From 50b29579562128a1ac702fd43581dcd438bc7894 Mon Sep 17 00:00:00 2001 From: gelakinetic Date: Thu, 24 Oct 2024 11:34:43 +0000 Subject: [PATCH] Update bundled judge docs --- mobile/src/main/res/raw/ipg.html | 1686 ++++----- mobile/src/main/res/raw/jar.html | 274 +- mobile/src/main/res/raw/mtr.html | 5534 +++++++++++++++--------------- 3 files changed, 3732 insertions(+), 3762 deletions(-) diff --git a/mobile/src/main/res/raw/ipg.html b/mobile/src/main/res/raw/ipg.html index 27ba4c5b..a96ea1a1 100644 --- a/mobile/src/main/res/raw/ipg.html +++ b/mobile/src/main/res/raw/ipg.html @@ -1,20 +1,20 @@ -2024-03-16 +2024-09-01 -MTG_IPG_2024Apr15_EN-html.html +MTG_IPG_2024Sep23_EN-html.html
@@ -32,7 +32,7 @@

G

UIDE

-

Effective April 15, 2024

+

Effective September 23, 2024

I

NTRODUCTION

@@ -73,18 +73,19 @@ -MTG_IPG_2024Apr15_EN-html.html +MTG_IPG_2024Sep23_EN-html.html
@@ -97,97 +98,97 @@

ONTENTS

Introduction ............................................................................................................................................................................... 1

-

+

Framework of this Document ................................................................................................................................................... 1

-

+

1.

-

+

General Philosophy .......................................................................................................................................................... 3

-

+

1.1.

-

+

Definition of Penalties .............................................................................................................................................. 3

-

+

1.2.

-

+

Applying Penalties .................................................................................................................................................... 5

-

+

1.3.

-

+

Randomizing a Library ............................................................................................................................................. 5

-

+

1.4.

-

+

Backing Up ............................................................................................................................................................... 5

-

+

1.5.

-

+

Sets ........................................................................................................................................................................... 6

-

+

2.

-

+

Game Play Errors ............................................................................................................................................................ 7

-

+

2.1. Game Play Error — Missed Trigger ........................................................................................................................... 7

-

-

2.2. Game Play Error — Looking at Extra Cards .............................................................................................................. 9

-

+

+

2.2. Game Play Error — Looking at Extra Cards ............................................................................................................ 10

+

2.3. Game Play Error — Hidden Card Error .................................................................................................................... 10

-

+

2.4. Game Play Error — Mulligan Procedure Error ......................................................................................................... 12

-

-

2.5. Game Play Error — Game Rule Violation ................................................................................................................ 12

-

+

+

2.5. Game Play Error — Game Rule Violation ................................................................................................................ 13

+

2.6. Game Play Error — Failure to Maintain Game State ................................................................................................ 14

-

+

3.

-

+

Tournament Errors ........................................................................................................................................................ 15

-

+

3.1. Tournament Error — Tardiness ................................................................................................................................ 15

-

+

3.2. Tournament Error — Outside Assistance ................................................................................................................. 16

-

+

3.3. Tournament Error — Slow Play................................................................................................................................ 16

-

+

3.4. Tournament Error — Decklist Problem .................................................................................................................... 17

-

+

3.5. Tournament Error — Deck Problem ......................................................................................................................... 19

-

-

3.6. Tournament Error — Limited Procedure Violation .................................................................................................. 20

-

+

+

3.6. Tournament Error — Limited Procedure Violation .................................................................................................. 21

+

3.7. Tournament Error — Communication Policy Violation ........................................................................................... 21

-

-

3.8. Tournament Error — Marked Cards ......................................................................................................................... 21

-

-

3.9. Tournament Error — Insufficient Shuffling ............................................................................................................. 22

-

+

+

3.8. Tournament Error — Marked Cards ......................................................................................................................... 22

+

+

3.9. Tournament Error — Insufficient Shuffling ............................................................................................................. 23

+

4.

-

+

Unsporting Conduct ....................................................................................................................................................... 24

-

+

4.1. Unsporting Conduct — Minor .................................................................................................................................. 24

-

+

4.2. Unsporting Conduct — Major .................................................................................................................................. 25

-

+

4.3. Unsporting Conduct — Improperly Determining a Winner ...................................................................................... 26

-

+

4.4. Unsporting Conduct — Bribery and Wagering ......................................................................................................... 26

-

+

4.5. Unsporting Conduct — Aggressive Behavior ........................................................................................................... 27

-

+

4.6. Unsporting Conduct — Theft of Tournament Material ............................................................................................ 27

-

+

4.7. Unsporting Conduct — Stalling ................................................................................................................................ 28

-

+

4.8. Unsporting Conduct — Cheating .............................................................................................................................. 28

-

+

Appendix A — Penalty Quick Reference ............................................................................................................................... 30

-

+

Appendix B — Changes from Previous Versions.................................................................................................................. 31

-

+

-

+

@@ -195,15 +196,15 @@ -MTG_IPG_2024Apr15_EN-html.html +MTG_IPG_2024Sep23_EN-html.html
@@ -278,15 +279,15 @@ -MTG_IPG_2024Apr15_EN-html.html +MTG_IPG_2024Sep23_EN-html.html
@@ -349,15 +350,15 @@ -MTG_IPG_2024Apr15_EN-html.html +MTG_IPG_2024Sep23_EN-html.html
@@ -373,78 +374,78 @@

P

ENALTIES

-

Penalties are included with the tournament report so that a permanent record can be kept in the

-

DCI Penalty Database. Additionally, any penalty of Game Loss or higher should be reported to

-

the Head Judge, and it is recommended that only the Head Judge issue penalties of this nature

-

(with the exception of Tardiness (3.1) and Decklist Problems (3.4)).

-

-

Being enrolled in the tournament is not a requirement to receive a penalty. Although these

-

guidelines refer to players, other people in the venue, such as spectators, staff, or judges may be

-

enrolled into (and dropped from) the tournament in order to receive a penalty. Penalties are still

-

issued even if a player drops from the tournament before it would take effect.

-

-

Any time a penalty is issued, the judge must explain the infraction, the procedure for fixing the

-

situation, and the penalty to all players involved. If the Head Judge chooses to deviate from the

-

Infraction Procedure Guide, the Head Judge is expected to explain the standard penalty and the

-

reason for deviation.

-

-

Some infractions include remedies to handle the offense beyond the base penalty. These

-

procedures exist to protect officials from accusations of unfairness, bias, or favoritism. If a judge

-

makes a ruling that is consistent with quoted text, then the complaints of a player shift from

-

accusation of unfairness by the judge to accusations of unfair policy. Deviations from these

-

procedures may raise accusations against the judge from the player(s) involved, or from those

-

who hear about it. These procedures do not, and should not, take into account the game being

-

played, the current situation that the game is in, or who will benefit strategically from the

-

procedure associated with a penalty. While it is tempting to try to “fix” game situations, the

-

danger of missing a subtle detail or showing favoritism to a player (even unintentionally) makes

-

it a bad idea.

-

-

If an error leads to multiple related infractions, only issue one with the most severe penalty.

-

-

1.3.

-

-

R

-

ANDOMIZING A

-

L

-

IBRARY

-

-

The remedy for some infractions in this document includes shuffling the randomized portion of

-

the library. This requires first determining whether any portion of the library is non-random, such

-

as cards that have been manipulated on the top or bottom of the library, and separating those.

-

Check with both players to verify this, and check the graveyard, exile, and battlefield for library

-

manipulation cards, such as Brainstorm and cards with the scry mechanic. Once the library has

-

been shuffled, any manipulated cards are returned to their correct locations.

-

-

Shuffles performed by a judge as part of a remedy are not considered shuffles for game purposes.

-

1.4.

-

-

B

-

ACKING

-

U

-

P

-

-

Some infractions in this document permit the judge to consider the possibility of a backup. Due

-

to the amount of information that may become available to players and might affect their play,

-

backups are regarded as a solution of last resort, only applied in situations where leaving the

-

game in the current state is a substantially worse solution. A good backup will result in a

-

situation where the gained information makes no difference and the line of play remains the

-

same (excepting the error, which has been fixed). This means limiting backups to situations with

-

minimal decision trees.

+

Any penalty of Game Loss or higher should be reported to the Head Judge, and it is

+

recommended that only the Head Judge issue penalties of this nature (with the exception of

+

Tardiness (3.1) and Decklist Problems (3.4)).

+

+

Being enrolled in the tournament is not a requirement to receive a penalty. Although these

+

guidelines refer to players, other people in the venue, such as spectators, staff, or judges may be

+

enrolled into (and dropped from) the tournament in order to receive a penalty. Penalties are still

+

issued even if a player drops from the tournament before it would take effect.

+

+

Any time a penalty is issued, the judge must explain the infraction, the procedure for fixing the

+

situation, and the penalty to all players involved. If the Head Judge chooses to deviate from the

+

Infraction Procedure Guide, the Head Judge is expected to explain the standard penalty and the

+

reason for deviation.

+

+

Some infractions include remedies to handle the offense beyond the base penalty. These

+

procedures exist to protect officials from accusations of unfairness, bias, or favoritism. If a judge

+

makes a ruling that is consistent with quoted text, then the complaints of a player shift from

+

accusation of unfairness by the judge to accusations of unfair policy. Deviations from these

+

procedures may raise accusations against the judge from the player(s) involved, or from those

+

who hear about it. These procedures do not, and should not, take into account the game being

+

played, the current situation that the game is in, or who will benefit strategically from the

+

procedure associated with a penalty. While it is tempting to try to “fix” game situations, the

+

danger of missing a subtle detail or showing favoritism to a player (even unintentionally) makes

+

it a bad idea.

+

+

If an error leads to multiple related infractions, only issue one with the most severe penalty.

+

+

1.3.

+

+

R

+

ANDOMIZING A

+

L

+

IBRARY

+

+

The remedy for some infractions in this document includes shuffling the randomized portion of

+

the library. This requires first determining whether any portion of the library is non-random, such

+

as cards that have been manipulated on the top or bottom of the library, and separating those.

+

Check with both players to verify this, and check the graveyard, exile, and battlefield for library

+

manipulation cards, such as Brainstorm and cards with the scry mechanic. Once the library has

+

been shuffled, any manipulated cards are returned to their correct locations.

+

+

Shuffles performed by a judge as part of a remedy are not considered shuffles for game purposes.

+

1.4.

+

+

B

+

ACKING

+

U

+

P

+

+

Some infractions in this document permit the judge to consider the possibility of a backup. Due

+

to the amount of information that may become available to players and might affect their play,

+

backups are regarded as a solution of last resort, only applied in situations where leaving the

+

game in the current state is a substantially worse solution. A good backup will result in a

+

situation where the gained information makes no difference and the line of play remains the

+

same (excepting the error, which has been fixed). This means limiting backups to situations with

+

minimal decision trees.

+

-MTG_IPG_2024Apr15_EN-html.html +MTG_IPG_2024Sep23_EN-html.html
@@ -453,56 +454,55 @@ background image

6

-

-

Only the Head Judge may authorize a backup. At large tournaments, they may choose to delegate

-

this responsibility to Team Leaders.

-

-

To perform a backup, each individual action since the point of the error is reversed, starting with

-

the most recent ones and working backwards. Every action must be reversed; no parts of the

-

sequence should be omitted or reordered. If the identity of a card involved in reversing an action

-

is unknown to one of the players (usually because it was drawn), a random card is chosen from

-

the possible candidates. Actions that caused a player to learn the identity of cards at a specific

-

location in the library are reversed by shuffling those cards into the random portion of the library

-

unless they were subsequently drawn; cards being returned to the library as part of the backup

-

should not be shuffled at that stage if their identity was known to only one player.

-

-

Backups involving random/unknown elements should be approached with extreme caution,

-

especially if they cause or threaten to cause a situation in which a player will end up with

-

different cards than they would once they have correctly drawn those cards. For example,

-

returning cards to the library when a player has the ability to shuffle their library is not

-

something that should be done except in extreme situations.

-

-

Some remedies state a simple backup may be performed. A simple backup is backing up the last

-

action completed (or one currently in progress) and is sometimes used to make another portion of

-

the prescribed remedy smoother. A simple backup should not involve any random elements.

-

1.5.

-

-

S

-

ETS

-

-

Some infractions in this document refer to “sets” of cards. A set is a physically distinct group of

-

cards defined by a game rule or effect. It may correspond to a specific zone, or may only

-

represent a part of a zone. A set may consist of a single card.

-

-

Cards are considered to be part of a set until they join another set. There is no in-between state

-

and any card that has not yet been seen is part of the previous set (unless the new set is hidden).

+

Only the Head Judge may authorize a backup. At large tournaments, they may choose to delegate

+

this responsibility to Team Leaders.

+

+

To perform a backup, each individual action since the point of the error is reversed, starting with

+

the most recent ones and working backwards. Every action must be reversed; no parts of the

+

sequence should be omitted or reordered. If the identity of a card involved in reversing an action

+

is unknown to one of the players (usually because it was drawn), a random card is chosen from

+

the possible candidates. Actions that caused a player to learn the identity of cards at a specific

+

location in the library are reversed by shuffling those cards into the random portion of the library

+

unless they were subsequently drawn; cards being returned to the library as part of the backup

+

should not be shuffled at that stage if their identity was known to only one player.

+

+

Backups involving random/unknown elements should be approached with extreme caution,

+

especially if they cause or threaten to cause a situation in which a player will end up with

+

different cards than they would once they have correctly drawn those cards. For example,

+

returning cards to the library when a player has the ability to shuffle their library is not

+

something that should be done except in extreme situations.

+

+

Some remedies state a simple backup may be performed. A simple backup is backing up the last

+

action completed (or one currently in progress) and is sometimes used to make another portion of

+

the prescribed remedy smoother. A simple backup should not involve any random elements.

+

1.5.

+

+

S

+

ETS

+

+

Some infractions in this document refer to “sets” of cards. A set is a physically distinct group of

+

cards defined by a game rule or effect. It may correspond to a specific zone, or may only

+

represent a part of a zone. A set may consist of a single card.

+

+

Cards are considered to be part of a set until they join another set. There is no in-between state

+

and any card that has not yet been seen is part of the previous set (unless the new set is hidden).

-MTG_IPG_2024Apr15_EN-html.html +MTG_IPG_2024Sep23_EN-html.html
@@ -573,27 +573,27 @@

game state.

Once any of the above obligations has been fulfilled, further problems are treated as a Game Play

-

Error — Game Rule Violation.

+

Error — Game Rule Violation.

-

Triggered abilities that do nothing except create delayed triggered abilities automatically resolve

-

without requiring acknowledgment. Awareness of the resulting delayed trigger must be

-

demonstrated at the appropriate point. Triggered abilities that do nothing except create one or

-

more copies of a spell or ability (such as storm or cipher) automatically resolve, but awareness of

+

If the turn-based action of putting a lore counter on a Saga is missed, it should be handled as

+

though it was a missed trigger.

+

+

-MTG_IPG_2024Apr15_EN-html.html +MTG_IPG_2024Sep23_EN-html.html
@@ -602,224 +602,211 @@ background image

8

-

the resulting objects must be demonstrated using the same requirements as described above

-

(even though the objects may not be triggered abilities).

-

-

Abilities consisting of an action followed by “when you do” in the same ability are considered

-

communicated by the announcement of the action. This is most commonly the case for exert and

-

similar abilities.

+

Triggered abilities that do nothing except create delayed triggered abilities automatically resolve

+

without requiring acknowledgment. Awareness of the resulting delayed trigger must be

+

demonstrated at the appropriate point. Triggered abilities that do nothing except create one or

+

more copies of a spell or ability (such as storm or cipher) automatically resolve, but awareness of

+

the resulting objects must be demonstrated using the same requirements as described above

+

(even though the objects may not be triggered abilities).

-

If a triggered ability would have no impact on the game, it’s not an infraction to fail to

-

demonstrate awareness of it. For example, if the effect of a triggered ability instructs its

-

controller to sacrifice a creature, a player who controls no creatures isn’t required to demonstrate

-

awareness of the ability. Similarly, a player demonstrating awareness of an optional trigger with

-

no visible effect is assumed to have made the affirmative choice unless the opponent responds.

-

-

Judges do not intervene in a missed trigger situation unless they intend to issue a Warning or

-

have reason to suspect that the controller is intentionally missing their triggered abilities.

-

-

A player controlling another player is responsible for that player’s triggers in addition to their

-

own.

-

-

Examples

-

A.

-

-

Knight of Infamy (a 2/1 creature with exalted) attacks alone. Its controller says “Take

-

two.”

-

B.

-

-

A player forgets to remove the final time counter from a suspended spell and then draws

-

a card during their draw step.

-

C.

+

Abilities consisting of an action followed by “when you do” in the same ability are considered

+

communicated by the announcement of the action. This is most commonly the case for exert and

+

similar abilities.

+

+

If a triggered ability would have no impact on the game, it’s not an infraction to fail to

+

demonstrate awareness of it. For example, if the effect of a triggered ability instructs its

+

controller to sacrifice a creature, a player who controls no creatures isn’t required to demonstrate

+

awareness of the ability. Similarly, a player demonstrating awareness of an optional trigger with

+

no visible effect is assumed to have made the affirmative choice unless the opponent responds.

+

+

Judges do not intervene in a missed trigger situation unless they intend to issue a Warning or

+

have reason to suspect that the controller is intentionally missing their triggered abilities.

+

+

A player controlling another player is responsible for that player’s triggers in addition to their

+

own.

+

+

Examples

+

A.

-

A player casts Manic Vandal, then forgets its triggered ability by not choosing a target for

-

it. They realize this only after casting another spell.

-

D.

+

Knight of Infamy (a 2/1 creature with exalted) attacks alone. Its controller says “Take

+

two.”

+

B.

-

A player forgets to exile the Angel token created by Geist of Saint Traft at end of combat.

-

They realize the error when declaring blockers during the next turn.

-

Philosophy

-

Triggered abilities are common and invisible, so players should not be harshly penalized when

-

forgetting about one. Players are expected to remember their own triggered abilities;

-

intentionally ignoring one may be Unsporting Conduct — Cheating (unless the ability would

-

have no impact on the game as described above). Even if an opponent is involved in the

-

announcement or resolution of the ability, the controller is still responsible for ensuring the

-

opponents make the appropriate choices and take the appropriate actions. Opponents are not

-

required to point out triggered abilities that they do not control, though they may do so if they

-

wish.

-

-

Triggered abilities are assumed to be remembered until otherwise indicated, and the impact on

-

the game state may not be immediately apparent. The opponent’s benefit is in not having to point

-

out triggered abilities, although this does not mean that they can cause triggers to be missed. If

-

an opponent requires information about the precise timing of a triggered ability or needs details

-

about a game object that may be affected by a resolved triggered ability, that player may need to

-

acknowledge that ability’s existence before its controller does. A player who makes a play that

-

may or may not be legal depending on whether an opponent’s uncommunicated trigger has been

-

remembered has not committed an infraction; their play either succeeds, confirming that the

-

trigger has been missed, or is rewound.

+

A player forgets to remove the final time counter from a suspended spell and then draws

+

a card during their draw step.

+

C.

+

+

A player casts Manic Vandal, then forgets its triggered ability by not choosing a target for

+

it. They realize this only after casting another spell.

+

D.

+

+

A player forgets to exile the Angel token created by Geist of Saint Traft at end of combat.

+

They realize the error when declaring blockers during the next turn.

+

Philosophy

+

Triggered abilities are common and invisible, so players should not be harshly penalized when

+

forgetting about one. Players are expected to remember their own triggered abilities;

+

intentionally ignoring one may be Unsporting Conduct — Cheating (unless the ability would

+

have no impact on the game as described above). Even if an opponent is involved in the

+

announcement or resolution of the ability, the controller is still responsible for ensuring the

+

opponents make the appropriate choices and take the appropriate actions. Opponents are not

+

required to point out triggered abilities that they do not control, though they may do so if they

+

wish.

+

+

Triggered abilities are assumed to be remembered until otherwise indicated, and the impact on

+

the game state may not be immediately apparent. The opponent’s benefit is in not having to point

+

out triggered abilities, although this does not mean that they can cause triggers to be missed. If

+

an opponent requires information about the precise timing of a triggered ability or needs details

+

about a game object that may be affected by a resolved triggered ability, that player may need to

-MTG_IPG_2024Apr15_EN-html.html +MTG_IPG_2024Sep23_EN-html.html
-background image +background image

9

-

-

Players may not cause triggered abilities controlled by an opponent to be missed by taking game

-

actions or otherwise prematurely advancing the game. During an opponent’s turn, if a trigger’s

-

controller demonstrates awareness of the trigger before they take an active role (such as taking

-

an action or explicitly passing priority), the trigger is remembered. The Out-of-Order Sequencing

-

rules (MTR section 4.3) may also be applicable, especially as they relate to batches of actions or

-

resolving items on the stack in an improper order.

-

-

Additional Remedy

-

If the triggered ability is an enters-the-battlefield trigger of an Aura that affects only the

-

enchanted permanent and causes a visible change to that permanent, resolve the ability

-

immediately.

-

-

If the triggered ability is a delayed triggered ability that undoes a zone change (including token

-

creation) caused by the effect that created the delayed triggered ability, the opponent chooses

-

whether to resolve the ability the next time a player would get priority or when a player would

-

get priority at the start of the next phase. The new zone does not need to be the same as the one

-

the card was originally moved from.

-

-

For all other triggered abilities, if the ability was missed prior to the current phase in the previous

-

turn, instruct the players to continue playing. If the triggered ability created an effect whose

-

duration has already expired, instruct the players to continue playing.

