Magic: The Gathering rules quiz & judge training
Test your Magic: The Gathering rules knowledge with 550 questions across 17 training tracks — layers, the stack, state-based actions, combat and Commander. Free, no account needed, checked against the 2026-06-19 Comprehensive Rules.
Three ways to play: a daily challenge everyone gets the same question for, topic training with a written primer and drills, and timed ranked runs at your level. Every answer is followed by an explanation and the Comprehensive Rules numbers it rests on.
Training tracks
- Turn Structure — Phases, steps, and the things that only happen at a specific point in the turn.
- Priority & the Stack — Who can act, when, and why the last thing added resolves first.
- State-Based Actions — The checks the game runs itself — no trigger, no stack, no choice.
- Triggered Abilities — "When", "whenever", "at" — plus intervening-if and ordering a pile of simultaneous triggers.
- Replacement Effects — Effects that change how an event happens instead of reacting to it.
- Layers — The seven layers, timestamps, and dependency — the hardest thing in the rules, made ordinary.
- Copying & Tokens — Copiable values, what a copy carries, and how tokens differ from cards.
- Keyword Abilities — Deathtouch, trample, lifelink, protection — and where the reminder text stops being the whole truth.
- Combat — Declaring, blocking, damage assignment order, and the tricks that break it.
- Targeting & Legality — Legal targets, fizzling, and the difference between hexproof, shroud and protection.
- Zones & Last Known Information — Zone changes, LKI, and abilities that look for something no longer there.
- Costs & Mana — Additional and alternative costs, cost changes, and why mana abilities don't use the stack.
- Planeswalkers & Battles — Loyalty, the uniqueness rule, and the newest permanent type almost nobody has read the rules for.
- Modal & Double-Faced Cards — MDFCs, transforming cards, split cards, Adventures and Sagas — what each one is, in which zone.
- Commander & EDH — Colour identity, the command zone, commander tax, 21 damage, and multiplayer turn order.
- Multiplayer & Politics — Range of influence, players leaving mid-turn, simultaneous loss, the monarch, and voting.
- Tournament Policy — Missed triggers, game-play errors and deck lists — what a judge actually does, per the IPG.