Welcome to Magic! You and your opponents take the role of Planeswalkers: powerful sorcerers who can magically travel between planes of existence.

Planeswalkers draw mana from lands they’ve visited and use that energy to summon creatures to defeat their rivals. In the Magic game, you’ll use your creatures to attack your opponent, or to block an attack.
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If you're looking to dig deeper into your favorite Xbox One games, Community Meld is your one-stop location for extra content, news, downloads, and more. Pop out the blade to start Community Meld, then use it to check out your achievements or read updates specially-tailored to your current Xbox One title!

To access Community Meld, press on this game's Main Menu or Pause Menu. From there, use your controller to navigate.
Mana Cost
Mana is the main resource in the game. It’s produced by lands, and you spend it to cast spells.

The symbols in a card’s upper right corner tell you the cost to cast that spell.

Power and Toughness
Each creature card has a special box in the lower right with its power and toughness.

A creature’s power (the first number) is how much damage it deals in combat.

Its toughness (the second number) is how much damage must be dealt to it in a single turn to destroy it.



Mana Cost
Mana is the main resource in the game. It’s produced by lands, and you spend it to cast spells.

The symbols in a card’s upper right corner tell you the cost to cast that spell.
This tells you the card’s card types.
Mana Cost
Mana is the main resource in the game. It’s produced by lands, and you spend it to cast spells.

The symbols in a card’s upper right corner tell you the cost to cast that spell.

Power and Toughness
Each creature card has a special box in the lower right with its power and toughness.

A creature’s power (the first number) is how much damage it deals in combat.

Its toughness (the second number) is how much damage must be dealt to it in a single turn to destroy it.
White magic lays down the law, protecting and defending its allies. White mages call on soldiers, knights, and even angels. For them, honor and light are shield and sword.

Blue magic is about air, water, and things of the mind. Blue mages use their vast knowledge and quick reactions to control the battlefield and gain the upper hand.

Black magic enslaves and corrupts. Black mages wield spells of death and darkness to satisfy their desire for power. They will do whatever it takes to win.

Red magic embodies fire and lightning, passion and fury. Mages who wield it are quick to act and quick to anger, smashing and burning their way to victory.

Green magic is all about tooth-and-claw ferocity. Green mages revere life, growth, and the brute force of nature. They summon huge creatures to do their bidding.


A mulligan is a means of balancing out bad draws for your opening hand.

This means that you can actually mulligan down to one card, although this is inadvisable.

In Duels of the Planeswalkers, however, you are granted one free mulligan at the start of a game.
Creature
A creature’s power is the number before the slash in the lower right corner of its card. When a creature attacks or blocks, it deals an amount of combat damage equal to its power. A creature’s toughness is the number after the slash in the lower right corner of its card. When that amount of damage is dealt to a creature in a single turn, the creature is destroyed.

You can’t attack with a creature or use its abilities unless it’s been under your control since the start of your most recent turn. You can cast creature spells only during one of your main phases.

Sorcery
When this card is cast, it has its effect and then is put into its owner’s graveyard. You can cast sorceries only during one of your main phases.

Instant
When this card is cast, it has its effect and then is put into its owner’s graveyard. You can cast instant spells at any time.

Enchantment
This card is a permanent—once put onto the battlefield, it stays on the battlefield until something causes it to leave. You can cast enchantment spells only during one of your main phases.

Enchantment — Aura
When an Aura is cast, its controller must choose a target on the battlefield for it to enchant. If an Aura is enchanting something that leaves the battlefield, the Aura is put into its owner’s graveyard.

Artifact
This card is a permanent—once put onto the battlefield, it stays on the battlefield until something causes it to leave. You can cast artifact spells only during one of your main phases.

Artifact — Equipment
An Equipment gives the creature it’s attached to additional power, toughness, and abilities. When an equipped creature leaves the battlefield, the Equipment remains on the battlefield and can be attached to another creature.

A player can pay an equip cost to attach an Equipment to a creature he or she controls, even if it is already attached to a creature. This ability can only be activated any time that player could cast a sorcery.

