Turn your phone upright for the whole table.
Themes
- Reading cardsCard types, costs, rarity and rules text: what a card tells you before you play it.1 exercises
- ManaLands, colors and costs: what you can cast, and which lands to tap for it.9 exercises
- TimingWhen to cast: before combat, after blocks, in response, or at the end of a turn.19 exercises
- The stackSpells and abilities waiting to resolve, and responding to them.13 exercises
- Combat mathWho dies, how much gets through, and what a trick changes.13 exercises
- AttackingWhich creatures should attack, and which should stay home.4 exercises
- BlockingChoosing blocks that keep you alive and win trades.14 exercises
- KeywordsFlying, trample, first strike, deathtouch and the rest, in action.26 exercises
- Find the lethalWin this turn: add up every point of damage you can deal.26 exercises
- RemovalDestroy, exile, damage and counters: which answer fits which threat.10 exercises
- Tokens & countersCreating tokens and keeping track of +1/+1 and −1/−1 counters.6 exercises
- Auras & EquipmentAttaching cards to creatures, and what happens when the creature leaves.6 exercises
- PlaneswalkersLoyalty abilities, and attacking or protecting a planeswalker.4 exercises
- Card advantageDrawing, scrying and trading so you end up with more cards than your opponent.1 exercises
- PriorityWho may act, and when: the last word before anything resolves.2 exercises
- TriggersWhen, whenever and at: what goes on the stack, and when.2 exercises
- Replacement effectsInstead, and prevent: changing an event as it happens, and in which order.2 exercises
- LayersControl, abilities, then power and toughness: the order continuous effects apply in.3 exercises
- State-based actionsLethal damage, zero toughness and the other checks that happen on their own.1 exercises
- TargetingHexproof, ward and protection: who can be targeted, and at what cost.2 exercises
