In Dungeons and Dragons 5E, spell components, time, and space are constants that determine the number of times a spell can be cast. A magic-user in DnD 5e receives some number of spell slots, which are of a certain kind (level 1-9), and a spellbook. Before using a spell, a spellcaster must have the spell firmly fixed in mind or have access to the spell in a magic item.
Magical characters can technically learn an unlimited number of official and homebrew spells based on class, race, and level. There are approximately 509+ official spells in D and D. At the first level, a wizard has three cantrips and two spell slots. They also have a spellbook, which allows them to pick six 1st-level wizard spells of their choice.
A wizard starts with 3 cantrips and 6 level 1 spells in their spell book at the first level. At the third level, a wizard should have 3 cantrips and 12 spells (up to 2 at level 2), and at level 20 they have 44 spells. At the first level, a wizard has 6 1st level spells in their spell book. Every level further on, they learn 2 new spells of any level they can cast.
A quick and dirty rule generally states that 1/3 land, 1/3 creatures, and 1/3 spells with the majority costing 4 or less will make for a well-playing deck. A third level Wizard can prepare 6 spells (3 int mod + 3 level), and their spellbook should contain 10 spells, probably 8 1st level and 2 2nd level.
During a game, actions such as tapping cards, casting spells, and attacking/blocking with creatures depend on the deck you’re playing. For D and D, a wizard needs hundreds of spells, and cards in your hands are not spells, and permanents on the battlefield don’t count either.
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