Clone of LOTR Jumpstart Cube
(170 Card Cube)
Clone of LOTR Jumpstart Cube
Art by Ekaterina BurmakArt by Ekaterina Burmak
170 Card Cube0 followers
Designed by 0826tiger
Owned
$49
Buy
$43
Purchase
Mana Pool$58.22

Cloned from LOTR Jumpstart Cube

Intro

A 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 game

To 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 w,u,b,r and g).

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 rr decks), and neither player can choose the same two colours (wg vs wb is allowed, but wg vs wg 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 - ug is blue/green, wb 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:

  • Two-player Magic is generally played best-of-three, with each game lasting 15-20 minutes. If you lose, you decide who goes first in the next game (going first is usually advantageous).
  • At the start of the game you draw a hand of 7 cards. You can then 'mulligan' any number of times - for example, if you have fewer than 2 / more than 5 lands - by shuffling your hand back into the deck and drawing a fresh 7. Before starting the game, for each time you mulliganed, you put one card from your hand on the bottom of your library.
  • The starting player always skips their first draw step, to balance out the advantage of going first.

And finally:

  • Reading the card explains the card! This isn't a hugely complex cube, but neither is it super-basic. Giving your packs a quick read-through before playing will help a lot.
Glossary Phases:
PhaseStepActions
Beginning PhaseUntapUntap your permanents (lands, creatures, enchantments and artifacts).
UpkeepResolve any effects that trigger 'on your upkeep.' This is the first time an opponent can cast an instant on your turn.
DrawDraw 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.
CombatBeginning of CombatResolve 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.
AttacksDeclare your attackers by separating them from the rest of your creatures. Creatures without Vigilance must t in order to attack. Creatures without Haste cannot attack the turn they were cast. You and your opponent can cast instants and spells with Flash 'before' or 'in response to' attackers being declared.
BlocksYour 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 DamageIf 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.
DamageCreatures 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 PhaseEnd StepLast chance for you and your opponent to cast instants and spells with Flash.
CleanupDamage '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.
Card Types:
TypeWhen can I play this card?
ArtifactArtifacts 'enter' the battlefield when they are cast, and remain there until they are destroyed or exiled. Artifacts can t the turn they are cast.During your Main Phases
Artifact - EquipmentEquipments 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 - VehicleVehicles 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
CreatureCreatures '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
EnchantmentEnchantments 'enter' the battlefield when they are cast, and remain there until they are destroyed or exiled.During your Main Phases
Enchantment - AuraAuras '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 - SagaSagas 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
InstantInstants 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.
LandLands t for mana, which you use to cast spells. You may only play one land per turn.During your Main Phases
SorcerySorceries go to the graveyard when they resolve.During your Main Phases
TokensTokens 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.
Creature Abilities:
AbilityEffect
DeathtouchAny damage dealt by this creature is considered lethal (to other creatures).
DefenderThis creature cannot attack.
HasteThis creature can attack or t the turn it is played.
First StrikeThis creature deals its damage in a separate combat phase, before regular damage is dealt.
FlyingThis creature cannot be blocked by creatures without Flying or Reach.
MenaceThis creature can only be blocked by more than one creature.
ReachThis creature can block creatures with Flying.
TrampleThis creature deals excess combat damage to the opponent it is attacking.
VigilanceThis creature does not t when attacking (can attack and then block the next turn).
Ward XWhen this creature becomes the target of a spell or ability an opponent controls, counter that spell or ability unless its controller pays X.
Card Abilities:
AbilityEffect
+1/+1 CountersEach of these increases the power and toughness of a creature by one. Use dice to represent them.
Amass Orcs XPut 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.
CounterWhen a spell is countered, it does not resolve and goes straight to its owner's graveyard.
Crew XTap a number of creatures with total power X or greater. This Vehicle becomes an artifact creature until end of turn.
Equip xPay x to move this equipment onto a creature. Activate only as a sorcery.
ExileRemove 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.)
FlashYou can play this spell any time you could play an instant.
LandcyclingYou may pay 1 and discard this card to search your library for the specified land and put it into your hand.
Lore CountersLore 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 XTarget player puts the top X cards of their library directly into their graveyard.
SacrificeYou 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 XLook 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 YouAs 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.