Attacking and Blocking
You've been very patient, my friends. You've stayed with me through many weeks of background information and tedious fundamentals. But you don't go see The Terminator for the love story, and you probably didn't learn Magic because you like building mana bases. Well, it's finally time for the action scene. This will be Level One's version of shoot-outs, car chases, and explosions!
Combat!
The only difference is that some people might argue cheesy action movies are a waste of time (for the record, I'm not one of them). They might say that fights and chase scenes have little substance and don't add enough to the plot of the film. They'd be fools, though, to say the same thing about Magic. Yes, mastering the fundamentals is important, but if you can't execute when the combat phase rolls around, then it's all for nothing. At its core, after all, Magic is a game of beating the guy or girl sitting across the table from you.

Your first lesson is that you should probably be both attacking and blocking much more than you are! This article will be dedicated to the task of trying to explain exactly why that is.
The Combat Phase
Unfortunately, I already have to break the promise I made above, as I have just one more boring topic to cover before we get into the good stuff. I'd like to go through exactly what happens during combat, as properly timing your spells is critical, and there's tremendous value in concealing your intentions until the last possible moment.
If you're reading this, then you know the basic rules of Magic. However, the devil is in the details, so let's go over a few things.
Having priority means that it's your turn to act—to either do something or do nothing. A simple way to explain it is that any time something happens (spell, ability, attack, block, moving from one step of the turn to another), each player gets priority. If both players do nothing, then the turn moves forward and you repeat the process. The vast majority of the times you have priority, you'll do nothing; to the point that the game can zip along without anyone ever mentioning who has priority at what point. It's simply good to know when you have opportunities to cast a spell, and exactly how things progress in the rare case that they do get complicated.
To illustrate what I mean, let's consider a turn where your opponent simply draws a card, plays a land, and says, "Go." Your opponent has whizzed through his or her turn, but technically speaking his or her upkeep, combat phase, and end of turn step have still happened, and you have the option to cast a spell at any of these times. Even in the simplest of turns, both players get priority many, many times. It's simply not mentioned unless someone decides to take an action.
The player whose turn it is, is called the active player. At the beginning of each step or phase, the active player always gets priority first. If the active player does nothing, the nonactive player gets priority, and if the nonactive player does nothing, the turn moves on to the next step or phase. You always get priority after you cast a spell or activate an ability, so even if you're not the active player, you have the first chance to respond to your own stuff.
Here are the steps of the combat phase:
Beginning of Combat Phase
The active player has exited the main phase, so he or she cannot play lands or cast spells other than instants right now. This is the last chance to cast a spell like
Declare Attackers Step
First, the active player chooses his or her attackers and taps them. At this point, there's no turning back. Abilities like raid abilities have been triggered even if the attacking creature(s) leave the battlefield. This is the point where the nonactive player might cast a flash creature to ambush the opponent, after attackers have been declared.
Declare Blockers Step
First, the nonactive player chooses his or her blockers. Once blockers are declared, the active player has priority, and this is where he or she might use a combat trick like
Combat Damage Step
Combat damage is dealt. Life totals are adjusted and creatures that die are put in the graveyard. After that, any abilities that trigger upon damage being dealt or creatures dying will happen.
End of Combat Phase
One final chance to take actions before combat ends. In some rare cases, you might want to wait until the last possible moment to use your

There's no reason to go explicitly through all of these steps every time; to do so would make the game slow and tedious. However, it's good to be aware of these details because they do come up from time to time. If there's a turn where combat is shaping up to be particularly complicated, slow things down and make sure both players are clear on exactly what's going on and when.
The major takeaway is that the active player must act first. If the active player passes priority and the nonactive player also does nothing, then it will be too late to go back and cast your
Use Your Creatures
What is a creature for if not to attack and block? A common pitfall of newer players is to be too passive during combat. There's always something to fear in combat: losing your creature when you attack, the opponent having a combat trick when you block, letting your life total get too low when you don't block. However, you have to be bold to win. The value of your creatures plummets if you're unwilling to put them into combat.