-

-

If the triggered ability isn’t covered by the previous paragraphs, the opponent chooses whether

-

the triggered ability is added to the stack. If it is, it’s inserted at the appropriate place on the stack

-

if possible or on the bottom of the stack. No player may make choices for the triggered ability

-

involving objects that would not have been legal choices when the ability should have triggered.

-

For example, if the ability instructs a player to sacrifice a creature, that player can't sacrifice a

-

creature that wasn't on the battlefield when the ability should have triggered.

+

acknowledge that ability’s existence before its controller does. A player who makes a play that

+

may or may not be legal depending on whether an opponent’s uncommunicated trigger has been

+

remembered has not committed an infraction; their play either succeeds, confirming that the

+

trigger has been missed, or is rewound.

+

+

Players may not cause triggered abilities controlled by an opponent to be missed by taking game

+

actions or otherwise prematurely advancing the game. During an opponent’s turn, if a trigger’s

+

controller demonstrates awareness of the trigger before they take an active role (such as taking

+

an action or explicitly passing priority), the trigger is remembered. The Out-of-Order Sequencing

+

rules (MTR section 4.3) may also be applicable, especially as they relate to batches of actions or

+

resolving items on the stack in an improper order.

+

+

A triggered ability is considered to have triggered even if it was subsequently missed. Effects

+

that count or restrict the number of times a triggered ability can trigger will count the missed one.

+

+

Additional Remedy

+

If the triggered ability is an enters-the-battlefield trigger of an Aura that affects only the

+

enchanted permanent and causes a visible change to that permanent, resolve the ability

+

immediately.

+

+

If the triggered ability is a delayed triggered ability that undoes a zone change (including token

+

creation) caused by the effect that created the delayed triggered ability, the opponent chooses

+

whether to resolve the ability the next time a player would get priority or when a player would

+

get priority at the start of the next phase. The new zone does not need to be the same as the one

+

the card was originally moved from.

+

+

For all other triggered abilities, if the ability was missed prior to the current phase in the previous

+

turn, instruct the players to continue playing. If the triggered ability created an effect whose

+

duration has already expired, instruct the players to continue playing.

-

If the player is in the process of, or has just completed, an action that indicates the trigger has

-

been missed, and completing that action would change the effect of the trigger, a simple backup

-

may be performed on that action.

-

-

Upgrade

-

: If the triggered ability is usually considered detrimental for the controlling player and

-

they own the card responsible for the existence of the trigger, the penalty is a Warning. The

-

current game state is not a factor in determining this, though symmetrical abilities (such as

-

Howling Mine) may be considered usually detrimental or not depending on who is being

-

affected.

-

-

-

2.2. Game Play Error — Looking at Extra Cards

-

Warning

-

Definition

-

A player takes an action that may have enabled them to see the faces of cards that they were not

-

entitled to see.

-

+

If the triggered ability isn’t covered by the previous paragraphs, the opponent chooses whether

+

the triggered ability is added to the stack. If it is, it’s inserted at the appropriate place on the stack

+

if possible or on the bottom of the stack. No player may make choices for the triggered ability

+

involving objects that would not have been legal choices when the ability should have triggered.

+

For example, if the ability instructs a player to sacrifice a creature, that player can't sacrifice a

+

creature that wasn't on the battlefield when the ability should have triggered.

+

+

If the player is in the process of, or has just completed, an action that indicates the trigger has

+

been missed, and completing that action would change the effect of the trigger, a simple backup

+

may be performed on that action.

+

+

Upgrade

+

: If the triggered ability is usually considered detrimental for the controlling player and

+

they own the card responsible for the existence of the trigger, the penalty is a Warning. The

+

current game state is not a factor in determining this, though symmetrical abilities (such as

+

Howling Mine) may be considered usually detrimental or not depending on who is being

+

affected.

-MTG_IPG_2024Apr15_EN-html.html +MTG_IPG_2024Sep23_EN-html.html
-background image +background image

10

-

This penalty is applied only once if one or more cards are seen in the same action or sequence of

-

actions.

-

Examples

-

A. A player accidentally reveals (drops, flips over) a card while shuffling their opponent’s

-

library.

-

B. A player pulls up an extra card while drawing from their library.

-

C. A player sees the bottom card of their deck when presenting it to their opponent for

-

cutting/shuffling.

-

Philosophy

-

A player can accidentally look at extra cards easily and this infraction handles situations where a

-

dexterity or rules error has led to a player seeing cards that they shouldn’t have. Cards in a

-

library are considered to be there until they touch cards in another hidden set. Once those cards

-

have joined another hidden set, the infraction is Hidden Card Error or Game Rule Violation.

-

-

Players should not use this penalty to get a “free shuffle” or to attempt to shuffle away cards they

-

don’t want to draw; doing so may be Unsporting Conduct — Cheating. Players also are not

-

allowed to use this penalty as a stalling mechanism. The library is already randomized, so

-

shuffling in the revealed cards should not involve excessive effort.

-

Additional Remedy

-

If the cards were in the library, shuffle any previously unknown cards from a deck back into the

-

random portion of the library, then put any previously known cards back in their correct

-

locations.

-

-

-

2.3. Game Play Error — Hidden Card Error

-

Warning

-

Definition

-

A player commits an error in the game that cannot be corrected by only publicly available

-

information. It is not a Hidden Card Error if the opponent acknowledges the action or controls

-

the continuous effect modifying the game rule that made the action illegal. This infraction only

-

applies when a card whose identity is known to only one player is in a hidden set of cards both

-

before and after the error.

-

-

If an additional card is seen but not added to the set, the infraction is Game Play Error —

-

Looking at Extra Cards.

-

Examples

-

A.

-

-

A player draws four cards after casting Ancestral Recall.

-

B.

-

-

A player scries two cards when they should only have scried one.

-

C.

-

-

A player resolves a Dark Confidant trigger, but forgets to reveal the card before putting it

-

into their hand.

-

D.

-

-

A player has more cards in their hand than can be accounted for.

-

E.

-

-

A player casts Anticipate and picks up the top four cards of their library.

-

F.

-

-

A player, going first, draws for their turn.

+

+

+

2.2. Game Play Error — Looking at Extra Cards

+

Warning

+

Definition

+

A player takes an action that may have enabled them to see the faces of cards that they were not

+

entitled to see.

+

+

This penalty is applied only once if one or more cards are seen in the same action or sequence of

+

actions.

+

Examples

+

A. A player accidentally reveals (drops, flips over) a card while shuffling their opponent’s

+

library.

+

B. A player pulls up an extra card while drawing from their library.

+

C. A player sees the bottom card of their deck when presenting it to their opponent for

+

cutting/shuffling.

+

Philosophy

+

A player can accidentally look at extra cards easily and this infraction handles situations where a

+

dexterity or rules error has led to a player seeing cards that they shouldn’t have. Cards in a

+

library are considered to be there until they touch cards in another hidden set. Once those cards

+

have joined another hidden set, the infraction is Hidden Card Error or Game Rule Violation.

+

+

Players should not use this penalty to get a “free shuffle” or to attempt to shuffle away cards they

+

don’t want to draw; doing so may be Unsporting Conduct — Cheating. Players also are not

+

allowed to use this penalty as a stalling mechanism. The library is already randomized, so

+

shuffling in the revealed cards should not involve excessive effort.

+

Additional Remedy

+

If the cards were in the library, shuffle any previously unknown cards from a deck back into the

+

random portion of the library, then put any previously known cards back in their correct

+

locations.

+

+

+

2.3. Game Play Error — Hidden Card Error

+

Warning

+

Definition

+

A player commits an error in the game that cannot be corrected by only publicly available

+

information. It is not a Hidden Card Error if the opponent acknowledges the action or controls

+

the continuous effect modifying the game rule that made the action illegal. This infraction only

+

applies when a card whose identity is known to only one player is in a hidden set of cards both

+

before and after the error.

+

+

If an additional card is seen but not added to the set, the infraction is Game Play Error —

+

Looking at Extra Cards.

-MTG_IPG_2024Apr15_EN-html.html +MTG_IPG_2024Sep23_EN-html.html
@@ -828,275 +815,295 @@ background image

11

-

Philosophy

-

Though the game state cannot be reversed to the ‘correct’ state, this error can be mitigated by

-

giving the opponent sufficient knowledge and ability to offset the error so that it is less likely to

-

generate advantage.

-

-

If cards are placed into a public zone, then their order is known and the infraction can be handled

-

as a Game Rule Violation. Order cannot be determined from card faces only visible to one player

-

unless the card is in a uniquely identifiable position (such as on top of the library, or as the only

-

card in hand.)

-

-

Be careful not to apply this infraction in situations where a publicly-correctable error

-

subsequently leads to an uncorrectable situation

-

-

such as a Brainstorm cast using green mana. In

-

these situations, the infraction is based on that root cause.

-

-

Information about cards previously known by the opponent, such as cards previously revealed

-

while on the top of the library or by a previous look at the hand, may be taken into account while

-

determining the set of cards to which the remedy applies.

-

-

Always operate on the smallest set possible to remedy the error. This may mean applying the

-

remedy to only part of a set defined by an instruction. For example, if a player resolves Collected

-

Company, picks up three cards with one hand and then four cards with the other, the last drawn

-

set of four cards should be used for the remedy, instead of the full set of seven cards..

-

Additional Remedy

-

In cases where the infraction was immediately followed by moving a card from the affected set

-

to a known location, such as by discarding, putting cards on top of the library, or playing a land,

-

a simple backup to the point just after the error may be performed.

-

-

If the set of cards that contained the problem no longer exists, there is no remedy to be applied.

-

-

If the error put cards into a set prematurely and other operations involving cards in the set should

-

have been performed first, the player reveals the set of cards that contains the excess and their

-

opponent chooses a number of previously-unknown cards. Put those cards aside until the point at

-

which they should have been legally added, then return them to the set.

-

-

If the error involves one or more cards that were supposed to be revealed, the player reveals the

-

set of cards that contains the unrevealed cards and their opponent chooses that many previously-

-

unknown cards. Treat those as the cards that were ‘revealed’ and return them to the set that was

-

being selected from; the player then reperforms the action. If recreating the original selection set

-

and reperforming the action would be too disruptive, leave the selected cards in hand.

-

-

If a set affected by the error contains more cards than it is supposed to contain, the player reveals

-

the set of cards that contains the excess and their opponent chooses a number of previously-

-

unknown cards sufficient to reduce the set to the correct size. These excess cards are returned to

-

the correct location. If that location is the library, they should be shuffled into the random portion

-

unless the owner previously knew the identity of the card/cards illegally moved; that many cards,

-

chosen by the opponent, are returned to the original location instead. For example, if a player

+

Examples

+

A.

+

+

A player draws four cards after casting Ancestral Recall.

+

B.

+

+

A player scries two cards when they should only have scried one.

+

C.

+

+

A player resolves a Dark Confidant trigger, but forgets to reveal the card before putting it

+

into their hand.

+

D.

+

+

A player has more cards in their hand than can be accounted for.

+

E.

+

+

A player casts Anticipate and picks up the top four cards of their library.

+

F.

+

+

A player, going first, draws for their turn.

+

Philosophy

+

Though the game state cannot be reversed to the ‘correct’ state, this error can be mitigated by

+

giving the opponent sufficient knowledge and ability to offset the error so that it is less likely to

+

generate advantage.

+

+

If cards are placed into a public zone, then their order is known and the infraction can be handled

+

as a Game Rule Violation. Order cannot be determined from card faces only visible to one player

+

unless the card is in a uniquely identifiable position (such as on top of the library, or as the only

+

card in hand.)

+

+

Be careful not to apply this infraction in situations where a publicly-correctable error

+

subsequently leads to an uncorrectable situation

+

+

such as a Brainstorm cast using green mana. In

+

these situations, the infraction is based on that root cause.

+

+

Information about cards previously known by the opponent, such as cards previously revealed

+

while on the top of the library or by a previous look at the hand, may be taken into account while

+

determining the set of cards to which the remedy applies.

+

+

Always operate on the smallest set possible to remedy the error. This may mean applying the

+

remedy to only part of a set defined by an instruction. For example, if a player resolves Collected

+

Company, picks up three cards with one hand and then four cards with the other, the last drawn

+

set of four cards should be used for the remedy, instead of the full set of seven cards..

+

Additional Remedy

+

In cases where the infraction was immediately followed by moving a card from the affected set

+

to a known location, such as by discarding, putting cards on top of the library, or playing a land,

+

a simple backup to the point just after the error may be performed.

+

+

If the set of cards that contained the problem no longer exists, there is no remedy to be applied.

+

+

If the error put cards into a set prematurely and other operations involving cards in the set should

+

have been performed first, the player reveals the set of cards that contains the excess and their

+

opponent chooses a number of previously-unknown cards. Put those cards aside until the point at

+

which they should have been legally added, then return them to the set.

+

+

If the error involves one or more cards that were supposed to be revealed, the player reveals the

+

set of cards that contains the unrevealed cards and their opponent chooses that many previously-

+

unknown cards. Treat those as the cards that were ‘revealed’ and return them to the set that was

-MTG_IPG_2024Apr15_EN-html.html +MTG_IPG_2024Sep23_EN-html.html
-background image +background image

12

-

playing with Sphinx of Jwar Isle illegally draws a card, that card should be returned to the top of

-

the library.

-

-

Upgrade

-

: If a face-down card cast using a morph or disguise ability is on the battlefield during

-

the game and does not have the relevant ability printed on the card, the penalty is a Game Loss.

-

If the player has one or more cards with the same ability in hand, has not added previously

-

unknown cards to their hand since casting the card found in violation, and has self-reported the

-

error before an effect that would reveal it is played, the upgrade does not apply and they may

-

swap the card for a card with the appropriate ability in hand.

-

-

-

2.4. Game Play Error — Mulligan Procedure Error

-

Warning

-

Definition

-

A player makes an error in one of the steps of the mulligan process. Once the mulligan process is

-

complete and the game begins, excess cards arising from an improper mulligan is a Game Play

-

Error — Hidden Card Error and too few cards is a Game Play Error — Game Rule Violation.

-

-

Unintentional process errors that provide no advantage, such as declaring an intent to mulligan

-

early or exiling too many cards to Serum Powder, are not an infraction.

-

Examples

-

A.

-

-

A player draws eight cards at the start of the game (instead of seven).

-

B.

-

-

A player chooses to not take a mulligan then takes a mulligan after seeing their opponent

-

choose to take a mulligan.

-

Philosophy

-

Errors prior to the beginning of the game have a less disruptive option—a forced mulligan—that

-

is not available at any other point during the game.

-

Additional Remedy

-

The player takes an additional mulligan.

-

-

-

-

2.5. Game Play Error — Game Rule Violation

-

Warning

-

Definition

-

This infraction covers the majority of game situations in which a player makes an error or fails to

-

follow a game procedure correctly. It handles violations of the Comprehensive Rules that are not

-

covered by the other Game Play Errors.

-

Examples

-

A.

-

-

A player casts Wrath of God for 3W (actual cost 2WW).

-

B.

-

-

A player does not attack with a creature that must attack each turn.

-

C.

-

-

A player fails to put a creature with lethal damage into a graveyard and it is not noticed

-

until several turns later.

-

D.

-

-

A Phyrexian Revoker is on the battlefield that should have had a card named for it.

+

being selected from; the player then reperforms the action. If recreating the original selection set

+

and reperforming the action would be too disruptive, leave the selected cards in hand.

+

+

If a set affected by the error contains more cards than it is supposed to contain, the player reveals

+

the set of cards that contains the excess and their opponent chooses a number of previously-

+

unknown cards sufficient to reduce the set to the correct size. These excess cards are returned to

+

the correct location. If that location is the library, they should be shuffled into the random portion

+

unless the owner previously knew the identity of the card/cards illegally moved; that many cards,

+

chosen by the opponent, are returned to the original location instead. For example, if a player

+

playing with Sphinx of Jwar Isle illegally draws a card, that card should be returned to the top of

+

the library.

+

+

Upgrade

+

: If a face-down card cast using a morph or disguise ability is on the battlefield during

+

the game and does not have the relevant ability printed on the card, the penalty is a Game Loss.

+

If the player has one or more cards with the same ability in hand, has not added previously

+

unknown cards to their hand since casting the card found in violation, and has self-reported the

+

error before an effect that would reveal it is played, the upgrade does not apply and they may

+

swap the card for a card with the appropriate ability in hand.

+

+

+

2.4. Game Play Error — Mulligan Procedure Error

+

Warning

+

Definition

+

A player makes an error in one of the steps of the mulligan process. Once the mulligan process is

+

complete and the game begins, excess cards arising from an improper mulligan is a Game Play

+

Error — Hidden Card Error and too few cards is a Game Play Error — Game Rule Violation.

+

+

Unintentional process errors that provide no advantage, such as declaring an intent to mulligan

+

early or exiling too many cards to Serum Powder, are not an infraction.

+

Examples

+

A.

+

+

A player draws eight cards at the start of the game (instead of seven).

+

B.

+

+

A player chooses to not take a mulligan then takes a mulligan after seeing their opponent

+

choose to take a mulligan.

+

Philosophy

+

Errors prior to the beginning of the game have a less disruptive option—a forced mulligan—that

+

is not available at any other point during the game.

+

Additional Remedy

+

The player takes an additional mulligan.

+

-MTG_IPG_2024Apr15_EN-html.html +MTG_IPG_2024Sep23_EN-html.html
-background image +background image

13

-

E.

-

-

A player casts Brainstorm and forgets to put two cards back on top of their library.

-

Philosophy

-

While Game Rule Violations can be attributed to one player, they usually occur publicly and

-

both players are expected to be mindful of what is happening in the game. It is tempting to try

-

and “fix” these errors, but it is important that they be handled consistently, regardless of their

-

impact on the game.

-

Additional Remedy

-

First, consider a simple backup (see section 1.4).

-

-

If a simple backup is not sufficient and the infraction falls into one or more of the following

-

categories, and only into those categories, perform the appropriate partial fix:

-

-

-

-

If a player forgot to untap one or more permanents at the start of their turn and it is still

-

the same turn, untap them.

-

-

-

If a player made an illegal choice (including no choice where required) for a static ability

-

generating a continuous effect still on the battlefield, that player makes a legal choice.

-

-

-

If a player failed to draw cards, discard cards, or return cards from their hand to another

-

zone, that player does so.

-

-

-

If an object is in an incorrect zone either due to a required zone change being missed or

-

due to being put into the wrong zone during a zone change, the exact object is still known

-

to all players, and it can be moved with only minor disruption to the current state of the

-

game, put the object in the correct zone.

-

-

-

If damage assignment order has not been declared, the appropriate player chooses that

-

order.

-

-

For each of these fixes, a simple backup may be performed beforehand if it makes applying the

-

fix smoother. Triggered abilities are generated from these partial fixes only if they would have

-

occurred had the action been taken at the correct time.

-

-

Otherwise, a full backup may be considered or the game state may be left as is.

-

-

If the game has proceeded past a point where an opponent could reasonably be expected to notice

-

the error, the opponent has also committed an infraction. In most cases, the infraction is Game

-

Play Error — Failure to Maintain Game State. However, if the judge believes that both players

-

were responsible for the Game Rule Violation, such as due to the opponent controlling the

-

continuous effect modifying the rules of the game that led to the Game Rule Violation or a

-

player taking action based on another player’s instruction, they have instead committed a Game

-

Play Error — Game Rule Violation. For example, if a player casts Path to Exile on an

-

opponent’s creature and the opponent puts the creature into the graveyard, once the game has

-

continued both players will have committed a Game Rule Violation.

+

+

+

2.5. Game Play Error — Game Rule Violation

+

Warning

+

Definition

+

This infraction covers the majority of game situations in which a player makes an error or fails to

+

follow a game procedure correctly. It handles violations of the Comprehensive Rules that are not

+

covered by the other Game Play Errors.

+

Examples

+

A.

+

+

A player casts Wrath of God for 3W (actual cost 2WW).

+

B.

+

+

A player does not attack with a creature that must attack each turn.

+

C.

+

+

A player fails to put a creature with lethal damage into a graveyard and it is not noticed

+

until several turns later.

+

D.

+

+

A Phyrexian Revoker is on the battlefield that should have had a card named for it.

+

E.

+

+

A player casts Brainstorm and forgets to put two cards back on top of their library.

+

Philosophy

+

While Game Rule Violations can be attributed to one player, they usually occur publicly and

+

both players are expected to be mindful of what is happening in the game. It is tempting to try

+

and “fix” these errors, but it is important that they be handled consistently, regardless of their

+

impact on the game.

+

Additional Remedy

+

First, consider a simple backup (see section 1.4).

+

+

If a simple backup is not sufficient and the infraction falls into one or more of the following

+

categories, and only into those categories, perform the appropriate partial fix:

+

+

+

+

If a player forgot to untap one or more permanents at the start of their turn and it is still

+

the same turn, untap them.

+

+

+

If a player made an illegal choice (including no choice where required) for a static ability

+

generating a continuous effect still on the battlefield, that player makes a legal choice.

+

+

+

If a player failed to draw cards, discard cards, or return cards from their hand to another

+

zone, that player does so.

+

+

+

If an object is not in the correct zone, the exact object is still known to all players, and it

+

can be moved with only minor disruption to the current state of the game, put the object

+

in the correct zone. This only applies if the object being in the wrong zone is the Game

+

Rule Violation, and not if it is the consequence of a different error.

+

+

+

If damage assignment order has not been declared, the appropriate player chooses that

+

order.

+

+

For each of these fixes, a simple backup may be performed beforehand if it makes applying the

+

fix smoother. Triggered abilities are generated from these partial fixes only if they would have

+

occurred had the action been taken at the correct time.

+

+

Otherwise, a full backup may be considered or the game state may be left as is.

