Quick Start Guide (Ideal Magic)

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Ready to play in 5 minutes? This guide gets you from table setup to your first turn quickly, aligned with the Ideal Magic ruleset.

Ideal Magic is built for easy print-and-play sessions and smooth paper tracking.

What You Need

Essential Components

  • Decks: Each player needs a 60+ card deck
  • Life tracking: Pen & paper or a d20 (start at 20 life)
  • Counters & tokens: Dice or markers for +1/+1, lore (Sagas), and Quest counters; tokens for Clues
  • Play area: Table space for lands, battlefield, graveyard, and exile

Optional but Helpful

  • Card sleeves to protect prints
  • Extra dice for Ward taxes, temporary effects, and turn markers
  • Reference sheet: Use the Quick Reference at the end
  • Timer for events (typical round: ~45 minutes)

Game Overview

Spend mana to cast spells, develop your board, and win via combat and smart interaction. Goal: Reduce your opponent from 20 life to 0, or have them attempt to draw from an empty library.


Pre-Game Setup

Deck Requirements

  • Constructed: Minimum 60 cards (no maximum); up to 4 copies of any one card name (basics excepted)

Starting the Game

  1. Shuffle both decks thoroughly.
  2. Decide first: Randomize (die roll/coin flip), then winner chooses to play or draw.
  3. Draw opening hands: Each player draws 7.
  4. Mulligans — London Mulligan: You may mulligan any number of times. Each time, draw 7, then put a number of cards equal to mulligans taken on the bottom of your library in any order.
  5. Set life totals: Both players start at 20.
  6. First turn: The player who goes first skips their first draw step only.

Turn Structure (at a glance)

  1. Beginning Phase

    • UntapUpkeep (resolve “at the beginning of upkeep” triggers) → Draw
  2. Precombat Main

    • Play one land (per turn), cast spells, activate abilities
  3. Combat Phase

    • Begin combatDeclare attackersDeclare blockersCombat damageEnd combat
  4. Postcombat Main

  5. End Step / Cleanup

    • “At end step” triggers → discard to hand size (7) → remove damage, end “until end of turn” effects

Priority & the Stack: The active player gets priority first in each step/phase. Spells/abilities resolve last-in, first-out.


Playing the Game

Lands and Mana (no bookkeeping traps)

  • Play a land during your main phase when the stack is empty (max one/turn).
  • Add mana by tapping lands (and some artifacts/creatures). You add mana only when you activate a mana ability—there is no automatic mana generation.
  • Mana empties at the end of each step and phase (no carrying over).
  • Different spells require specific colors of mana (W/U/B/R/G); colorless is flexible but often less efficient.

Casting Cards

  • Creatures/Artifacts/Enchantments/Sagas: Cast in your main phases (stack empty).
  • Instants: Any time you have priority.
  • Sorceries: Your main phases, stack empty.
  • After an instant or sorcery resolves, it goes to your graveyard (unless it says otherwise).

Combat Basics

  • Attacking: Tap your creatures to attack (unless they have vigilance).
  • Blocking: Defending player assigns blockers; the attacker then sets the damage order if multiple blockers.
  • Damage: Simultaneous (first strike/double strike change timing). Trample lets excess damage hit the defending player/planeswalker.
  • Ward: If a permanent has Ward — cost, opponents must pay that cost to target it or the spell/ability is countered.

The Ideal “Glue Suite” You’ll See Often

These popular, paper-clean mechanics appear frequently:

  • Scry N / Surveil N — Smooth draws (top-deck filtering or graveyard selection).
  • Cycling [cost] — Discard to draw a card.
  • Kicker [cost] — Pay more for an upgraded effect.
  • Flashback [cost] — Cast from your graveyard, then exile it.
  • Foretell — Pay {2} to set aside now; cast later for its foretell cost.
  • Adventure — Cast the spell side first, then later cast the creature from exile.
  • Investigate — Create a Clue: “{2}, Sacrifice: Draw a card.”
  • Landfall — Triggers when a land enters under your control.
  • Sagas — Add a lore counter as they enter and each precombat main; resolve that chapter’s effect.

