MTG Guides
MTG Flying & Menace Rules Guide
Flying and menace are two of Magic’s most important evasion abilities. Learn how blocking works against each one, when evasion is checked, and the timing tricks that decide real games.
MTG Vigilance, Lifelink, Reach & Defender Guide
Vigilance, lifelink, reach and defender are four basic MTG combat abilities that decide real games. Learn how each one works, with clear examples and Commander context.
MTG Hexproof, Ward & Shroud Rules Guide
Hexproof, ward and shroud all interact with targeting, but they protect permanents in very different ways. Learn what each ability stops, what gets through them, and how they work in...
MTG First Strike, Double Strike & Trample Rules...
First strike, double strike and trample decide how combat damage works in Magic. Learn how the two combat damage steps work, how trample damage is assigned, and how these abilities...
Where to Buy MTG Proxy Cards in Europe
Buying MTG proxy cards in Europe can be much easier when you avoid customs, long shipping times, and currency conversion. This guide explains what to look for in a European...
MTG Haste & Flash Rules: Complete Timing Guide
Haste and flash answer two of the most common timing questions in Magic: when a creature can attack, and when a spell can be cast. Learn how both abilities work...