+

-MTG_IPG_2024Apr15_EN-html.html +MTG_IPG_2024Sep23_EN-html.html
-background image +background image

14

-

-

-

2.6. Game Play Error — Failure to Maintain Game State

-

Warning

-

Definition

-

A player allows another player in the game to commit a Game Play Error and does not point it

-

out immediately. If a judge believes a player is intentionally not pointing out other players’

-

illegal actions, either for their own advantage, or in the hope of bringing it up at a more

-

strategically advantageous time, they should consider an Unsporting Conduct — Cheating

-

infraction. Not reminding an opponent about their triggered abilities is never Failure to Maintain

-

Game State nor Cheating.

-

Examples

-

A.

-

-

A player’s opponent forgets to reveal the card searched for by Worldly Tutor. It is not

-

noticed until the end of turn.

-

B.

-

-

A player does not notice that their opponent has Armadillo Cloak on a creature with

-

protection from green.

-

Philosophy

-

If an error is caught before a player could gain advantage, then the dangers of the ongoing game

-

state becoming corrupted are much lower. If the error is allowed to persist, at least some of the

-

fault lies with the opponent, who has also failed to notice the error.

-

-

+

If the game has proceeded past a point where an opponent could reasonably be expected to notice

+

the error, the opponent has also committed an infraction. In most cases, the infraction is Game

+

Play Error — Failure to Maintain Game State. However, if the judge believes that both players

+

were responsible for the Game Rule Violation, such as due to the opponent controlling the

+

continuous effect modifying the rules of the game that led to the Game Rule Violation or a

+

player taking action based on another player’s instruction, they have instead committed a Game

+

Play Error — Game Rule Violation. For example, if a player casts Path to Exile on an

+

opponent’s creature and the opponent puts the creature into the graveyard, once the game has

+

continued both players will have committed a Game Rule Violation.

+

+

+

2.6. Game Play Error — Failure to Maintain Game State

+

Warning

+

Definition

+

A player allows another player in the game to commit a Game Play Error and does not point it

+

out immediately. If a judge believes a player is intentionally not pointing out other players’

+

illegal actions, either for their own advantage, or in the hope of bringing it up at a more

+

strategically advantageous time, they should consider an Unsporting Conduct — Cheating

+

infraction. Not reminding an opponent about their triggered abilities is never Failure to Maintain

+

Game State nor Cheating.

+

Examples

+

A.

+

+

A player’s opponent forgets to reveal the card searched for by Worldly Tutor. It is not

+

noticed until the end of turn.

+

B.

+

+

A player does not notice that their opponent has Armadillo Cloak on a creature with

+

protection from green.

+

Philosophy

+

If an error is caught before a player could gain advantage, then the dangers of the ongoing game

+

state becoming corrupted are much lower. If the error is allowed to persist, at least some of the

+

fault lies with the opponent, who has also failed to notice the error.

+

+

-MTG_IPG_2024Apr15_EN-html.html +MTG_IPG_2024Sep23_EN-html.html
@@ -1173,16 +1180,16 @@ -MTG_IPG_2024Apr15_EN-html.html +MTG_IPG_2024Sep23_EN-html.html
@@ -1255,15 +1262,15 @@ -MTG_IPG_2024Apr15_EN-html.html +MTG_IPG_2024Sep23_EN-html.html
@@ -1339,14 +1346,14 @@ -MTG_IPG_2024Apr15_EN-html.html +MTG_IPG_2024Sep23_EN-html.html
@@ -1403,17 +1410,17 @@ -MTG_IPG_2024Apr15_EN-html.html +MTG_IPG_2024Sep23_EN-html.html
@@ -1484,21 +1491,20 @@ -MTG_IPG_2024Apr15_EN-html.html +MTG_IPG_2024Sep23_EN-html.html
-background image +background image

20

deck is valid. Judges should always be mindful of the abuse possibilities when investigating

@@ -1525,251 +1531,258 @@

players.

Upgrade:

-

While presented to the opponent for pre-game shuffling or during a deckcheck, if it is

-

discovered that a deck contains an invalid number of cards (and any missing cards are not in the

-

opponent’s deck) or a sideboard contains too many cards, the penalty is a Game Loss.

-

-

Upgrade:

-

If an opponent may have made strategic decisions based on the presence of a

-

sideboard card (such as having seen it in the hand or library during a search effect), the penalty is

-

a Game Loss.

-

-

Upgrade:

-

If an error resulted in more copies of a main deck card being played than were

-

registered or allowed by companion restriction, the penalty is a Game Loss unless all copies of

-

the card are still in the random portion of the library. For example if the decklist has two copies

-

of Shock in the main deck and two in the sideboard, but a search finds two copies of Shock in the

-

library with another already in the graveyard, the penalty is upgraded.

-

-

-

3.6. Tournament Error — Limited Procedure Violation

-

Warning

-

Definition

-

A player commits a technical error during a draft.

-

Examples

-

A.

-

-

A player passes a booster to their left when it is supposed to go to their right.

-

B.

-

-

A player exceeds the amount of time allotted for a draft pick.

-

C.

-

-

A player puts a card on top of their draft pile, then pulls it back.

+

In games before sideboarding, while the deck is presented to the opponent for pre-

+

game shuffling or during a deckcheck, if the deck contains fewer cards than registered (and any

+

missing cards are not in the opponent’s deck) or the sideboard contains more cards than

+

registered, the penalty is a Game Loss.

+

+

In games after sideboarding, while the deck is presented to the opponent for pre-game shuffling

+

or during a deckcheck, if the deck contains fewer cards than the format minimum (and any

+

missing cards are not in the opponent’s deck) or the sideboard contains more cards than the

+

format maximum, the penalty is a Game Loss.

+

+

Upgrade:

+

If an opponent may have made strategic decisions based on the presence of a

+

sideboard card (such as having seen it in the hand or library during a search effect), the penalty is

+

a Game Loss.

+

+

Upgrade:

+

If an error resulted in more copies of a main deck card being played than were

+

registered or allowed by companion restriction, the penalty is a Game Loss unless all copies of

+

the card are still in the random portion of the library. For example if the decklist has two copies

+

of Shock in the main deck and two in the sideboard, but a search finds two copies of Shock in the

+

library with another already in the graveyard, the penalty is upgraded.

-MTG_IPG_2024Apr15_EN-html.html +MTG_IPG_2024Sep23_EN-html.html
-background image +background image

21

-

D.

-

-

A player moves their head to the side at inappropriate times.

-

Philosophy

-

Errors in draft are disruptive and may become more so if they are not caught quickly.

-

Announcements prior to the draft or the specific tournament rules for the format may specify

-

additional penalties for Limited Procedure Violations.

-

-

-

3.7. Tournament Error — Communication Policy Violation

-

Warning

-

Definition

-

A player violates the Communication policies detailed in section 4 of the

-

Magic

-

Tournament

-

Rules and the judge believes their opponent has taken an in-game action or clearly chosen not to

-

act based on the erroneous information. This infraction only applies to violations of that policy

-

and not to general communication confusion.

-

Examples

-

A.

-

-

A player is asked how many cards they have in their hand and answers “Three.” A few

-

moments later, their opponent casts a discard spell and they realize that they have four.

-

B.

-

-

A player keeps their Llanowar Elf in with their land, and their opponent attacks thinking

-

they have no blockers.

-

C.

-

-

A player casts Path to Exile, forgets to remind their opponent that they have the

-

opportunity to search for a basic land and, as a result, they don’t.

-

Philosophy

-

Clear communication is essential when playing

-

Magic

-

. Though many offenses will be

-

intentional, it is possible for a player to make a genuine mistake that causes confusion and these

-

should not be penalized harshly.

-

-

A player may commit this infraction in situations where they have not spoken. A physically

-

ambiguous board state is not automatically a penalty, but judges are encouraged to tell players to

-

fix ambiguous placements before they might become problematic.

-

-

Misapplication of a shortcut is usually not a Communication Policy Violation, as the default

-

interpretation applies in ambiguous situations and the opponent is able to act on that shortcut.

-

Any deviation from a tournament shortcut requires a clear explanation.

-

Additional Remedy

-

A backup may be considered to the point of the action, not the erroneous communication.

-

-

-

3.8. Tournament Error — Marked Cards

-

Warning

-

Definition

-

Cards or sleeves in a player’s deck have inconsistencies on them that might allow them to be

-

differentiated from each other while in the library. This includes scuff marks, nail marks,

-

discoloration, bent corners, and curving from foils.

+

+

+

3.6. Tournament Error — Limited Procedure Violation

+

Warning

+

Definition

+

A player commits a technical error during a draft.

+

Examples

+

A.

+

+

A player passes a booster to their left when it is supposed to go to their right.

+

B.

+

+

A player exceeds the amount of time allotted for a draft pick.

+

C.

+

+

A player puts a card on top of their draft pile, then pulls it back.

+

D.

+

+

A player moves their head to the side at inappropriate times.

+

Philosophy

+

Errors in draft are disruptive and may become more so if they are not caught quickly.

+

Announcements prior to the draft or the specific tournament rules for the format may specify

+

additional penalties for Limited Procedure Violations.

+

+

+

3.7. Tournament Error — Communication Policy Violation

+

Warning

+

Definition

+

A player violates the Communication policies detailed in section 4 of the

+

Magic

+

Tournament

+

Rules and the judge believes their opponent has taken an in-game action or clearly chosen not to

+

act based on the erroneous information. This infraction only applies to violations of that policy

+

and not to general communication confusion.

+

Examples

+

A.

+

+

A player is asked how many cards they have in their hand and answers “Three.” A few

+

moments later, their opponent casts a discard spell and they realize that they have four.

+

B.

+

+

A player keeps their Llanowar Elf in with their land, and their opponent attacks thinking

+

they have no blockers.

+

C.

+

+

A player casts Path to Exile, forgets to remind their opponent that they have the

+

opportunity to search for a basic land and, as a result, they don’t.

+

Philosophy

+

Clear communication is essential when playing

+

Magic

+

. Though many offenses will be

+

intentional, it is possible for a player to make a genuine mistake that causes confusion and these

+

should not be penalized harshly.

+

+

A player may commit this infraction in situations where they have not spoken. A physically

+

ambiguous board state is not automatically a penalty, but judges are encouraged to tell players to

+

fix ambiguous placements before they might become problematic.

+

+

Misapplication of a shortcut is usually not a Communication Policy Violation, as the default

+

interpretation applies in ambiguous situations and the opponent is able to act on that shortcut.

+

Any deviation from a tournament shortcut requires a clear explanation.

-MTG_IPG_2024Apr15_EN-html.html +MTG_IPG_2024Sep23_EN-html.html
-background image +background image

22

-

Examples

-

A.

-

-

A player has small marks on a few of their sleeves. The markings are on a Mountain, a

-

Loxodon Hierarch, and a Lightning Helix.

-

B.

-

-

A player has several foil cards that stand out significantly from the rest of their deck.

-

C.

-

-

The basic lands in a player’s unsleeved deck are from a set with notably lighter backs.

-

Philosophy

-

Sleeves and cards often become worn over the course of a tournament, and, as long as the player

-

is not attempting to take advantage of this, addressing the situation is sufficient in most cases.

-

Note that almost all sleeves can be considered marked in some way; judges should keep this in

-

mind when determining penalties. In cases of marked cards, educating players to shuffle their

-

cards and sleeves before sleeving the cards is very important.

-

-

This infraction applies only to cards in a player’s deck. Differently-marked sleeves in the

-

sideboard are not illegal unless they are put into the deck without being changed. Unless

-

investigating, judges are encouraged to alert players about concerns with marked sideboard

-

cards.

-

Additional Remedy

-

The player needs to replace the card(s) or sleeve(s) with an unmarked version or, if no sleeves

-

are being used, use sleeves that conceal the markings. If the cards themselves have become

-

marked through play in the tournament, the Head Judge may decide to issue a proxy.

-

-

Upgrade

-

: If the player is unable to find replacement cards, they may replace those cards with

-

any combination of cards named Plains, Island, Swamp, Mountain or Forest. As the decklist is

-

being changed to match the new contents of the deck, the penalty is a Game Loss. This change

-

may be reverted at a later point without further penalty if replacements for marked cards are

-

found.

-

-

Upgrade

-

: If the Head Judge believes that a deck’s owner noticing the pattern of markings would

-

be able to gain substantial advantage from this knowledge, the penalty is a Game Loss.

-


3.9. Tournament Error — Insufficient Shuffling

-

Warning

-

Definition

-

A player unintentionally fails to sufficiently shuffle their deck or a portion of their deck before

-

presenting it to their opponent, or fails to present it to their opponent for further randomization.

-

A deck is not shuffled if the judge believes a player could know the position or distribution of

-

one or more cards in their deck.

-

Examples

-

A.

-

-

A player forgets to shuffle their library after searching for a card.

-

B.

-

-

A player searches for a card, then gives the library a single riffle-shuffle before

-

presenting the library to their opponent.

-

C.

-

-

A player fails to shuffle the portion of their library revealed during the resolution of a

-

cascade ability.

+

Additional Remedy

+

A backup may be considered to the point of the action, not the erroneous communication.

+

+

+

3.8. Tournament Error — Marked Cards

+

Warning

+

Definition

+

Cards or sleeves in a player’s deck have inconsistencies on them that might allow them to be

+

differentiated from each other while in the library. This includes scuff marks, nail marks,

+

discoloration, bent corners, and curving from foils.

+

Examples

+

A.

+

+

A player has small marks on a few of their sleeves. The markings are on a Mountain, a

+

Loxodon Hierarch, and a Lightning Helix.

+

B.

+

+

A player has several foil cards that stand out significantly from the rest of their deck.

+

C.

+

+

The basic lands in a player’s unsleeved deck are from a set with notably lighter backs.

+

Philosophy

+

Sleeves and cards often become worn over the course of a tournament, and, as long as the player

+

is not attempting to take advantage of this, addressing the situation is sufficient in most cases.

+

Note that almost all sleeves can be considered marked in some way; judges should keep this in

+

mind when determining penalties. In cases of marked cards, educating players to shuffle their

+

cards and sleeves before sleeving the cards is very important.

+

+

This infraction applies only to cards in a player’s deck. Differently-marked sleeves in the

+

sideboard are not illegal unless they are put into the deck without being changed. Unless

+

investigating, judges are encouraged to alert players about concerns with marked sideboard

+

cards.

+

Additional Remedy

+

The player needs to replace the card(s) or sleeve(s) with an unmarked version or, if no sleeves

+

are being used, use sleeves that conceal the markings. If the cards themselves have become

+

marked through play in the tournament, the Head Judge may decide to issue a proxy.

+

+

Upgrade

+

: If the player is unable to find replacement cards, they may replace those cards with

+

any combination of cards named Plains, Island, Swamp, Mountain or Forest. As the decklist is

+

being changed to match the new contents of the deck, the penalty is a Game Loss. This change

+

may be reverted at a later point without further penalty if replacements for marked cards are

+

found.

+

+

Upgrade

+

: If the Head Judge believes that a deck’s owner noticing the pattern of markings would

+

be able to gain substantial advantage from this knowledge, the penalty is a Game Loss.

+

-MTG_IPG_2024Apr15_EN-html.html +MTG_IPG_2024Sep23_EN-html.html
-background image +background image

23

-

Philosophy

-

Players are expected to shuffle their deck thoroughly when it is required and are expected to have

-

the skill and understanding of randomization to do so. However, as the opponent has the

-

opportunity to shuffle after the player does, the potential for advantage is lowered if tournament

-

policy is followed.

-

-

Any time cards in a deck could be seen, including during shuffling, it is no longer shuffled, even

-

if the player only knows the position of one or two cards. Players are expected to take care in

-

shuffling not to reveal cards to themselves, their teammates, or their opponents.

-

-

A player should shuffle their deck using multiple methods. Patterned pile-shuffling is only

-

allowed at the start of a game. Any manipulation, weaving, or stacking prior to randomization is

-

acceptable, as long as the deck is thoroughly shuffled afterwards.

-

Additional Remedy

-

Shuffle the appropriate portion of the deck thoroughly.

-

-

-

+

3.9. Tournament Error — Insufficient Shuffling

+

Warning

+

Definition

+

A player unintentionally fails to sufficiently shuffle their deck or a portion of their deck before

+

presenting it to their opponent, or fails to present it to their opponent for further randomization.

+

A deck is not shuffled if the judge believes a player could know the position or distribution of

+

one or more cards in their deck.

+

Examples

+

A.

+

+

A player forgets to shuffle their library after searching for a card.

+

B.

+

+

A player searches for a card, then gives the library a single riffle-shuffle before

+

presenting the library to their opponent.

+

C.

+

+

A player fails to shuffle the portion of their library revealed during the resolution of a

+

cascade ability.

+

Philosophy

+

Players are expected to shuffle their deck thoroughly when it is required and are expected to have

+

the skill and understanding of randomization to do so. However, as the opponent has the

+

opportunity to shuffle after the player does, the potential for advantage is lowered if tournament

+

policy is followed.

+

+

Any time cards in a deck could be seen, including during shuffling, it is no longer shuffled, even

+

if the player only knows the position of one or two cards. Players are expected to take care in

+

shuffling not to reveal cards to themselves, their teammates, or their opponents.

+

+

A player should shuffle their deck using multiple methods. Patterned pile-shuffling is only

+

allowed at the start of a game. Any manipulation, weaving, or stacking prior to randomization is

+

acceptable, as long as the deck is thoroughly shuffled afterwards.

+

Additional Remedy

+

Shuffle the appropriate portion of the deck thoroughly.

+

+

+

-MTG_IPG_2024Apr15_EN-html.html +MTG_IPG_2024Sep23_EN-html.html
@@ -1840,15 +1853,15 @@ -MTG_IPG_2024Apr15_EN-html.html +MTG_IPG_2024Sep23_EN-html.html
@@ -1921,15 +1934,15 @@ -MTG_IPG_2024Apr15_EN-html.html +MTG_IPG_2024Sep23_EN-html.html
@@ -2003,15 +2016,15 @@ -MTG_IPG_2024Apr15_EN-html.html +MTG_IPG_2024Sep23_EN-html.html
@@ -2094,16 +2107,16 @@ -MTG_IPG_2024Apr15_EN-html.html +MTG_IPG_2024Sep23_EN-html.html
@@ -2181,14 +2194,14 @@ -MTG_IPG_2024Apr15_EN-html.html +MTG_IPG_2024Sep23_EN-html.html
@@ -2217,15 +2230,15 @@ -MTG_IPG_2024Apr15_EN-html.html +MTG_IPG_2024Sep23_EN-html.html
@@ -2305,17 +2318,17 @@ -MTG_IPG_2024Apr15_EN-html.html +MTG_IPG_2024Sep23_EN-html.html
@@ -2338,45 +2351,60 @@

ERSIONS

-

April 15, 2024

-

2.3

-

: Made it clearer that a morph returned to hand without reveal is not part of the upgrade path.

-

-

2.3

-

: Added a clarification that the player needs to identify a morph problem before it is about to be

-

discovered by the opponent.

-

3.4

-

: Added wording to make presenting the wrong decklist to an opponent a Decklist Problem.

-

3.5

-

: Clarity on the order of when things happen once a problem has been discovered.

-

3.5

-

: Companion restriction fix now parallels the normal error fix.

+

September 23, 2024

+

1.2

+

: Removed specific details of how penalties are collected and stored, as it varies depending on the

+

software being used.

+

2.1

+

: Treat missed Saga turn actions as missed triggers.

+

2.1

+

: Missed triggers still count as having triggered.

+

2.5

+

: Object-in-wrong-zone changed to always be a partial fix, but only when the incorrect zone is the

+

root GRV.

3.5

-

: Removed the requirement that multiple copies of the card have to be discovered after the game has

-

begun (can now happen during pregame procedures).

+

: Wrong number of cards upgrade has been split into two paragraphs for clarity, as it has slightly

+

different criteris for pre- and post-sideboard games.

-

February 2, 2024

+

April 15, 2024

2.3

-

: Upgrade language changed to account for disguise ability.

-

-

-

November 13, 2023

-

3.5

-

: Rephrased first sentences in the remedy to make the order of actions clearer.

-

4.2

-

: Added intentional misgendering as an example of USC-Major.

-

-

September 4, 2023

-

1.1

-

: Added link to report disqualifications. Removed outdated link to additional DQ information.

-

2.1

-

: Missed triggers can now do a simple backup in limited situations.

-

3.5

-

: Opponent chooses the timing of when to return the cards to the deck.

-

-

-

All trademarks are property of Wizards of the Coast LLC in the U.S.A. and other countries. ©2024 Wizards.

-

+

: Made it clearer that a morph returned to hand without reveal is not part of the upgrade path.

+

+

2.3

+

: Added a clarification that the player needs to identify a morph problem before it is about to be

+

discovered by the opponent.

+

3.4

+

: Added wording to make presenting the wrong decklist to an opponent a Decklist Problem.

+

3.5

+

: Clarity on the order of when things happen once a problem has been discovered.

+

3.5

+

: Companion restriction fix now parallels the normal error fix.

+

3.5

+

: Removed the requirement that multiple copies of the card have to be discovered after the game has

+

begun (can now happen during pregame procedures).

+

+

February 2, 2024

+

2.3

+

: Upgrade language changed to account for disguise ability.

+

+

+

November 13, 2023

+

3.5

+

: Rephrased first sentences in the remedy to make the order of actions clearer.

+

4.2

+

: Added intentional misgendering as an example of USC-Major.

+

+

September 4, 2023

+

1.1

+

: Added link to report disqualifications. Removed outdated link to additional DQ information.

+

2.1

+

: Missed triggers can now do a simple backup in limited situations.

+

3.5

+

: Opponent chooses the timing of when to return the cards to the deck.

+

+

+

All trademarks are property of Wizards of the Coast LLC in the U.S.A. and other countries. ©2024 Wizards.