Also supported (appears regularly but in controlled doses): Rebound, Surge, Raid; Buyback (rare, conservatively costed); Emerge (small curated clusters).

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Not used in Ideal Magic: Day/Night, Companion, Cipher, Venture/Dungeons, Cumulative Upkeep, Storm, Dredge, and other “free engine” loops. If a card references these, treat it as not legal in this format.

Key Concepts (fast fundamentals)

Mana & Efficiency

  • Plan land drops and colors early.
  • Tap only what you need; remember that mana empties each step/phase.
  • Use Scry/Surveil/Cycling/Clues to avoid mana screw/flood.

Card Types (quick)

  • Lands: Your main mana sources.
  • Creatures: Attack, block, use abilities; have power/toughness.
  • Instants/Sorceries: One-time effects (instants at any time; sorceries only on your turn, main phase, stack empty).
  • Artifacts/Enchantments/Sagas: Ongoing effects; Sagas tick with lore counters.

Interaction & Timing

  • Hold up instants for combat tricks or counterplay.
  • Ward taxes opponents’ targeted interaction—bait it or pay it.
  • Learn common windows: end step, after blocks, and shields-down moments.

Sample Turn Walkthroughs

Turn 1 (on the play)

  1. Beginning: Untap (nothing), no draw (first turn on the play).
  2. Main: Play a land. Tap it to cast a 1-mana creature.
  3. Combat: None (summoning sickness).
  4. End: Pass. (Cards in hand: 6; Life: 20.)

Turn 3 (showing smoothing & tempo)

  1. Beginning: Untap, Upkeep (resolve triggers), Draw.
  2. Main: Play a land (Landfall trigger, if any). Cast a Foretell spell face-down for {2}; then cast a 2-drop.
  3. Combat: Attack with your 1-drop; opponent blocks—use an instant to win combat.
  4. End: If you Investigated this turn, you may keep the Clue for later or crack it on a future turn when you can spare {2}.

Winning the Game

  • Primary: Reduce your opponent to 0 life (combat/spells/abilities).
  • Secondary: Opponent tries to draw from an empty library.
  • Some cards may have alternate wins; follow their text.

Common Beginner Pitfalls (and fixes)

  • Too few lands/smoothing → Add lands, Cycling, Scry/Surveil, or Clues.
  • All top-end → Include impactful 2s/3s to affect the board earlier.
  • Ignoring interaction → Pack removal/counterplay; respect Ward costs.
  • Forgetting the stack → Remember: last-in, first-out; pass priority clearly.
  • Floating mana across phases → You can’t; mana empties each step/phase.

Quick Reference

Turn Order

Beginning (Untap → Upkeep → Draw)Main 1CombatMain 2End

Essentials

  • Start: 20 life, 7-card hand
  • Mulligan: London (draw 7 each time; bottom cards equal to mulligans taken)
  • Deck: 60+ cards; up to 4 copies/card name
  • Hand size: Max 7 at end step (discard down)
  • Lands per turn: 1
  • Mana: Added by tapping; empties at end of each step/phase

Timing

  • Sorceries/Creatures/most Permanents: Your main phase, stack empty
  • Instants: Any time you have priority
  • Abilities: As written; mana abilities don’t use the stack

Mechanics You’ll See Often

Kicker, Cycling, Flashback, Foretell, Adventure, Landfall, Sagas, Investigate Plus Rebound, Surge, Raid (with conservative Buyback and small Emerge clusters)

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Getting Your First Games In

  • Learn with proxy prints and this guide.
  • Join the community on Discord for rules help and playtests.
  • Use our Printing Guides and Card Gallery when you’re ready to upgrade.

Next Steps

Deepen Your Knowledge

Prepare for Play

Connect

  • Discord — Strategy, LFG, judging help
  • Local groups — Bring Ideal Magic to your play night
  • Event prep — Best-of-three, ~45-minute rounds, London Mulligan