Introduction:
The DCI is a worldwide organization dedicated to organized play. It
promotes, enforces, and develops rules and policies using the goals and
philosophies defined in this document and the Magic: The Gathering Infraction Procedure Guide. It constantly reviews these rules and policies to ensure its goals are met.
The purpose of this document is to provide the infrastructure used to run Magic: The Gathering (“Magic”) tournaments by defining appropriate rules, responsibilities, and procedures to be followed in all DCI-sanctioned Magic
tournaments. DCI-sanctioned tournaments are to be run consistently
regardless of their location. This ensures equal treatment of players in
different regions and also enables their smooth transition to
international tournaments.
All players are treated equally and share responsibilities according
to the Rules Enforcement Level (REL) of the tournament. For more
information about Rules Enforcement Levels, see the Magic Infraction Procedure Guide at http://www.wizards.com/wpn/Events/Rules.aspx.
Both players and officials should cooperate to achieve their common
goal of running a proper DCI-sanctioned tournament. Players and
officials must treat each other in a fair and respectful manner,
following both the rules and the spirit in which those rules were
created. They are responsible for following the most current version of
the Magic Tournament Rules and any other applicable regulatory
documents, including the Comprehensive Rules and the Infraction
Procedure Guide. Spectators have their own set of responsibilities.
Individuals violating DCI rules are subject to the appropriate
provisions of the Infraction Procedure Guide.
Information in this document may contradict (or have information not contained in) the Magic: The Gathering Comprehensive Rules. In such cases, this document takes precedence.
Tournament fact sheets for specific tournaments may define
alternative or additional policies or procedures. If a contradiction
exists between this document and a fact sheet, the information in the
fact sheet takes precedence.
Wizards of the Coast reserves the right to alter these rules, as
well as the right to interpret, modify, clarify, or otherwise issue
official changes to these rules without prior notice.
Future updates to this document are scheduled to be announced on the
Monday immediately following the Prerelease weekend of an expansion or
core set. Each update will become effective on the release date of that
expansion or core set.
The latest versions are available at http://www.wizards.com/wpn/Events/Rules.aspx
1.1. Tournament Types
Sanctioned
tournaments are divided into two types: Premier and non-Premier.
Premier tournaments are run by Wizards of the Coast or select Tournament
Organizers. They have unique names and features. Non-Premier
tournaments are tournaments that are not explicitly Premier.
There are two major tournament formats – Limited and Constructed.
Each has rules specific to its format. In Limited tournaments, all
product for play is provided during the tournament. In Constructed
tournaments, players compete using decks prepared beforehand. Some
Premier tournaments may consist of multiple formats within the same
tournament.
1.2. Pubishing Tournament Information
Wizards
of the Coast reserves the right to publish DCI-sanctioned tournament
information at any time (including during the tournament). Tournament
information includes, but is not limited to, the contents of one or more
players' decks, descriptions of strategies or play, transcripts, and
video reproductions. Tournament Organizers are also allowed to publish
this information once their tournament is complete.
Wizards of the Coast reserves the right to publish penalty and suspension information.
1.3. Tournament Roles
The following roles are defined for tournament purposes:
- Tournament Organizer
- Head Judge
- Floor Judge
- Scorekeeper
- Player
- Spectator
The first four roles above are considered tournament officials. The
Head Judge and floor judges are collectively considered judges. A single
individual may act in any combination of tournament official roles.
Individuals who are not judges at a tournament are acting as spectators
in any match they are not playing in. Members of the press are also
considered spectators.
1.4. Participation Eligibility
Anyone is eligible to participate as a player in a DCI-sanctioned tournament with the exception of:
- Individuals currently suspended by the DCI. The current DCI suspended player list is located at http://www.wizards.com/wpn/Document.aspx?x=WPN_Suspended_Player_List. Individuals currently suspended from the DCI may not act as tournament officials.
- Other players specifically prohibited from participation by DCI or Wizards of the Coast policy.
- Anyone prohibited by local laws, the rules of the Tournament Organizer, or the venue’s management.
- Any person, including temporary and contract workers, whose place of employment is a Wizards of the Coast or Hasbro office.
- Immediate family members of Wizards of the Coast and Hasbro employees
- Former Wizards of the Coast and Hasbro corporate employees until
thirty days after their last day of employment. Former corporate
employees may not play in Prerelease tournaments until 6 months after
their last day of employment with Wizards of the Coast or Hasbro.
- Employees of distribution (or similar) companies responsible for organized play in a region. (for example, Devir.)
- Certain employees of companies identified by the DCI as strategic business partners.
Play testers, reviewers, and other business partners with
significant knowledge of a card set may not play in sanctioned
tournaments of a format that include cards from the product tested or
reviewed or for which the person has significant knowledge until 25 days
after the release of that product.
Anyone is eligible to participate as a tournament official
(Tournament Organizer, Head Judge, floor judge or Scorekeeper) for a
tournament with the exception of:
- Individuals currently suspended by the DCI.
- Anyone who has played in the tournament, unless it is a
tournament that explicitly allows tournament officials to play while
acting as a tournament official.
Tournament officials may play in a DCI-sanctioned tournament for
which they are a tournament official if (and only if) the tournament is
of the following event types:
- Friday Night Magic
- Prerelease
- Launch Party
- Magic Game Day
- Other non-Premier Magic Tournaments
- Tournaments in which the official Wizards of the Coast
tournament fact sheet specifically permits officials of that tournament
to play
If one or more tournament officials play in the tournament, it must
be run at Regular REL. If tournament officials play in the tournament
and the tournament is not one of the allowed event types listed above,
the tournament will be invalidated. Tournament officials are required to
officiate tournaments fairly and without regard to their own
self-interest.
The owners of organizations that run Premier Events are not
permitted to play in those events (even if the owner is not listed as a
tournament official (organizer, judge, and/or scorekeeper) for that
event.
Premier Events include the following events: Magic: The Gathering Players Championship, World Magic Cup, World Magic Cup Qualifiers, Pro Tour, Pro Tour Qualifier, Grand Prix, Grand Prix Trial, WPN Premium Tournament, and WPN Premium Qualifier.
Some tournaments have additional criteria regarding player and
tournament official eligibility (e.g. invitation-only tournaments, such
as Pro Tour events).
The Premier Event Invitation Policy defines specific eligibility
rules with regards to certain types of invitation-only Premier
Tournaments (e.g. Pro Tours).
Individuals with questions regarding their tournament eligibility
should contact the DCI policy manager (Scott.Larabee@wizards.com).
1.5. DCI Membership Number
Tournament
participants must provide their DCI number to the Scorekeeper during
registration. Players without a DCI number must request one from the
Tournament Organizer. There is no cost associated with joining the DCI,
but members are only allowed one DCI membership number. Results
containing temporary player numbers, temporary player names, or
placeholders may not be reported to the DCI.
1.6. Tournament Organizer
The Tournament Organizer of a tournament is responsible for all tournament logistics including:
- Securing a sanctioning number from the DCI.
- Providing a site for the tournament that meets the tournament’s expected needs.
- Advertising the tournament in advance of the tournament date.
- Staffing the tournament with appropriate Tournament Officials.
- Providing all materials necessary to operate the tournament (e.g. product for limited format tournaments).
- Reporting the tournament results to the DCI.
1.7. Head Judge
Sanctioned
tournaments require the physical presence of a Head Judge during play
to adjudicate disputes, interpret rules, and make other official
decisions. The Head Judge is the final judicial authority at any
DCI-sanctioned tournament and all tournament participants are expected
to follow his or her interpretations. Although it is beneficial, the
Head Judge does not have to be DCI-certified.
The Head Judge’s responsibilities include:
- Ensuring that all necessary steps are taken to deal with game or
policy rule violations that he or she notices or are brought to his or
her attention.
- Issuing the final ruling in all appeals, potentially overturning the ruling of a floor judge.
- Coordinating and delegating tasks to floor judges as needed.
If necessary, the Head Judge may temporarily transfer his or her
duties to any judge if he or she is unable to fulfill them for a period
of time. Also, in exceptional circumstances where the tournament’s
integrity will be damaged, the Tournament Organizer may replace the Head
Judge.
Certain premier tournaments have multiple Head Judges and/or
different Head Judges for different portions of the tournament. All Head
Judges share the same responsibilities and exercise the same authority
while they are serving as a Head Judge.
1.8. Floor Judges
Floor
judges are available to players and spectators to answer questions,
deal with illegal plays, or assist with reasonable requests. They do not
have to be DCI-certified.
Judges will not generally assist players in determining the current
game state but can answer questions about the rules, interactions
between cards, or provide the Oracle™ wordings of relevant cards. At
Regular REL, the judge may assist the player in understanding the game
state in the interest of education. If a player wishes to ask his or her
question away from the table, the request will usually be honored.
Players may not request specific judges to answer their calls, but may
request a tournament official to help translate. This request may be
honored at the discretion of the original judge.
Judges do not intervene in a game to prevent illegal actions, but do
intervene as soon as a rule has been broken or to prevent a situation
from escalating. More information on floor judge responsibilities can be
found in the Magic Infraction Procedure Guide.
1.9. Scorekeeper
The
Scorekeeper ensures the correct generation of pairings and all other
tournament records throughout the tournament. The Scorekeeper’s
responsibilities include:
- Generating correct pairings each round and accurately entering the results of those rounds.
- Solving all scorekeeping problems that arise in consultation with the Head Judge.
- Making sure all necessary information is included in the tournament’s report to be submitted to the DCI.
The Head Judge has the final authority in determining corrective action for scorekeeping errors.
1.10. Players
Players are responsible for:
- Behaving in a respectful manner towards tournament officials,
other tournament participants, and spectators and refraining from
unsporting conduct at all times.
- Maintaining a clear and legal game state.
- Complying with announced start times and time limits.
- Bringing to a judge’s attention any rules or policy infraction they notice in their matches.
- Bringing to a judge’s attention any discrepancies in their tournament match record.
- Informing the DCI of any discrepancies in their overall match
history, rankings, or ratings as soon as they become aware of it. If
players believe there is an anomaly in their match history, rating, or
ranking they should refer to the Magic: The Gathering Events Appeals Policy, located at http://www.wizards.com/WPN/Document.aspx?x=Event_Appeal_Policy.
