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Learn Magic the Gathering: Creatures Explained

Writer's picture: Greg MontiqueGreg Montique

A series I have wanted to do for a while is The Mystical Tutor. Magic the Gathering has been around for so long that the manual of rules and abilities is surely a novel by now. So I believe it's more important than ever to explain types, rules, and effects to new players so they know what cards do, how to play them, and the advantages they can provide. So let's help new players learn Magic the Gathering by starting with the basics; What are creatures?


The Mystical Tutor #1: Creatures


In Magic: The Gathering, a creature is basically your hired muscle, your loyal companion, or sometimes just a really grumpy tree with legs. They are cards that can join the battlefield and bash your opponent—or occasionally do something helpful, like fetch you more cards or heal you.


Anatomy of a Creature

Every creature has some defining features:


mana cost

  • Mana Cost: This is how much you need to pay in mana (your magical piggy bank) to summon it. Big, terrifying monsters usually cost a lot, while tiny critters might only set you back a single mana.


    attack and defense

  • Power and Toughness: These are their battle stats. the first number, Power, is how much damage they deal. The second number, toughness, is how much punishment they can take before they crumble.


    Creature Type

  • Creature Type(s): This is their job title, species, or vibe. Goblins, elves, zombies, and dragons are just the tip of the iceberg. Want to summon a jellyfish hydra beast? Please, do it. The game is as much about style as it is about strategy.


Abilities: Game Boosting Benefits


Creatures often have superpowers, special abilities that make them feel more unique (and sometimes broken). Some of the most popular ones include:


Flying

  • Flying: These creatures have learned the ancient art of “don’t touch the ground.” They can only be blocked by other fliers or creatures with reach, making them advantageous attackers.


    Trample

  • Trample: When this creature attacks, they’re not satisfied just hitting another creature; it also smashes right through to your opponent’s life total if there is any extra damage to deal.


    Deathtouch

  • Deathtouch: Anything they so much as poke will die, no matter how tough it is (unless it has indestructible). It's basically the game’s equivalent of "touch of doom."


    Haste

  • Haste: Usually, creatures take a turn to get their bearings (we call it summoning sickness), but creatures with haste are far too excited to wait. They can attack and use abilities the turn they enter the battlefield.


    Lifelink

  • Lifelink: Whenever they deal damage, you gain that much life, turning combat into a health insurance plan.


Roles in Gameplay


Creatures come in all shapes, sizes, and attitudes, and they tend to fill specific roles in your strategy:


  1. Aggro Beaters: These are your brawlers. Think goblins, wolves, or anything else that values power over self-preservation. They’re here to end games fast by punching faces.

  2. Defenders: Some creatures are just walls, some act as walls with legs and stuff. They usually have high toughness and abilities like "defender" (which means they can’t attack), and their job is to sit back and say, “You shall not pass.”

  3. Utility Creatures: These are your multitaskers. Cards that can draw you cards, destroy your opponent’s stuff, or ramp up your mana. These are your overachievers.

  4. Big Finishers: Enter the giants, dragons, and other massive creatures that scream “game over” when they hit the board. They’re expensive to summon, hard to get rid of, and a huge pain for your opponents.


Creature Tribes: Themed Chaos


One of the coolest things about creatures is their tribal synergy. A “tribe” is just a fancy way of saying a group of creatures that share a type and often work really well together. Some popular tribes include:


  • Elves: These tree-hugging mana factories swarm the board and flood you with resources. You’ll go from zero to a forest full of pointy-eared, bow-wielding, arrogance in no time.

  • Zombies: The undead love graveyards and refuse to stay down, making them the ultimate comeback crew.

  • Dragons: Big, scary, fire-breathing monsters that make your opponents cry. Need I say more?

  • Slivers: These hive-mind creatures are like your deck’s group project—they share all their abilities, making even the smallest Sliver absurdly powerful.


Fluff and Flavor


Flavor Text

Every card also comes with its own story. Check the text at the bottom of the card (the flavor text) for a bite-sized glimpse into their personality or backstory. It’s where you learn that goblins are hilariously reckless, dragons are terrifyingly majestic, and certain squirrels could secretly run the multiverse if they wanted to.


Creatures and Combos


Some creatures are just combo machines, enabling insane interactions. A classic example is the infamous "infinite squirrel token" combo (yes, squirrels again), where one tiny creature sets off a chain reaction that floods the board. Whether you’re winning the game or just flexing your creativity, creatures are often at the heart of the madness.


Why Creatures Are Awesome


They’re not just game pieces—they’re your allies, your pets, your best friends (and occasionally your worst enemies). They’re unpredictable, versatile, and endlessly entertaining. Whether you’re fielding a bunch of rampaging dinosaurs or a crew of adorable kittens, creatures are the life of the party.


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