Before one can get to the battlefield, one must know how to evoke their magical powers ・
There are many types of cards in Magic, the most important being lands and spells. You need
both of those to gain mana, the power needed to use magic and defeat opponents.

Mana comes from mana sources, usually lands and artifacts. Mana can be one of five colors
or colorless ・ It must be used during the step in which it's drawn or it will vanish from the
mana pool.

Lands

On each turn, a player can play one land・ The basic lands are Plains, Island, Swamp,
Mountain, Forest, and Wastes・ Once they are on the battlefield, they can be tapped to add
white, blue, black, red, green, or colorless mana to their mana pool・

Lands can also be non-basic. These lands offer special abilities and may be tapped to produce
multiple colors of mana・ Non-basic lands come with drawbacks, however, and often enter the
battlefield tapped・

Creatures

Creatures great and small use their talents on the battlefield・ Like every other spell, they
require mana to be cast by the player. Unlike other permanents, creatures experience
summoning sickness when they enter the battlefield. A creature can not attack or tap to
activate abilities unless they are on the battlefield when their controlling players start their
turn.

Some creatures are token creatures, which are not cards kept in the deck but are generated
through game effects. These creatures enter the battlefield like normal creatures, but they
are exiled from the game after they die.

Artifacts and Enchantments

Artifacts are permanents with useful abilities and are usually colorless. Some artifacts are
equipment, permanents that can attach to creatures and arm them with new abilities.
Enchantments are similar to artifacts except that they are usually colored and have static
abilities instead of activated abilities. Aura enchantments are enchantment spells that attach
to and empower creatures and other permanents Planeswalkers Planeswalkers, too, are powerful permanents. They enter the battlefield with a set amount of loyalty counters, and those counters are used to activate planeswalker abilities. They are not creatures and cannot attack, but players may attack planeswalkers instead of players ・ When a creature would deal damage to a planeswalker, it instead removes loyalty counters equal to the damage dealt・ Finally, any damage dealt to a player through spells or abilities an opponent controls may be redirected to the planeswalker. When a planeswalker has run dry of loyalty counters, they flee to the graveyard・ Sorceries and Instants Some magical spells are not permanents and go straight to the graveyard after resolution. Sorcery and instant spells follow these rules. Sorcery spells may only be cast on the controlling playefs main phase, but instant spells may be cast at any time, with few exceptions. Being able to cast spells instantly adds an element of wit to the game that always keeps players in suspense of their opponent's hands. The Stack The way that spells and abilities resolve when there are multiple actions happening at once is handled by the stack・ Two things happen when an action is put onto the stack: the spell is cast (or the ability is activated), then the action is resolved, which means that the action takes effect in the game ・ When a spell is cast or an ability is activated, players get a chance to respond with their own spells or abilities. The stack follows a First-In / Last-Out procedure, meaning that objects resolve in order from the top of the stack until the original object has finally resolved・ 

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