- Having a single DCI membership number. Individuals holding more
than one number must contact Wizards of the Coast Customer Service at http://www.wizards.com/customerservice so that their numbers can be merged.
- Refraining from enrolling in tournaments they are not allowed by
policy to participate in (e.g. the winner of a Magic: The Gathering Pro
Tour Qualifier is barred from playing in further Pro Tour Qualifiers
that season).
- Being familiar with the rules contained within this document.
- Being physically present for the tournament. Players are not
permitted to register for a tournament solely to collect participation
Planeswalker Points.
A player must bring the following items to a tournament in order to participate:
- A physical, visible, and reliable method to maintain and record
game information (tokens, score counters, pen and paper, and so on).
- A valid DCI number registered in the participant’s name. New
players may register for DCI membership when enrolling in the
tournament.
- Any materials specifically required for a particular tournament
format, such as assembled decks and/or decklists for constructed
tournaments.
Players retain their responsibilities even if a judge provided them with extra assistance.
The individual members of a team are considered players, and are
equally responsible for required tournament procedures, such as
accurately filling out their match result slips. However, players are
only responsible for the games they play themselves and not separate
games being played by their teammates.
Players who do not fulfill their responsibilities may be subject to
penalties and review by the DCI. Wizards of the Coast and the DCI
reserve the right to suspend or revoke a player's membership without
prior notice for any reason deemed necessary.
1.11. Spectators
Spectators
are responsible for remaining silent and passive during matches and
other official tournament sections in which players are also required to
be silent. If spectators believe they have observed a rules or policy
violation, they are encouraged to alert a judge as soon as possible. At
Regular or Competitive REL, spectators are permitted to ask the players
to pause the match while they alert a judge. At Professional REL,
spectators must not interfere with the match directly.
Players may request that a spectator not observe their matches. Such
requests must be made through a judge. Tournament officials may also
instruct a spectator not observe a match or matches.
2.1. Match Structure
A Magic
match consists of a series of games that are played until one side has
won a set number of games, usually two. Drawn games do not count toward
this goal. If the round ends before a player has won the required number
of games, the winner of the match is the player who has won the most
games at that point. If both players have equal game wins, the match is a
draw.
The Tournament Organizer may change the required number of games to
be won for any portion of the tournament as long as this choice is
announced before the tournament begins. Match results, not individual
game results, are reported to the DCI for inclusion in Planeswalker
Points.
2.2. Play/Draw Rule
For
the first game of a match, the winner of a random method (such as a die
roll or coin toss) chooses either to play first or to play second. The
winner must state this choice before looking at his or her hand. If the
winner states no choice, it is assumed that he or she is playing first.
The player who plays first skips the draw step of his or her first turn.
This is referred to as the play/draw rule.
After each game in a match, the loser of that game decides whether
to play first in the next game. They may wait until after sideboarding
to make the decision. If the previous game was a draw, the player who
decided to play or draw at the beginning of the drawn game chooses.
In certain Premier tournament playoff matches (Magic: The Gathering Players Championship, World Magic Cup, World Magic
Cup Qualifiers, Pro Tour, Pro Tour Qualifier, and Grand Prix), a
different play/draw rule is used. In these playoff matches, the player
that was ranked higher in the Swiss rounds chooses either to play first
or to play second in the first game of each match. For the second
and subsequent games, the loser of the previous game decides whether to
play first in the next game. This alternate play/draw rule may be used
in other tournament playoff matches. If used, this must be announced
prior to the start of the tournament.
2.3. Pregame Procedures
The following steps must be performed before each game begins:
- Players may exchange cards in their decks for cards in their
sideboards. Players may only do this after the first or subsequent game
of the match and not for games that are restarted or games that are
drawn before any game actions are taken.
- Players shuffle their decks. Steps 1 and 2 may be repeated.
- Players present their decks to their opponents for additional shuffling. The sideboard (if any) is also presented at this time.
- After the first or subsequent game of the match, the relevant
player must decide whether to play first or second at this point, if he
or she hasn't done so already. If that player doesn't choose before
looking at the cards in his or her hand, then he or she is considered to
have chosen to play first.
- Players shuffle their opponents’ decks.
- Each player draws seven cards. Optionally, these cards may be dealt face down on the table.
- Each player, in turn order, decides whether to mulligan. (Rules on mulligans can be found in the Magic Comprehensive Rules, Section 103.4) If a player mulligans, they repeat the shuffling and presentation process described above.
Players may not use more than three minutes to perform steps 1
through 3. Steps 4 through 7 must be performed in a timely manner.
The game is considered to have begun once all players have completed
their mulligans. Pregame procedures may be performed before time for
the match has officially begun.
2.4. Conceding or Intentionally Drawing Games or Matches
If
a game or match is not completed, players may concede or mutually agree
to a draw in that game or match. A match is considered complete once
the result slip is filled out or, if match slips are not being used, a
player leaves the table after game play is finished. Until that point,
either player may concede to or draw with the other, though if the
conceding player won a game in the match, the match must be reported as
2-1. Intentional draws are always reported as 0-0-3.
Players may not agree to a concession or draw in exchange for any
reward or incentive. Doing so will be considered Bribery (see section
5.2).
If a player refuses to play, it is assumed that he or she has conceded the match.
2.5. End-of-Match Procedure
If
the match time limit is reached before a winner is determined, the
player whose turn it is finishes his or her turn and five additional
turns are played in total. This usually means that one player takes
three turns and the other two, but a player taking additional turns may
affect this. Team tournaments featuring multiple players playing
together (such as Two-Headed Giant) use three turns instead of five.
If the game is incomplete at the end of additional turns, the game is considered a draw.
If a judge assigned a time extension (because of a long ruling, deck
check, or other reason) the end-of-match procedure does not begin until
the end of the time extension.
In single-elimination rounds, matches may not end in a draw. If all
players have equal game wins, the player with the highest life total
wins the current game. In the event all players have equal life totals
(or are between games and the game wins are tied), the game/match
continues with an additional state-based action: if a player does not
have the highest life total, he or she loses the game. Two-Headed Giant
teams are treated as a single player for determining a game winner.
2.6. Time Extensions
If
a judge pauses a match for more than one minute while the round clock
is running, he or she should extend the match time appropriately. If the
match was interrupted to perform a deck check, players are awarded time
equal to the time the deck check took plus three minutes.
Certain slow play penalties add turns rather than a time extension.
These additional turns are added to the end-of-match additional turns.
2.7. Deck Registration
Players
are required to register their decks and sideboards (if applicable) in
Competitive and Professional REL tournaments. The Head Judge may require
registration in Regular REL tournaments.
Players in individual Limited tournaments using decklists must
refrain from communicating with, or revealing hidden information to, any
players or spectators until after they hand in their decklists.
Registered decklists record the original composition of each deck
and sideboard (if applicable). Once your decklist has been accepted by a
Tournament Official it may not be altered.
Players have the right to request to see their decklist between
matches. Such a request will be honored if logistically possible.
Generally, decklists are not public information and are not shared
with other players during a tournament. At constructed-format,
Professional REL tournaments (Pro Tour, World Magic Cup, Magic: The Gathering
Players Championship, and Grand Prix), copies of opponents’ decklists
will be provided to players in the single-elimination payoffs.
2.8. Deck Checks
Deck
checks must be performed at all Competitive and Professional REL
tournaments, and the Head Judge has the option to perform deck checks at
Regular REL tournaments. The DCI recommends that at least ten percent
of all decks be checked over the course of the tournament. If a player
has drawn an opening hand and potentially made mulligan decisions, the
contents of the hand will be preserved unless a game loss is issued as a
result of the deck check. Players may not sideboard after a deck check,
though they may continue to mulligan if they had not finished the
process.
2.9. Appeals to the Head Judge
If
a player disagrees with a judge’s ruling, he or she may appeal the
ruling to the Head Judge. In larger, Premier-level tournaments (such as
Grand Prix and Pro Tours), with prior approval, the Head Judge may
designate additional Appeals Judges who are also empowered to hear
appeals. They will be wearing the same uniform as the Head Judge.
Players may not appeal before the full ruling is made by the
responding floor judge. Rulings made by the Head Judge or designated
Appeals Judges are final.
2.10. Dropping from a Tournament
Players
choosing to drop from a tournament must inform the Scorekeeper by the
means provided for that tournament before the pairings for the next
round are generated. Players wanting to drop after the Scorekeeper
begins pairing for the next round will be paired for that round. If a
player does not show up for his or her match, he or she will be
automatically dropped from the tournament unless they report to the
Scorekeeper. Players that repeatedly drop from tournaments without
informing the scorekeepers of those events may be the subject of DCI
penalties up to and including suspension.
If a player drops from a tournament after a cut has been made, such
as a cut to the top 8 in a Magic Pro Tour Qualifier, no other player is
advanced as a replacement. That player’s opponent receives a bye for the
round. A cut is considered to have been made once the cut itself or
pairings for the round following the cut have been posted or announced.
Players who have dropped may reenter a tournament at the discretion
of the Head Judge. Players may not reenter a portion of the tournament
that requires a deck they did not draft or build. Players may not
reenter a tournament after any cut has been made.
Players may not drop from a tournament in exchange for or influenced
by the offer of any reward or incentive. Doing so will be considered
Bribery (see section 5.2).
At Limited tournaments, players that drop during the time between a
draft or deck construction and the beginning of the next round receive a
match loss for that round unless the player receives a bye for that
round.
2.11. Taking Notes
Players
are allowed to take written notes during a match and may refer to those
notes while that match is in progress. At the beginning of a match,
each player’s note sheet must be empty and must remain visible
throughout the match. Players do not have to explain or reveal notes to
other players. Judges may ask to see a player’s notes and/or request
that the player explain his or her notes.
Players may not refer to other notes, including notes from previous matches, during games.
Between games, players may refer to a brief set of notes made before
the match. They are not required to reveal these notes to their
opponents. These notes must be removed from the play area before the
beginning of the next game. Excessive quantities of notes (more than a
sheet or two) are not allowed and may be penalized as slow play.
Players and spectators (exception: authorized press) may not make
notes while drafting. Players may not reference any outside notes during
drafting, card pool registration, or deckbuilding.
Players may refer to Oracle text, either electronically or in paper
form, at any time. They must do so publicly and in a format (such as
gatherer.wizards.com, other official Wizards of the Coast sources, or
printouts of their sources) which contains no other strategic
information. If a player wishes to view Oracle text in private, he or
she must as a judge.
