Quick start for Magic players
From CMC Wiki
If you're here, then you used to play Magic or still play it and you want to play Cardmaster Conflict without wasting a lot of time reading the rules. This guide won't tell you all the rules, but it will be relatively short.
The Similarities
Main:
- You need to get mana to be able to play the cards in your hand.
- If your opponent's health reaches zero or your opponent draws from an empty deck, you win.
- When monsters enter into combat with each other, each does its attack in damage to the other. Monsters that attack and are not blocked deal damage to the opponent.
Card Types:
- Instead of Creatures, there are Monsters.
- Instead of Instants, there are Spells.
- Instead of Enchantments and Artifacts, there are Effects.
- Instead of Enchant World, there are Locations.
- Instead of Auras, there are Modifiers.
- Instead of Permanents, there are Entities.
A few keywords:
- Instead of Tapping, there is Dizzying.
- Mechanical Differences: When an entity is dizzied, it cannot activate any abilities, even ones that don't have a cost of dizzying.
- Instead of Legendary, there is Unique, which operates under the "old Legend Rule" (if a Unique entity is in play, other cards with that name cannot be played).
- Instead of Exile, there is Obliterate.
- Instead of Split-Second, there is S speed.
- Instead of Haste, there is Speed Summon.
- Instead of Defender, there is Can't Attack.
- Instead of Flying, there are Invisible Attack and Sneaking.
- Instead of Shroud, there are Spell Shield and Ability Shield.
- Instead of First Strike, there is Quick Hit, except it only works when attacking.
The Differences
Main:
- There are no Lands, Sorceries, or equivalents. There are only Spells, Monsters, Effects, Locations, and Modifiers.
- There is no second main phase.
- Things are cumulative: Mana builds up from turn to turn (as if the Magic card Upwelling was in play) and damage is not removed from creatures at the end of each turn.
- The damage/life scale is much larger. Also, damage to creatures and damage to players cannot in general be directly compared.
- You are limited to five effects and five monsters in play at a time.
- You may have up to 8 cards in your hand at a time, instead of 7; however, this is a hard limit. Drawing past this will force you to discard first.
- Entities come into play dizzy (tapped), and Summoning Sickness doesn't exist.
- There are many keywords with no close Magic parallel. A list of keywords may be found here.
Mana:
- There are three colors, not five. There are no colorless or hybrid mana costs.
- You gain 1 mana of each color at the beginning of your turn.
- You can sacrifice most Entities for mana (only on the Sacrifice phase, done by double-clicking).
Combat:
- All monsters have trample, but trample damage is halved.
- You can directly attack a monster with one of yours, but then there is no overflow/trample damage.
- You cannot double-block attacking monsters. A monster being attacked also cannot block another.
Spells/Abilities:
- Instead of a First-In/Last-Out stack, CMC uses a Speed System in which faster spells and abilities resolve first.
- Playing a permanent isn't a spell, and thus can't be countered.
Community:
- There is only one CMC community.
- Cards are rebalanced often in response to player feedback. webrunner's stated goal is to make all cards viable for their cost bracket.
Best of all, it's completely FREE to play: you buy cards with points, not money. However, if you want to support webrunner, you can donate here, in order to obtain special promotional cards.
The rest of the rules are here.
Good luck!
