Opening Hand

ManaScholar Academy

Start here · Beginner

Opening HandThe beginner course for Magic: The Gathering

Opening Hand takes you from your first card to playing a complete game of Magic: The Gathering without looking anything up. Six modules and 24 illustrated lessons cover cards, mana and the five colors, the turn, combat, common card effects and your first games. A guided game, ten puzzles and an answer key let you practice what you learn.

€19.99 incl. VAT

Secure payment with Mollie · Terms of sale

  • 24 lessons in 6 modules
  • Illustrated PDF, instant download
  • English
  • Updated November 2026
  • Built on trainings we've given since 2010

Look inside

The opening page of Module 1, Card types and anatomy
Every module opens with a painting and the answer first.
A page explaining the eight parts of a card, with a numbered diagram
Cards explained part by part, with original teaching cards.
A page with a board state showing an Aura and Equipment on creatures
Real board states, laid out like a game table.
A Practice arena puzzle page with a board to solve
Ten puzzles to test what you've learned.

Practice it online

The course’s puzzles run on our free training platform, on a live board. The QR codes in the book lead straight to them.

Course details

What you’ll learn

  • Name every part of a card and say what it does
  • Explain mana cost, mana value and the role of each of the five colors
  • Play through every phase and step of a turn in the right order
  • Declare attackers and blockers and work out combat damage correctly
  • Read the effects you'll meet on most cards: tokens, counters, removal, Auras and Equipment
  • Set up a game, judge an opening hand and play well with others, Commander included

What’s included

  • A 156-page illustrated PDF
  • 24 lessons with worked examples and questions
  • 36 original teaching cards
  • A complete game, played turn by turn
  • 10 practice puzzles
  • 23 QR codes that open the puzzles and matching exercises on a live board
  • A 25-question final check and full answer key
  • A glossary of about 190 terms and a one-page table reference

Contents

Module 1: Card types & anatomy 4 lessons

Every Magic card follows the same layout. Once you can read the name, mana cost, type line, rules text and power/toughness, you can understand any card in the game.

  1. Reading a card from top to bottom
  2. Permanents and spells
  3. The eight main card types
  4. Rules text, reminder text and flavor text
Module 2: Mana & the five colors 4 lessons

Mana is the resource you spend to cast spells. Lands produce it, and the five colors each have their own strengths, weaknesses and style of play.

  1. Lands, tapping and your one land per turn
  2. Mana cost, generic mana and mana value
  3. The five colors and what each does well
  4. Colorless and multicolored cards
Module 3: Turn structure & phases 4 lessons

Every turn runs through the same five phases in the same order. Knowing them tells you what you can do, and when.

  1. Untap, upkeep and draw
  2. Main phases: lands and sorcery timing
  3. Instant speed: acting during your opponent's turn
  4. End step and cleanup
Module 4: Combat basics 4 lessons

Combat is how most games are won. You learn to attack, block, work out combat damage and use the seven most common combat keywords.

  1. Declaring attackers and summoning sickness
  2. Declaring blockers and multiple blockers
  3. Combat damage and when creatures die
  4. The seven combat keywords
Module 5: Common card effects 4 lessons

The words you'll read on almost every card: tokens and counters, the different kinds of removal, drawing and your library, and the Auras and Equipment that attach to creatures.

  1. Tokens and counters
  2. The removal words
  3. Drawing, discarding and your library
  4. Auras, Equipment and more keywords
Module 6: Playing your first games 4 lessons

Everything around the rules: choosing a first deck, setting up and keeping a good opening hand, the principles that win early games, and playing with others, Commander included.

  1. Ways to play and choosing your first deck
  2. Setting up a game and mulligans
  3. Beginner principles and common mistakes
  4. Playing with others: etiquette, multiplayer and Commander
Practice 3 chapters

Put the modules together and test yourself.

  • Your first game: a complete game, played turn by turn
  • Practice arena: ten puzzles, from finding the lethal to getting the timing right
  • Final check: 25 questions with an answer key
Beyond the table 9 chapters

Everything around the game a new player wants to know.

  • The story of Magic
  • The worlds of Magic
  • What kind of player are you?
  • Collecting, buying and caring for your cards
  • Finding your community
  • Your first prerelease
  • Beginner questions, answered
  • Teaching a friend to play
  • How to keep improving
Reference 4 chapters

Pages to keep beside you while you play.

  • Table reference
  • Speaking Magic: table talk and slang
  • Glossary
  • Answer key

Who it’s for

  • Complete beginners who have never played a game of Magic
  • Players who learned from friends and want to fill the gaps
  • Parents and partners who want to join the game night

Requirements: None. You don't need to own any cards.

Questions

Do I need to own Magic cards to take Opening Hand?

No. Every example uses the course's own teaching cards and is explained in full, so you can learn without a collection. A starter deck or MTG Arena helps you practice, but it's optional.

Does Opening Hand apply to MTG Arena and Magic Online?

Yes. Paper Magic, MTG Arena and Magic Online use the same rules. The only difference is that the digital versions handle some bookkeeping for you.

How is the course built?

It's an illustrated PDF of 24 short lessons in six modules. Each lesson opens with the answer in short, explains the rule, works through an example and ends with a few questions. A guided game, ten puzzles and a final check follow the modules.

Is Opening Hand an official Wizards of the Coast product?

No. Opening Hand is an independent, unofficial guide by ManaScholar Academy. It isn't affiliated with, endorsed, sponsored or approved by Wizards of the Coast, and its teaching cards are original examples, not real Magic cards.

How do I get the course after buying?

Right after payment you get a download link on screen and by email.

Can I use it on my phone or tablet?

Yes. The course works on any phone, tablet or computer.

Do I get updates?

Yes. When we improve a course, you get the new version at no extra cost.

After Opening Hand

The Rules Arcana

The Rules Arcana explains the rules that confuse most players: how the stack and priority decide the order things happen in, how triggered, activated and static abilities really work, how replacement effects and the layer system work, and how keywords interact. After it, you can resolve tricky interactions yourself.

About The Rules Arcana → · The whole learning path →

ManaScholar Academy is an independent educational resource. It is not affiliated with, endorsed, sponsored or approved by Wizards of the Coast. Magic: The Gathering is a trademark of Wizards of the Coast LLC.