Artistic modifications to cards that indirectly provide minor
strategic information are acceptable. The Head Judge is the final
arbiter on what cards and notes are acceptable for a tournament.
2.12. Electronic Devices
Players may use electronic devices to do the following:
- Keep track of life totals or other game-relevant information.
- Take and review notes (as outlined in section 2.11).
- Generate a random number when the game calls for one.
- Briefly answer personal calls not related to the game (with permission of the opponent).
Players may not use electronic devices to access outside strategic
sources (websites, forums, etc) or communicate with others in order to
receive outside assistance. Players that spend excessive time on any of
the above uses of electronic devices may be subject to Slow Play
penalties.
Players wishing to view information privately on electronic devices during matches must request permission from a judge.
The Head Judge of an event may further restrict or forbid the use of electronic devices during matches.
2.13. Video Coverage
Some
Competitive and Professional REL events use video for live streaming or
replay broadcast of matches. Players may decline to appear on camera if
they wish. Video commentators are considered spectators for the purpose
of the tournament, but may talk during the match as long as they are
out of earshot of the players being covered. They are responsible for
behaving respectfully to all tournament participants during coverage.
Spectators are also permitted to record matches provided that they do so unobtrusively.
Because of the delays inherent in using video replay, judges are not
permitted to use it to assist in making rulings during a match. Video
replays may be used for investigative purposes at a later time.
2.14. Life Totals
At
the start of a match, each player must indicate how he or she will keep
track of his or her life total. This method must be visible to both
players during the match. A shared method is acceptable as long as all
players in the match have access to it.
A change in a player’s life total should be accompanied by a verbal announcement by that player of the new life total.
If a player notices a discrepancy in a recorded or announced life
total, he or she is expected to point it out as soon as the discrepancy
is noticed. Failure to do so will be considered a Cheating – Fraud
penalty.
3.1. Tiebreakers
The following tiebreakers are used to determine how a player ranks in a tournament:
- Match points
- Opponents’ match-win percentage
- Game-win percentage
- Opponents’ game-win percentage
Definitions of these tiebreakers can be found in Appendix D. Not all
of these tiebreakers may be used in formats with single-game matches.
3.2. Format and Rating Categories
Wizards of the Coast sanctions the following formats as individual, three-person team, or Two-Headed Giant tournaments:
Constructed Formats
- Standard
- Extended
- Block Constructed
- Modern
Eternal Constructed Formats
Limited Formats
- Sealed Deck
- Booster Draft (individual and Two-Headed Giant only)
- Rochester Draft (three-person team only)
Wizards of the Coast maintains the following Planeswalker Points rating categories:
- Lifetime
- Competitive
- Friday Night Magic
- Professional
For complete information about Planeswalker Points, visit the Planeswalker Points website at
http://www.wizards.com/Magic/PlaneswalkerPoints
In the team tournaments (Team Constructed, Team Limited), each team
member plays a one-on-one match against a member of the other team, and
the individual results comprise the team’s collective match result. In a
Two-Headed Giant tournament, all players from the two teams play in the
same game.
3.3. Authorized Cards
Players may use any Authorized Game Cards from Magic: The Gathering
expansions, core sets, special sets, supplements, and promotional
printings. Authorized Game Cards are cards that, unaltered, meet the
following conditions:
- The card is genuine and published by Wizards of the Coast.
- The card has a standard Magic back or is a double-faced card.
- The card does not have squared corners.
- The card has black or white borders.
- The card is not a token card.
- The card is not damaged or modified in a way that might make it marked.
- The card is otherwise legal for the tournament as defined by the format.
- The card is a proxy issued by the judge of a tournament (see section 3.4 for rules about proxies).
Any other cards that are not Authorized Game Cards are prohibited in all sanctioned tournaments.
Unglued and Unhinged basic land cards are allowed in sanctioned Magic tournaments.
Players may use cards from the Alpha printing only if the deck is in opaque sleeves.
Players may use otherwise-legal non-English and/or misprinted cards
provided they are not using them to create an advantage by using
misleading text or pictures. Official promotional textless spells are
allowed in sanctioned Magic tournaments in which they would otherwise be legal.
Artistic modifications are acceptable in sanctioned tournaments,
provided that the modifications do not make the card art unrecognizable,
contain substantial strategic advice, or contain offensive images.
Artistic modifications also may not obstruct or change the mana cost or
name of the card.
The Head Judge is the final authority on acceptable cards for a tournament.
3.4. Proxy Cards
A
proxy card is used during competition to represent an Authorized Game
Card that has been accidentally damaged or excessively worn in the
current tournament (including damaged or misprinted Limited product) as
determined solely by the Head Judge. Proxies are not allowed as
substitutes for cards that their owner has damaged intentionally or
through negligence.
Players may not create their own proxies; they may only be created
by the Head Judge. When a judge creates a proxy, it is included in the
player’s deck and must be denoted as a proxy in a clear and conspicuous
manner. The original card is kept nearby during the match and replaces
the proxy while in a public zone as long as it is recognizable. A proxy
is valid only for the duration of the tournament in which it was
originally issued.
Official checklist cards in the Innistrad Block are Authorized Game Cards and may have a proxy issued by a
judge.
3.5. Innistrad Block Checklist Cards
Official Innistrad
Block checklist cards are used to represent double-faced cards. Only
official checklist cards may be used to represent double-faced cards in a
deck.
The use of checklist cards is required if a player has double-faced
cards in his or her deck and is not using completely opaque sleeves.
If a player uses a checklist card to represent a double-faced card
in his or her deck, then all of the double-faced cards in the deck must
be represented by checklist cards, and double-faced cards in a hidden
zone are considered to not exist for purposes of determining deck
legality.
Each individual checklist card used must have one (and only one) of the items checked.
A checklist card is only used while the card it represents is in a
hidden zone. The card represented by a checklist card is not a playable
Magic card until the checklist card has been placed in a public zone.
Multiple checklists cannot be used to represent a single copy of the
actual card. For each checklist card used, the player must have a copy
of the actual card available, though they are not considered sideboard
cards and are not presented to their opponent.
3.6. Card Interpretation
The
official text of any card is the Oracle text corresponding to the name
of the card. Players have the right to request access to the official
wording of a card only if they can uniquely identify that card, although
the card does not necessarily have to be identified by name. That
request will be honored if logistically possible. Identifying a
double-faced or flip card by either name on it is acceptable, as long as
the ability that requires the name does not refer to an object on the
battlefield.
Players may not use errors or omissions in Oracle to abuse the
rules. The Head Judge is the final authority for card interpretations,
and he or she may overrule Oracle if an error is discovered.
Certain cards refer to “a (card or cards) you own from outside the
game.” In tournament play, a card “you own from outside the game" is a
card in that player’s sideboard.
3.7. New Releases
Card sets scheduled for release during 2013 become tournament legal for sanctioned tournaments on the following dates:
- Dragon's Maze™ -- May 3, 2013
- Magic 2014 -- July 19, 2013
For certain Limited tournaments, such as official Prerelease
tournaments (including their public events), new sets are legal for use
before the official format legal date. In these cases, any rules updates
listed in the fact sheets for these tournaments shall be in effect at
these tournaments.
These dates may be subject to change. Any changes will be announced at http://www.magicthegathering.com.
3.8. Game Marker
Small
items (e.g. glass beads) may be used as markers and placed on top of a
player’s own library or graveyard as a reminder for in-game effects.
These markers may not disguise the number of cards remaining in that
zone nor completely obscure any card.
Players using markers to represent in-game components (e.g.
permanents) must have a way of clearly representing any in-game status,
such as whether a permanent is tapped. Sleeves or card backs that appear
similar to any player’s sleeves or card backs may not be used as
markers. A tournament official may disallow the use of game markers that
can cause confusion or that are deemed inappropriate or offensive.
3.9. Card Shuffling
Decks
must be randomized at the start of every game and whenever an
instruction requires it. Randomization is defined as bringing the deck
to a state where no player can have any information regarding the order
or position of cards in any portion of the deck. Pile shuffling alone is
not sufficiently random.
Once the deck is randomized, it must be presented to an opponent. By
this action, players state that their decks are legal and randomized.
The opponent may then shuffle it additionally. Cards and sleeves must
not be in danger of being damaged during this process. If the opponent
does not believe the player made a reasonable effort to randomize his or
her deck, the opponent must notify a judge. Players may request to have
a judge shuffle their cards rather than the opponent; this request will
be honored only at a judge’s discretion.
If a player has had the opportunity to see any of the card faces of
the deck being shuffled, the deck is no longer considered randomized and
must be randomized again.
At Competitive and Professional REL tournaments, players are
required to shuffle their opponents’ decks after their owners have
shuffled them. The Head Judge can require this at Regular REL
tournaments as well.
3.10. Sleeves
Players
may use plastic card sleeves or other protective devices on cards. If a
player chooses to use card sleeves, all sleeves must be identical and
all cards in his or her deck must be placed in the sleeves in an
identical manner. If the sleeves feature holograms or other similar
markings, cards must be inserted into the sleeves so these markings
appear only on the faces of the cards.
During a match, a player may request that a judge inspect an
opponent’s card sleeves. The judge may disallow the card sleeves if he
or she believes they are marked, worn, or otherwise in a condition or of
a design that interferes with shuffling or game play. In the interest
of efficiency, the judge may choose to delay any change of sleeves until
the end of the match.
Competitive and Professional REL tournaments impose additional
restrictions on sleeves. Highly reflective backs are not allowed;
sleeves with artwork on their backs are only acceptable if there is a
single color at the sleeves’ edges; sleeves with holograms across some
or all of the sleeve front or back are not allowed.
When using sleeves on double-faced cards, sleeves must be completely
opaque. The Head Judge is the final authority on what sleeves are
allowed.
3.11. Marked Cards
Players
are responsible for ensuring that their cards and/or card sleeves are
not marked during the course of the tournament. A card or sleeve is
considered marked if it bears something that makes it possible to
identify the card without seeing its face, including scratches,
discoloration, and bends.
If a player’s cards are sleeved, the cards must be examined while in
the sleeves to determine if they are marked. Players should use care
when sleeving their decks and should randomize their decks prior to
sleeving them to reduce the possibility of cards becoming marked with a
pattern. Players should also keep in mind that cards or sleeves may
become worn and potentially marked through play during the course of a
tournament.
