A guide to Magic: The Gathering Limited
Learn to judge cards, decks and decisions for yourself.
27 lessons, about 4.1 hours of reading, built to be read in order. Not set reviews. Not pick orders. A method you can apply to any card, in any format, in any year.
Start the guide Explore by concept
Twenty-one interactive exercises
Play first. The cards are dealt to you, you answer, and the guide marks it.
Nothing to install, no account, no set knowledge needed. Each exercise runs in the browser and explains every answer against the rules the guide sets out.
There are also two calculators, which take the deck you actually play and give you dates: the turn a card of a given cost and colour really arrives, and the mana a whole deck never spends, turn by turn.
Start here
The rule the whole format rests on: what a card gives you, and what it takes to cast it. Play this one first.
The what-if draftOne pack, three worlds: no mana at all, two mana a land, then an ordinary draft. Watch which card the answer moves to.Play →Mana and resources
What a spell really costs you — the turn you can count on casting it, and the price you pay for it in life.
The turn a card actually arrivesA mana cost is not the turn the card lands. Ten questions: the turn you can count on for a real cost, which of two costs to own, which of two arrives first, and what your own deck does with its mana.Play →What is a card worth, in cards and in life?Four decks auctioned, and the only currency is your opening hand and your life total.Play →Card evaluation
Reading one card: how often it does something that matters, and how it stands against the card beside it.
Stable card, or situational one?Nine cards a sheet. How often does it act, and does it still help off its best turn?Play →You divide, they chooseA whole draft out of six boosters: seven cards a round, one of you divides them and the other picks, then the roles swap — and the opponent is drafting an archetype of its own. Build the forty at the end.Play →Sort a booster into A, B, C and DFourteen cards from a real set and four boxes. Sort every card, then see where the ranking puts it and why.Play →Synergy
When two cards are worth more together than apart, and whether the mechanic a set is built on is worth drafting at all.
Which two half-decks make a deck?Four half-decks a round. Pick the pair that serves one another, not the best pile.Play →Drafting a set mechanicTwelve pools, five drafters, two picks each. The second must fit the first.Play →Drafting
Picking in order, with a table around you: what a pack tells you, what a pick costs, and how the format changes the answer.
When to commit to a colourThree boosters, forty-two picks, eight seats, and one note drawn beforehand. Draft by it, in mixed cards or in a real set.Play →The points draftA card enters at six points and gets cheaper on every reveal. Buy below what a card is worth.Play →Booster draft or Rochester draftThe same eight packs twice, from the same seat: once seeing only your pack, once with every pick in the open.Play →Sealed and the prerelease
Boosters opened, and a deck to build out of them: the colours the pool chose for you, what to cut, and the whole build from the pile to the sideboard.
Building a sealed deck by the numbersA pool as a list of names. Grade the cards yourself, choose two colours by scoring their quality.Play →Build a sealed deck from a real setA sealed pool from one of 128 sets, Legends to The Hobbit. Score the colours, pick two, decide the splash.Play →Cutting a sealed deck to fortyForty-two cards, and a deck is forty. Cut the two with no part in what the deck does.Play →Sideboarding after game oneYou lost game one. Given what beat you, board accordingly; one card matches the look and answers nothing.Play →The prereleaseSix real boosters, and the whole build after them: colours, ranking, depth, two pairs, curve, removal, splash, the cut to forty, the mana base and the cards you keep ready.Play →Playing the game
After the deck is built: the hand you keep, the card you put back, and the line a board position allows.
Keep or mulligan: 100 handsA hundred opening hands, one at a time. Call each one, then see the method answer it.Play →Bottom oneThe second London Mulligan decision on its own: the hand is kept, and you choose which card goes to the bottom — and at two mulligans, which two.Play →The ten principles of playA hundred and forty puzzles, seventy of them expert: tapped lands, tapped attackers, the graveyards. Find the play; the answer names the principle.Play →The ten principles: more positionsNinety-eight further boards, not one question shared with the hundred and forty, and the same ten principles behind them.Play →The annotated gameOne whole game, from your second turn to your eighth: eight decisions, and the principle each one turned on.Play →Who this is for
- Players who win sometimes and cannot say why.
- Players who want to evaluate a card without waiting for someone else to rate it.
- Players returning to Limited after time away, in a format that has changed but not fundamentally.
The guide is cumulative: each module builds on the one before it, and concepts are introduced once and reused throughout.
