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How To Start A War In Magic: The Gathering

Kyle Wise by Kyle Wise
in Tactical Intel
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A successful game of Magic: The Gathering happens by developing dominance on the battlefield as early as possible. Build your mana base early with lands and mana rocks. Cast creature spells and protections as early as possible. An MTG war isn’t a literal death match; it’s a strategic initiative to take control of the board. How you build your deck, plan attacks, and time spells will lead to victory or defeat. 

Attack With A Creature

Having enough power on board to attack first is a great combat advantage. However, it may make you more susceptible to facing removal spells when opponents see you as a threat. 

Attacking happens during the combat phase on each of your turns. You do not have to attack in every combat. However, when you do, tap each creature you want to attack. Declare if you want to attack the player or one of their planeswalkers or Battle cards (if applicable). The opponent can choose whether or not to block. 

Build A War-Themed Deck

War-type decks in Magic primarily encompass aggro qualities or a control/combat theme. Aggro decks focus heavily on attacking with fast creatures or integrating burn spells to quickly reduce life total. Fast creatures come from the keyword haste, meaning you can attack with them during your combat on the same turn you cast them. This is a huge strategic advantage as most creatures have summoning sickness and cannot attack until the next turn after they enter the battlefield. 

Time Your Spells for Victory

Starting an MTG war can go beyond creatures’ attacks. Time your direct damage and removal spells early in the game to disadvantage opponents. 

Control/combat decks have more removal spells available to control the table and pump spells to make their creatures stronger. Direct damage spells like Lightning Bolt or Shock can throw life loss at an opponent’s face without creatures attacking. 

Why Start A War In Magic: The Gathering?

Wars in MTG put pressure on opponents experiencing a slower start. Initiating more attacks and targeted non-combat damage hastens life loss for a quicker victory. Standard games (starting at 20 life) can end quickly with the right spells and combat strategy. Commander (starts at 40 life) could be more drawn out depending on how many opponents are participating, the commanders they’re playing, and the spells they have. 

Aggressive attacks force your opponents to block and lose creatures. The lack of protection means they’re left open to future attacks leading to a potential defeat if they don’t have a regroup strategy to get more creatures on the board. 

Starting wars on the tabletop or MTG Arena can be fun yet exhausting. You can take a break with other fun games on bet777. Take a break from strategy by spinning slot reels. See where the machine lands whether on a winning payline or a dud. It builds anticipation to keep watching the reels spin with no warning of whether a win will happen or not. It’s so unpredictable that anything can happen out of nowhere.  

A war-like casino experience can happen while playing blackjack. It’s thrilling competing against the dealer to see who will bust first. There’s a competitive flair amongst blackjack participants as well to see how many times a person wins or busts. 

Get Ready For A MTG War

It’s not a literal war when playing Magic. Initiating combat and throwing damage spells gives off a war-like vibe while playing a popular trading card game. Equip for your “MTG war” by ensuring your decks have enough removal, direct damage, and buff spells to be ready for any surprise. 

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