The Head Judge has the authority to determine if a card in a
player’s deck is marked. Judges may request that a player remove his or
her current sleeves or replace any of the deck’s current sleeves
immediately, or before the next round.
If a player is required to replace a card in his or her deck and is
unable to find a replacement, the player may replace the card with a
basic land card of his or her choice. Once the player does this, he or
she may not revert back to the original configuration, even if the
player finds an acceptable replacement. This also applies to cards
that are lost.
3.12. Hidden Information
Hidden
information refers to the faces of cards and other objects at which the
rules of the game and format do not allow you to look.
Throughout the match, a draft, and pregame procedures, players are
responsible for keeping their cards above the level of the playing
surface and for making reasonable efforts to prevent hidden information
from being revealed. However, players may choose to reveal their hands
or any other hidden information available only to them, unless
specifically prohibited by the rules. Players must not actively attempt
to gain information hidden from them, but are not required to inform
opponents who are accidentally revealing hidden information.
3.13. Tapped/Flipped Cards
If
a card must be tapped or flipped, it must be turned approximately 90
degrees (tapped) or 180 degrees (flipped), whichever is appropriate.
3.14. Graveyard Order
In formats involving only cards from Urza’s Saga™
and later, players may change the order of their graveyard at any time.
A player may not change the order of an opponent’s graveyard.
3.15. Sideboard
A
sideboard is a group of additional cards the player may use to modify
his or her deck between games of a match. The player may use these cards
in his or her main deck during all games after the first one in a
match. Other items (token cards, double-faced card represented in the
deck by a checklist card, etc) should be kept separate from the
sideboard during game play.
Before the beginning of the second or subsequent game in a match,
players may change the composition of their deck by exchanging cards
from their deck for cards in their sideboard. If players restart a game
due to an in-game effect, the composition of their decks must remain the
same for the restarted game.
Before each game begins, players must present their sideboard (if
any) face down and, if requested, allow their opponents to count the
number of cards in their sideboard. Players are not required to reveal
how many cards they have swapped from their main deck to their
sideboard.
During a game, players may look at their own sideboard and the
sideboard of any players they currently control. The sideboard must
remain clearly distinguishable from other cards.
The deck and sideboard must each be returned to their original compositions before the first game of each match.
Restrictions on the composition and use of a sideboard can be found
in the deck construction rules for a particular format type.
If a penalty causes a player to lose the first game in a match
before that game has begun, or the first game is intentionally drawn
before any cards are played, neither player may use cards from his or
her sideboard for the next game in the match.
4.1. Player Communication
Communication
between players is essential to the successful play of any game that
involves virtual objects or hidden information. While bluffing may be an
aspect of games, there need to be clear lines as to what is, and is
not, acceptable for players to say or otherwise represent. Officials and
highly competitive players should understand the line between bluffing
and fraud. This will confirm expectations of both sporting and
competitive players during a game.
The philosophy of the DCI is that a player should have an advantage
due to better understanding of the rules of a game, greater awareness of
the interactions in the current game state, and superior tactical
planning. Players are under no obligation to assist their opponents in
playing the game. Regardless of anything else, players are expected to
treat their opponents politely and with respect. Failure to do so may
lead to Unsporting Conduct penalties.
There are three categories of information: free, derived and private.
Free information is information to which all players are entitled
access without contamination or omissions made by their opponents. If a
player is ever unable or unwilling to provide free information to an
opponent that has requested it, he or she should call a judge and
explain the situation. Free information includes:
- Details of current game actions and past game actions that still affect the game state.
- The name of any object in a public zone.
- The type of any counter in a public zone.
- The physical status (tapped/flipped/unattached/phased) and current zone of any object.
- Player life totals, poison counter totals, and the game score of the current match.
- The current step and/or phase and which player(s) are active
Derived information is information to which all players are entitled access, but opponents are not obliged to assist
in determining and may require some skill or calculation to determine. Derived information includes:
- The number of any type of objects present in any game zone.
- All characteristics of objects in public zones that are not defined as free information.
- Game Rules, Tournament Policy, Oracle content and any other
official information pertaining to the current tournament. Cards are
considered to have their Oracle text printed on them.
Private information is information to which players have access only
if they are able to determine it from the current visual game state or
their own record of previous game actions.
- Any information that is not free or derived is automatically private information.
The following rules govern player communication:
- Players must answer all questions asked of them by a judge
completely and honestly, regardless of the type of information
requested. Players may request to do so away from the match.
- Players may not represent derived or free information incorrectly.
- Players must answer completely and honestly any specific questions pertaining to free information.
- At Regular REL, all derived information is instead considered free.
Judges are encouraged to help players in determining free
information, but must avoid assisting players with derived information
about the game state.
4.2. Tournament Shortcuts
A
tournament shortcut is an action taken by players to skip parts of the
technical play sequence without explicitly announcing them. Tournament
shortcuts are essential for the smooth play of a game, as they allow
players to play in a clear fashion without getting bogged down in the
minutia of the rules. Most tournament shortcuts involve skipping one or
more priority passes to the mutual understanding of all players; if a
player wishes to demonstrate or use a new tournament shortcut entailing
any number of priority passes, he or she must be clear where the game
state will end up as part of the request.
A player may interrupt a tournament shortcut by explaining how he or
she is deviating from it or at which point in the middle he or she
wishes to take an action. A player may interrupt their own shortcut in
this manner. A player is not allowed to use a previously undeclared
tournament shortcut, or to modify an in-use tournament shortcut without
announcing the modification, in order to create ambiguity in the game.
A player may not request priority and take no action with it. If a
player decides he or she does not wish to do anything, the request is
nullified and priority is returned to the player that originally had it.
Certain conventional tournament shortcuts used in Magic are detailed
below. If a player wishes to deviate from these, he or she should be
explicit about doing so. Note that some of these are exceptions to the
policy above in that they do cause non-explicit priority passes.
- The statement "Go" (and equivalents such as "Your turn" and
"Done") offers to keep passing priority until an opponent has priority
in the end step. Opponents are assumed to be acting then unless they
specify otherwise.
- A statement such as "I'm ready for combat" or "Declare
attackers?" offers to keep passing priority until an opponent has
priority in the beginning of combat step. Opponents are assumed to be
acting then unless they specify otherwise.
- Whenever a player adds an object to the stack, he or she is
assumed to be passing priority unless he or she explicitly announces
that he or she intends to retain it. If he or she adds a group of
objects to the stack without explicitly retaining priority and a player
wishes to take an action at a point in the middle, the actions should be
reversed up to that point.
- "No attacks" or similar statements by the active player during
combat offers to pass priority until an opponent has priority in the end
of combat step.
- If a player casts a spell or activates an ability with X in its
mana cost without specifying the value of X, it is assumed to be for all
mana currently available in his or her pool.
- If a player casts a spell or activates an ability and announces
choices for it that are not normally made until resolution, the player
must adhere to those choices unless an opponent responds to that spell
or ability. If an opponent inquires about choices made during
resolution, that player is assumed to be passing priority and allowing
that spell or ability to resolve.
- A player is assumed to have paid any cost of 0 unless he or she announces otherwise.
- A player who casts a spell or activates an ability that targets
an object on the stack is assumed to target the legal target closest to
the top of the stack unless the player specifies otherwise.
- A player is assumed to be attacking another player and not any
planeswalkers that player may control unless the attacking player
specifies otherwise.
- A player who chooses a planeswalker as the target of a spell or
ability that would deal damage is assumed to be targeting the
planeswalker’s controller and redirecting the damage on resolution. The
player must adhere to that choice unless an opponent responds.
- In the Two-Headed Giant format, attacking creatures are assumed
to be assigning combat damage to the defending team's primary head,
unless the creature's controller specifies otherwise.
4.3. Out-of-Order Sequencing
Due to the complexity of accurately representing a game of Magic,
it is acceptable for players to engage in a block of actions that,
while technically in an incorrect order, arrive at a legal and clearly
understood game state once they are complete.
All actions taken must be legal if they were executed in the correct
order, and any opponent can ask the player to do the actions in the
correct sequence so that he or she can respond at the appropriate time
(at which point players will not be held to any still-pending actions).
An out-of-order sequence must not result in a player prematurely
gaining information which could reasonably affect decisions made later
in that sequence.
Players may not try to use opponent's reactions to some portion of
an out-of-order sequence to see if he or she should modify actions or
try to take additional ones. Nor may players use out-of-order sequencing
to try to retroactively take an action they missed at the appropriate
time. In general, any substantial pause at the end of a completed batch
is an indication that all actions have been taken, the sequence is
complete and the game has moved to the appropriate point at the end of
the sequence.
Examples:
- A player discards a card to pay for Masticore’s upkeep cost before untapping his or her land.
- A player resolves Harrow and puts the card into his or her graveyard, then searches.
- While resolving Restore Balance, a player discards before sacrificing lands and creatures.
- A player with two creatures being put into the graveyard due to
state-based actions resolves the leaves-the-battlefield triggered
ability on one of them before putting the other creature in the
graveyard.
- A player declares a blocker, animates a Treetop Village, and then attempts to block with that Treetop Village.
4.4. Triggered Abilities
Players
are expected to remember their own triggered abilities; intentionally
ignoring one is Cheating. Players are not required to point out the
existence of triggered abilities that they do not control, though they
may do so within a turn if they wish.
Triggered abilities are considered to be forgotten by their
controller once they have taken an action past the point where the
triggered ability would have an observable impact on the game. Triggered
abilities that are forgotten are not considered to have gone onto the
stack.
4.5. Team/Two-Headed Giant Communication
Members
of the same team may, at all times, communicate between one another
verbally. This includes during play, during drafting, and during deck
construction of Limited tournaments. However, team members that have an
opportunity to acquire hidden information (e.g. by speaking to
spectators following their own match while a teammate is still playing),
are restricted from communicating with teammates for the duration of
that match.
Prohibitions against written notes of any kind during drafts apply to team drafts as well.
5.1. Cheating
Cheating
will not be tolerated. The Head Judge reviews all cheating allegations,
and if he or she believes that a player has cheated, he or she will
issue the appropriate penalty based on the Infraction Procedure Guide.
All disqualifications are subject to DCI review and further penalties
may be assessed.