The Basics
The section examines playing MTG in limited environments, contrasting them with constructed formats. It addresses the common misconception among new players that limited success relies solely or mainly on luck. Skill in evaluating card strength, drafting, deck construction, and adaptation to limited formats are essential for success. The section delves into differences between formats regarding deck archetypes and randomness. Furthermore, it introduces the concept of Mana Exploitation Score (MES), emphasizing efficient mana resource utilization to gain advantages. Player skills, card quality, and luck are discussed as factors shaping gameplay outcomes.
Resources
Mana in MTG is a vital, evolving resource, crucial for spellcasting. Its scarcity early on contrasts with abundance later and this fact is very meaningful for the game dynamics. The one-land-per-turn rule ensures game balance. Spells’ power aligns usually with their mana cost, and this determines the rhythm of the game. Spells costing 5+ mana demand careful evaluation because they should regarded specially expensive in casting speed terms. Mana complexity, including color requirements, also affects casting. However, not all spells are sensitive to mana costs. Creatures and mana accelerators are relatively sensitive to man cost. Finishers are less so. Tempo, impacted by spell cost, can be managed through mana accelerators, alternative resources, and a balanced mana curve.
When casting spells, additional costs like discarding cards or sacrificing permanents are sometimes required. While new players often prioritize mana over those alternative costs, the significance of spells’ card costs is equally important. In Magic:, most cards are balanced, making card advantage―the ratio of cards spent versus those of the opponent―central. Life points sometimes reduce costs in mana but carry risks, especially in advanced stages, impacting battlefield control. The degree of control over life payment varies, affecting the risk associated with cards.
Card Evaluation
In Magic, card power isn’t just about its impact but also how often it’s useful. We judge cards based on how often they come in handy and how adaptable they are. Some cards are great in certain situations, like strengthening creatures, while others are more flexible, fitting various scenarios. We look at different game stages and actions to see when cards shine. Understanding these helps players pick the best cards for their decks. In MTG, stability means a card’s lasting value, not just its immediate impact. Different types of cards are analyzed using the stability criteria.
Synergy
Synergy is the secret ingredient in both baking and Magic. Just as quality ingredients alone do not ensure a delicious cake, high-quality MTG cards do not guarantee a winning deck. Synergy, the interaction between cards, creates a greater impact than their individual impact. Players must grasp the right mix of cards to achieve the three types of synergy: functional, operational, and mechanical. Strategic ideas like blitzkrieg or hammer-and-anvil shape deck construction, while operational synergy balances mana and spell ratios to minimize unusable cards. Mechanical synergy empowers cards with shared mechanics, enhancing overall synergy.
Limited Game Formats
Drafting, a popular format of MTG, involves players selecting cards to construct decks. In this process, participants receive packs, choose cards, and pass the rest, seeking synergy and quality. Signaling plays a crucial role in the draft, requiring mastering a common language that allows cooperation. Players aim to select less-picked colors and strategically manipulate their neighbors’ choices. Approaches such as late color selection emphasize reading signals, while early selection prioritizes influencing neighbors. Skillful interpretation of signals assists in securing optimal card pools.
Sealed Format (SF) requires players to build decks from a limited pool of cards, setting it apart from other formats. Unlike constructed play, where players draw from a vast card pool, SF restricts them to 90 random cards. This constraint intensifies the balance between card quality and synergy, a dynamic absent in constructed formats. SF demands strategic color selection, and balancing card quality with consistency.
Playing the Game
Principles of adjustment, resourcefulness, and initiative are as crucial in Magic as in warfare. Players often struggle with inertia, sticking to ineffective strategies despite changing battlefield conditions. Recognizing critical shifts from standstill to attack or race to defense is key. Resourcefulness demands calculated risk-taking, shifting from cautious to gambling strategies when necessary. Initiative, seizing control with timely plays, and leveraging mana advantage, can tip the balance in combat.
The concentration of efforts directs players to focus on reducing opponent life points regardless of the card balance, emphasizing tempo and creature utilization. Reserve principles advocate strategic retention of spells and creatures for pivotal moments. Security ensures cautious play to mitigate opponent surprises and maximize creature abilities. Intelligence involves knowing cards, opponent tendencies, and game dynamics, while cunning embraces deception to outmaneuver opponents. Flexibility dictates deviation from standard strategies when circumstances demand adaptability. Coolness under pressure prevents emotional pitfalls like despair, smugness, and fear of regret, ensuring clear-headed decision-making and optimal gameplay.
Exercises
Here you can test your skills by playing several variants of the game. Also, some tools for those who wish to teach Magic.
Two calculators
Put in the deck you actually play; get back the turns it does things on.
Set your lands, your colours, your curve and whether you are on the play, and every figure moves with you — with the working shown underneath it. All the calculators →