Cloned from LOTR Jumpstart Cube
IntroA low-power Lord of the Rings Jumpstart Cube for introducing new players to the game.
Packs contain 19 cards - mix two monocoloured packs together then add the two multicoloured 'legends' to make a 40 card deck. Currently doesn't support monocoloured decks (i.e. picking 2 red packs), or two decks of the same colour combination (i.e. WG vs WG).
Playing the gameTo play this cube, each player first selects two different coloured packs (colours are denoted by the letters W, U, B, R and G on the packs, but you can also just peek inside and look for ,
,
,
and
).
Manage this however you like: you could opt to choose each pair yourself, choose randomly, or have the first player choose one pack, the second player choose two, and the first player choose another pack. Importantly, you can't choose two packs of the same colour (no decks), and neither player can choose the same two colours (
vs
is allowed, but
vs
isn't).
Once you have your colour pairing, find the two cards in the 'Legends' pack that correspond to those colours (check their casting cost - is blue/green,
is white/black).
Shuffle your two packs and two 'Legends' together to make a 40 card deck, decide randomly who goes first, then you're ready to play!
These short videos go over the basics of Magic:
https://youtu.be/RZyXU1L3JXk?si=LJlSGCNKO45bcXe-
https://www.youtube.com/watch?v=6AGzsQcLpzA
Some things to remember:
And finally:
Phase | Step | Actions |
---|---|---|
Beginning Phase | Untap | Untap your permanents (lands, creatures, enchantments and artifacts). |
Upkeep | Resolve any effects that trigger 'on your upkeep.' This is the first time an opponent can cast an instant on your turn. | |
Draw | Draw a card from the top of your library (unless you are going first, and this is your first turn). | |
Main Phase 1 | ... | Play a land. Cast creatures, sorceries, enchantments and artifacts. Equip creatures, activate sorcery-speed abilities. |
Combat | Beginning of Combat | Resolve any effects triggered at the 'start of combat.' You and your opponent can cast instants and spells with Flash 'before' or 'in response to' any of these triggers. |
Attacks | Declare your attackers by separating them from the rest of your creatures. Creatures without Vigilance must ![]() | |
Blocks | Your opponent decides which creatures they are blocking with. They do this by placing them 'in front' of your attacking creatures. You and your opponent can cast instants and spells with Flash 'before' or 'in response to' blockers being declared. | |
First Strike Damage | If any creature has First Strike, their damage is dealt now. If a creature takes lethal damage, it dies. You and your opponent can cast instants and spells with Flash 'before' or 'in response to' this damage being dealt. | |
Damage | Creatures deal damage to each other (although creatures with First Strike do not deal their damage again). If a creature takes lethal damage, it dies. You and your opponent can cast instants and spells with Flash 'before' or 'in response to' this damage being dealt. | |
Main Phase 2 | ... | Play a land if you haven't in your first Main Phase. Cast creatures, sorceries, enchantments and artifacts. Equip creatures, activate sorcery-speed abilities. |
End Phase | End Step | Last chance for you and your opponent to cast instants and spells with Flash. |
Cleanup | Damage 'wears off' creatures, and if you have more than 7 cards in your hand you must discard down to 7. After the Cleanup step, the turn is passed to your opponent. |
Type | When can I play this card? | |
---|---|---|
Artifact | Artifacts 'enter' the battlefield when they are cast, and remain there until they are destroyed or exiled. Artifacts can ![]() | During your Main Phases |
Artifact - Equipment | Equipments are Artifacts that can be attached to creatures by paying the Equip cost. Move an attached Equipment under the relevant creature to show it has been Equipped and is receiving the Equipment's bonuses. | During your Main Phases |
Artifact - Vehicle | Vehicles are Artifacts that can be Crewed at any time to become temporary creatures, although they cannot attack the turn they are cast. | During your Main Phases |
Creature | Creatures 'enter' the battlefield when they are cast, and remain there until they are destroyed or exiled. They can attack to bring down an opponent's life total, and block to defend your own. | During your Main Phases, unless it has Flash |
Enchantment | Enchantments 'enter' the battlefield when they are cast, and remain there until they are destroyed or exiled. | During your Main Phases |
Enchantment - Aura | Auras 'enter' the battlefield 'attached' to a creature, and remain there until they or the creature they are attached to is destroyed or exiled. You cannot play an Aura if there is no creature to attach it to. Move the Aura underneath the relevant card to show what it is enchanting. | During your Main Phases |
Enchantment - Saga | Sagas have effects each time a Lore Counter is placed on them. The first Lore Counter is placed when it enters the battlefield, and then another is placed after each of your draw steps. Once the last Lore Counter has been placed, sacrifice the Saga. | During your Main Phases |
Instant | Instants go to the graveyard when they resolve. | At any time on your turn, or in response to an action or the start of a new phase on an opponent's turn. |
Land | Lands ![]() | During your Main Phases |
Sorcery | Sorceries go to the graveyard when they resolve. | During your Main Phases |
Tokens | Tokens are permanents, but not cards. If they are destroyed, they are removed from the game instead of going to your graveyard. If they are exiled or returned to their owner's hand, instead they are removed from the game. | Other cards and their abilities may create tokens, but you should never be able to 'play' one. |
Ability | Effect |
---|---|
Deathtouch | Any damage dealt by this creature is considered lethal (to other creatures). |
Defender | This creature cannot attack. |
Haste | This creature can attack or ![]() |
First Strike | This creature deals its damage in a separate combat phase, before regular damage is dealt. |
Flying | This creature cannot be blocked by creatures without Flying or Reach. |
Menace | This creature can only be blocked by more than one creature. |
Reach | This creature can block creatures with Flying. |
Trample | This creature deals excess combat damage to the opponent it is attacking. |
Vigilance | This creature does not ![]() |
Ward X | When this creature becomes the target of a spell or ability an opponent controls, counter that spell or ability unless its controller pays X. |
Ability | Effect |
---|---|
+1/+1 Counters | Each of these increases the power and toughness of a creature by one. Use dice to represent them. |
Amass Orcs X | Put X +1/+1 counters on an Army you control. If you don't control an Army, instead create an Army token and put X +1/+1 counters on it. |
Counter | When a spell is countered, it does not resolve and goes straight to its owner's graveyard. |
Crew X | Tap a number of creatures with total power X or greater. This Vehicle becomes an artifact creature until end of turn. |
Equip ![]() | Pay ![]() |
Exile | Remove the card, spell or permanent from the game. Do not put it into the graveyard. (Smite The Deathless exiles a creature when it dies so it can't come back from the graveyard. Meneldor, Swift Savior puts a card into exile then returns it to the battlefield.) |
Flash | You can play this spell any time you could play an instant. |
Landcycling | You may pay ![]() |
Lore Counters | Lore Counters represent which 'chapter' a Saga is currently on. One is added when the Saga enters the battlefield, and another is added after each of its controller's draw steps. Use a dice to track these. |
Mill X | Target player puts the top X cards of their library directly into their graveyard. |
Sacrifice | You place the sacrificed permanent directly into your graveyard. Sacrificed creatures count as dying. Sacrificing is a cost and cannot be responded to (i.e. your opponent cannot kill a creature before you sacrifice it). |
Scry X | Look at the top X cards of your library. You may choose to keep any amount of them 'on top' of your library in any order, and/or place any amount of them 'on the bottom' of your library in any order. |
The Ring Tempts You | As the Ring tempts you, you get an emblem named The Ring if you don't already have one. Then your emblem gains its next ability and you choose a creature you control to become or remain your Ring-Bearer. This creature receives each ability that your Ring emblem has gained for as long as it is your Ring-Bearer. |