5.2. Collusion and Bribery
The
decision to drop, concede, or agree to an intentional draw cannot be
made in exchange for or influenced by the offer of any reward or
incentive. Making such an offer is prohibited. Unless the player
receiving such an offer calls for a judge immediately, both players will
be penalized in the same manner.
Players are allowed to share prizes they have not yet received in
the current tournament as they wish and may agree as such before or
during their match, as long as any such sharing does not occur in
exchange for any game or match result or the dropping of a player from
the tournament. As an exception, players in the announced last round of
the single-elimination portion of a tournament may agree to divide
tournament prizes as they wish. In that case, one of the players at each
table must agree to drop from the tournament. Players are then awarded
prizes according to their resulting ranking. Such an agreement may never
include a concession or an intentional draw.
The result of a match or game may not be randomly or arbitrarily
determined through any means other than the normal progress of the game
in play. Examples include (but are not limited to) rolling a die,
flipping a coin, arm wrestling, or playing any other game.
Players may not reach an agreement in conjunction with other
matches. Players can make use of information regarding match or game
scores of other tables. However, players are not allowed to leave their
seats during their match or go to great lengths to obtain this
information.
Players in the single-elimination rounds of a tournament offering
only cash and/or unopened product as prizes may, with the permission of
the Tournament Organizer, agree to split the prizes evenly. The players
may end the tournament at that point, or continue to play with only
ratings points at stake. All players still in the tournament must agree
to the arrangement.
Example: Before the semifinals of a tournament (in which
first place gets 12 packs, second place gets 8 packs and 3rd and 4th get
4 packs each) begins, the players may get permission from the
tournament Organizer to end the tournament, with each player receiving 7
packs.
Example: In the finals of a 1-slot Pro Tour Qualifier that
offers a travel award and an invitation to the winner, the two finalists
may agree to split the tournament prizes, but this agreement cannot
alter the results of the match. One player must drop from the
tournament, leaving the travel award and the invitation to the player
who did not drop from the tournament. That player is then free to split
the remainder of the prizes as agreed upon. The travel award and
invitation are a single item and may not be split.
5.3. Wagering
Tournament
participants, tournament officials, and spectators may not wager, ante,
or bet on any portion (including the outcome) of a tournament, match,
or game.
5.4. Unsporting Conduct
Unsporting
conduct will not be tolerated at any time. Tournament participants must
behave in a polite and respectful manner. Unsporting conduct includes,
but is not limited to:
- Using profanity
- Acting in a threatening manner
- Arguing with, acting belligerently toward, or harassing tournament officials, players or spectators
- Failure to follow the instructions of a tournament official
All incidents of unsporting conduct are subject to further DCI review.
5.5. Slow Play
Players
must take their turns in a timely fashion regardless of the complexity
of the play situation and adhere to time limits specified for the
tournament. Players must maintain a pace to allow the match to be
finished in the announced time limit. Stalling is not acceptable.
Players may ask a judge to watch their game for slow play; such
a request will be granted if feasible.
6.1. Deck Construction Restrictions
Constructed
decks must contain a minimum of sixty cards. There is no maximum deck
size. If a player chooses to use a sideboard, it must contain exactly
fifteen cards.
With the exception of cards with the basic supertype or cards with
text that specifies otherwise, a player’s combined deck and sideboard
may not contain more than four of any individual card, based on its
English card title.
A card may only be used in a particular format if the card is from a
set that is legal in that format or has the same name as a card from a
set that is legal in that format.
Cards banned in a specific format may not be used in decks for that
format. Cards restricted in a specific format may only have one copy in a
deck, including sideboard.
6.2. Sideboard Use
Any
card exchange between deck and sideboard must be made on a one-for-one
basis to ensure that the sideboard remains at exactly fifteen cards.
There are no restrictions on the number of cards a player may exchange
this way.
6.3. Standard Format Deck Construction
The following card sets are permitted in Standard tournaments:
- Innistrad™
- Dark Ascension™
- Avacyn Restored™
- Magic 2013™
- Return to Ravnica™
- Gatecrash™ (effective February 1, 2013)
- Dragon's Maze™ (effective May 3, 2013)
There are currently no cards banned in Standard tournaments.
6.4. Extended Format Deck Construction
The following card sets are permitted in Extended tournaments:
- Zendikar™
- Worldwake™
- Rise of the Eldrazi™
- Magic 2011™
- Scars of Mirrodin™
- Mirrodin Besieged™
- New Phyrexia™
- Magic 2012™
- Innistrad™
- Dark Ascension™
- Avacyn Restored™
- Magic 2013™
- Return to Ravnica™
- Gatecrash™ (effective February 1, 2013)
- Dragon's Maze™ (effective May 3, 2013)
The following cards are banned in Extended tournaments:
- Jace, the Mind Sculptor
- Mental Misstep
- Ponder
- Preordain
- Stoneforge Mystic
6.5. Vintage Format Deck Construction
Vintage decks may consist of cards from all Magic
card sets, any edition of the core set, and all special sets,
supplements, and promotional printings released by Wizards of the Coast.
Cards from expansions and special sets (like From the Vault, Magic: The Gathering - Commander, etc) are legal in the Vintage format on the date of release of the expansion or special set.
All promotional cards are legal in the Vintage format on the date of the release of the promotional card.
The following cards are banned in Vintage tournaments:
- Amulet of Quoz
- Bronze Tablet
- Chaos Orb
- Contract from Below
- Darkpact
- Demonic Attorney
- Falling Star
- Jeweled Bird
- Rebirth
- Shahrazad
- Tempest Efreet
- Timmerian Fiends
The following cards are restricted in Vintage tournaments:
- Ancestral Recall
- Balance
- Black Lotus
- Brainstorm
- Channel
- Demonic Consultation
- Demonic Tutor
- Fastbond
- Flash
- Gifts Ungiven
- Imperial Seal
- Library of Alexandria
- Lion’s Eye Diamond
- Lotus Petal
- Mana Crypt
- Mana Vault
- Memory Jar
- Merchant Scroll
- Mind’s Desire
- Mox Emerald
- Mox Jet
- Mox Pearl
- Mox Ruby
- Mox Sapphire
- Mystical Tutor
- Necropotence
- Ponder
- Regrowth
- Sol Ring
- Strip Mine
- Thirst for Knowledge
- Time Vault
- Time Walk
- Timetwister
- Tinker
- Tolarian Academy
- Trinisphere
- Vampiric Tutor
- Wheel of Fortune
- Windfall
- Yawgmoth’s Bargain
- Yawgmoth’s Will
6.6. Legacy Format Deck Construction
Legacy decks may consist of cards from all Magic
card sets, any edition of the core set, and all special sets,
supplements, and promotional printings released by Wizards of the Coast.
Cards from expansions and special sets (like From the Vault, Magic: The Gathering - Commander, etc) are legal in the Legacy format on the date of release of the expansion or special set.
All promotional cards are legal in the Legacy format on the date of the release of the promotional card.
The following cards are banned in Legacy tournaments:
- Amulet of Quoz
- Ancestral Recall
- Balance
- Bazaar of Baghdad
- Black Lotus
- Black Vise
- Bronze Tablet
- Channel
- Chaos Orb
- Contract from Below
- Darkpact
- Demonic Attorney
- Demonic Consultation
- Demonic Tutor
- Earthcraft
- Falling Star
- Fastbond
- Flash
- Frantic Search
- Goblin Recruiter
- Gush
- Hermit Druid
- Imperial Seal
- Jeweled Bird
- Library of Alexandria
- Mana Crypt
- Mana Drain
- Mana Vault
- Memory Jar
- Mental Misstep
- Mind Twist
- Mind’s Desire
- Mishra’s Workshop
- Mox Emerald
- Mox Jet
- Mox Pearl
- Mox Ruby
- Mox Sapphire
- Mystical Tutor
- Necropotence
- Oath of Druids
- Rebirth
- Shahrazad
- Skullclamp
- Sol Ring
- Survival of the Fittest
- Strip Mine
- Tempest Efreet
- Time Vault
- Time Walk
- Timetwister
- Timmerian Fiends
- Tinker
- Tolarian Academy
- Vampiric Tutor
- Wheel of Fortune
- Windfall
- Worldgorger Dragon
- Yawgmoth’s Bargain
- Yawgmoth’s Will
6.7. Block Constructed Format Deck Construction
Block Constructed decks consist of cards taken from a restricted set of expansions.