A classic example comes up when your opponent attacks a morph creature into your
A long-standing joke is that having the ability "must attack each turn if able" makes a creature more powerful than it would otherwise be. Technically speaking, something that serves to limit your options can never be a good thing. The idea, though, is that the danger of playing too passively is greater than any possible rewards of choosing to keep your creature out of combat.
When two similar creatures face off, you should usually attack if you can and you should usually block if you can.
Imagine I attack my
One way to think of things is that creatures provide value every turn that they attack or block. If you neither attack nor block with
Why should you attack when the situation is reversed? Well, for one thing, your opponent might not block. He or she might be afraid you have
More realistically, though, the
Sometimes you'll have a special reason not to trade creatures, like if you have
Bluffing
Bluffing isn't a huge part of Magic. You can do well for yourself by simply playing your cards in the obvious way, and never trying to pull the wool over your opponents' eyes. That said, why not do it if you can?
The most traditional bluff is simply attacking a smaller creature into a bigger creature in the early turns of the game. If I attack my
There's no easy solution to this situation, and that's the point. Both players are considering risk vs. reward, as well as sizing up how bold a player the opponent might be.
From my perspective, let's say that I have nothing in my hand and I'm considering whether or not to bluff. How costly is it to lose my
From your perspective, I've attacked a smaller creature into your bigger creature. What makes this special is that
As I said, there's no easy solution. All I can offer is one piece of knowledge from my long experience with the game.
People bluff less often than you'd expect and people block less often than you'd expect.
If I found myself in this situation against an opponent I'd never met before, I'd most often not block with my
Semi-Bluffing
It takes gall to attack a smaller creature into a bigger creature, especially in a high-pressure tournament setting. However, what players might be more willing to do is a semi-bluff. With a semi-bluff, you might prefer that your opponent not block, but it's not a catastrophe if he or she does.
You might consider attacking one
How about attacking your face-down
Maybe you have some direct damage to finish off a weakened creature. You attack your
Sometimes you have a combat trick as a back-up plan, even though you'd rather spend your mana on something else. You'd really love to just cast your
Exact situations aside, the concept of bluffing and semi-bluffing are just more reasons to use your creatures aggressively in combat. Every time you attack, there's at least some chance that your opponent won't block. Every time you block, there's at least some chance that your opponent was bluffing or semi-bluffing.
Combat Tricks
Combat tricks like
I always advocate a high creature count in Magic decks. Nobody's ever complained that they drew too many creatures, but you'd better believe that there's a risk of drawing too few. When you don't draw any creatures, or if you only draw a small number that your opponent's able to kill, then all of your combat tricks will simply rot in your hand, unable to help you.
Along the same lines, if you draw a good hand with a single combat trick, then you can find the perfect window to use it. If you draw an awkward hand with too many combat tricks, you'll be forced to use them in imperfect situations, playing into your opponent's hands.
Playing Into Open Mana
Try your best not to use your combat tricks when your opponent has a lot of mana available. If you try to cast
Combat tricks are great when you can use them on your own terms, but are extremely risky when you're forced to play into your opponent's hands.
For this reason, you shouldn't plan to use combat tricks when you block, because your opponent will have all of his or her mana open.
When a situation comes up where both players have open mana and the possibility of a trick, it's important to be very precise when moving through combat. Remember that the active player must make the first move, which is an advantage for the nonactive player, who gets to have all the information before he or she makes a move.
Play safe with your combat tricks to avoid messy situations. The more combat tricks you put in your deck, the more often you'll be compelled to use them at bad times. For Khans of Tarkir, I caution against playing more than two or three combat tricks in your main deck.
Attack and block aggressively with your creatures. That's what they're there for! Know how to use your own combat tricks safely and effectively, and force your opponents to play theirs right into the hands of your