Legendary
If a player controls a legendary permanent, that player can’t control another legendary permanent with the same name.

When a player controls more than one legendary permanent with the same name, that player chooses all but one of them to put into their owners’ graveyards.
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You cast spells by paying their mana cost. Cast as many spells each turn as you’re able to pay for.

Types of Spells
Creatures, enchantments, and artifacts are called “permanents.” When you pay mana to cast these, you put them onto the battlefield. You also play lands onto the battlefield.

When instant and sorcery spells are cast, they have a one-time effect and go to the graveyard. Artifacts, enchantments, and creatures are put onto the battlefield after they’re cast.

Instant
Instant spells can be cast at any time, including in response to your opponent’s actions. If an opponent tries to destroy your creature with a spell, stop the timer to give yourself enough time to cast an instant spell (such as Unsummon) to save your creature.

Sorceries
Sorceries are just like instants, except you can only cast them during your main phase.
You cast spells by paying their mana cost. Cast as many spells each turn as you’re able to pay for.

The Hint system is available in both "Mage" and "Archmage" difficulty settings and is switched on by default. This option can be turned off from "Help & Options".

After ten seconds of inactivity, a minor hint in the form of a green arrow will be displayed above a card, revealing the best move to make for that scenario. The “Hint” button can be pressed to receive a hint earlier, if desired.

Display Hints
Using the “Hint” button, if the minor hint is present, will reveal a major hint. This will display a window that will provide you with a detailed description of what to do next.




Attack
Your creatures attack the opponent, not the opponent’s creatures. You don't choose which creatures, if any, block your attacking creatures.


Block
Untapped creatures can block attacking creatures. To do this: Select a creature you want to block with, then select an attacking creature. If a creature is dealt damage at least equal to its toughness in one turn it is destroyed. Tapped creatures can’t block, but creatures with summoning sickness can.


Blocking with Multiple Creatures
You can block a single attacking creature with multiple creatures. This lets small creatures “gang up” to take down a larger one.

After you’ve chosen one creature to block with, repeat the process for each additional creature you wish to block with.

The attacker will choose one of the blocking creatures and deal enough damage to destroy it. The rest of its damage will be dealt to the next blocker, and so on.
Deck Builder
The top area shows all the cards in your collection. To find the best cards for your deck: use the filters to show only cards that match a specific color, type, and so on.

The bottom area shows the contents of one of your decks. Come back often to make changes and improve it.


Mana curve
Make sure your deck includes enough low cost spells (2-3 mana). This will ensure you can make impactful plays early in the game.

Creatures and Lands
The most important cards you can put into your deck are Creatures and Lands.


Attacking and blocking with Creatures is an effective way to win the game. They should be about 40% of your deck (24 cards).

The mana needed to summon your creatures comes from Lands. They should be about 40% of your deck (24 cards). This resource is important, so don't skimp on them.


Get More Cards
To make your decks better, it helps to have more cards to choose from! Augment your collection by defeating opponents in the "Explore Nodes" of the Single Player Campaign.

Keep Your Deck Small
Your deck has a minimum size of 60 cards. Besides Basic Lands, you can only put a maximum of four of each card in it.


It's tempting to put all of your favorite cards in your deck. But the more you add, the less likely you'll draw the best ones. Try hard to keep your deck to exactly 60 cards.

Don't Have Too Many Colors
Every color of Mana does certain things well, so you may be tempted to put every color into your deck. But be careful — your spells might not match your lands.


To have the right mana for your spells, reduce the number of colors in your deck. Most players choose 2 colors.

Annihilator
When a creature with annihilator attacks, the defending player must sacrifice a number of permanents. (Artifacts, creatures, enchantments, and lands are permanents.)

For example, when a creature with annihilator 4 attacks, the defending player must sacrifice four permanents. The permanents are sacrificed as soon as the creature with annihilator attacks. This happens before creatures can block, so a creature sacrificed this way won’t be able block an attacking creature.


Deathtouch
Creatures dealt damage by something with deathtouch are destroyed.

Defender
Creatures with defender can’t attack.