The DCI sanctions the following Block Constructed formats:
- Return to Ravnica™ Block (Return to Ravnica™,Gatecrash™ [effective February 1, 2013], Dragon's Maze™ [effective May 3, 2013])
- Innistrad™-Avacyn Restored™ Block (Innistrad™, Dark Ascension™, Avacyn Restored™)
- Scars of Mirrodin™ Block (Scars of Mirrodin™, Mirrodin Besieged™, New Phyrexia™)
- Zendikar™-Rise of the Eldrazi™ block (Zendikar™, Worldwake™, Rise of the Eldrazi™)
- Shards of Alara™ block (Shards of Alara™, Conflux™, Alara Reborn™)
- Lorwyn®-Shadowmoor® block (Lorwyn®, Morningtide®, Shadowmoor®, Eventide®)
- Time Spiral™ block (Time Spiral™, Planar Chaos™, Future Sight™)
- Ravnica™ block (Ravnica: City of Guilds™, Guildpact™, Dissension™)
- Kamigawa™ block (Champions of Kamigawa™, Betrayers of Kamigawa™, Saviors of Kamigawa™)
- Mirrodin™ block (Mirrodin™, Darksteel™, Fifth Dawn™)
- Onslaught™ block (Onslaught™, Legions™, Scourge™)
- Odyssey™ block (Odyssey™, Torment™, Judgment™)
- Invasion™ block (Invasion™, Planeshift™, Apocalypse™)
- Masques block (Mercadian Masques™, Nemesis™, Prophecy™)
- Urza block (Urza’s Saga™, Urza’s Legacy™, Urza’s Destiny™)
- Tempest™ block (Tempest™, Stronghold™, Exodus™)
- Mirage™ block (Mirage™, Visions™, Weatherlight™)
- Ice Age™ block (Ice Age™, Alliances™, Coldsnap™)
The following cards are banned in Block Constructed tournaments:
- Intangible Virtue (Innistrad™-Avacyn Restored™ block)(effective April 2, 2012)
- Lingering Souls (Innistrad™-Avacyn Restored™ block)(effective April 2, 2012)
- Æther Vial (Mirrodin block)
- Ancient Den (Mirrodin block)
- Arcbound Ravager (Mirrodin block)
- Darksteel Citadel (Mirrodin block)
- Disciple of the Vault (Mirrodin block)
- Great Furnace (Mirrodin block)
- Seat of the Synod (Mirrodin block)
- Tree of Tales (Mirrodin block)
- Vault of Whispers (Mirrodin block)
- Skullclamp (Mirrodin block)
- Lin Sivvi, Defiant Hero (Masques block)
- Rishadan Port (Masques block)
- Gaea’s Cradle (Urza block)
- Memory Jar (Urza block)
- Serra’s Sanctum (Urza block)
- Time Spiral (Urza block)
- Tolarian Academy (Urza block)
- Voltaic Key (Urza block)
- Windfall (Urza block)
- Cursed Scroll (Tempest block)
- Squandered Resources (Mirage block)
- Amulet of Quoz (Ice Age block)
- Thawing Glaciers (Ice Age block)
- Zuran Orb (Ice Age block)
6.8. Modern Format Deck Construction
The following card sets are permitted in Modern tournaments:
- Eighth Edition
- Mirrodin
- Darksteel
- Fifth Dawn
- Champions of Kamigawa
- Betrayers of Kamigawa
- Saviors of Kamigawa
- Ninth Edition
- Ravnica: City of Guilds
- Guildpact
- Dissension
- Coldsnap
- Time Spiral
- Planar Chaos
- Future Sight
- Tenth Edition
- Lorwyn
- Morningtide
- Shadowmoor
- Eventide
- Shards of Alara
- Conflux
- Alara Reborn
- Magic 2010
- Zendikar
- Worldwake
- Rise of the Eldrazi
- Magic 2011
- Scars of Mirrodin
- Mirrodin Besieged
- New Phyrexia
- Magic 2012
- Innistrad
- Dark Ascension
- Avacyn Restored
- Magic 2013
- Return to Ravnica
- Gatecrash™ (effective February 1, 2013)
- Dragon's Maze™ (effective May 3, 2013)
The following cards are banned in Modern tournaments:
- Ancestral Vision
- Ancient Den
- Bitterblossom
- Blazing Shoal
- Bloodbraid Elf (Effective February 1, 2013)
- Chrome Mox
- Cloudpost
- Dark Depths
- Dread Return
- Glimpse of Nature
- Golgari Grave-Troll
- Great Furnace
- Green Sun’s Zenith
- Hypergenesis
- Jace, the Mind Sculptor
- Mental Misstep
- Ponder
- Preordain
- Punishing Fire
- Rite of Flame
- Seat of the Synod
- Seething Song (effective February 1, 2013)
- Sensei’s Divining Top
- Stoneforge Mystic
- Skullclamp
- Sword of the Meek
- Tale of Trees
- Umezawa’s Jitte
- Valakut, the Molten Pinnacle (unbanned effective October 1, 2012)
- Vault of Whispers
- Wild Nacatl
7.1. Deck Construction Restrictions
Limited decks must contain a minimum of forty cards. There is no maximum deck size.
Players are not restricted to four of any one card in Limited tournament play.
7.2. Sideboard Use
Any drafted or opened cards not used in a player’s Limited deck function as his or her sideboard.
Players may request additional basic land cards for their sideboard.
There are no restrictions on the number of cards a player may exchange
this way as long as the main deck contains at least forty cards. Cards
do not need to be exchanged on a one-for-one basis.
Players participating in Limited tournaments that do not use
decklists may freely change the composition of their decks between
matches by exchanging cards from their deck for cards in their sideboard
without being required to return their deck to its original composition
before their next match. The Head Judge or Tournament Organizer must
inform players if this option is not being used prior to the start of
deckbuilding. This option is not available at Competitive or
Professional REL tournaments.
7.3. Card Use in Limited Tournaments
Cards
must be received directly from tournament officials. This product must
be new and previously unopened. Some Pro Tour, Grand Prix, and National
Championship events may have had boosters opened in order to stamp them.
Each player (or team) must be given exactly the same quantity and type
of product as all other players participating in the tournament. For
example, if one player receives three Return to Ravnica boosters for a booster draft, all other players must also receive three Return to Ravnica boosters.
Other than basic land, only cards from the expansions of the
boosters opened (and only cards opened in that player’s pool) may be
used in a player’s deck. For example, in a Magic 2011 Sealed Deck tournament, any card in a booster other then the Magic 2011 game cards received by the player and basic land may not be used in a player’s deck during that tournament.
The DCI recommends that 6 boosters per player are used for
individual format Sealed Deck tournaments and 3 boosters per player are
used for individual Booster or Team Rochester Draft tournaments. For the
recommended product mix for the current block, refer to Appendix D.
If the Tournament Organizer allows players to provide their own
product, that product must be pooled with the rest of the product for
the tournament and randomly distributed. Players are not considered to
own the cards until the tournament finishes or they legally drop.
Players may use only the cards they receive or draft and basic land
cards provided by the Tournament Organizer. Players may ask a judge for
permission to replace a card with an exact copy.
If the Tournament Organizer is not providing basic land cards for
use in a Limited tournament, he or she must announce this before
tournament registration. Tournament Organizers may require players to
return basic land cards when they leave the tournament. If the
Tournament Organizer does not have sufficient basic land cards, players
may use their own during the tournament as long as they are in good
condition and are not marked.
Players may add an unlimited number of basic land cards to their
decks during deck construction. They may not add additional snow land
cards (e.g. Snow-Covered Forest, etc), even in formats in which they are
legal.
7.4. Abnormal Product
Neither
Wizards of the Coast nor the Tournament Organizer guarantee any
specific distribution of card rarities or frequency in a particular
booster pack or tournament pack. If a player receives an unconventional
distribution of rarities or frequencies in a particular booster pack or
deck, he or she must call a judge. The final decision to replace or
allow the atypical product is at the discretion of the Head Judge and
the Tournament Organizer.
7.5. Sealed Deck Swap
In
Sealed Deck tournaments, the Head Judge may require players to perform a
deck swap prior to deck construction. Players receive unopened product
and register the contents (except non-foil basic land cards) on
decklists. Foil basic land cards must be registered and kept with the
registered card pool. Any card in a booster
that is not a card from the expansion of the opened booster is
retained by the player that registers the cards (e.g., a player that
registers the contents of a booster during a deck swap keeps the token
card, if any). Players who drop from the tournament before fulfilling
this duty will receive a match loss in the first round. Tournament
officials then collect the recorded card pools and redistribute them
randomly. A player may randomly receive the product he or she
registered. The Head Judge should require players to sort the cards they
register according to some criteria (e.g. by color and then
alphabetically) to assist the player receiving the pool.
7.6. Draft Pod Assembly
For
Booster Draft and Team Rochester Draft tournaments, players assemble
into random drafting circles (called pods) of roughly equal size at the
direction of the Head Judge. Tournament officials then distribute
identical sets of booster packs to each player.
Players within a pod may play only against other players within that
pod. In Regular REL tournaments, the Tournament Organizer may elect to
lift this restriction. This must be announced before the tournament
starts.
Players may not communicate in any way with, or reveal hidden
information to, other individuals during a draft, apart from tournament
officials. This applies as soon as the draft pod pairings are posted and
lasts until players hand in their decklists.
7.7. Booster Draft Procedures
All
players must open and draft the same type of booster at the same time.
Players open their first booster pack and count the cards face down,
removing token cards, rules cards, and any other non-game cards. Players
who receive an erroneous number of cards at any time must immediately
notify a judge. After picking up the booster,
players should remove and keep any non-foil basic land cards and/or
any other cards that are not from the expansion of the opened booster.
Foil basic land cards should be left in the booster and drafted with the
other cards. Players choose one card from their current booster pack
and then pass the remaining cards face down to the player on their left
until all cards are drafted. Once a player has removed a card from the
pack and put it on top of his or her single, front face-down drafted
pile, it is considered selected and may not be returned to the pack.
Players may not reveal the front face of their card selections or
the contents of their current packs to other participants in the draft
and must make a reasonable effort to keep that information from the
sight of other players. Players are not permitted to reveal hidden
information of any kind to other participants in the draft regarding
their own picks or what they want others to pick. (Exception: This does
not apply to double-faced cards, both faces of which may be revealed at
any time during a draft.)
Players and teams may not look at their drafted cards between or
during picks at Competitive and Professional RELs. At Regular REL,
players are allowed to review their drafted cards between or during
picks as long as they are holding no other cards at the same time. The
Head Judge may choose to disallow this provided he or she announces it
before the first draft. Between boosters there is a review period in
which players may review their picks.
If the draft is not being timed, and two players do not wish to make
a pick before the other player, the player closer to providing the
other player with the pack picks first.
If the players are equidistant, then the player in the lower seat
number picks first. After the first pack is drafted and the review
period completed, players open the next pack and draft in the same
fashion, except that the direction of drafting is reversed—it now
proceeds to the right. This process is repeated, reversing the direction
of drafting for each booster pack until all cards in all booster packs
are drafted.
If a player is unable or unwilling to continue drafting, he or she
is suspended from drafting and must construct a deck from whatever cards
he or she has drafted thus far. For the remainder of the current
booster pack, a tournament official randomly makes picks instead of the
suspended player.
8.1. Team Names
Wizards
of the Coast reserves the right to disallow any team name it deems
offensive and/or obscene. Tournament officials may disallow teams from
registering team names that may be considered offensive and/or obscene.
8.2. Team Composition and Identification
A
valid team consists of two or three members, as appropriate to the
format. A team is identified by the individual DCI membership numbers of
its respective members and all teams must provide the Tournament
Organizer with the full information when registering for the tournament.
Individual DCI members may be members of more than one team, though not
during the same tournament. If a player drops or is disqualified from
the tournament, the entire team is dropped from the tournament.
Teams must designate player positions during tournament
registration. For example, in a three-player team tournament, each team
must designate who is player A, player B, and player C. Players retain
these designations throughout the entire tournament.
When two teams are paired against each other during the course of a
tournament, the team members designated as player A play against each
other, the team members designated as player B play against each other,
and so on.
8.3. Team Communication Rules
Teammates
may communicate with each other at any time, unless they leave the play
area. If they leave the play area, they may not return until the end of
the match.