+

diff --git a/mobile/src/main/res/raw/jar.html b/mobile/src/main/res/raw/jar.html index a4069615..10f6e632 100644 --- a/mobile/src/main/res/raw/jar.html +++ b/mobile/src/main/res/raw/jar.html @@ -1,170 +1,170 @@ -2024-07-27 +2024-09-01 -MTG_JAR_2024Aug2_EN-html.html +MTG_JAR_2024Sep23_EN-html.html
-background image +background image

Judging at Regular Rules Enforcement Level (REL)

-

Updated August 5, 2024

-

Most

-

Magic

-

™ players play for fun and see a tournament as a social event. Regular Rules Enforcement Level

-

encourages a welcoming atmosphere and friendly competition. Your demeanor should reflect this, whether

-

you are playing, judging or both. Players and judges are encouraged to help one another at appropriate times,

-

such as during deck construction or between matches. Judges are the last word when a dispute or question

-

arises, and we should be as impartial and diplomatic as possible.
Regular REL is many players' first experience of tournament Magic, so ensuring a welcoming and inclusive

-

atmosphere is important. A player whose behaviour may be upsetting others or making them uncomfortable

-

should be educated and asked to stop immediately. If they make no attempt to correct their behaviour,

-

applying a Game Loss may reinforce the seriousness of the issue. If this does not stop the behaviour, or if a

-

player is being threatening, aggressive or harassing other players, these situations are Serious Problems.

-

Magic

-

is a complicated game. While we can’t prevent players from making mistakes, we should do our best

-

to fix situations as fairly as possible. It is important that players know that when help is needed or something

-

goes wrong, calling a judge is the best course of action. Our solutions should focus on educating the players

-

and keeping the game going rather than worrying about the impact on the game. You should intervene if you

-

see something illegal happen in a match, but beyond this you can exercise your discretion. For example,

-

whether you step in when you see a player miss a trigger should be determined by the tone you want to strike

-

for your event – it may be appropriate to provide this extra help in a more causal environment, but less so if

-

your play group is more competitive.
When answering a question, double check the rules if you aren't sure of your answer. Remember to give the

-

players extra time to finish their match to compensate for time taken by a ruling. The fixes found in the

-

Infraction Procedure Guide are designed for a stricter environment and don't apply at Regular REL. If a

-

player accidentally breaks a rule, use the remedies described below and your common sense as guidance to

-

make the best ruling you can. If you feel that the suggested remedy is not suitable to your particular situation

-

you may suggest a more appropriate fix which is applied if both players accept it. Player education is a

-

priority; remind the players to play more carefully, but avoid being heavy-handed in order to keep your

-

events fun and relaxed. If a player continues to repeat a mistake despite multiple reminders, you may warn

-

them that the next occurrence will result in a Game Loss. Hopefully this final step will not be required, but

-

knowing it is possible should get the player to correct their behavior. Knowingly breaking a rule is a Serious

-

Problem (see below).
If your event requires deck lists, provides large prizes, or is otherwise of a more competitive nature, it may

-

be better to run it at Competitive rather than Regular REL. This will require use of the full Infraction

-

Procedure Guide instead of this document, so make sure you're familiar with it before trying a higher REL.

-

Common Issues

-

A player forgets a triggered ability (one that uses the words “when,” “whenever,” or “at the

-

beginning”, usually at the start of the ability's text)

-

These abilities are considered missed if the player did not acknowledge the ability in any way at the point

-

that it required choices or had a visible in-game effect. If the ability includes the word “may,” assume the

-

player chose not to perform it. Otherwise, put the ability on the stack unless you think it would be too

-

disruptive - don’t add it to the stack if significant decisions have been made based on the effect not

-

happening! Unlike other illegal actions (which must be pointed out), players may choose whether or not to

-

point out their opponent's missed triggers.

-

A player sees a card in a library that they shouldn’t have seen

-

Shuffle the card seen into the unknown portion of the library. If any player legally knows the position of any

-

cards in the library, ensure that your fix preserves the positions of those cards.

-

A player accidentally draws more cards or has more cards in their hand than they were supposed to

-

If the identity of the card(s) were known to all players, return them to their proper location. Otherwise,

-

determine how many extra cards have been drawn, take that many cards at random from the player’s hand

-

and place them on top of the library. Don't shuffle the library after doing this! If the extra cards were drawn

+

Updated September 23, 2024

+

Most

+

Magic

+

™ players play for fun and see a tournament as a social event. Regular Rules Enforcement Level

+

encourages a welcoming atmosphere and friendly competition. Your demeanor should reflect this, whether you are

+

playing, judging or both. Players and judges are encouraged to help one another at appropriate times, such as during

+

deck construction or between matches. Judges are the last word when a dispute or question arises, and we should be as

+

impartial and diplomatic as possible.
Regular REL is many players' first experience of tournament Magic, so ensuring a welcoming and inclusive atmosphere

+

is important. A player whose behaviour may be upsetting others or making them uncomfortable should be educated and

+

asked to stop immediately. If they make no attempt to correct their behaviour, applying a Game Loss may reinforce the

+

seriousness of the issue. If this does not stop the behaviour, or if a player is being threatening, aggressive or harassing

+

other players, these situations are Serious Problems.

+

Magic

+

is a complicated game. While we can’t prevent players from making mistakes, we should do our best to fix

+

situations as fairly as possible. It is important that players know that when help is needed or something goes wrong,

+

calling a judge is the best course of action. Our solutions should focus on educating the players and keeping the game

+

going rather than worrying about the impact on the game. You should intervene if you see something illegal happen in a

+

match, but beyond this you can exercise your discretion. For example, whether you step in when you see a player miss a

+

trigger should be determined by the tone you want to strike for your event – it may be appropriate to provide this extra

+

help in a more causal environment, but less so if your play group is more competitive.
When answering a question, double check the rules if you aren't sure of your answer. Remember to give the players

+

extra time to finish their match to compensate for time taken by a ruling. The fixes found in the Infraction Procedure

+

Guide are designed for a stricter environment and don't apply at Regular REL. If a player accidentally breaks a rule, use

+

the remedies described below and your common sense as guidance to make the best ruling you can. If you feel that the

+

suggested remedy is not suitable to your particular situation you may suggest a more appropriate fix which is applied if

+

both players accept it. Player education is a priority; remind the players to play more carefully, but avoid being heavy-

+

handed in order to keep your events fun and relaxed. If a player continues to repeat a mistake despite multiple

+

reminders, you may warn them that the next occurrence will result in a Game Loss. Hopefully this final step will not be

+

required, but knowing it is possible should get the player to correct their behavior. Knowingly breaking a rule is a

+

Serious Problem (see below).
If your event requires deck lists, provides large prizes, or is otherwise of a more competitive nature, it may be better to

+

run it at Competitive rather than Regular REL. This will require use of the full Infraction Procedure Guide instead of

+

this document, so make sure you're familiar with it before trying a higher REL.

+

Common Issues

+

A player forgets a triggered ability (one that uses the words “when,” “whenever,” or “at the beginning”, usually

+

at the start of the ability's text)

+

These abilities are considered missed if the player did not acknowledge the ability in any way at the point that it

+

required choices or had a visible in-game effect. If the ability includes the word “may,” assume the player chose not to

+

perform it. Otherwise, put the ability on the stack unless you think it would be too disruptive - don’t add it to the stack if

+

significant decisions have been made based on the effect not happening! Unlike other illegal actions (which must be

+

pointed out), players may choose whether or not to point out their opponent's missed triggers.

+

A player sees a card in a library that they shouldn’t have seen

+

Shuffle the card seen into the unknown portion of the library. If any player legally knows the position of any cards in

+

the library, ensure that your fix preserves the positions of those cards.

+

A player accidentally draws more cards or has more cards in their hand than they were supposed to

+

If the identity of the card(s) were known to all players, return them to their proper location. Otherwise, determine how

+

many extra cards have been drawn, take that many cards at random from the player’s hand and place them on top of the

+

library. Don't shuffle the library after doing this! If the extra cards were drawn while drawing an opening hand, shuffle

+

the extra cards back into the deck instead and allow the player to continue making mulligan decisions with the

+

remaining cards.

+

A player makes an in-game error not mentioned above

+

This will cover the bulk of player errors, and usually the least disruptive option is to leave the game as it is after fixing

+

anything that is currently illegal (e.g. an Aura enchanting an illegal permanent). If the error involved a player forgetting

+

to draw or discard cards, have them perform the appropriate action now. Otherwise, if the error was caught quickly and

+

backing up is relatively easy, you may undo all the actions back to the point that the illegal action happened. This can

-MTG_JAR_2024Aug2_EN-html.html +MTG_JAR_2024Sep23_EN-html.html
-background image -

while drawing an opening hand, shuffle the extra cards back into the deck instead and allow the player to

-

continue making mulligan decisions with the remaining cards.

-

A player makes an in-game error not mentioned above

-

This will cover the bulk of player errors, and usually the least disruptive option is to leave the game as it is

-

after fixing anything that is currently illegal (e.g. an Aura enchanting an illegal permanent). If the error

-

involved a player forgetting to draw or discard cards, have them perform the appropriate action now.

-

Otherwise, if the error was caught quickly and backing up is relatively easy, you may undo all the actions

-

back to the point that the illegal action happened. This can include returning random cards from the hand to

-

the library to undo card draws (though don't shuffle the library if you do this), untapping permanents and

-

undoing combat. This can be very disruptive where lots of decisions have been made or hidden information

-

has been revealed since the illegal action, so don't go crazy with this!

-

A player has illegal, insufficient, or another player’s cards in their deck

-

Remove any cards that shouldn’t be in the deck, put back any cards that should, then add basic lands of the

-

player’s choice if the deck is below the format's minimum size limit. Any cards that are added to the deck

-

should be shuffled directly into the library. If the error was discovered during a draw effect, have the player

-

complete the draw effect after the deck is fixed and shuffled. Encourage players to count their deck and

-

present their sideboard (face down) to their opponents before starting a game to avoid these errors.

-

General Unwanted Behaviors

-

-

-

Inadequate shuffling.

-

-

-

Taking unreasonable amounts of time making play decisions or sideboarding.

-

-

-

Asking for or providing strategic advice during a match or draft.

-

-

-

Tardiness (a player who is more than 10 minutes late to a match has forfeited and should be dropped

-

from the tournament at the end of the round if still absent.)

-

-

-

Determining match outcomes by incentives, coercion, or outside-the-game methods, or gambling on

-

any part of a tournament.

-

The priority is to educate players who exhibit these behaviors. It can be useful to reinforce this education

-

with a Game Loss should the unwanted behaviour continue. Intentionally taking any of these actions when

-

the player knows it is against the rules, or trying to trick their opponent into doing so, is a Serious Problem.

-

Serious Problems

-

Certain actions will not be tolerated under any circumstances. Every effort should be made to educate players

-

before and during events but any player engaging in the following must be removed from your event and, at

-

the Organizer's discretion, removed from the venue entirely:

-

-

-

Aggressive, violent, harassing or abusive behavior (physical or verbal). This includes insults based

-

on race, color, religion, national origin, age, gender, disability, or sexual orientation, and intentional

-

misgendering.

-

-

-

Knowingly breaking or letting an opponent break game or tournament rules, or lying, in order to

-

gain an advantage. “Bluffing” about cards opponents can't normally see is permitted.

-

-

-

Theft (including things like replacing a card in a draft with one from a player’s binder).

-

Removing players in this way is called a Disqualification, and we must always try to educate our players on

-

why these actions are unacceptable. Also let the player know that while your decision is final, Wizards of the

-

Coast would still like to hear their side of the story. Disqualifications should be reported

-

here

-

. Please include

-

the Wizards Account email address of the disqualified player and that player’s opponent.

-

Resources

-

Got questions?

-

Try

-

https://chat.magicjudges.org

-

or asking in the #mtg_rules_chat channel in the Magic: The

-

Gathering Official server on Discord.
The Magic Tournament Rules give more information about how to run tournaments at any REL, and can be

-

found at:

-

https://wpn.wizards.com/en/rules-documents

-

-

All trademarks are property of Wizards of the Coast LLC in the U.S.A. and other countries. ©2024 Wizards.

+background image +

include returning random cards from the hand to the library to undo card draws (though don't shuffle the library if you

+

do this), untapping permanents and undoing combat. This can be very disruptive where lots of decisions have been

+

made or hidden information has been revealed since the illegal action, so don't go crazy with this!

+

A player has illegal, insufficient, or another player’s cards in their deck

+

Remove any cards that shouldn’t be in the deck, put back any cards that should, then add basic lands of the player’s

+

choice if the deck is below the format's minimum size limit. Any cards that are added to the deck should be shuffled

+

directly into the library. If the error was discovered during a draw effect, have the player complete the draw effect after

+

the deck is fixed and shuffled. Encourage players to count their deck and present their sideboard (face down) to their

+

opponents before starting a game to avoid these errors.

+

General Unwanted Behaviors

+

+

+

Inadequate shuffling.

+

+

+

Taking unreasonable amounts of time making play decisions or sideboarding.

+

+

+

Asking for or providing strategic advice during a match or draft.

+

+

+

Tardiness (a player who is more than 10 minutes late to a match has forfeited and should be dropped from the

+

tournament at the end of the round if still absent.)

+

+

+

Determining match outcomes by incentives, coercion, or outside-the-game methods, or gambling on any part

+

of a tournament.

+

The priority is to educate players who exhibit these behaviors. It can be useful to reinforce this education with a Game

+

Loss should the unwanted behaviour continue. Intentionally taking any of these actions when the player knows it is

+

against the rules, or trying to trick their opponent into doing so, is a Serious Problem.

+

Serious Problems

+

Certain actions will not be tolerated under any circumstances. Every effort should be made to educate players before

+

and during events but any player engaging in the following must be removed from your event and, at the Organizer's

+

discretion, removed from the venue entirely:

+

+

+

Aggressive, violent, harassing or abusive behavior (physical or verbal). This includes insults based on race,

+

color, religion, national origin, age, gender, disability, or sexual orientation, and intentional misgendering.

+

+

+

Knowingly breaking or letting an opponent break game or tournament rules, or lying, in order to gain an

+

advantage. “Bluffing” about cards opponents can't normally see is permitted.

+

+

+

Theft (including things like replacing a card in a draft with one from a player’s binder).

+

Removing players in this way is called a Disqualification, and we must always try to educate our players on why these

+

actions are unacceptable. Also let the player know that while your decision is final, Wizards of the Coast would still like

+

to hear their side of the story. Disqualifications should be reported

+

here

+

. Please include the Wizards Account email

+

address of the disqualified player and that player’s opponent.

+

Resources

+

Got questions?

+

Try

+

https://chat.magicjudges.org

+

or asking in the #mtg_rules_chat channel in the Magic: The Gathering

+

Official server on Discord.
24/7 live call assistance can also be found in the #live-call-regular in The Gathering Point tournament community

+

server.

+

https://discord.gg/8DkXanrM6q

+

.

+

The Magic Tournament Rules give more information about how to run tournaments at any REL, and can be found at:

+

https://wpn.wizards.com/en/rules-documents

+

+







+

All trademarks are property of Wizards of the Coast LLC in the U.S.A. and other countries. ©2024 Wizards.

diff --git a/mobile/src/main/res/raw/mtr.html b/mobile/src/main/res/raw/mtr.html index 6a3ce89a..e8bd9b05 100644 --- a/mobile/src/main/res/raw/mtr.html +++ b/mobile/src/main/res/raw/mtr.html @@ -1,18 +1,18 @@ -2024-07-27 +2024-09-01 -MTG_MTR_2024_Aug26-html.html +MTG_MTR_2024_Sep23_EN-html.html
@@ -36,199 +36,199 @@

R

ULES

-

Effective August 26, 2024

+

Effective September 23, 2024

Introduction ................................................................................................................................................................4

-

+

1. Tournament Fundamentals ....................................................................................................................................5

-

+

1.1

-

+

Tournament Types ........................................................................................................................................5

-

+

1.2

-

+

Publishing Tournament Information .............................................................................................................5

-

+

1.3

-

+

Tournament Roles .........................................................................................................................................5

-

+

1.4

-

+

Participation Eligibility .................................................................................................................................5

-

+

1.5

-

+

Registration ...................................................................................................................................................6

-

+

1.6

-

+

Tournament Organizer ..................................................................................................................................7

-

+

1.7

-

+

Head Judge ....................................................................................................................................................7

-

+

1.8

-

+

Floor Judges ..................................................................................................................................................7

-

+

1.9

-

+

Scorekeeper ...................................................................................................................................................7

-

+

1.10

-

+

Players ...........................................................................................................................................................8

-

+

1.11

-

+

Spectators ......................................................................................................................................................8

-

+

1.12

-

+

Rules Enforcement Levels ............................................................................................................................9

-

+

2. Tournament Mechanics .......................................................................................................................................10

-

+

2.1

-

+

Match Structure ...........................................................................................................................................10

-

+

2.2

-

+

Play/Draw Rule ...........................................................................................................................................10

-

+

2.3

-

+

Pregame Procedures ....................................................................................................................................10

-

+

2.4

-

+

End-of-Match Procedure .............................................................................................................................10

-

+

2.5

-

+

Conceding or Intentionally Drawing Games or Matches ............................................................................11

-

+

2.6

-

+

Time Extensions ..........................................................................................................................................11

-

+

2.7

-

+

Deck Registration ........................................................................................................................................11

-

+

2.8

-

+

Deck Checks ................................................................................................................................................12

-

+

2.9

-

+

Appeals to the Head Judge ..........................................................................................................................12

-

+

2.10

-

+

Dropping from a Tournament .....................................................................................................................12

-

+

2.11

-

+

Taking Notes ...............................................................................................................................................13

-

+

2.12

-

+

Electronic Devices ......................................................................................................................................13

-

+

2.13

-

+

Video Coverage ...........................................................................................................................................14

-

+

3. Tournament Rules ...............................................................................................................................................15

-

-

3.1

-

-

Tiebreakers ..................................................................................................................................................15

-

+

+

3.1

+

+

Tiebreakers ..................................................................................................................................................15

+

3.2

-

+

Format Categories .......................................................................................................................................15

-

+

3.3

-

+

Authorized Cards ........................................................................................................................................15

-

+

3.4

-

+

Proxy Cards .................................................................................................................................................16

-

+

3.5

-

+

Substitute Cards ..........................................................................................................................................16

-

+

3.6

-

+

Card Identification and Interpretation .........................................................................................................17

-

+

3.7

-

+

New Releases ..............................................................................................................................................17

-

+

3.8

-

+

Game Markers .............................................................................................................................................17

-

+

3.9

-

+

Die Rolling ..................................................................................................................................................17

-

+

3.10

-

+

Card Shuffling .............................................................................................................................................18

-

+

3.11

-

+

Sleeves.........................................................................................................................................................18

-

+

3.12

-

+

Marked Cards ..............................................................................................................................................19

-

+

3.13

-

+

Hidden Information .....................................................................................................................................19

-

+

3.14

-

+

Tapped/Flipped Cards .................................................................................................................................19

-

+

3.15

-

+

Graveyard Order ..........................................................................................................................................19

-

+

3.16

-

+

Sideboard.....................................................................................................................................................19

-

+

4. Communication ...................................................................................................................................................21

-

+

4.1

-

+

Player Communication ................................................................................................................................21

-

+

-MTG_MTR_2024_Aug26-html.html +MTG_MTR_2024_Sep23_EN-html.html
@@ -238,211 +238,211 @@

2

4.2

-

+

Tournament Shortcuts .................................................................................................................................22

-

+

4.3

-

+

Out-of-Order Sequencing ............................................................................................................................23

-

+

4.4

-

+

Loops ...........................................................................................................................................................24

-

+

4.5

-

+

Triggered Abilities ......................................................................................................................................25

-

+

4.6

-

+

Team/Two-Headed Giant Communication .................................................................................................25

-

+

4.7

-

+

Game Layout ...............................................................................................................................................25

-

+

4.8

-

+

Reversing Decisions ....................................................................................................................................26

-

+

4.9

-

+

Day/Night ....................................................................................................................................................26

-

+

5. Tournament Violations ........................................................................................................................................27

-

+

5.1

-

+

Cheating ......................................................................................................................................................27

-

+

5.2

-

+

Bribery.........................................................................................................................................................27

-

+

5.3

-

+

Wagering .....................................................................................................................................................27

-

+

5.4

-

+

Unsporting Conduct ....................................................................................................................................28

-

+

5.5

-

+

Slow Play ....................................................................................................................................................28

-

+

5.6

-

+

Outside Assistance ......................................................................................................................................28

-

+

6. Constructed Tournament Rules ...........................................................................................................................29

-

+

6.1

-

+

Deck Construction Restrictions ...................................................................................................................29

-

+

6.2

-

+

Card Legality ...............................................................................................................................................29

-

-

6.3

-

-

Standard Format Deck Construction ...........................................................................................................30

-

+

+

6.3

+

+

Standard Format Deck Construction ...........................................................................................................30

+

6.4

-

+

Modern Format Deck Construction .............................................................................................................31

-

-

6.5

-

-

Vintage Format Deck Construction .............................................................................................................34

-

-

6.6

-

-

Legacy Format Deck Construction .............................................................................................................35

-

-

6.7

-

-

Pioneer Format Deck Construction .............................................................................................................36

-

-

7. Limited Tournament Rules ..................................................................................................................................37

-

-

7.1

-

-

Deck Construction Restrictions ...................................................................................................................37

-

-

7.2

-

-

Card Use in Limited Tournaments ..............................................................................................................37

-

-

7.3

-

-

Continuous Construction .............................................................................................................................38

-

-

7.4

-

-

Abnormal Product .......................................................................................................................................38

-

-

7.5

-

-

Sealed Deck Pool Registration ....................................................................................................................38

-

-

7.6

-

-

Draft Pod Assembly ....................................................................................................................................38

