Magic the Gathering: Battlegrounds features a few modes of play. Quest mode is the main part of the game where you'll unlock spells. Here you'll travel the world trying to collect 5 jewels for this magic ring -- or something like that. The story really isn't there and serves mostly as a vehicle for having you challenge other wizards. During the Quest mode you'll be introduced to the schools of magic. Schools come in of five colors, each with their own abilities. Red magic is fire based and includes lots of direct damage and powerful attack spells. White is the magic of healing and black the power of death. Blue mages can attack the mind of their opponents and employ a variety of counter spells, while green mages can cast lots of spells due to its speed. In addition to unlocking spells, Quest mode also serves as a tutorial. Arcade mode lets you select from a number of Avatars (based after the Legends cards) and a group of prebuilt decks. Winning duels in this mode unlocks new avatars to use. Both your Quest character and Arcade characters can be used when dueling online over Live.
Battlegrounds uses the same general rules of the game. You are a wizard (or Planeswalker) battling other wizards with a book of spells. However, there are a number of changes between the Battlegrounds and the card-game. The play area is set up like a volleyball court. Each wizard stands on his/her side of the play area with a line separating the two sides. You are free to move anywhere in the arena, but if you pass on to your opponent's side you'll take damage. Instead of tapping land for mana, you instead have to wait for mana crystals to appear on your side of the battleground. Large crystals will appear at random and shards, which also give you a little mana boost, appear after defeating your opponent's creatures.
The deck system has also been replaced. Instead of having a deck of 40 cards to duel with, you instead are limited to a spell book of 10 cards that you can cast at anytime, provided you have enough mana.
Spells come in three types -- Enchantment, Summon and Sorcery. Summon spells, as described earlier; allow you to summon creatures to the battlefield in order to attack your opponent. Enchantments are spells that can be cast on your creatures (or your opponent's in some cases) and will usually give them a speed or attack bonus. Sorcery spells are usually some sort of direct damage spell, such as Scorching Missile, but can also include things like counter spells or life drains. What they do will depend mostly on the school of magic you're in. Just as in the card game you can mix two colors, but given the 10 spell limit you probably wouldn't have much room for deep strategies. The variety of spells in the game is nice, but doesn't even begin to scratch the surface of what is available in the CCG. In addition, some spells abilities have been stripped down in order to fit the mechanics of the game. The card selection is supposed to get bigger via downloads on Xbox Live, so there is hope.