8.4. Unified Deck Construction Rules
Team
Constructed tournaments use Unified Deck Construction rules: With the
exception of cards with the basic supertype or cards with text that
specifies otherwise, a team’s combined decks may not contain more than
four of any individual card, based on its English card title. (For
example, if one player is using four copies of Naturalize in a Team
Constructed tournament, no other player on that team may have a
Naturalize in his or her deck.) If a card is restricted in a particular
format, no more than one of that card may be used by the team. No
players may use cards that are banned in a particular format.
Unified Deck Construction rules are only applied when all members of a team have decks of the same format.
8.5. Team Rochester Draft Tournaments
Team
Rochester Draft tournaments require teams of three players each. Two
teams are seated at each table for the draft. Team members sit clockwise
in A-B-C order around the table. (For example, in a three-person team
tournament, players sit around the table clockwise in this order: 1A,
1B, 1C, 2A, 2B, 2C.)
A team determined at random chooses either to pick first or to allow
the other team to pick first. Player B of the team that picks first
lays out the first pack.
The draft begins with the first player opening his or her first
booster pack and laying out the entire contents of the pack face up on
the table as directed by tournament officials, with the cards facing him
or her. After reviewing the cards, drafting proceeds with each player
selecting a single card in turn. Once a player has selected a card and
placed it with his or her other drafted cards, he or she may not select a
different card. If a player fails to select a
card in the time given, a tournament official selects for that
player the “oldest” card still remaining from the booster pack (the card
on the table the longest).
The player drafting first from the cards presented on the table is
called the active player. The first active player is the participant who
opened the first booster of the draft, as designated by a tournament
official. All players in each drafting pod serve as the active player
once for each group of booster packs. The identity of the active player
moves in a horseshoe pattern, clockwise for the first and third boosters
and counter-clockwise for the second. The player who was last to open a
booster pack from a group is the first to open the booster pack from
the next group.
The draft order also begins moving in a horseshoe pattern, clockwise
for the first and third boosters and counter-clockwise for the second,
beginning with the active player, continuing around the table to the
last player in the group to draft a card. The last player in the group
selects two cards sequentially, and then drafting continues in reverse
order, moving back to the player who began the drafting. If there are
still cards remaining, the player who began the drafting selects two
cards, and drafting continues again in the opposite direction.
Example: Team 1 and Team 2 are seated around a table. They are
numbered 1A-1B-1C-2A-2B-2C in a clockwise order. Team 2 wins the coin
toss, and the members of Team 2 choose to let Team 1 pick first. The
active player for the first pack is Player 1B. The first booster pack
for Player 1B is opened and placed face up in front of Player 1B. After
the 20-second review period has expired, the draft order is as follows:
Player 1B—card 1
Player 1C—card 2
Player 2A—card 3
Player 2B—card 4
Player 2C—card 5
Player 1A—card 6
Player 1A—card 7
Player 2C—card 8
Player 2B—card 9
Player 2A—card 10
Player 1C—card 11
Player 1B—card 12
Player 1B—card 13
Player 1C—card 14
Player 2A—card 15
During card selection, players must display the most recent card
they drafted from the current pack. At all other times, players may
leave one of their drafted cards face up on their draft pile, or may
leave all cards face down. Players may not review their draft picks
while drafting proceeds or at any other time specifically indicated by
tournament officials.
8.6. Team Sealed Deck Tournaments
All the rules for individual Limited tournaments (Section 7) apply to Team Sealed Deck tournaments except as follows.
Each team must receive the same product mix. For example, if one team receives twelve Scars of Mirrodin boosters, every team must receive twelve Scars of Mirrodin boosters.
The DCI recommends that eight boosters per team are used for
two-person team tournaments, and twelve boosters per team for
three-person team tournaments. For the recommended product mix for the
current block, refer to Appendix E.
All cards must be assigned to a player’s deck or sideboard during
deck construction and cannot be transferred to another player during
that tournament. (Players do not share main deck or sideboard cards.)
Players may exchange cards in their pool between rounds in Regular REL
tournaments that do not use decklists, but only between matches.
9.1. Match Structure
Two-Headed Giant matches consist of one game.
Drawn games (games without a winner) do not count toward the one
game. As long as match time allows, the match continues until a team has
won a game.
9.3. Play-Draw Rule
A
team determined at random chooses either to play first or to play
second. The choice must be made before either player on that team looks
at his or her hand. If either player on that team looks at his or her
hand before their choice is made, that team plays first. The team who
plays first skips the draw step of their first turn.
9.4. Pregame Procedures
- Players
decide which teammate will be the primary player and which teammate
will be the secondary player. Players should be seated with the primary
player to the right of his or her teammate. Players can choose a
different primary and secondary player before each match.
- Players shuffle their decks.
- Players present their decks to their opponents for additional shuffling.
- Each player draws seven cards. Optionally, these cards may be dealt face down on the table.
- Each player, in turn order, decides whether to mulligan. (Rules
on Two-Headed Giant mulligans can be found in the Magic Comprehensive
Rules, Section 806.6a)
Once players have completed their mulligans, the game can begin.
9.5. Two-Headed Giant Constructed Rules
Two-Headed Giant Constructed tournaments use Unified Deck Construction rules (see section 8.5).
In addition to cards banned in particular formats, the following
card is banned in ALL Two-Headed Giant Constructed tournaments (Vintage,
Legacy, Extended, Modern, and Block Constructed):
- Erayo, Soratami Ascendant
Sideboards are not allowed in constructed Two-Headed Giant tournaments.
9.6. Two-Headed Giant Limited Rules
All the rules for Limited Tournaments (Section 7) apply, except as described below.
The DCI recommends that each team receive eight boosters per team
for Two-Headed Giant Sealed Deck tournaments and six boosters per team
for Two-Headed Giant Booster Draft tournaments. For the recommended
product mix for the current block, refer to Appendix E.
Cards not used in a team’s starting decks are considered a shared sideboard by the two players that both players can access.
9.7. Two-Headed Giant Booster Draft Tournaments
Teams
(not players) assemble into random drafting circles (called pods) of
roughly equal size at the direction of the Head Judge. Teammates sit
next to each other. Tournament officials then distribute identical
booster packs to each team in the pod.
After opening and counting the cards in their first pack, the team
chooses two cards from the booster pack then passes the remaining cards
face down to the team on its left. Selected cards may be placed into one
or two piles. The cards chosen are not assigned to a particular player;
they become part of a pool out of which both players will build their
decks. The open packs are passed around the drafting pod—with each team
taking two cards from each before passing—until all cards are drafted.
For the second pack, the direction of drafting is reversed as usual.
Thus, the overall draft direction is left–right–left–right–left–right.
10.1. Participation Minimums
Participation minimums for a tournament to be sanctioned by the DCI are as follows:
- For individual tournaments, a minimum of eight (8) players must participate.
- For team and Two-Headed Giant tournaments, a minimum of four (4) teams must participate.
If the participation minimum is not met, the tournament is no longer
DCI-sanctioned and will not provide Planeswalker Points. If
participation minimums are not met for any DCI-sanctioned tournament,
the Tournament Organizer should report the tournament to the DCI as “Did
Not Occur.”
10.2. Number of Rounds
The minimum number of rounds required for a tournament to be sanctioned is as follows:
- For individual tournaments, a minimum of three (3) rounds
- For team and Two-Headed Giant tournaments, a minimum of two (2) rounds
If the minimum number of rounds is not met, the tournament is no
longer DCI-sanctioned and will not provide Planeswalker Points. If the
minimum number of rounds is not met for any DCI-sanctioned tournament,
the Tournament Organizer should report the tournament to the DCI as “Did
Not Occur.”
The number of rounds should be announced at or before the beginning
of the first round; once announced, it cannot be changed. A variable
number of rounds can be announced instead, with specific criteria for
ending the tournament. For example, a tournament with 20 players can be
announced as five rounds unless only one player has four match wins
after four rounds.
The recommended number of rounds for Swiss tournaments can be found in Appendix E.
10.3. Invitation-Only Tournaments
Invitation-only
tournaments have additional qualification criteria for player
participation. The invitation list for Premier tournaments is defined in
the Magic: The Gathering Premier Event Invitation Policy.
Tournament Organizers may hold and sanction invitation-only non-Premier
tournaments normally, as long as they offer a sufficient number of
qualifying tournaments in advance to ensure that all players have a
chance to qualify.
10.4. Pairing Algorithm
Unless
otherwise announced, tournaments are assumed to follow the Swiss
pairing algorithm. Some tournaments may proceed to single-elimination
playoff rounds between the top 2, 4, or 8 (or other number) players
after the Swiss rounds are over. The Swiss pairing algorithm is modified
in Booster Draft tournaments as explained in section 7.6.
For constructed tournaments that have a single-elimination playoff
(or sealed deck tournaments that do not use a booster draft for the
playoff), the recommended pairing method is to pair the playoff players
by the final Swiss standings.
For an 8-player playoff, the 1st place player plays the 8th place
player, the 2nd place player plays the 7th place player, the 3rd place
player plays the 6th place player, and the 4th place player plays the
5th place player. The winners of the 1st/8th place and 4th/5th place
matches play each other in the next round of the playoff. The winners of
the 2nd/7th place and 3rd/6th place matches play each other in the next
round of the playoff. The remaining players play in the last round of
the playoff.
For a 4-player playoff, the 1st place player plays the 4th place
player, and the 2nd place player plays the 3rd place player. The
remaining players play in the last round of the playoff.
For Limited tournaments that have a single-elimination booster draft
playoffs, it is recommend that only an 8-player playoff is run using
the following the method described below.
Use a random method to seat players around the draft table and conduct the draft.
8 1 2
7 3
6 5 4
After the draft has concluded, the player in seat 1
plays the player in seat 5, the player in seat 2 plays the player in
seat 6, the player in seat 3 plays the player in seat 7, and the player
in seat 4 plays the player in seat 8. The winners of the seat 1/5 and
the 3/7 matches play each other in the next round of the playoff. The
winners of the seat 2/6 and the seat 4/8 matches play each other in the
next round of the playoff. The remaining players play in the last round
of the playoff.
For Premier Events, the playoff options above are required, not optional.
Premier Events include the following events: Magic: The Gathering Players Championship, World Magic Cup, World Magic Cup Qualifiers, Pro Tour, Pro Tour Qualifier, Grand Prix, Grand Prix Trial, WPN Premium Tournament, and WPN Premium Qualifier.