-

-

7.7

-

-

Booster Draft Procedures ............................................................................................................................39

-

-

8. Team Tournament Rules .....................................................................................................................................40

-

-

8.1

-

-

Team Names ................................................................................................................................................40

-

-

8.2

-

-

Team Composition and Identification .........................................................................................................40

-

-

8.3

-

-

Team Communication Rules .......................................................................................................................40

-

-

8.4

-

-

Unified Deck Construction Rules ...............................................................................................................40

-

-

8.5

-

-

Team Rochester Draft Tournaments ...........................................................................................................40

-

-

8.6

-

-

Team Sealed Deck Tournaments .................................................................................................................41

-

-

9. Two-Headed Giant Tournament Rules ................................................................................................................42

-

-

9.1

-

-

Match Structure ...........................................................................................................................................42

-

-

9.2

-

-

Communication Rules .................................................................................................................................42

-

-

9.3

-

-

Play-Draw Rule ...........................................................................................................................................42

-

-

9.4

-

-

Pregame Procedure ......................................................................................................................................42

-

-

9.5

-

-

Two-Headed Giant Constructed Rules ........................................................................................................42

-

-

9.6

-

-

Two-Headed Giant Limited Rules ..............................................................................................................42

-

-

9.7

-

-

Two-Headed Giant Booster Draft Tournaments .........................................................................................43

-

-

10. Sanctioning Rules ..............................................................................................................................................44

-

-

10.1

-

-

Participation Minimums ..............................................................................................................................44

-

-

10.2

-

-

Number of Rounds ......................................................................................................................................44

-

-

10.3

-

-

Invitation-Only Tournaments ......................................................................................................................44

-

-

10.4

-

-

Pairing Algorithm ........................................................................................................................................44

-

+

+

6.5

+

+

Vintage Format Deck Construction .............................................................................................................33

+

+

6.6

+

+

Legacy Format Deck Construction .............................................................................................................34

+

+

6.7

+

+

Pioneer Format Deck Construction .............................................................................................................35

+

+

7. Limited Tournament Rules ..................................................................................................................................36

+

+

7.1

+

+

Deck Construction Restrictions ...................................................................................................................36

+

+

7.2

+

+

Card Use in Limited Tournaments ..............................................................................................................36

+

+

7.3

+

+

Continuous Construction .............................................................................................................................37

+

+

7.4

+

+

Abnormal Product .......................................................................................................................................37

+

+

7.5

+

+

Sealed Deck Pool Registration ....................................................................................................................37

+

+

7.6

+

+

Draft Pod Assembly ....................................................................................................................................37

+

+

7.7

+

+

Booster Draft Procedures ............................................................................................................................38

+

+

8. Team Tournament Rules .....................................................................................................................................39

+

+

8.1

+

+

Team Names ................................................................................................................................................39

+

+

8.2

+

+

Team Composition and Identification .........................................................................................................39

+

+

8.3

+

+

Team Communication Rules .......................................................................................................................39

+

+

8.4

+

+

Unified Deck Construction Rules ...............................................................................................................39

+

+

8.5

+

+

Team Rochester Draft Tournaments ...........................................................................................................39

+

+

8.6

+

+

Team Sealed Deck Tournaments .................................................................................................................40

+

+

9. Two-Headed Giant Tournament Rules ................................................................................................................41

+

+

9.1

+

+

Match Structure ...........................................................................................................................................41

+

+

9.2

+

+

Communication Rules .................................................................................................................................41

+

+

9.3

+

+

Play-Draw Rule ...........................................................................................................................................41

+

+

9.4

+

+

Pregame Procedure ......................................................................................................................................41

+

+

9.5

+

+

Two-Headed Giant Constructed Rules ........................................................................................................41

+

+

9.6

+

+

Two-Headed Giant Limited Rules ..............................................................................................................41

+

+

9.7

+

+

Two-Headed Giant Booster Draft Tournaments .........................................................................................42

+

+

10. Sanctioning Rules ..............................................................................................................................................43

+

+

10.1

+

+

Participation Minimums ..............................................................................................................................43

+

+

10.2

+

+

Number of Rounds ......................................................................................................................................43

+

+

10.3

+

+

Invitation-Only Tournaments ......................................................................................................................43

+

+

10.4

+

+

Pairing Algorithm ........................................................................................................................................43

+

-MTG_MTR_2024_Aug26-html.html +MTG_MTR_2024_Sep23_EN-html.html
@@ -451,38 +451,38 @@ background image

3

-

Appendix A—Changes From Previous Versions .....................................................................................................47

-

-

Appendix B—Time Limits .......................................................................................................................................48

-

-

Booster Draft Timing............................................................................................................................................49

-

-

Rochester Draft Timing ........................................................................................................................................49

-

-

Two-Headed Giant Draft Timing .........................................................................................................................50

-

-

Appendix C—Tiebreaker Explanation .....................................................................................................................51

-

-

Match Points .........................................................................................................................................................51

-

-

Game Points ..........................................................................................................................................................51

-

-

Match-win percentage ..........................................................................................................................................51

-

-

Game-win percentage ...........................................................................................................................................52

-

-

Opponents’ match-win percentage .......................................................................................................................52

-

-

Opponents’ game-win percentages .......................................................................................................................53

-

-

Byes .....................................................................................................................................................................53

-

-

Appendix D—Recommended Play Booster Mix for Limited Tournaments ............................................................54

-

-

Appendix E—Recommended Number of Rounds in Swiss Tournaments ...............................................................55

-

-

Appendix F—Rules Enforcement Levels of Programs ............................................................................................56

-

+

Appendix A—Changes From Previous Versions .....................................................................................................46

+

+

Appendix B—Time Limits .......................................................................................................................................47

+

+

Booster Draft Timing............................................................................................................................................48

+

+

Rochester Draft Timing ........................................................................................................................................48

+

+

Two-Headed Giant Draft Timing .........................................................................................................................49

+

+

Appendix C—Tiebreaker Explanation .....................................................................................................................50

+

+

Match Points .........................................................................................................................................................50

+

+

Game Points ..........................................................................................................................................................50

+

+

Match-win percentage ..........................................................................................................................................50

+

+

Game-win percentage ...........................................................................................................................................51

+

+

Opponents’ match-win percentage .......................................................................................................................51

+

+

Opponents’ game-win percentages .......................................................................................................................52

+

+

Byes .....................................................................................................................................................................52

+

+

Appendix D—Recommended Play Booster Mix for Limited Tournaments ............................................................53

+

+

Appendix E—Recommended Number of Rounds in Swiss Tournaments ...............................................................54

+

+

Appendix F—Rules Enforcement Levels of Programs ............................................................................................55

+

@@ -490,22 +490,22 @@ -MTG_MTR_2024_Aug26-html.html +MTG_MTR_2024_Sep23_EN-html.html
-background image +background image

4

Introduction

@@ -542,26 +542,26 @@

additional dates in which updates to the legality of individual cards in formats contained in this document will be

announced. Those dates will be communicated with at least 4 weeks’ notice. Other updates not involving updates

to card legality may occur without prior announcement.

-

The latest versions are available at

-

http://wpn.wizards.com/document/magic-gathering-tournament-rules

-

.

+

The latest versions are available at

+

https://wpn.wizards.com/en/rules-documents

+

.

-MTG_MTR_2024_Aug26-html.html +MTG_MTR_2024_Sep23_EN-html.html
@@ -640,17 +640,17 @@ -MTG_MTR_2024_Aug26-html.html +MTG_MTR_2024_Sep23_EN-html.html
@@ -713,7 +713,7 @@

Premier Events include the following tournaments:

Magic: The Gathering

World Championship, Pro Tour, Pro

-

Tour Qualifier, Regional Championship, Regional Championship Qualifier.

+

Tour Qualifier, Spotlight Series, Regional Championship, Regional Championship Qualifier.

Some tournaments have additional criteria regarding player and tournament official eligibility (e.g., invitation-

only tournaments, such as Pro Tour and Regional Championships).

The Premier Tournament Invitation Policy defines specific eligibility rules with regards to certain types of

@@ -735,15 +735,15 @@ -MTG_MTR_2024_Aug26-html.html +MTG_MTR_2024_Sep23_EN-html.html
@@ -816,15 +816,15 @@ -MTG_MTR_2024_Aug26-html.html +MTG_MTR_2024_Sep23_EN-html.html
@@ -909,22 +909,22 @@ -MTG_MTR_2024_Aug26-html.html +MTG_MTR_2024_Sep23_EN-html.html
-background image +background image

9

1.12 Rules Enforcement Levels

@@ -940,46 +940,45 @@

have heard of policy and what is “really bad,” but generally play in a fashion similar to the way they do casually.

Players are still responsible for following the rules, but the focus is on education and sportsmanship over

technically precise play. Infractions in these tournaments are covered by the Judging at Regular Rules

-

Enforcement Level document, located at

-

http://wpn.wizards.com/document/magic-gathering-judging-regular-rel.

-

+

Enforcement Level document, located at

+

https://wpn.wizards.com/en/rules-documents

+

.

Competitive

Competitive tournaments are usually those with significant cash prizes or invitations awarded to Professional

tournaments. Players are expected to know the game’s rules and be familiar with the policies and procedures, but

unintentional errors are not punished severely. These are tournaments that protect the interests of all players by

providing tournament integrity while also recognizing that not all players are intimately familiar with

Professional-level tournament structure, proper procedures, and rules. Infractions in these tournaments are

-

covered by the

+

covered by the

Magic

-

Infraction Procedure Guide, located at

-

http://wpn.wizards.com/document/magic-infraction-

-

procedure-guide

-

.

-

Professional

-

Professional level tournaments offer large cash awards, prestige, and other benefits that draw players from great

-

distances. These tournaments hold players to a higher standard of behavior and technically-correct play than

-

Competitive tournaments. Infractions in these tournaments are covered by the

-

Magic

-

Infraction Procedure Guide,

-

located at

-

http://wpn.wizards.com/document/magic-infraction-procedure-guide

-

.

+

Infraction Procedure Guide, located at

+

https://wpn.wizards.com/en/rules-documents

+

.

+

Professional

+

Professional level tournaments offer large cash awards, prestige, and other benefits that draw players from great

+

distances. These tournaments hold players to a higher standard of behavior and technically-correct play than

+

Competitive tournaments. Infractions in these tournaments are covered by the

+

Magic

+

Infraction Procedure Guide,

+

located at

+

https://wpn.wizards.com/en/rules-documents

+

.

-MTG_MTR_2024_Aug26-html.html +MTG_MTR_2024_Sep23_EN-html.html
@@ -1054,13 +1053,13 @@ -MTG_MTR_2024_Aug26-html.html +MTG_MTR_2024_Sep23_EN-html.html
@@ -1116,13 +1115,13 @@ -MTG_MTR_2024_Aug26-html.html +MTG_MTR_2024_Sep23_EN-html.html
@@ -1166,24 +1165,25 @@

subject of penalties up to and including suspension.

Players who drop during limited tournaments own the cards that they correctly have in their possession at that

time. This includes any unopened or partially drafted booster packs.

-

If a player drops from a tournament after a cut has been made, no other player is advanced as a replacement. The

-

highest ranked remaining player receives a bye for the round instead.

-

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 built during a construction period that the player missed. Players

-

may not reenter a tournament after any cut has been made.

+

If a player drops from a tournament after a cut has been made, no other player is advanced as a replacement. If the

+

remaining part of the tournament is single elimination, the highest ranked remaining player receives a bye for the

+

next round instead.

+

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 built during a construction period that the player missed. Players

+

may not reenter a tournament after any cut has been made.

-MTG_MTR_2024_Aug26-html.html +MTG_MTR_2024_Sep23_EN-html.html
@@ -1233,13 +1233,13 @@ -MTG_MTR_2024_Aug26-html.html +MTG_MTR_2024_Sep23_EN-html.html
@@ -1266,18 +1266,18 @@ -MTG_MTR_2024_Aug26-html.html +MTG_MTR_2024_Sep23_EN-html.html
@@ -1359,17 +1359,17 @@ -MTG_MTR_2024_Aug26-html.html +MTG_MTR_2024_Sep23_EN-html.html
@@ -1432,24 +1432,24 @@ -MTG_MTR_2024_Aug26-html.html +MTG_MTR_2024_Sep23_EN-html.html
-background image +background image

17

A substitute card is only used while the card it represents is in a hidden zone. The card represented by a substitute

@@ -1482,45 +1482,39 @@

Newly released card sets become tournament legal for sanctioned, rated tournaments on the following dates:

-

Duskmourn: House of Horror™

-

+

Magic: The Gathering Foundations™

-

September 20, 2024

-

-

-

Magic: The Gathering Foundations™

-

-

November 8, 2024

-

For official Prerelease tournaments only, new sets are legal for use before the official format legal date. In these

-

cases, any announced rules updates shall be in effect at these tournaments, including informal explanations of new

-

rules and mechanics. Judges may apply additional rules that they believe will be updated.

-

These dates may be subject to change. Any changes will be announced at

-

http://www.magicthegathering.com

-

.

-

3.8

-

Game Markers

-

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.

-

3.9

-

Die Rolling

-

Some game actions use a die roll to determine their outcome. Any method may be used to simulate this as long as

-

all results have an equal chance of occurring. For example, using a 20-sided die to simulate a 6-sided die by

-

dividing by 3 and rounding up (rerolling on 19 or 20) is acceptable. Dice with similar numbers clumped together

-

(such as a spindown life tracker) may not be used for these actions.

+

November 8, 2024

+

For official Prerelease tournaments only, new sets are legal for use before the official format legal date. In these

+

cases, any announced rules updates shall be in effect at these tournaments, including informal explanations of new

+

rules and mechanics. Judges may apply additional rules that they believe will be updated.

+

These dates may be subject to change. Any changes will be announced at

+

http://www.magicthegathering.com

+

.

+

3.8

+

Game Markers

+

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.

+

3.9

+

Die Rolling

+

Some game actions use a die roll to determine their outcome. Any method may be used to simulate this as long as

+

all results have an equal chance of occurring. For example, using a 20-sided die to simulate a 6-sided die by

+

dividing by 3 and rounding up (rerolling on 19 or 20) is acceptable. Dice with similar numbers clumped together

+

(such as a spindown life tracker) may not be used for these actions.

-MTG_MTR_2024_Aug26-html.html +MTG_MTR_2024_Sep23_EN-html.html
@@ -1574,14 +1568,14 @@ -MTG_MTR_2024_Aug26-html.html +MTG_MTR_2024_Sep23_EN-html.html
@@ -1635,13 +1629,13 @@ -MTG_MTR_2024_Aug26-html.html +MTG_MTR_2024_Sep23_EN-html.html
@@ -1664,16 +1658,16 @@ -MTG_MTR_2024_Aug26-html.html +MTG_MTR_2024_Sep23_EN-html.html
@@ -1759,16 +1753,16 @@ -MTG_MTR_2024_Aug26-html.html +MTG_MTR_2024_Sep23_EN-html.html
@@ -1845,16 +1839,16 @@ -MTG_MTR_2024_Aug26-html.html +MTG_MTR_2024_Sep23_EN-html.html
@@ -1889,48 +1883,53 @@

A player is assumed to be attacking another player with their creatures and not any planeswalkers that

-

player may control unless the attacking player specifies otherwise.

+

player may control.

-

A player who does not scry/surveil when instructed to is assumed to have not looked and chosen to

-

leave the cards in the same order.

-

-

-

In the Two-Headed Giant format, attacking creatures are assumed to be attacking the head of the

-

defending player sitting directly across from their controller, 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 they 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 they 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.

+

If an object has multiple mana abilities, a player is assumed to be activating the one that most

+

specifically applies to the spell or ability for which that mana is being used, unless they announce

+

otherwise.

+

+

+

A player who does not scry/surveil when instructed to is assumed to have not looked and chosen to

+

leave the cards in the same order.

+

+

+

In the Two-Headed Giant format, attacking creatures are assumed to be attacking the head of the

+

defending player sitting directly across from their controller, 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 they 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 they 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.

-MTG_MTR_2024_Aug26-html.html +MTG_MTR_2024_Sep23_EN-html.html
@@ -1996,15 +1995,15 @@ -MTG_MTR_2024_Aug26-html.html +MTG_MTR_2024_Sep23_EN-html.html
@@ -2076,15 +2075,15 @@ -MTG_MTR_2024_Aug26-html.html +MTG_MTR_2024_Sep23_EN-html.html
@@ -2137,15 +2136,15 @@ -MTG_MTR_2024_Aug26-html.html +MTG_MTR_2024_Sep23_EN-html.html
@@ -2202,15 +2201,15 @@ -MTG_MTR_2024_Aug26-html.html +MTG_MTR_2024_Sep23_EN-html.html
@@ -2268,15 +2267,15 @@ -MTG_MTR_2024_Aug26-html.html +MTG_MTR_2024_Sep23_EN-html.html
@@ -2311,16 +2310,16 @@ -MTG_MTR_2024_Aug26-html.html +MTG_MTR_2024_Sep23_EN-html.html
@@ -2375,7 +2374,7 @@

Duskmourn: House of Horror

-

(effective September 20, 2024)

+

Magic: The Gathering Foundations

@@ -2395,20 +2394,18 @@ -MTG_MTR_2024_Aug26-html.html +MTG_MTR_2024_Sep23_EN-html.html
@@ -2421,378 +2418,382 @@

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

+

+

+

+

Mirrodin

+

+

+

+

Darksteel

+

+

+

Fifth Dawn

+

+

+

Champions of Kamigawa

+

+

+

Betrayers of Kamigawa

+

+

+

Saviors of Kamigawa

+

+

+

Ninth Edition

+

+

+

Ravnica: City of Guilds

+

+

+

Guildpact

-

-

Guildpact

-

-

-

Dissension

-

-

-

Coldsnap

-

-

-

Time Spiral

-

-

-

Planar Chaos

-

-

-

Future Sight

-

-

-

Tenth Edition

-

-

-

Lorwyn

-

-

-

Morningtide

+

+

Dissension

+

+

+

Coldsnap

+

+

+

Time Spiral

+

+

+

Planar Chaos

+

+

+

Future Sight

+

+

+

Tenth Edition

+

+

+

Lorwyn

+

+

+

Morningtide

+

+

+

Shadowmoor

+

+

+

Eventide

-

-

Shadowmoor

-

-

-

Eventide

-

-

-

Shards of Alara

-

-

-

-

Conflux

-

-

-

-

Alara Reborn

-

-

-

-

Magic

-

2010

-

core set

-

-

-

Zendikar

-

-

-

-

Worldwake

-

-

-

-

Rise of the Eldrazi

-

+

+

Shards of Alara

+

+

+

+

Conflux

+

+

+

+

Alara Reborn

+

+

+

+

Magic

+

2010

+

core set

+

+

+

Zendikar

+

+

+

+

Worldwake

+

+

+

+

Rise of the Eldrazi

+

+

+

+

Magic

+

2011

+

core set

+

+

+

Scars of Mirrodin

+

+

+

Mirrodin Besieged

-

-

Magic

-

2011

-

core set

-

-

-

Scars of Mirrodin

-

-

-

Mirrodin Besieged

-

-

-

New Phyrexia

-

-

-

Magic

-

2012

-

core set

-

-

-

Innistrad

-

-

-

-

Dark Ascension

-

-

-

-

Avacyn Restored

-

-

-

-

Magic 2013

-

core set

+

+

New Phyrexia

+

+

+

Magic

+

2012

+

core set

+

+

+

Innistrad

+

+

+

+

Dark Ascension

+

+

+

+

Avacyn Restored

+

+

+

+

Magic 2013

+

core set

+

+

+

Return to Ravnica

+

+

+

+

Gatecrash

+

+

+

+

Dragon’s Maze

+

+

+

+

Magic

+

2014

+

core set

-

-

Return to Ravnica

-

-

-

-

Gatecrash

-

-

-

-

Dragon’s Maze

-

-

-

-

Magic

-

2014

-

core set

-

-

-

Theros™

-

-

-

-

Born of the Gods™

-

-

-

-

Journey Into Nyx™

-

-

-

-

Magic

-

2015

-

core set

-

-

-

Khans of Tarkir™

-

-

-

-

Fate Reforged™

-

-

-

-

Dragons of Tarkir™

-

-

-

-

Magic Origins™

-

-

-

-

Battle for Zendikar™

-

+

+

Theros™

+

+

+

+

Born of the Gods™

+

+

+

+

Journey Into Nyx™

+

+

+

+

Magic

+

2015

+

core set

+

+

+

Khans of Tarkir™

+

+

+

+

Fate Reforged™

+

+

+

+

Dragons of Tarkir™

+

+

+

+

Magic Origins™

+

-

-

Oath of the Gatewatch™

-

-

-

-

Shadows over Innistrad™

-

-

-

-

Eldritch Moon™

-

-

-

-

Kaladesh™

-

-

-

-

Aether Revolt™

-

-

-

-

Amonkhet™

-

-

-

-

Hour of Devastation™

-

-

-

-

Ixalan

-

-

-

-

Rivals of Ixalan

-

+

+

Battle for Zendikar™

+

+

+

+

Oath of the Gatewatch™

+

+

+

+

Shadows over Innistrad™

+

+

+

+

Eldritch Moon™

+

+

+

+

Kaladesh™

+

+

+

+

Aether Revolt™

+

+

+

+

Amonkhet™

+

+

+

+

Hour of Devastation™

+

+

+

+

Ixalan

+

+

+

+

Rivals of Ixalan

+

-

+

Dominaria

-

-

-

-

Core 2019

-

-

-

-

Guilds of Ravnica™

-

-

-

-

Ravnica Allegiance™

-

-

-

-

War of the Spark™

-

-

-

-

Modern Horizons™

-

-

-

-

Core Set 2020™

-

-

-

-

Throne of Eldraine™

-

-

-

-

Theros Beyond Death™

-

+

+

+

+

Core 2019

+

+

+

+

Guilds of Ravnica™

+

+

+

+

Ravnica Allegiance™

+

+

+

+

War of the Spark™

+

+

+

+

Modern Horizons™

+

+

+

+

Core Set 2020™

+

+

+

+

Throne of Eldraine™

+

+

+

+

Theros Beyond Death™

+

+

+

+

Ikoria: Lair of Behemoths™

+

-

-

Ikoria: Lair of Behemoths™

-

-

-

-

Core Set 2021™

-

-

-

-

Zendikar Rising™

-

-

-

-

Kaldheim™

-

-

-

-

Strixhaven: School of Mages™

-

-

-

-

Modern Horizons 2

-

-

-

-

Adventures in the Forgotten Realms™

-

-

-

-

Innistrad: Midnight Hunt™

-

-

-

-

Innistrad: Crimson Vow™

-

+

+

Core Set 2021™

+

+

+

+

Zendikar Rising™

+

+

+

+

Kaldheim™

+

+

+

+

Strixhaven: School of Mages™

+

+

+

+

Modern Horizons 2

+

+

+

+

Adventures in the Forgotten Realms™

+

+

+

+

Innistrad: Midnight Hunt™

+

+

+

+

Innistrad: Crimson Vow™

+

+

+

+

Kamigawa: Neon Dynasty™

+

+

+

+

Streets of New Capenna™

+

-

-

Kamigawa: Neon Dynasty™

-

-

-

-

Streets of New Capenna™

-

-

-

-

Dominaria United

-

-

-

-

The Brothers’ War

-

-

-

-

Phyrexia: All Will Be One

-

-

-

-

March of the Machine

-

-

-

-

March of the Machine: The Aftermath

-

-

-

-

The Lord of the Rings: Tales of Middle-

-

earth®

-

+

+

Dominaria United

+

+

+

+

The Brothers’ War

+

+

+

+

Phyrexia: All Will Be One

+

+

+

+

March of the Machine

+

+

+

+

March of the Machine: The Aftermath

+

+

+

+

The Lord of the Rings: Tales of Middle-earth®

+

+

+

+

Wilds of Eldraine

+

+

+

+

The Lost Caverns of Ixalan

+

+

+

+

Murders at Karlov Manor

+

+

+

+

Outlaws of Thunder Junction

+

-

-

Wilds of Eldraine

-

-

-

-

The Lost Caverns of Ixalan

-

-

-

-

Murders at Karlov Manor

-

-

-

-

Outlaws of Thunder Junction

-

-

-

-

Modern Horizons 3™

-

-

-

-

Magic: The Gathering – Assassin’s Creed

-

®

-

-

-

Bloomburrow

-

-

-

-

Duskmourn: House of Horror

-

(effective

-

September 20, 2024)

