Magic is a turn based strategy card game that is played with two or more people, each with their own deck of cards, known as a Library. At the beginning of the game each player draws seven cards, sets their life total to 20 and then take turns casting their powerful spells. Sounds simple enough, right? Well, there are a few more details but nothing too severe.
The Colors of Magic
     Before we get into anything of great detail we need to first discuss the five colors of cards, each one having its own properties and styles of play. Look over each one and take note of which one fits most to your preferred play style. There are colorless cards, but those will be mentioned later in the guide:
White
- The color of order, peace and healing. Creatures of this color are known to be small, but with the aid of the player casting spells to protect and enchant, these creatures can become a force to be reckoned with. White is famously known for its ability to gain life for the player and control the opponents board by providing near immunity to his/her creatures and stopping any threats that may arise. White's weakness is in its inability to completely remove threats, favoring a crippling blow instead simply removing the threat.
Blue
- The color of intellect, manipulation and trickery. Strategies of this color revolve around taking control of the game, making players draw cards and and even taking control of the opponents cards. Blue is most well known for its ability to "Mill", making an opponent either draw or discard their entire deck. This win condition bypasses life totals, because once you are out of cards you are out of the game. Blues creatures tend to be weaker, and rather expensive to play. This color is not meant to be played as the aggressor, reactionary tactics are the name of the game when playing blue.
Black
- The color of power, corruption and sacrifice. Black cards are best at destruction, making an opponent discard cards from their hand and making players lose life. This color seeks to win at all cost, players have to be willing to risk their own lives to win the match. Large life, creature and card sacrifices are required to play many of the cards with this color. Black's main weakness is its ability to harm itself almost as badly as the opponent.
Red
- The color of chaos, impulse and fury. The destruction of opposing lands and artifacts, sacrificing permanent resources for temporary but powerful gain and playing spells for massive direct damage. Many decks revolve around summoning a lot of low power creatures early and using "burn" spells to finish off the opponent. The ability to increase a creatures power is also common among red cards, but everything comes at a cost. With its self destructive nature red cards lend themselves to quick and dangerous strategies, hoping to win in the early game or risk losing if the game is dragged for out too long.
Green
- The color of nature, evolution and instinct. Green's strength is in combat, boasting one of the largest and most varied selection of creatures. These creatures tend to be rather powerful for their cost and have abilities that make them more survivable than most. Many green spells focus on making its creatures more powerful, and the acceleration of land cards on the field to make getting out the really expansive cards much more quickly. Green's weakness is in its inability to properly react to spells that aren't currently on the battlefield.
Multi-Colored Cards
Legends, the third expansion released for Magic the Gathering introduced the concept of multi-colored cards. These color combos offer new ways to play and build decks, allowing for strategies to be forged using the strengths and manipulating the weaknesses of each color. A mono-black deck many end up dying from its own spells, but with a splash of white the deck's survivability can be increased greatly.
The Ravnica "Block" of cards released in 2005 and 2006 introduced the ten guilds, each one having its own dual color combination and strategies. This simplified deck construction for some players by specifying exactly what each combination is designed for.
The Boros Legion (Red/White)
- The militaristic guild of the Magic world, the keep the peace and have power in numbers. Cheap creatures and cheap spells work together to take down more powerful enemies.
The Izzet League (Blue/Red)
- The mad scientists and spell-slingers of the realm. Though their crazy experiments can led to some, unfortunate results.
The Golgari Swarm (Green/Black)
- Death is an essential aspect of the life cycle, plague and death is encouraged to increase growth among its members. Sacrificing creatures and playing out of the graveyard is a Golgari specialty.
The Selesnya Conclave (Green/White)
- It's members are dedicated to balance and believe that the needs of the whole will always outweigh the needs of the individual. If you are a fan of building massive armies, Selesnya is for you.
House Dimir (Blue/Black)
- Trafficking in secrets and assassinations the Dimir hide in the shadows, waiting for the right time to strike a killing blow.
The Simic Combine (Blue/Green)
- Charles Darwin's mind would have been blown with what the Simic have done with the species of Ravnica. After failing to protect the natural ecosystems of the world, their focus turned to creating brand new species that thrive beyond their wildest dreams.
The Orzhov Syndicate (Black/White)
- Under the guise of religion, The Orzhov are the organized crime bosses of this world, using the spirits of the dead and hidden tactics they control the world around them.
The Gruul Clans (Red/Green)
- Once the proud defenders of nature, now fragmented and hell bent on destroying civilization. Some do it for revenge, but most just like to break things.
The Azorius Senate (White/Blue)
- Obsessed with controlling those around them, the Azorians have no time for fun and games.
The Cult of Rakdos (Black/Red)
- Death, destruction and mayhem are the only thing the Rakdos are interested in. If it sounds like a good time, they will make one hell of an appearance.