Appendix A—Changes From Previous Versions:
Only changes from the current version and the previous version of this document will be displayed in this appendix.
February 8, 2013
Section 1.11: Formatting fixed.
Section 2.1: Reworded for clarity.
Section 2.3: Time limit removed.
Section 2.9: Rules about Appeals Judges added.
Section 3.4: Language updated.
Section 3.7: New releases updated.
Section 3.12: Language updated.
Section 4.4: Language updated to match IPG changes.
Section 6.3: Standard format updated.
Section 6.4: Extended format updated.
Section 6.5: Vintage format updated.
Section 6.7: Block Constructed format updated.
Section 6.8: Modern format updated. 2 cards banned.
Section 10.2: Language updated to match section 10.1.
Appendix D: Return to Ravnica block product mix updated.
September 20, 2012
Introduction: Items relocated from Appendix A. Revised announcement/effective dates.
Section 1.10: Language about Planeswalker Points added. Additional player responsibility added.
Section 2.1: Language about Planeswalker Points added.
Section 2.3: Pregame procedure clarified.
Section 2.13: Rules about video coverage added. Life totals moved to 2.14.
Section 2.14: New section number for Life Totals.
Section 3.7: New releases updated.
Section 3.15: Clarification added.
Section 4.1: Free information updated.
Section 4.4: Triggered abilities section added. Team/2HG communication moved to 4.5.
Section 4.5: New section number for Team/2HG communication.
Section 5.2: Old ratings information removed.
Section 6.3: Standard format updated.
Section 6.4: Extended format updated.
Section 6.5: Vintage format updated. Card unrestricted.
Section 6.6: Legacy format updated.
Section 6.7: Block Constructed format updated.
Section 6.8: Modern format updated. Card unbanned.
Section 7.3: Examples updated.
Section 8.3: Team ratings section removed. New section number for Team Communication.
Section 8.4: New section number for Unified Deck Construction.
Section 8.5: New section number for Team Rochester Draft.
Section 8.6: New section number for Team Sealed.
Section 10.1: Updated for Planeswalker Points.
Section 10.2: Reworded for Planeswalker Points.
Appendix A: Items relocated to Introduction.
Appendix C: New section for Tiebreaker Explanation.
Appendix D: New section for Recommended Booster mix for Limited Tournaments. Return to Ravnica block product mix added.
Appendix E: New section for Recommended Number of Rounds in Swiss Tournaments.
Appendix F: Section removed.
Appendix B—Time Limits:
The required minimum time limit for any match is 40 minutes.
The following time limits are recommended for each round of a tournament:
- Constructed and Limited tournaments—50 minutes
- Single-elimination quarterfinal or semifinal matches—90 minutes
- Single-elimination final matches—no time limit
The following additional time limits are recommended for Limited tournaments:
- Sealed Deck—20 minutes for deck registration and 30 minutes for deck construction
- Draft—30 minutes for deck registration and construction
- Team Sealed Deck—20 minutes for deck registration and 60 minutes for deck construction
- Team Draft—40 minutes for deck construction and registration
- Two-Headed Giant Draft—40 minutes for deck construction and registration
The Head Judge of the tournament is the final authority on time
limits for a tournament. However, any deviation from these
recommendations must be announced prior to and during tournament
registration.
Magic Premier Tournaments may have different time limits.
These time limits can be found in the tournament or tournament series
fact sheet.
In timed rounds, players must wait for the officially tracked time to begin before starting their match.
Booster Draft Timing
Individual booster drafts have the following default time limits for each pick:
(Cards remaining in pack—Time allotted)
15 cards—40 seconds
14 cards—40 seconds
13 cards—35 seconds
12 cards—30 seconds
11 cards—25 seconds
10 cards—25 seconds
9 cards—20 seconds
8 cards—20 seconds
7 cards—15 seconds
6 cards—10 seconds
5 cards—10 seconds
4 cards—5 seconds
3 cards—5 seconds
2 cards—5 seconds
1 card—N/A
30 seconds will be used for the review period between boosters. That time is increased by 15 seconds after each booster pack.
Rochester Draft Timing
The review period for a booster after it has been laid out on the
table and before the first card is drafted is 20 seconds. Players have 5
seconds for each pick.
Two-Headed Giant Draft Timing
Two-Headed Giant booster drafts have the following default time limits for each pick:
Cards remaining in pack (15-Card Booster/14-Card Booster)—Time allotted
15/14—50 seconds
13/12—45 seconds
11/10—40 seconds
9/8—30 seconds
7/6—20 seconds
5/4—10 seconds
3/-—5 seconds
1/2—N/A
In addition, players receive 60 seconds to review their drafted cards in between booster packs.
Appendix C—Tiebreaker Explanation:
Match Points
Players earn 3 match points for each match win, 0 points for each
match loss and 1 match point for each match ending in a draw. Players
receiving byes are considered to have won the match.
- A player's record is 6–2–0 (Wins–Losses–Draws). That player has 18 match points (6*3, 2*0, 0*1).
- A player's record is 4–2–2. That player has 14 match points (4*3, 2*0, 2*1).
Game Points
Game points are similar to match points in that players earn 3 game
points for each game they win and 1 point for each game that ends in a
draw, and 0 points for any game lost. Unfinished games are considered
draws. Unplayed games are worth 0 points.
- A player wins a match 2–0–0, so she earns 6 game points and her opponent receives 0 game points from the match.
- A player wins a match 2–1–0, so she earns 6 game points and her opponent earns 3 game points from the match.
- A player wins a match 2–0–1, so he earns 7 game points and his opponent earns 1 game point from the match.
Match-win percentage
A player’s match-win percentage is that player’s accumulated match
points divided by the total match points possible in those rounds
(generally, 3 times the number of rounds played). If this number is
lower than 0.33, use 0.33 instead. The minimum match-win percentage of
0.33 limits the effect low performances have when calculating and
comparing opponents’ match-win percentage.
Game-win percentage
Similar to the match-win percentage, a player’s game-win percentage
is the total number of game points he or she earned divided by the total
game points possible (generally, 3 times the number of games played).
Again, use 0.33 if the actual game-win percentage is lower than that.
Opponents’ match-win percentage
A player’s opponents’ match-win percentage is the average match-win
percentage of each opponent that player faced (ignoring those rounds for
which the player received a bye). Use the match-win percentage
definition listed above when calculating each individual opponent’s
match-win percentage.
Opponents’ game-win percentages
Similar to opponents’ match-win percentage, a player’s opponents’
game-win percentage is simply the average game-win percentage of all of
that player’s opponents. And, as with opponents’ match-win percentage,
each opponent has a minimum game-win percentage of 0.33.
Byes
When a player is assigned a bye for a round, he or she is considered to have won the match 2–0.
Thus, that player earns 3 match points and 6 game points. A player’s
byes are ignored when computing his or her opponents’ match-win and
opponents’ game-win percentages.
Appendix D—Recommended Booster Mix for Limited Tournaments:
For the Return to Ravnica block, the recommended booster mix for Limited tournaments is (until May 3, 2013):
- Individual Sealed Deck – 6 Gatecrash
- Individual Booster Draft or Team Rochester Draft – 3 Gatecrash (per player)
- Three-Person Team Sealed – 12 Gatecrash (per team)
- Two-Headed Giant Sealed Deck – 8 Gatecrash (per team)
- Two-Headed Giant Booster Draft – 6 Gatecrash (per team)
For the Return to Ravnica block, the recommended booster mix for Limited tournaments is (effective May 3, 2013):
- Individual Sealed Deck – 2 Return to Ravnica, 2 Gatecrash, 2 Dragon’s Maze
- Individual Booster Draft or Team Rochester Draft – 1 Dragon’s Maze, 1 Gatecrash, 1 Return to Ravnica (per player, in that order)
- Three-Person Team Sealed – 4 Return to Ravnica, 4 Gatecrash, 4 Dragon’s Maze (per team)
- Two-Headed Giant Sealed Deck – 3 Return to Ravnica, 3 Gatecrash, 2 Dragon’s Maze (per team)
- Two-Headed Giant Booster Draft – 1 Dragon’s Maze, 1 Gatecrash, 1 Return to Ravnica (per team, in that order)
For Magic 2013, the recommended booster mix for limited tournaments is:
- Individual Sealed Deck – 6 Magic 2013
- Individual Booster Draft or Team Rochester Draft – 3 Magic 2013 (per player)
- Three-Person Team Sealed – 12 Magic 2013 (per team)
- Two-Headed Giant Sealed Deck – 8 Magic 2013 (per team)
- Two-Headed Giant Booster Draft – 6 Magic 2013 (per team)
For the Avacyn Restored block, the recommended booster mix for Limited tournaments is:
- Individual Sealed Deck – 6 Avacyn Restored
- Individual Booster Draft or Team Rochester Draft – 3 Avacyn Restored (per player)
- Three-Person Team Sealed – 12 Avacyn Restored (per team)
- Two-Headed Giant Sealed Deck – 8 Avacyn Restored (per team)
- Two-Headed Giant Booster Draft – 6 Avacyn Restored (per team)
For the Innistrad block, the recommended booster mix for Limited tournaments is:
- Individual Sealed Deck – 3 Innistrad, 3 Dark Ascension
- Individual Booster Draft or Team Rochester Draft – 1 Dark Ascension, 2 Innistrad (per player) – Boosters are drafted in that order.
- Three-Person Team Sealed – 6 Innistrad, 6 Dark Ascension (per team)
- Two-Headed Giant Sealed Deck – 4 Innistrad, 4 Dark Ascension (per team)
- Two-Headed Giant Booster Draft – 3 Dark Ascension, 3 Innistrad (per team) – Boosters are drafted in that order.
Appendix E—Recommended Number of Rounds in Swiss Tournaments:
The following number of Swiss rounds is often required for Premier
tournaments. It may be used at the Tournament Organizer’s discretion for
non-Premier tournaments. It is included here for reference only.
Players — Rounds
8 — 3
9-16 — 4
17-32 — 5
33-64 — 6
65-128 — 7
129-226 — 8
227-409 — 9
410+ — 10
Team tournaments consider each team as a single player for this
purpose. Individual or team tournaments that cut to top 4 should be run
with one extra round. Individual or team tournaments that cut to top 2
should be run with two extra rounds.