-

-

-

Magic: The Gathering Foundations

-

-

(effective November 8, 2024)

-

+

+

Modern Horizons 3™

+

+

+

+

Magic: The Gathering – Assassin’s Creed

+

®

+

+

+

Bloomburrow

+

+

+

+

Duskmourn: House of Horror

+

+

+

+

Magic: The Gathering Foundations

+

(effective

+

November 8, 2024)

+

+

+

+

-MTG_MTR_2024_Aug26-html.html +MTG_MTR_2024_Sep23_EN-html.html
@@ -2801,225 +2802,423 @@ background image

32

-

-

+

+

The following cards are banned in Modern tournaments:

+

+

+

Ancient Den

+

+

+

Arcum’s Astrolabe

+

+

+

Birthing Pod

+

+

+

Blazing Shoal

+

+

+

Bridge from Below

+

+

+

Chrome Mox

+

+

+

Cloudpost

+

+

+

Dark Depths

+

+

+

Deathrite Shaman

+

+

+

Dig Through Time

+

+

+

Dread Return

+

+

+

Eye of Ugin

+

+

+

Faithless Looting

+

+

+

Field of the Dead

+

+

+

Fury

+

+

+

Gitaxian Probe

+

+

+

Glimpse of Nature

+

+

+

Golgari Grave-Troll

+

+

+

Great Furnace

+

+

+

Green Sun’s Zenith

+

+

+

Grief

+

+

+

Hogaak, Arisen Necropolis

+

+

+

Hypergenesis

+

+

+

Krark-Clan Ironworks

+

+

+

Lurrus of the Dream-Den

+

+

+

Mental Misstep

+

+

+

Mox Opal

+

+

+

Mycosynth Lattice

+

+

+

Mystic Sanctuary

+

+

+

Nadu, Winged Wisdom

+

+

+

Oko, Thief of Crowns

+

+

+

Once Upon a Time

+

+

+

Ponder

+

+

+

Punishing Fire

+

+

+

Rite of Flame

+

+

+

Seat of the Synod

+

+

+

Second Sunrise

+

+

+

Seething Song

+

+

+

Sensei’s Divining Top

+

+

+

Simian Spirit Guide

+

+

+

Skullclamp

+

+

+

Splinter Twin

+

+

+

Summer Bloom

+

+

+

Tibalt’s Trickery

+

+

+

Treasure Cruise

+

+

+

Tree of Tales

+

+

+

Umezawa’s Jitte

+

+

+

Up the Beanstalk

+

+

+

Uro, Titan of Nature’s Wrath

+

+

+

Vault of Whispers

+

+

+

Violent Outburst

+

+

+

Yorion, Sky Nomad

+

+

+

-MTG_MTR_2024_Aug26-html.html +MTG_MTR_2024_Sep23_EN-html.html
-background image +background image

33

-

The following cards are banned in Modern tournaments:

-

-

-

Ancient Den

-

-

-

Arcum’s Astrolabe

-

-

-

Birthing Pod

-

-

-

Blazing Shoal

-

-

-

Bridge from Below

-

-

-

Chrome Mox

-

-

-

Cloudpost

-

-

-

Dark Depths

-

-

-

Deathrite Shaman

-

-

-

Dig Through Time

-

-

-

Dread Return

-

-

-

Eye of Ugin

-

-

-

Faithless Looting

-

-

-

Field of the Dead

-

-

-

Fury

-

-

-

Gitaxian Probe

-

-

-

Glimpse of Nature

-

-

-

Golgari Grave-Troll

-

-

-

Great Furnace

-

-

-

Green Sun’s Zenith

-

-

-

Grief (effective August 26, 2024)

-

-

-

Hogaak, Arisen Necropolis

-

-

-

Hypergenesis

-

-

-

Krark-Clan Ironworks

-

-

-

Lurrus of the Dream-Den

-

-

-

Mental Misstep

-

-

-

Mox Opal

-

-

-

Mycosynth Lattice

-

-

-

Mystic Sanctuary

-

-

-

Nadu, Winged Wisdom (effective

-

August 26, 2024)

-

-

-

Oko, Thief of Crowns

-

-

-

Once Upon a Time

-

-

-

Ponder

-

-

-

Punishing Fire

-

-

-

Rite of Flame

-

-

-

Seat of the Synod

-

-

-

Second Sunrise

-

-

-

Seething Song

-

-

-

Sensei’s Divining Top

-

-

-

Simian Spirit Guide

-

-

-

Skullclamp

-

-

-

Splinter Twin

-

-

-

Summer Bloom

-

-

-

Tibalt’s Trickery

-

-

-

Treasure Cruise

-

-

-

Tree of Tales

-

-

-

Umezawa’s Jitte

-

-

-

Up the Beanstalk

-

-

-

Uro, Titan of Nature’s Wrath

-

-

-

Vault of Whispers

-

-

-

Violent Outburst

-

-

-

Yorion, Sky Nomad

-

-

-

+

6.5

+

Vintage Format Deck Construction

+

Vintage decks may consist of cards from all

+

Magic

+

card sets, plus the following cards: Sewers of Estark,

+

Windseeker Centaur, and Nalathni Dragon.

+

Cards from expansions and special sets (like

+

From the Vault

+

,

+

Magic: The Gathering

+

—Commander

+

, Duel Decks,

+

Conspiracy

+

, etc.) are legal in the Vintage format on the date of release of the expansion or special set.

+

The following cards are banned in Vintage tournaments:

+

+

+

All cards with the card type “Conspiracy” (25 cards)

+

+

+

All cards that reference “playing for ante” (9 cards)

+

+

+

All cards that bring a sticker or an Attraction into the game (56 Cards). Click

+

here

+

for the list.

+

+

+

Cards whose art, text, name, or combination thereof that are racially or culturally offensive are

+

banned in all formats. This list is a work in progress. Click

+

here

+

for the list.

+

+

+

Chaos Orb

+

+

+

Falling Star

+

+

+

Shahrazad

+

+

The following cards are restricted in Vintage tournaments:

+

+

+

Ancestral Recall

+

+

+

Balance

+

+

+

Black Lotus

+

+

+

Brainstorm

+

+

+

Chalice of the Void

+

+

+

Channel

+

+

+

Demonic Consultation

+

+

+

Demonic Tutor

+

+

+

Dig Through Time

+

+

+

Flash

+

+

+

Gitaxian Probe

+

+

+

Golgari Grave-Troll

+

+

+

Gush

+

+

+

Imperial Seal

+

+

+

Karn, the Great Creator

+

+

+

Library of Alexandria

+

+

+

Lion’s Eye Diamond

+

+

+

Lodestone Golem

+

+

+

Lotus Petal

+

+

+

Mana Crypt

+

+

+

Mana Vault

+

+

+

Memory Jar

+

+

+

Mental Misstep

+

+

+

Merchant Scroll

+

+

+

Mind’s Desire

+

+

+

Monastery Mentor

+

+

+

Mox Emerald

+

+

+

Mox Jet

+

+

+

Mox Pearl

+

+

+

Mox Ruby

+

+

+

Mox Sapphire

+

+

+

Mystic Forge

+

+

+

Mystical Tutor

+

+

+

Narset, Parter of Veils

+

+

+

Necropotence

+

+

+

Sol Ring

+

+

+

Strip Mine

+

+

+

Thorn of Amethyst

+

+

+

Time Vault

+

+

+

Time Walk

+

+

+

Timetwister

+

+

+

Tinker

+

+

+

Tolarian Academy

+

+

+

Treasure Cruise

+

+

+

Trinisphere

+

+

+

Urza’s Saga

+

+

+

Vampiric Tutor

+

+

+

Vexing Bauble

+

+

+

Wheel of Fortune

+

+

+

Windfall

+

+

+

Yawgmoth’s Will

+

-MTG_MTR_2024_Aug26-html.html +MTG_MTR_2024_Sep23_EN-html.html
-background image +background image

34

-

6.5

-

Vintage Format Deck Construction

-

Vintage decks may consist of cards from all

-

Magic

-

card sets, plus the following cards: Sewers of Estark,

+

6.6

+

Legacy Format Deck Construction

+

Legacy decks may consist of cards from all

+

Magic

+

card sets, plus the following cards: Sewers of Estark,

Windseeker Centaur, and Nalathni Dragon.

Cards from expansions and special sets (like

From the Vault

@@ -3028,469 +3227,571 @@

—Commander

, Duel Decks,

Conspiracy

-

, etc.) are legal in the Vintage format on the date of release of the expansion or special set.

-

The following cards are banned in Vintage tournaments:

+

, etc.) are legal in the Legacy format on the date of release of the expansion or special set.

+

The following cards are banned in Legacy tournaments:

-

All cards with the card type “Conspiracy” (25 cards)

-

-

-

All cards that reference “playing for ante” (9 cards)

-

-

-

All cards that bring a sticker or an Attraction into the game (56 Cards). Click

-

here

-

for the list.

-

-

-

Cards whose art, text, name, or combination thereof that are racially or culturally offensive are

-

banned in all formats. This list is a work in progress. Click

-

here

-

for the list.

-

-

-

Chaos Orb

-

-

-

Falling Star

-

-

-

Shahrazad

-

-

The following cards are restricted in Vintage tournaments:

-

-

-

Ancestral Recall

-

-

-

Balance

-

-

-

Black Lotus

-

-

-

Brainstorm

-

-

-

Chalice of the Void

-

-

-

Channel

-

-

-

Demonic Consultation

-

-

-

Demonic Tutor

-

-

-

Dig Through Time

-

-

-

Flash

-

-

-

Gitaxian Probe

-

-

-

Golgari Grave-Troll

-

-

-

Gush

-

-

-

Imperial Seal

-

-

-

Karn, the Great Creator

-

-

-

Library of Alexandria

-

-

-

Lion’s Eye Diamond

-

-

-

Lodestone Golem

-

-

-

Lotus Petal

-

-

-

Mana Crypt

-

-

-

Mana Vault

-

-

-

Memory Jar

-

-

-

Mental Misstep

-

-

-

Merchant Scroll

-

-

-

Mind’s Desire

-

-

-

Monastery Mentor

-

-

-

Mox Emerald

-

-

-

Mox Jet

-

-

-

Mox Pearl

-

-

-

Mox Ruby

-

-

-

Mox Sapphire

-

-

-

Mystic Forge

-

-

-

Mystical Tutor

-

-

-

Narset, Parter of Veils

-

-

-

Necropotence

-

-

-

Sol Ring

-

-

-

Strip Mine

-

-

-

Thorn of Amethyst

-

-

-

Time Vault

-

-

-

Time Walk

-

-

-

Timetwister

-

-

-

Tinker

-

-

-

Tolarian Academy

-

-

-

Treasure Cruise

-

-

-

Trinisphere

-

-

-

Urza’s Saga (effective August 26, 2024)

-

-

-

Vampiric Tutor

-

-

-

Vexing Bauble (effective August 26,

-

2024)

+

All cards with the card type

+

“Conspiracy” (25 cards)

+

+

+

All cards that reference “playing for

+

ante” (9 cards)

+

+

+

All cards that bring a sticker or an

+

Attraction into the game (56 Cards).

+

Click

+

here

+

for the list.

+

+

+

Cards whose art, text, name, or

+

combination thereof that are racially or

+

culturally offensive are banned in all

+

formats. This list is a work in progress.

+

Click

+

here

+

for the list.

+

+

+

Ancestral Recall

+

+

+

Arcum’s Astrolabe

+

+

+

Balance

+

+

+

Bazaar of Baghdad

+

+

+

Black Lotus

+

+

+

Channel

+

+

+

Chaos Orb

+

+

+

Deathrite Shaman

+

+

+

Demonic Consultation

+

+

+

Demonic Tutor

+

+

+

Dig Through Time

+

+

+

Dreadhorde Arcanist

+

+

+

Earthcraft

+

+

+

Expressive Iteration

+

+

+

Falling Star

+

+

+

Fastbond

+

+

+

Flash

+

+

+

Frantic Search

+

+

+

Gitaxian Probe

+

+

+

Goblin Recruiter

+

+

+

Grief

+

+

+

Gush

+

+

+

Hermit Druid

+

+

+

Imperial Seal

+

+

+

Library of Alexandria

+

+

+

Lurrus of the Dream-Den

+

+

+

Mana Crypt

+

+

+

Mana Drain

+

+

+

Mana Vault

+

+

+

Memory Jar

+

+

+

Mental Misstep

+

+

+

Mind Twist

+

+

+

Mishra’s Workshop

+

+

+

Mox Emerald

+

+

+

Mox Jet

+

+

+

Mox Pearl

+

+

+

Mox Ruby

+

+

+

Mox Sapphire

+

+

+

Mystical Tutor

+

+

+

Necropotence

+

+

+

Oath of Druids

+

+

+

Oko, Thief of Crowns

+

+

+

Ragavan, Nimble Pilferer

+

+

+

Sensei’s Divining Top

+

+

+

Shahrazad

+

+

+

Skullclamp

+

+

+

Sol Ring

+

+

+

Strip Mine

+

+

+

Survival of the Fittest

+

+

+

Time Vault

+

+

+

Time Walk

+

+

+

Timetwister

+

+

+

Tinker

+

+

+

Tolarian Academy

+

+

+

Treasure Cruise

+

+

+

Underworld Breach

+

+

+

Vampiric Tutor

+

+

+

Wheel of Fortune

+

+

+

White Plume Adventurer

+

+

+

Windfall

-

Wheel of Fortune

+

Wrenn and Six

-

Windfall

+

Yawgmoth’s Bargain

Yawgmoth’s Will

-

+

+

+

Zirda, the Dawnwaker

+

+

-MTG_MTR_2024_Aug26-html.html +MTG_MTR_2024_Sep23_EN-html.html
-background image +background image

35

-

6.6

-

Legacy Format Deck Construction

-

Legacy decks may consist of cards from all

-

Magic

-

card sets, plus the following cards: Sewers of Estark,

-

Windseeker Centaur, and Nalathni Dragon.

-

Cards from expansions and special sets (like

-

From the Vault

-

,

-

Magic: The Gathering

-

—Commander

-

, Duel Decks,

-

Conspiracy

-

, etc.) are legal in the Legacy format on the date of release of the expansion or special set.

-

The following cards are banned in Legacy tournaments:

-

-

-

All cards with the card type

-

“Conspiracy” (25 cards)

-

-

-

All cards that reference “playing for

-

ante” (9 cards)

-

-

-

All cards that bring a sticker or an

-

Attraction into the game (56 Cards).

-

Click

-

here

-

for the list.

-

-

-

Cards whose art, text, name, or

-

combination thereof that are racially or

-

culturally offensive are banned in all

-

formats. This list is a work in progress.

-

Click

-

here

-

for the list.

-

-

-

Ancestral Recall

-

-

-

Arcum’s Astrolabe

-

-

-

Balance

-

-

-

Bazaar of Baghdad

-

-

-

Black Lotus

-

-

-

Channel

-

-

-

Chaos Orb

-

-

-

Deathrite Shaman

-

-

-

Demonic Consultation

-

-

-

Demonic Tutor

-

-

-

Dig Through Time

-

-

-

Dreadhorde Arcanist

-

-

-

Earthcraft

-

-

-

Expressive Iteration

-

-

-

Falling Star

-

-

-

Fastbond

-

-

-

Flash

-

-

-

Frantic Search

-

-

-

Gitaxian Probe

-

-

-

Goblin Recruiter

-

-

-

Grief (effective August 26, 2024)

-

-

-

Gush

-

-

-

Hermit Druid

-

-

-

Imperial Seal

-

-

-

Library of Alexandria

-

-

-

Lurrus of the Dream-Den

-

-

-

Mana Crypt

-

-

-

Mana Drain

-

-

-

Mana Vault

-

-

-

Memory Jar

-

-

-

Mental Misstep

-

-

-

Mind Twist

-

-

-

Mishra’s Workshop

-

-

-

Mox Emerald

-

-

-

Mox Jet

-

-

-

Mox Pearl

-

-

-

Mox Ruby

-

-

-

Mox Sapphire

-

-

-

Mystical Tutor

-

-

-

Necropotence

-

-

-

Oath of Druids

-

-

-

Oko, Thief of Crowns

-

-

-

Ragavan, Nimble Pilferer

-

-

-

Sensei’s Divining Top

-

-

-

Shahrazad

-

-

-

Skullclamp

-

-

-

Sol Ring

-

-

-

Strip Mine

-

-

-

Survival of the Fittest

-

-

-

Time Vault

-

-

-

Time Walk

-

-

-

Timetwister

-

-

-

Tinker

-

-

-

Tolarian Academy

-

-

-

Treasure Cruise

-

-

-

Underworld Breach

-

-

-

Vampiric Tutor

-

-

-

Wheel of Fortune

-

-

-

White Plume Adventurer

-

-

-

Windfall

-

-

-

Wrenn and Six

-

-

-

Yawgmoth’s Bargain

-

-

-

Yawgmoth’s Will

-

-

-

Zirda, the Dawnwaker

-

-

+

6.7

+

Pioneer Format Deck Construction

+

The following card sets are permitted in Pioneer tournaments:

+

+

+

Return to Ravnica

+

+

+

+

Gatecrash

+

+

+

+

Dragon’s Maze

+

+

+

+

Magic

+

2014

+

core set

+

+

+

Theros

+

+

+

+

Born of the Gods

+

+

+

+

Journey Into Nyx

+

+

+

+

Magic

+

2015

+

core set

+

+

+

Khans of Tarkir

+

+

+

+

Fate Reforged

+

+

+

+

Dragons of Tarkir

+

+

+

+

Magic Origins

+

+

+

+

Battle for Zendikar

+

+

+

+

Oath of the Gatewatch

+

+

+

+

Shadows over Innistrad

+

+

+

+

Eldritch Moon

+

+

+

+

Kaladesh

+

+

+

+

Aether Revolt

+

+

+

+

Amonkhet

+

+

+

+

Hour of Devastation

+

+

+

+

Ixalan

+

+

+

+

Rivals of Ixalan

+

+

+

+

Dominaria

+

+

+

+

Core 2019

+

+

+

+

Guilds of Ravnica

+

+

+

+

Ravnica Allegiance

+

+

+

+

War of the Spark

+

+

+

+

Core Set 2020

+

+

+

+

Throne of Eldraine

+

+

+

+

Theros Beyond Death

+

+

+

+

Ikoria: Lair of Behemoths

+

+

+

+

Core Set 2021

+

+

+

+

Zendikar Rising

+

+

+

+

Kaldheim

+

+

+

+

Strixhaven: School of Mages

+

+

+

+

Adventures in the Forgotten Realms

+

+

+

+

Innistrad: Midnight Hunt

+

+

+

+

Innistrad: Crimson Vow

+

+

+

+

Kamigawa: Neon Dynasty

+

+

+

+

Streets of New Capenna

+

+

+

+

Dominaria United

+

+

+

+

The Brothers’ War

+

+

+

+

Phyrexia: All Will Be One

+

+

+

+

March of the Machine

+

+

+

+

March of the Machine: The Aftermath

+

+

+

+

Wilds of Eldraine

+

+

+

+

The Lost Caverns of Ixalan

+

+

+

+

Murders at Karlov Manor

+

+

+

+

Outlaws of Thunder Junction

+

+

+

+

Bloomburrow

+

+

+

+

Duskmourn: House of Horror

+

+

+

+

Magic: The Gathering Foundations

+

+

(effective November 8, 2024)

