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===Types of cards=== The game of Magic contains several different '''supertypes''' of cards: *'''Lands''' - Lands are the player's most basic resource and they are tapped to allow the player to play their other cards that have a '''mana cost'''. You can normally play only one land from your hand per turn. [http://gatherer.wizards.com/Pages/Card/Details.aspx?printed=true&multiverseid=45491 Example of a non-basic Land card.] **'''Basic''' - A supertype currently found only on land cards. There are formerly five, now six basic lands: Plains, Island, Swamp, Mountain, Forest and (the only addition) Wastes. A deck can contain any number of the same basic card. [http://gatherer.wizards.com/Pages/Card/Details.aspx?printed=true&multiverseid=983 Example of a basic Land card.] *'''Creatures''' - Creatures are the players soldiers and guardians, they primarily participate in combat, although as with all things in Magic, there are many exceptions this. Creatures have many '''subtypes''', these are commonly referred to as '''creature types''', most creatures have a race and a profession creature type, for example "''Creature - Human Warrior''". Creatures have a toughness and a power score, portrayed as P/T on the bottom right corner of the card. Power determines the amount of damage the creature can cause in combat whereas toughness is how much damage it can take before it is destroyed. Damage assigned to a creature is cleared at the end of each turn, meaning that if a creature isn't killed by the amount of damage it has sustained, it'll return to its full toughness at the end of the turn. This means that the same creature will often participate in several combat steps before it is finally killed. Damage assigned to players however, is never healed by any other means than other cards that give the player an amount of life upon being played. [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=129586 Example of a Creature card.] *'''Token''' - A ''token'' inclusion, these are "permanent" cards that are generated directly onto the battlefield by spells or abilities from ''other'' cards in your deck. 99% of the time, tokens will take the shape of creature cards, though you can create token copies of other permanent types with the right cards. Tokens can only ever stay on the battlefield and, when removed for any reason whatsoever, simply cease to exist. *'''Enchantments''' - These are raw magic that you create, they can do all different kinds of things, and generally have a constant effect on the game, until they are destroyed by your opponent. There are global and local variants of enchantments, the local being a subtype called '''auras''', these are attached to other cards in play to enhance them or weaken them. A lot of competitive players dislike auras since they are destroyed if their 'host' is destroyed, meaning that it is easier for your opponent to make a lot of you cards obsolete by destroying one card. [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=129572 Example of a positive Enchantment card.] [http://gatherer.wizards.com/Pages/Card/Details.aspx?printed=true&multiverseid=50233 Example of a harmful Enchantment card] *'''Sorceries''' - Sorceries are spells that you can only cast on your own turn, and when nothing is on the stack, they'll have some kind of immediate effect on the game, but they are not persistent like enchantments. This means that it is common for sorceries to simply just destroy something else in play or to give a temporary boost to a creature or something like that. The more massive destructive effects in the game are commonly found in sorceries, such as globally destroying all lands or creatures in play. [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=129808 Example of a Sorcery card.] *'''Instants''' - Just like sorceries, however an instant can also be played in an opponent's turn, they'll often do the same as sorceries, but stuff like counter magic, that is a spell that prevents your opponent's spell from resolving, are only instants. [http://gatherer.wizards.com/Pages/Card/Details.aspx?printed=true&multiverseid=190535 Example of an Instant card.] *'''Artifacts''' - All kinds of magic items, like a staff or some other kind of stuff. Normally this is stuff used by the player himself, but some artifacts, known as '''Equipment''', can be equipped by the player's creatures, making them work like auras, only they do not need a 'host' to be in play, and as such are a lot more persistent than auras. Some artifacts are also creatures, this is stuff like golems or other kinds of magical constructs. Artifact are generally colorless, with some exceptions, so almost all of them are suitable for any deck. [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=129704 Example of an Artifact card.] [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=76637 Example of an equipment card.] The most recently added type of artifacts are '''Vehicles'''; vehicles are artifacts that can become artifact creatures for a turn by tapping other creatures. Originally a one-off mechanic in Kaladesh but the concept proved very popular and they now appear whenever appropriate. *'''Legendary''' - Much like Basic, Legendary only appears together with another supertype. If a player controls two or more legendary permanents with the same name, that player chooses one of them, and the rest are put into their owners' graveyards. Legendary cards are often stuff like characters from the plot line of Magic, or somehow else very special things like specific places in the case of legendary lands. ''Generally'', legendary creatures also tend to be more powerful in some shape or form than generic creatures. For the Commander format, each deck is required to have at least ''one'' legendary creature as their "commander". The colors that each commander deck are allowed to use are determined by the mana symbols in the commander's mana cost or activated abilities. [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=26793 Example of a Legendary card.] *'''Tribal''' - A newcomer among the supertypes, a Tribal card lets a noncreature card have creature types. For example, a card that would allow you to destroy a goblin card would work on any goblin creature, as well as a Tribal Enchantment - Goblin. Sadly the "Tribal" card type is unlikely to be printed on new cards. [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=146167 Example of a Tribal card.] *'''[[Planeswalker]]''' - Another newcomer, a Planeswalker is similar to an enchantment. Planeswalkers come into play with a certain amount of loyalty counters on them. Once per turn a planeswalker can use one of its activated abilities during his main phase whenever he may play a sorcery, either adding or subtracting the indicated amount of counters. As of War of the Spark in spring 2019, they can also have static or triggered abilities like other permanents. A planeswalker can be targeted for either spells or abilities that deal damage, and can be targeted in an attack phase like a player. For each damage a planeswalker takes, instead remove that many loyalty counters. If a planeswalker has no loyalty counters left on it, it is destroyed. All planeswalkers are legendary, so if a player controls two planeswalkers that share a name, that player chooses one of them and the rest are put into their owners' graveyards. This was changed from what was called the "planeswalker uniqueness rule", which meant you couldn't have two different cards representing the same dude. Lore-wise this made sense, but has been sacrificed for gameplay reasons. Planeswalkers can do some really awesome shit, such as create 5 4/4 dragons or force your opponent to mill 20 cards from their library. Keeping one alive can be a royal pain in the ass. [http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=140222 Example of a Planeswalker card.]
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