Permanent Spells (mtg proxy cards)

      There are several types of Permanents that can be played onto the
battlefield. These have lasting effects that will change the game until they
are removed from play. The different Permanent types are as follows:
  •     Aitifact.
  •     Enchantment.
  •     Creature.
  •     Planeswalker.
    Each type of Permanent has its own abilities and features. Here is a
breakdown of each.

A horse of a different color  6/6 Ancient Hellkne Creature — Dragn                    Q Flying 9: Ancient Hellkite deals 1 damage to target creature defending player controls. Activate this ability only if Ancient Hellkite is attacking. W^hen a dragon arracks, there are no bystanders.                       ___ 2.1 Ancient Hellkite is a fine addition to any red mage's arniv        One of the more common types of Permanents you will see in play is the Creature type. Especially in beginning duels, the most frequent route to victory will involve creature combat. In addition to that, only the creature cards in Magic have the ability to attack and block, making their usage more complex and interesting. Let s break down a creature card to get an idea of how to read Magic cards and use them in game.      To begin, you need to examine each part of the card and what it means in game. From the top-left corner you will be able to get the creature's name. This could be an individual's specific name or a general creature type. In our example (above), the card in question is Ancient Hellkite. Beneath the artwork is the type line. Here you see that the type of card is a creature and, more specifically, a dragon!     Moving back to the top of the card (the upper-right corner this time), you will see a very important part of every Magic card: The casting cost. This is the amount and type of mana you will need access to cast each spell. If you look back at the basic land types, you will notice each one has a different mana symbol on it. This symbol corresponds to the type of mana it produces and shows up again here in our casting cost. 22 Remember, you need Mountains to produce red mana      Using this analysis, you can see that in order to cast the powerful  Ancient Hellkite, you will need access to at least three Mountains in order to produce the three red mana symbols to the far right of the casting cost. The number four in the gray circle shows you that in addition to those three Mountains, you will also need four additional mana sources. These sources, however, can be from any land type you have access to. 23 To cast your Hellkite, you need seven lands, three of which produce red mana. This should do it!      Now take a look at the card's text. The first thing you see is the word uFlying '. This is a Magic keyword that is used in all sets. Keywords are frequently added to expansion sets but some are uevergreen/' which means they will appear constantly. You will learn more about them later, but for your dragon, Flying means it can only be blocked in combat by other creatures with Flying. 24 Stormfront Pegasus is allowed to block your dragon, while Runeclaw Bears are not.        Ancient Hellkite also has a secondaiy ability that allows you to pay    one red mana to deal one point of damage to one of your opponent s    creatures as you attack. This is a repeatable effect and you can pay as    many times want as long as you have Mountains to produce red mana. 
 25 You can use the Hellkite's ability if you have red mana available. Here you could do up to five                             damage to your opponent's creatures        The final thing worth noticing is in the bottom-right corner. There you will see two numbers divided by a slash. In this case you have 6/6. These numbers designate the creature?s power and toughness, respectively.        Power is the amount of damage a creature will deal in combat to another creature, player, or Planeswalker. Its toughness is liow much damage the creature can take between combat and spell damage over a single turn before it dies and is moved to the graveyard.        When you summon a creature, you are basically pulling that creature from its natural area to fight by your side. This means that unlike other types of permanents, creatures are affected by "summoning sickness".        In game terms, this means that the turn you summon a creature, it cannot attack or use any ability preceded by a tap symbol in its text.          26 The tap symbol preceding the ability lets you know that to use this, the creature must tap.         The creature can block an opponents attack, but the rest of its abilities will not become available until 让 begins a turn under your control on the battlefield.       Tapping is something that comes up often in Magic. It shows that a resource lias been used up for that turn. Wienever a land is used to produce mana, a creature attacks, or an ability preceded by the tap symbol  is used, turn the card ninety degrees to the side to denote it is tapped for the rest of the turn. 

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