+

+

+

The following cards are banned in Pioneer tournaments:

+

+

+

Amalia Benavides Aguirre

+

+

+

Balustrade Spy

+

+

+

Bloodstained Mire

+

+

+

Expressive Iteration

+

+

+

Felidar Guardian

+

+

+

Field of the Dead

+

+

+

Flooded Strand

+

+

+

Geological Appraiser

+

+

+

Inverter of Truth

+

+

+

Karn, the Great Creator

+

+

+

Kethis, the Hidden Hand

+

+

+

Leyline of Abundance

+

+

+

Lurrus of the Dream-Den

+

+

+

Nexus of Fate

+

+

+

Oko, Thief of Crowns

+

+

+

Once Upon a Time

+

+

+

Polluted Delta

+

+

+

Sorin, Imperious Bloodlord

+

+

+

Teferi, Time Raveler

+

+

+

Undercity Informer

+

+

+

Underworld Breach

+

+

+

Uro, Titan of Nature’s Wrath

+

+

+

Veil of Summer

+

+

+

Walking Ballista

+

+

+

Wilderness Reclamation

+

+

+

Windswept Heath

+

+

+

Winota, Joiner of Forces

+

+

+

Wooded Foothills

+

-MTG_MTR_2024_Aug26-html.html +MTG_MTR_2024_Sep23_EN-html.html
@@ -3499,328 +3800,93 @@ background image

36

-

6.7

-

Pioneer Format Deck Construction

-

The following card sets are permitted in Pioneer tournaments:

-

-

-

Return to Ravnica

-

-

-

-

Gatecrash

-

-

-

-

Dragon’s Maze

-

-

-

-

Magic

-

2014

-

core set

-

-

-

Theros

-

-

-

-

Born of the Gods

-

-

-

-

Journey Into Nyx

-

-

-

-

Magic

-

2015

-

core set

-

-

-

Khans of Tarkir

-

-

-

-

Fate Reforged

-

-

-

-

Dragons of Tarkir

-

-

-

-

Magic Origins

-

-

-

-

Battle for Zendikar

-

-

-

-

Oath of the Gatewatch

-

-

-

-

Shadows over Innistrad

-

-

-

-

Eldritch Moon

-

-

-

-

Kaladesh

-

-

-

-

Aether Revolt

-

-

-

-

Amonkhet

-

-

-

-

Hour of Devastation

-

-

-

-

Ixalan

-

-

-

-

Rivals of Ixalan

-

-

-

-

Dominaria

-

-

-

-

Core 2019

-

-

-

-

Guilds of Ravnica

-

-

-

-

Ravnica Allegiance

-

-

-

-

War of the Spark

-

-

-

-

Core Set 2020

-

-

-

-

Throne of Eldraine

-

-

-

-

Theros Beyond Death

-

-

-

-

Ikoria: Lair of Behemoths

-

-

-

-

Core Set 2021

-

-

-

-

Zendikar Rising

-

-

-

-

Kaldheim

-

-

-

-

Strixhaven: School of Mages

-

-

-

-

Adventures in the Forgotten Realms

-

-

-

-

Innistrad: Midnight Hunt

-

-

-

-

Innistrad: Crimson Vow

-

-

-

-

Kamigawa: Neon Dynasty

-

-

-

-

Streets of New Capenna

-

-

-

-

Dominaria United

-

-

-

-

The Brothers’ War

-

-

-

-

Phyrexia: All Will Be One

-

-

-

-

March of the Machine

-

-

-

-

March of the Machine: The Aftermath

-

-

-

-

Wilds of Eldraine

-

-

-

-

The Lost Caverns of Ixalan

-

-

-

-

Murders at Karlov Manor

-

-

-

-

Outlaws of Thunder Junction

-

-

-

-

Bloomburrow

-

-

-

-

Duskmourn: House of Horror

-

(effective

-

September 20, 2024)

-

-

-

Magic: The Gathering Foundations

-

-

(effective November 8, 2024)

-

-

-

The following cards are banned in Pioneer tournaments:

-

-

-

Amalia Benavides Aguirre (effective August

-

26, 2024)

-

-

-

Balustrade Spy

-

-

-

Bloodstained Mire

-

-

-

Expressive Iteration

-

-

-

Felidar Guardian

-

-

-

Field of the Dead

-

-

-

Flooded Strand

-

-

-

Geological Appraiser

-

-

-

Inverter of Truth

-

-

-

Karn, the Great Creator

-

-

-

Kethis, the Hidden Hand

-

-

-

Leyline of Abundance

-

-

-

Lurrus of the Dream-Den

-

-

-

Nexus of Fate

-

-

-

Oko, Thief of Crowns

-

-

-

Once Upon a Time

-

-

-

Polluted Delta

-

-

-

Sorin, Imperious Bloodlord (effective

-

August 26, 2024)

-

-

-

Teferi, Time Raveler

-

-

-

Undercity Informer

-

-

-

Underworld Breach

-

-

-

Uro, Titan of Nature’s Wrath

-

-

-

Veil of Summer

-

-

-

Walking Ballista

-

-

-

Wilderness Reclamation

-

-

-

Windswept Heath

-

-

-

Winota, Joiner of Forces

-

-

-

Wooded Foothills

-

+

7. Limited Tournament Rules

+

7.1

+

Deck Construction Restrictions

+

Limited decks must contain a minimum of forty cards. There is no maximum deck size. Any drafted or opened

+

cards not used in a player’s Limited deck function as their sideboard.

+

Players are not restricted to four of any one card in Limited tournament play.

+

7.2

+

Card Use in Limited Tournaments

+

Cards must be received directly from tournament officials. This product must be new and previously unopened.

+

Pro Tour, Regional Championships, and World Championship tournaments may have had play 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

+

Murders at Karlov Manor

+

play boosters for a Booster Draft, all other players must also receive three

+

Murders at Karlov Manor

+

play

+

boosters.

+

Only cards from the expansions of the play boosters opened (and only cards opened or drafted in that player’s

+

pool) may be used in a player’s deck. The following are exceptions to this rule:

+

+

+

Players may add an unlimited number of cards named Plains, Island, Swamp, Mountain, or Forest to their

+

deck and sideboard. They may not add additional snow basic land cards (e.g., Snow-Covered Forest, etc)

+

or Wastes basic land cards, even in formats in which they are legal.

+

+

+

Non-basic lands from the

+

Return to Ravnica

+

and

+

Gatecrash

+

expansions are allowed when opened in

+

Dragon’s Maze

+

draft boosters.

+

+

+

Non-basic lands from the

+

Khans of Tarkir

+

expansion are allowed when opened in

+

Fate Reforged

+

draft

+

boosters.

+

+

+

Non-basic lands from the

+

Zendikar Expeditions

+

set are allowed when opened in

+

Battle for Zendikar

+

or

+

Oath of the Gatewatch

+

draft boosters.

+

+

+

Cards from a

+

Masterpiece Series

+

are allowed when opened in draft boosters associated with that series.

+

+

+

Prerelease tournaments may feature additional exceptions. These will be announced as part of the

+

Prerelease information.

+

Players may ask a judge for permission to replace a card with another version of the same card.

+

Because it was designed specifically for multiplayer play, the use of

+

Conspiracy

+

booster packs in sanctioned,

+

rated Limited-format tournaments (Sealed Deck and Booster Draft) is not permitted.

+

Six play boosters per player are recommended for individual format Sealed Deck tournaments and 3 play boosters

+

per player 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.

+

If the Tournament Organizer is not providing extra land cards for use in a Limited tournament, they must

+

announce this before tournament registration. Tournament Organizers may require players to return these land

+

cards when they leave the tournament. Players may use their own basic lands during tournaments.

-MTG_MTR_2024_Aug26-html.html +MTG_MTR_2024_Sep23_EN-html.html
@@ -3829,93 +3895,69 @@ background image

37

-

7. Limited Tournament Rules

-

7.1

-

Deck Construction Restrictions

-

Limited decks must contain a minimum of forty cards. There is no maximum deck size. Any drafted or opened

-

cards not used in a player’s Limited deck function as their sideboard.

-

Players are not restricted to four of any one card in Limited tournament play.

-

7.2

-

Card Use in Limited Tournaments

-

Cards must be received directly from tournament officials. This product must be new and previously unopened.

-

Pro Tour, Regional Championships, and World Championship tournaments may have had play 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

-

Murders at Karlov Manor

-

play boosters for a Booster Draft, all other players must also receive three

-

Murders at Karlov Manor

-

play

-

boosters.

-

Only cards from the expansions of the play boosters opened (and only cards opened or drafted in that player’s

-

pool) may be used in a player’s deck. The following are exceptions to this rule:

-

-

-

Players may add an unlimited number of cards named Plains, Island, Swamp, Mountain, or Forest to their

-

deck and sideboard. They may not add additional snow basic land cards (e.g., Snow-Covered Forest, etc)

-

or Wastes basic land cards, even in formats in which they are legal.

-

-

-

Non-basic lands from the

-

Return to Ravnica

-

and

-

Gatecrash

-

expansions are allowed when opened in

-

Dragon’s Maze

-

draft boosters.

-

-

-

Non-basic lands from the

-

Khans of Tarkir

-

expansion are allowed when opened in

-

Fate Reforged

-

draft

-

boosters.

-

-

-

Non-basic lands from the

-

Zendikar Expeditions

-

set are allowed when opened in

-

Battle for Zendikar

-

or

-

Oath of the Gatewatch

-

draft boosters.

-

-

-

Cards from a

-

Masterpiece Series

-

are allowed when opened in draft boosters associated with that series.

-

-

-

Prerelease tournaments may feature additional exceptions. These will be announced as part of the

-

Prerelease information.

-

Players may ask a judge for permission to replace a card with another version of the same card.

-

Because it was designed specifically for multiplayer play, the use of

-

Conspiracy

-

booster packs in sanctioned,

-

rated Limited-format tournaments (Sealed Deck and Booster Draft) is not permitted.

-

Six play boosters per player are recommended for individual format Sealed Deck tournaments and 3 play boosters

-

per player 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.

-

If the Tournament Organizer is not providing extra land cards for use in a Limited tournament, they must

-

announce this before tournament registration. Tournament Organizers may require players to return these land

-

cards when they leave the tournament. Players may use their own basic lands during tournaments.

+

7.3

+

Continuous Construction

+

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 deck construction. This option is not

+

available at Competitive or Professional Rules Enforcement Level tournaments.

+

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 tournament pack, they 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 Pool Registration

+

In Sealed Deck tournaments, the Head Judge may require players to perform a Sealed Deck pool registration

+

procedure prior to deck construction:

+

+

+

Each player is distributed the appropriate number of boosters. The booster packs should be marked in a

+

way that distinguishes they came from the Tournament Organizer for that tournament.

+

+

+

Players on one side of each table open their booster packs (Player A). The player directly across (Player

+

B) observes this. Both players will observe and verify the contents of those booster packs. After this

+

process, the opened cards are stacked face down in a single pile and placed near Player B.

+

+

+

Player B will now open their booster packs. Player A observes. Both players will observe and verify the

+

contents. After this process, the opened cards are stacked face down in a single pile and placed near

+

Player A.

+

+

+

Player A then sorts and registers the contents of Player B's pool, and vice versa.

+

+

+

After registration, each player returns the registered card pool to the player who originally opened the

+

pool.

+

+

+

Players construct and record decks as normal.

+

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 boosters to each player.

+

Players within a pod may play only against other players within that pod. In Regular Rules Enforcement Level

+

tournaments, the Tournament Organizer may elect to lift this restriction. This must be announced before the

+

tournament starts.

-MTG_MTR_2024_Aug26-html.html +MTG_MTR_2024_Sep23_EN-html.html
@@ -3924,69 +3966,51 @@ background image

38

-

7.3

-

Continuous Construction

-

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 deck construction. This option is not

-

available at Competitive or Professional Rules Enforcement Level tournaments.

-

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 tournament pack, they 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 Pool Registration

-

In Sealed Deck tournaments, the Head Judge may require players to perform a Sealed Deck pool registration

-

procedure prior to deck construction:

-

-

-

Each player is distributed the appropriate number of boosters. The booster packs should be marked in a

-

way that distinguishes they came from the Tournament Organizer for that tournament.

-

-

-

Players on one side of each table open their booster packs (Player A). The player directly across (Player

-

B) observes this. Both players will observe and verify the contents of those booster packs. After this

-

process, the opened cards are stacked face down in a single pile and placed near Player B.

-

-

-

Player B will now open their booster packs. Player A observes. Both players will observe and verify the

-

contents. After this process, the opened cards are stacked face down in a single pile and placed near

-

Player A.

-

-

-

Player A then sorts and registers the contents of Player B's pool, and vice versa.

-

-

-

After registration, each player returns the registered card pool to the player who originally opened the

-

pool.

-

-

-

Players construct and record decks as normal.

-

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 boosters to each player.

-

Players within a pod may play only against other players within that pod. In Regular Rules Enforcement Level

-

tournaments, the Tournament Organizer may elect to lift this restriction. This must be announced before the

-

tournament starts.

+

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. 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 (Exception: When the Booster Draft consists of

+

Double Masters

+

boosters, players choose two cards for

+

their first pick from each booster. All other Booster Draft rules remain the same). Once a player has removed a

+

card from the pack and put it on top of their 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

+

Rules Enforcement Levels. At Regular Rules Enforcement Level, 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 they announce it before the first draft. Between booster packs 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, but wishes to remain in the tournament, they are suspended

+

from drafting and must construct a deck from whatever cards they have drafted thus far. For the remainder of the

+

draft, their picks are skipped and the draft continues with one fewer player.

-MTG_MTR_2024_Aug26-html.html +MTG_MTR_2024_Sep23_EN-html.html
@@ -3995,51 +4019,62 @@ background image

39

-

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. 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 (Exception: When the Booster Draft consists of

-

Double Masters

-

boosters, players choose two cards for

-

their first pick from each booster. All other Booster Draft rules remain the same). Once a player has removed a

-

card from the pack and put it on top of their 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

-

Rules Enforcement Levels. At Regular Rules Enforcement Level, 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 they announce it before the first draft. Between booster packs 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, but wishes to remain in the tournament, they are suspended

-

from drafting and must construct a deck from whatever cards they have drafted thus far. For the remainder of the

-

draft, their picks are skipped and the draft continues with one fewer player.

+

8. Team Tournament Rules

+

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

+

registration information (Wizards Account) of its respective members and all teams must provide the Tournament

+

Organizer with the full information when registering for the tournament. Individuals may be members of more

+

than one team, though not during the same tournament. If a player drops from the tournament, the entire team is

+

dropped from the tournament. If a player is disqualified from the tournament, the entire team is disqualified 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

+

The rules for team communication are the same as those for Two-Headed Giant. See section 4.6 for more details.

+

8.4

+

Unified Deck Construction Rules

+

Team Constructed tournaments use Unified Deck Construction rules: Except for cards with the basic supertype,

+

no two decks on a team may contain the same card, based on its English card title. (For example, if one player is

+

using Naturalize in a Team Constructed tournament, no other player on that team may use Naturalize in their

+

deck.) No players may use cards that are banned in a particular format. Cards that override deck construction rules

+

(i.e., Relentless Rats) may only override them for one deck on a team.

+

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 their first booster and laying out the entire contents of the pack face

+

up on the table as directed by tournament officials, with the cards facing them. 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 their

+

other drafted cards, they 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 remaining from the booster pack (the card on the table

+

the longest).

-MTG_MTR_2024_Aug26-html.html +MTG_MTR_2024_Sep23_EN-html.html
@@ -4048,62 +4083,84 @@ background image

40

-

8. Team Tournament Rules

-

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

-

registration information (Wizards Account) of its respective members and all teams must provide the Tournament

-

Organizer with the full information when registering for the tournament. Individuals may be members of more

-

than one team, though not during the same tournament. If a player drops from the tournament, the entire team is

-

dropped from the tournament. If a player is disqualified from the tournament, the entire team is disqualified 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

-

The rules for team communication are the same as those for Two-Headed Giant. See section 4.6 for more details.

-

8.4

-

Unified Deck Construction Rules

-

Team Constructed tournaments use Unified Deck Construction rules: Except for cards with the basic supertype,

-

no two decks on a team may contain the same card, based on its English card title. (For example, if one player is

-

using Naturalize in a Team Constructed tournament, no other player on that team may use Naturalize in their

-

deck.) No players may use cards that are banned in a particular format. Cards that override deck construction rules

-

(i.e., Relentless Rats) may only override them for one deck on a team.

-

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 their first booster and laying out the entire contents of the pack face

-

up on the table as directed by tournament officials, with the cards facing them. 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 their

-

other drafted cards, they 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 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 pack 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 booster packs and counterclockwise 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

+

counterclockwise 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 1A—card 6

+

+

Player 1C—card 11

+

Player 1C—card 2

+

+

Player 1A—card 7

+

+

Player 1B—card 12

+

Player 2A—card 3

+

+

Player 2C—card 8

+

+

Player 1B—card 13

+

Player 2B—card 4

+

+

Player 2B—card 9

+

+

Player 1C—card 14

+

Player 2C—card 5

+

+

Player 2A—card 10

+

+

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

+

Murders at Karlov

+

Manor

+

play boosters, every team must receive twelve

+

Murders at Karlov Manor

+

play boosters.

+

Eight boosters per team are recommended 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 D.

+

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 in Regular Rules Enforcement Level tournaments that do not use decklists, but only between

+

rounds.

-MTG_MTR_2024_Aug26-html.html +MTG_MTR_2024_Sep23_EN-html.html
@@ -4112,84 +4169,75 @@ background image

41

-

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 pack 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 booster packs and counterclockwise 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

-

counterclockwise 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 1A—card 6

-

-

Player 1C—card 11

-

Player 1C—card 2

-

-

Player 1A—card 7

-

-

Player 1B—card 12

-

Player 2A—card 3

-

-

Player 2C—card 8

-

-

Player 1B—card 13

-

Player 2B—card 4

-

-

Player 2B—card 9

-

-

Player 1C—card 14

-

Player 2C—card 5

-

-

Player 2A—card 10

-

-

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

-

Murders at Karlov

-

Manor

-

play boosters, every team must receive twelve

-

Murders at Karlov Manor

-

play boosters.

-

Eight boosters per team are recommended 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 D.

-

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 in Regular Rules Enforcement Level tournaments that do not use decklists, but only between

-

rounds.

+

9. Two-Headed Giant Tournament Rules

+

9.1

+

Match Structure

+

Two-Headed Giant matches consist of one game. All players from the two teams play in the same 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.

+

9.2

+

Communication Rules

+

Teammates may communicate with each other at any time.

+

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 their hand. If either player on that team looks at their 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 Procedure

+

1.

+

+

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 their teammate. Players can

+

choose a different primary and secondary player before each match.

+

2.

+

+

Players shuffle their decks.

+

3.

+

+

Players present their decks to their opponents for additional shuffling.

+

4.

+

+

The appropriate team must decide whether to play first or second at this point, if they have not done

+

so already (see section 9.3)

+

5.

+

+

Each player draws seven cards. Optionally, these cards may be dealt face down on the table.

+

6.

+

+

Each player, in turn order, decides whether to mulligan. (Rules on Two-Headed Giant mulligans can

+

be found in the

+

Magic

+

Comprehensive Rules, rule 103.4c)

+

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 8.4).

+

In addition to cards banned in particular formats, the following card is banned in ALL Two-Headed Giant

+

Constructed tournaments (Vintage, Legacy, 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.

+

Eight boosters per team are recommended 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 D.

-MTG_MTR_2024_Aug26-html.html +MTG_MTR_2024_Sep23_EN-html.html
@@ -4198,75 +4246,38 @@ background image

42

-

9. Two-Headed Giant Tournament Rules

-

9.1

-

Match Structure

-

Two-Headed Giant matches consist of one game. All players from the two teams play in the same 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.

-

9.2

-

Communication Rules

-

Teammates may communicate with each other at any time.

-

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 their hand. If either player on that team looks at their 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 Procedure

-

1.

-

-

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 their teammate. Players can

-

choose a different primary and secondary player before each match.

-

2.

-

-

Players shuffle their decks.

-

3.

-

-

Players present their decks to their opponents for additional shuffling.

-

4.

-

-

The appropriate team must decide whether to play first or second at this point, if they have not done

-

so already (see section 9.3)

-

5.

-

-

Each player draws seven cards. Optionally, these cards may be dealt face down on the table.

-

6.

-

-

Each player, in turn order, decides whether to mulligan. (Rules on Two-Headed Giant mulligans can

-

be found in the

-

Magic

-

Comprehensive Rules, rule 103.4c)

-

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 8.4).

-

In addition to cards banned in particular formats, the following card is banned in ALL Two-Headed Giant

-

Constructed tournaments (Vintage, Legacy, 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.

-

Eight boosters per team are recommended 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 D.

+

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 boosters 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

+

construct 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.

-MTG_MTR_2024_Aug26-html.html +MTG_MTR_2024_Sep23_EN-html.html
@@ -4275,237 +4286,240 @@ background image

43

-

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 boosters 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

-

construct 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. Sanctioning Rules

+

10.1 Participation Minimums

+

Participation minimums for a tournament to be sanctioned as a rated tournament are as follows:

+

+

+

For individual tournaments, a minimum of four (4) players must participate.

+

+

+

For team and Two-Headed Giant tournaments, a minimum of four (4) teams must participate.

+

Certain Premier tournaments (e.g, Regional Championship Qualifiers) require a higher minimum number of

+

players.