Detain
When a spell with detain resolves, or a permanent with detain enters the battlefield, it's controller may choose a permanent to detain. The detained permanent can't attack, block or activate abilities until the next turn of the spell or abilities controller.

Double Strike
A creature that has double strike deals damage twice in combat, once when creatures deal first-strike damage and again when creatures deal regular damage. It’s possible for a creature to be destroyed before it can deal its combat damage.

Evolve
"Evolve" means "Whenever a creature enters the battlefield under your control, if that creature’s power is greater than this creature’s power and/or that creature’s toughness is greater than this creature’s toughness, put a +1/+1 counter on this creature."

Exalted
Whenever one of your creatures attacks alone, it gets +1/+1 for each card with Exalted you have on the battlefield.

First Strike
Creatures that have first strike deal combat damage before other creatures. It’s possible for a creature to be destroyed before it can deal its combat damage.


Flying
Creatures with flying can’t be blocked except by creatures with flying or reach.

Forestwalk
A creature with forestwalk can’t be blocked while attacking a player who has a Forest on the battlefield.

Haste
Creatures with haste ignore summoning sickness. They can attack and their abilities can be played as soon as they enter the battlefield.

Indestructible
An indestructible permanent can’t be destroyed.

If a spell’s effect would destroy an indestructible permanent and do something else, only the part that destroys a permanent does nothing.

If an indestructible creature has been dealt enough damage to destroy it, the creature is not destroyed.

Indestructible permanents can still be sacrificed, returned to their owners’ hands, exiled (removed from the game), and put into their owners’ libraries.

Intimidate
Creatures with intimidate can be blocked only by creatures that share a color with them and/or artifact creatures.

Islandwalk
A creature with islandwalk can’t be blocked while attacking a player who has an Island on the battlefield.

Legendary
If a player controls a legendary permanent, that player can’t control another legendary permanent with the same name.

When a player controls more than one legendary permanent with the same name, that player chooses all but one of them to put into their owners’ graveyards.

Lifelink
Damage dealt by a creature with lifelink also causes its controller to gain that much life.

Monstrous
Monstrosity is an activated ability that can only be used once per game. Once the ability resolves, the creature becomes monstrous and puts a number of +1/+1 counters onto the creature.

Mountainwalk
A creature with mountainwalk can’t be blocked while attacking a player who has a Mountain on the battlefield.

Protection
A creature with protection will always have “protection from ________.” That something is what the creature is protected from. It might be protection from red, for example, or protection from Goblins. Protection does several specific things for the creature:
  • All damage those kinds of sources would deal to the creature is prevented.
  • The creature can’t be enchanted by those kinds of Auras or equipped by those kinds of Equipment.
  • The creature can’t be blocked by those kinds of creatures.
  • The creature can’t be targeted by those kinds of spells or by abilities from those kinds of cards.

Reach
Creatures with flying can’t be blocked except by creatures with flying or reach.

Regeneration
Regeneration creates a “shield” that prevents the creature from being destroyed one time. Make sure to regenerate a creature before it’s actually destroyed.

Shroud
Something with shroud can’t be the target of spells or abilities.

Spells and abilities that don’t use the word “target” still affect something with shroud.


Soulshift
When a creature you control with soulshift dies, you may return a Spirit card from your graveyard to your hand.

For example, when a creature with soulshift 4 dies, you may return target Spirit card with converted mana cost 4 or less from your graveyard to your hand.

Swampwalk
A creature with swampwalk can’t be blocked while attacking a player who has a Swamp on the battlefield.


Trample
If a creature with trample deals enough damage to destroy each creature blocking it, the remaining damage is dealt to the defending player.

Undying
If a creature with undying dies while it doesn't have a +1/+1 counter on it, then it is put back onto the battlefield with a +1/+1 counter on it.

Vigilance
Creatures with vigilance don’t become tapped when they attack.


Vanishing
A permanent with vanishing enters the battlefield with a number of time counters on it. At the beginning of its controller’s upkeep, if it has a time counter on it, a time counter is removed from it. When the last time counter is removed from it, it’s sacrificed.

For example, a creature with vanishing 3 enters the battlefield with three time counters on it.