The transition from Magic into Hex is an easy one. There are few fundamental differences between the games. This brief guide will provide an overview of these features alone, so if you are looking for keyword equivalencies and other such vocabulary issues: this article will have what you want. Otherwise, there are very few differences to discus.
#1: The Champion
Akin to games like World of Warcraft TCG and Legend of the Five Rings TCG, champions are played by each player. These are chosen during deck creation, and they are not shuffled into your deck; additionally, they are not considered creatures and thus cannot attack, block, or be targeted by creature-target spells. These champions sit outside the library and automatically join the game as you avatar for the match. In Limited situations, all champions are provided for free, like resources.
Each champion features a life total and unique power. The activation of this power will be covered in a later section. Suffice to say, the colors of your deck will determine which champions you can use, as their powers only work if your deck features the same color of their power.
Outside the addition of the champion card, the beginning of a Hex TCG game will be entirely familiar to veteran MtG players:
#2: Resources, Color Requirements, and Threshold
The most significant difference between these two TCGs is the resource system. Unlike in Magic: The Gathering, resources- or “lands”- do not remain in-play. Once you place them on the table, they are sliced up and divided into three separate forms of resources. ((The traditional 1 basic resource per turn limit remains)). These three resources are: Resource (mana), Threshold, and Charge. The “land” card then is effectively exiled, as it does not remain on the table and it is not sent to the graveyard.
Unlike in magic, “mana” is -always- colorless. The resources you gain from playing “lands” is simply added together into a lump sum with no color specification. The “land” card itself vanishes upon play, leaving behind its value of [1/1]. The symbol for resources is a representation of the “land” card’s effect on your mana pool: the first number being the amount of resources you gain to use THIS TURN. The second number is an addition to how many resources you regenerate EVERY TURN.
So the symbol [1/1] means you are gaining one resource to use during the turn (which cannot be carried over), and the second number means the amount of resources you regenerate each turn also goes up by one. This is the temporary and permanent mana value of Hex TCG’s “lands.” In practice, they are identical to those in MtG.
Also unlike Magic: The Gathering, the “color” of a “land” is separated from its mana generative capability. Hex TCG’s system of color requirements for casting costs is more flexible than that of MtG. This is a result of Hex TCG’s Threshold mechanic which simply requires you to have attained enough Threshold symbols to cast a specific card. Threshold, in general, is not consumed in the process (though some cards may require it.)
The difference is best illustrated in the following example:
Here we have comparable Magic: The Gathering cards and Hex TCG cards. We are working with Hex TCG resources, but obviously, they may be considered akin to Islands and Mountains for this example. Thus, in this situation we have seven mana at our disposal; two Islands, and five Mountains.
In Magic: The Gathering, you would only be able to cast one of the two spells. This is because you need to use the two blue mana to pay the color requirement of one of the cards, leaving none behind to pay the same requirement for the other card. Your mountains alone would be unable to cast the second spell.
In Hex TCG, you can cast both spells. This is because you have played two Sapphire sources, and each of these grant one Sapphire Threshold. This means you have the prerequisite color level to cast both spells, as Threshold is not consumed and all “mana” is colorless. Thus upon meeting the required amount of two Sapphire Threshold, you may spend four mana on the first card and three on the other, thus using all seven mana to cast both cards.
Card abilities and Champion charge powers work in similar fashion. To go back to our first example of a Champion card, you will notice the Threshold requirement is a single Ruby threshold. This means you must have gained at least one Ruby threshold before you can activate the ability.
A charge is a resource which powers up your champion’s special ability. In the example above, you can see that this champion requires 5 charges before he can use his ability. Using the ability will consume said amount of charges, and even if a surplus is gathered, charge abilities can only be used once per turn. Note: No “mana” is consumed in this process; Charges are the “mana” for champion abilities.
#3: Aura Permanence
Unlike Magic: The Gathering, cards which enchant creatures do not attach themselves to the creature card. Instead, their effect is written into the creature card’s text, and commonly this change is permanent. If an enhanced creature is sent to the graveyard, the effect of the enhancement will remain on the creature; so if you manage to bring it back into play, the enhancement will also return and be in effect.
#4: Gems and Socketed Cards
Please refer to this official page for an explanation.
And that is everything you need to start playing Hex TCG! Welcome to the community!