forest (3) mountain (6) plains (6) White Cards Armored Pegasus Defiant Stand Devoted Hero Regal Unicorn Sacred Nectar Spotted Griffin Venerable Monk Warrior s Charge Red Cards Blaze Fire Imp Hill Giant Hulking Goblin Lava Axe Lizard Warrior Raging Goblin Volcanic Hammer Green Cards Anaconda Gorilla Warrior Grizzly Bears Untamed Wilds Deck B (35 cards) Lands forest (3) island (6) swamp (6) Blue Cards Cloak of Feathers Command of Unsummoning Coral Eel Ingenious Thief Snapping Drake Storm Crow Time Ebb Touch of Brilliance Black Cards Craven Knight Feral Shadow Gravedigger Hand of Death Mind Rot Muck Rat Skeletal Crocodile Vampiric Touch Green Cards Elite Cat Warrior Monstrous Growth Panther Warriors Rowan Treefolk

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