+

If the participation minimum is not met, the tournament is no longer DCI-sanctioned. If participation minimums

+

are not met for any DCI-sanctioned tournament, the Tournament Organizer should report the tournament as “Did

+

Not Occur.”

+

10.2 Number of Rounds

+

The minimum number of rounds required for a tournament to be sanctioned as a rated tournament 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. If the minimum

+

number of rounds is not met for any DCI-sanctioned, rated tournament, the Tournament Organizer should report

+

the tournament 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 Tournament Invitation Policy. Tournament

+

Organizers may hold and sanction invitation-only non-Premier tournaments, as long as they are sanctioned as a

+

Magic

+

Premier Series.

+

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.

+

At Pro Tour and World Championship tournaments, competitors are advanced to the playoff rounds before the

+

end of the Swiss rounds (and receive byes for the remaining Swiss rounds) if they have achieved the announced

+

number of match points required to advance to the playoff rounds. In this case, competitors in the Top 8 playoff

+

are seeded in order from 1

+

st

+

through 8

+

th

+

. Seeding is determined by:

-MTG_MTR_2024_Aug26-html.html +MTG_MTR_2024_Sep23_EN-html.html
-background image +background image

44

-

10. Sanctioning Rules

-

10.1 Participation Minimums

-

Participation minimums for a tournament to be sanctioned as a rated tournament are as follows:

-

-

-

For individual tournaments, a minimum of four (4) players must participate.

-

-

-

For team and Two-Headed Giant tournaments, a minimum of four (4) teams must participate.

-

Certain Premier tournaments (e.g, Regional Championship Qualifiers) require a higher minimum number of

-

players.

-

If the participation minimum is not met, the tournament is no longer DCI-sanctioned. If participation minimums

-

are not met for any DCI-sanctioned tournament, the Tournament Organizer should report the tournament as “Did

-

Not Occur.”

-

10.2 Number of Rounds

-

The minimum number of rounds required for a tournament to be sanctioned as a rated tournament 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. If the minimum

-

number of rounds is not met for any DCI-sanctioned, rated tournament, the Tournament Organizer should report

-

the tournament 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 Tournament Invitation Policy. Tournament

-

Organizers may hold and sanction invitation-only non-Premier tournaments, as long as they are sanctioned as a

-

Magic

-

Premier Series.

-

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.

-

At Pro Tour and World Championship tournaments, competitors are advanced to the playoff rounds before the

-

end of the Swiss rounds (and receive byes for the remaining Swiss rounds) if they have achieved the announced

-

number of match points required to advance to the playoff rounds. In this case, competitors in the Top 8 playoff

-

are seeded in order from 1

-

st

-

through 8

-

th

-

. Seeding is determined by:

+

+

+

The round in which a competitor received the required number of match points to advance to the playoff

+

rounds.

+

+

+

Their opponents’ match-win percentage, the competitor’s game-win percentage, and their opponents’

+

game-win percentage as of the round in which they receive the required number of match points to

+

advance to the playoff rounds.

+

+

+

Seeding for the Top 8 playoff is locked after each round in which a competitor receives the required

+

number of match points to advance to the playoff rounds.

+

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 1

+

st

+

place player plays the 8

+

th

+

place player, the 2

+

nd

+

place player plays the 7

+

th

+

place

+

player, the 3

+

rd

+

place player plays the 6

+

th

+

place player, and the 4

+

th

+

place player plays the 5

+

th

+

place player. The

+

winners of the 1

+

st

+

/8

+

th

+

place and 4

+

th

+

/5

+

th

+

place matches play each other in the next round of the playoff. The winners

+

of the 2

+

nd

+

/7

+

th

+

place and 3

+

rd

+

/6

+

th

+

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 1

+

st

+

place player plays the 4

+

th

+

place player, and the 2

+

nd

+

place player plays the 3

+

rd

+

place

+

player. The remaining players play in the last round of the playoff.

+

+

For Limited tournaments that have a single-elimination Booster Draft playoff, it is recommend that only an 8-

+

player playoff is run using the following method described below.

+

Use a random method to seat players around the draft table and conduct the draft.

+

-MTG_MTR_2024_Aug26-html.html +MTG_MTR_2024_Sep23_EN-html.html
-background image +background image

45

-

-

-

The round in which a competitor received the required number of match points to advance to the playoff

-

rounds.

-

-

-

Their opponents’ match-win percentage, the competitor’s game-win percentage, and their opponents’

-

game-win percentage as of the round in which they receive the required number of match points to

-

advance to the playoff rounds.

-

-

-

Seeding for the Top 8 playoff is locked after each round in which a competitor receives the required

-

number of match points to advance to the playoff rounds.

-

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 1

-

st

-

place player plays the 8

-

th

-

place player, the 2

-

nd

-

place player plays the 7

-

th

-

place

-

player, the 3

-

rd

-

place player plays the 6

-

th

-

place player, and the 4

-

th

-

place player plays the 5

-

th

-

place player. The

-

winners of the 1

-

st

-

/8

-

th

-

place and 4

-

th

-

/5

-

th

-

place matches play each other in the next round of the playoff. The winners

-

of the 2

-

nd

-

/7

-

th

-

place and 3

-

rd

-

/6

-

th

-

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 1

-

st

-

place player plays the 4

-

th

-

place player, and the 2

-

nd

-

place player plays the 3

-

rd

-

place

-

player. The remaining players play in the last round of the playoff.

-

-

For Limited tournaments that have a single-elimination Booster Draft playoff, it is recommend that only an 8-

-

player playoff is run using the following method described below.

-

Use a random method to seat players around the draft table and conduct the draft.

-

+

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 most Premier Events, the playoff options above are required, not optional.

+

Premier Events include the following tournaments:

+

Magic: The Gathering

+

World Championship, Pro Tour, Pro

+

Tour Qualifier, Spotlight Series, Regional Championship, and Regional Championship Qualifier

-MTG_MTR_2024_Aug26-html.html +MTG_MTR_2024_Sep23_EN-html.html
-background image +background image

46

-

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 most Premier Events, the playoff options above are required, not optional.

-

Premier Events include the following tournaments:

-

Magic: The Gathering

-

World Championship, Pro Tour, Pro

-

Tour Qualifier, Regional Championship, and Regional Championship 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.

+

September 23, 2024

+

1.4: Spotlight Series added to list of Premier Events.

+

1:12: Links to documents updated.

+

2.10: “Awarding a bye to the highest seeded player if a player drops” is only applicable to single-

+

elimination rounds.

+

4.2: Adding a shortcut for cards with multiple mana abilities and ambiguous selection.

+

10.4: Spotlight Series added to list of Premier Events.

+

Appendix D: Upcoming set added.

+

+

August 26, 2024

+

6.4: 2 cards banned.

+

6.5: 2 cards restricted.

+

6.6: 1 card banned.

+

6.7: 2 cards banned.

+

-MTG_MTR_2024_Aug26-html.html +MTG_MTR_2024_Sep23_EN-html.html
@@ -4514,683 +4528,611 @@ background image

47

-

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.

-

August 26, 2024

-

6.4: 2 cards banned.

-

6.5: 2 cards restricted.

-

6.6: 1 card banned.

-

6.7: 2 cards banned.

-

-

July 26, 2024

-

3.7: Upcoming sets added.

-

6.3: Upcoming sets added. Sets and banned cards removed due to rotation.

-

6.4: Upcoming sets added.

-

6.7: Upcoming sets added.

-

Appendix D: Upcoming sets added.

-

+

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. For Prereleases

+

and Sealed Deck events that take place on the weekend of a new set release, 15 additional minutes for

+

deck construction is recommended.

+

+

+

Draft—25 minutes for deck registration and construction.

+

+

+

Team Sealed Deck—20 minutes for deck registration and 60 minutes for deck construction. For

+

Team-format Sealed Deck events that take place on the weekend of a new set release, 15 additional

+

minutes for deck construction is recommended.

+

+

+

Team Draft—40 minutes for deck construction and registration.

+

+

+

Two-Headed Giant Sealed Deck—20 minutes for deck registration and 60 minutes for deck

+

construction. For Two-headed Giant Sealed Deck events that take place on the weekend of a new set

+

release, 15 additional minutes for deck construction is recommended.

+

+

+

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.

+

+

-MTG_MTR_2024_Aug26-html.html +MTG_MTR_2024_Sep23_EN-html.html
-background image +background image

48

-

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. For Prereleases

-

and Sealed Deck events that take place on the weekend of a new set release, 15 additional minutes for

-

deck construction is recommended.

-

-

-

Draft—25 minutes for deck registration and construction.

-

-

-

Team Sealed Deck—20 minutes for deck registration and 60 minutes for deck construction. For

-

Team-format Sealed Deck events that take place on the weekend of a new set release, 15 additional

-

minutes for deck construction is recommended.

-

-

-

Team Draft—40 minutes for deck construction and registration.

-

-

-

Two-Headed Giant Sealed Deck—20 minutes for deck registration and 60 minutes for deck

-

construction. For Two-headed Giant Sealed Deck events that take place on the weekend of a new set

-

release, 15 additional minutes for deck construction is recommended.

-

-

-

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

+

+

The time for review after the first booster pack is 60 seconds. Each subsequent review period increases by 30

+

seconds.

+

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.

-MTG_MTR_2024_Aug26-html.html +MTG_MTR_2024_Sep23_EN-html.html
-background image +background image

49

-

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

-

-

The time for review after the first booster pack is 60 seconds. Each subsequent review period increases by 30

-

seconds.

-

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.

-MTG_MTR_2024_Aug26-html.html +MTG_MTR_2024_Sep23_EN-html.html
-background image +background image

50

-

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 they earn 6 game points and their opponent receives 0 game points

+

from the match.

+

+

+

A player wins a match 2–1–0, so they earn 6 game points and their opponent earns 3 game points

+

from the match.

+

+

+

A player wins a match 2–0–1, so they earn 7 game points and their opponent earns 1 game point from

+

the match.

+

Game points are not used in team tournaments; only the overall result of the match is used for tiebreakers.

+

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.

+

Examples:

+

+

These three players competed in an 8-round tournament, although only the first player completed all rounds.

+

Tournament

+

Record

+

Match Points

+

Rounds Played

+

Match-win

+

Percentage

+

5-2-1

+

16

+

8

+

16/(8*3) = 0.667

+

1-3-0, then

+

withdraws

+

3

+

4

+

3/(4*3) = 0.25, so

+

0.33 is used.

+

3-2-0, including a

+

first-round bye, then

+

withdraws

+

9

+

5

+

9/(5*3) = 0.60

+

-MTG_MTR_2024_Aug26-html.html +MTG_MTR_2024_Sep23_EN-html.html
-background image +background image

51

-

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 they earn 6 game points and their opponent receives 0 game points

-

from the match.

-

-

-

A player wins a match 2–1–0, so they earn 6 game points and their opponent earns 3 game points

-

from the match.

-

-

-

A player wins a match 2–0–1, so they earn 7 game points and their opponent earns 1 game point from

-

the match.

-

Game points are not used in team tournaments; only the overall result of the match is used for tiebreakers.

-

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.

-

Examples:

-

-

These three players competed in an 8-round tournament, although only the first player completed all rounds.

-

Tournament

-

Record

-

Match Points

-

Rounds Played

-

Match-win

-

Percentage

-

5-2-1

-

16

-

8

-

16/(8*3) = 0.667

-

1-3-0, then

-

withdraws

-

3

-

4

-

3/(4*3) = 0.25, so

-

0.33 is used.

-

3-2-0, including a

-

first-round bye, then

-

withdraws

-

9

-

5

-

9/(5*3) = 0.60

-

+

+

Game-win percentage

+

Similar to the match-win percentage, a player’s game-win percentage is the total number of game points they

+

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.

+

These two players competed in a four-round tournament:

+

Game Record by Match

+

Game Points

+

Games

+

Played

+

Game-win

+

Percentage

+

+

+

Round 1: 2 wins (6 game points)

+

+

+

Round 2: 2 wins and 1 loss (6 game points)

+

+

+

Round 3: 1 win and 2 losses (3 game points)

+

+

+

Round 4: 2 wins (6 game points)

+

21

+

10

+

21/(3*10) = 0.70

+

+

+

Round 1: 1 win and 2 losses (3 game points)

+

+

+

Round 2: 1 win and 2 losses (3 game points)

+

+

+

Round 3: 2 losses (0 game points)

+

+

+

Round 4: 1 win and 2 losses (3 game points)

+

9

+

11

+

9/(3*11) = 0.27, so

+

0.33 is used.

+

+

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.

+

Examples:

+

+

+

A player’s record in an eight-round tournament is 6–2–0. Her opponents’ match records were: 4–4–0,

+

7–1–0, 1–3–1, 3–3–1, 6–2–0, 5–2–1, 4–3–1, and 6–1–1, so her opponents’ match-win percentage is:

+

-MTG_MTR_2024_Aug26-html.html +MTG_MTR_2024_Sep23_EN-html.html
-background image +background image

52

-

-

Game-win percentage

-

Similar to the match-win percentage, a player’s game-win percentage is the total number of game points they

-

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.

-

These two players competed in a four-round tournament:

-

Game Record by Match

-

Game Points

-

Games

-

Played

-

Game-win

-

Percentage

-

-

-

Round 1: 2 wins (6 game points)

-

-

-

Round 2: 2 wins and 1 loss (6 game points)

-

-

-

Round 3: 1 win and 2 losses (3 game points)

-

-

-

Round 4: 2 wins (6 game points)

-

21

-

10

-

21/(3*10) = 0.70

-

-

-

Round 1: 1 win and 2 losses (3 game points)

-

-

-

Round 2: 1 win and 2 losses (3 game points)

-

-

-

Round 3: 2 losses (0 game points)

-

-

-

Round 4: 1 win and 2 losses (3 game points)

-

9

-

11

-

9/(3*11) = 0.27, so

-

0.33 is used.

-

-

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.

-

Examples:

-

-

-

A player’s record in an eight-round tournament is 6–2–0. Her opponents’ match records were: 4–4–0,

-

7–1–0, 1–3–1, 3–3–1, 6–2–0, 5–2–1, 4–3–1, and 6–1–1, so her opponents’ match-win percentage is:

-

+

+

+

+

+

Another player’s record at the same tournament was 6–2–0. His opponents’ records were: bye, 7–1–0,

+

1–3–1, 3–3–1, 6–2–0, 5–2–1, 4–3–1, and 6–1–1, so his opponents’ match-win percentage is:

+

+

+

+

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 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, they are 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 their

+

opponents’ match-win and opponents’ game-win percentages.

-MTG_MTR_2024_Aug26-html.html +MTG_MTR_2024_Sep23_EN-html.html
-background image +background image

53

-

-

-

-

-

Another player’s record at the same tournament was 6–2–0. His opponents’ records were: bye, 7–1–0,

-

1–3–1, 3–3–1, 6–2–0, 5–2–1, 4–3–1, and 6–1–1, so his opponents’ match-win percentage is:

-

-

-

-

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 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, they are 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 their

-

opponents’ match-win and opponents’ game-win percentages.

+

Appendix D—Recommended Play Booster Mix for Limited Tournaments

+

Note: The following play boosters mixes are required for Premier Play tournaments.

+

For

+

Magic: The Gathering Foundations

+

, the recommended play booster mix for Limited tournaments is (effective

+

November 8, 2024):

+

+

+

+

Individual Sealed Deck – 6

+

Magic: The Gathering Foundations (per player)

+

+

+

+

Individual Booster Draft or Team Rochester Draft – 3

+

Magic: The Gathering Foundations (per

+

player)

+

+

+

+

Three-Person Team Sealed – 12

+

Magic: The Gathering Foundations (per team)

+

+

+

+

Two-Headed Giant Sealed Deck – 8

+

Magic: The Gathering Foundations (per team)

+

+

+

+

Two-Headed Giant Booster Draft – 6

+

Magic: The Gathering Foundations (per team)

+

+

For

+

Duskmourn: House of Horror

+

, the recommended play booster mix for Limited tournaments is (effective

+

September 20, 2024)

+

:

+

+

+

+

Individual Sealed Deck – 6

+

Duskmourn: House of Horror (per player)

+

+

+

+

Individual Booster Draft or Team Rochester Draft – 3

+

Duskmourn: House of Horror (per player)

+

+

+

+

Three-Person Team Sealed – 12

+

Duskmourn: House of Horror (per team)

+

+

+

+

Two-Headed Giant Sealed Deck – 8

+

Duskmourn: House of Horror (per team)

+

+

+

+

Two-Headed Giant Booster Draft – 6

+

Duskmourn: House of Horror (per team)

+

-MTG_MTR_2024_Aug26-html.html +MTG_MTR_2024_Sep23_EN-html.html
-background image +background image

54

-

Appendix D—Recommended Play Booster Mix for Limited Tournaments

-

Note: The following play boosters mixes are required for Premier Play tournaments.

-

For

-

Duskmourn: House of Horror

-

, the recommended play booster mix for Limited tournaments is (effective

-

September 20, 2024)

-

:

-

-

-

-

Individual Sealed Deck – 6

-

Duskmourn: House of Horror (per player)

-

-

-

-

Individual Booster Draft or Team Rochester Draft – 3

-

Duskmourn: House of Horror (per player)

-

-

-

-

Three-Person Team Sealed – 12

-

Duskmourn: House of Horror (per team)

-

-

-

-

Two-Headed Giant Sealed Deck – 8

-

Duskmourn: House of Horror (per team)

-

-

-

-

Two-Headed Giant Booster Draft – 6

-

Duskmourn: House of Horror (per team)

-

-

For

-

Bloomburrow

-

, the recommended play booster mix for Limited tournaments is (effective July 26, 2024

-

through September 19, 2024)

-

:

-

-

-

-

Individual Sealed Deck – 6

-

Bloomburrow (per player)

-

-

-

-

Individual Booster Draft or Team Rochester Draft – 3

-

Bloomburrow (per player)

-

-

-

-

Three-Person Team Sealed – 12

-

Bloomburrow (per team)

-

-

-

-

Two-Headed Giant Sealed Deck – 8

-

Bloomburrow (per team)

-

-

-

-

Two-Headed Giant Booster Draft – 6

-

Bloomburrow (per team)

-

-

For

-

Modern Horizons 3

-

, the recommended play booster mix for Limited tournaments is (effective June 7, 2024

-

through September 19, 2024)

-

:

-

-

-

-

Individual Sealed Deck – 6

-

Modern Horizons 3 (per player)

-

-

-

-

Individual Booster Draft or Team Rochester Draft – 3

-

Modern Horizons 3 (per player)

-

-

-

-

Three-Person Team Sealed – 12

-

Modern Horizons 3 (per team)

-

-

-

-

Two-Headed Giant Sealed Deck – 8

-

Modern Horizons 3 (per team)

-

-

-

-

Two-Headed Giant Booster Draft – 6

-

Modern Horizons 3 (per team)

-

+

Appendix E—Recommended Number of Rounds in Swiss Tournaments

+

The following number of Swiss rounds is required for Premier tournaments (such as Regional Championship

+

Qualifiers). It may be used at the Tournament Organizer’s discretion for non-Premier tournaments.

+

+

Players (Teams)

+

Swiss Rounds

+

Playoff

+

4 (Team/2HG Only)

+

2 Single-Elimination

+

Rounds (No Swiss)

+

None (Run Single Elimination)

+

5-8

+

3 Single-Elimination

+

Rounds (No Swiss)

+

None (Run Single Elimination)

+

9-16

+

4 (if Limited Format with

+

Booster Draft in Playoff)

+

5 (All Other Formats)

+

Top 8 (If Limited Format with

+

Booster Draft in Playoff)

+

Top 4 (All Other Formats)

+

17-32

+

5

+

Top 8

+

33-64

+

6

+

Top 8

+

65-128

+

7

+

Top 8

+

129-226

+

8

+

Top 8

+

227-409

+

9

+

Top 8

+

410+

+

10

+

Top 8

+

+

Team tournaments consider each team as a single player for this purpose.

+

In tournaments where awarded byes are used, each player with a 1-round bye should count as 2 players, each

+

player with a 2-round bye should count as 4 players, and each player with a 3-round bye should count as 8 players

+

when using the above chart.

+

+

-MTG_MTR_2024_Aug26-html.html +MTG_MTR_2024_Sep23_EN-html.html
-background image +background image

55

-

Appendix E—Recommended Number of Rounds in Swiss Tournaments

-

The following number of Swiss rounds is required for Premier tournaments (such as Regional Championship

-

Qualifiers). It may be used at the Tournament Organizer’s discretion for non-Premier tournaments.

-

-

Players (Teams)

-

Swiss Rounds

-

Playoff

-

4 (Team/2HG Only)

-

2 Single-Elimination

-

Rounds (No Swiss)

-

None (Run Single Elimination)

-

5-8

-

3 Single-Elimination

-

Rounds (No Swiss)

-

None (Run Single Elimination)

-

9-16

-

4 (if Limited Format with

-

Booster Draft in Playoff)

-

5 (All Other Formats)

-

Top 8 (If Limited Format with

-

Booster Draft in Playoff)

-

Top 4 (All Other Formats)

-

17-32

-

5

-

Top 8

-

33-64

-

6

-

Top 8

-

65-128

-

7

-

Top 8

-

129-226

-

8

-

Top 8

-

227-409

-

9

-

Top 8

-

410+

-

10

-

Top 8

-

-

Team tournaments consider each team as a single player for this purpose.

-

In tournaments where awarded byes are used, each player with a 1-round bye should count as 2 players, each

-

player with a 2-round bye should count as 4 players, and each player with a 3-round bye should count as 8 players

-

when using the above chart.

-

-

-
- - - - - -MTG_MTR_2024_Aug26-html.html - - -
- - - -
-background image -

56

-

-

Appendix F—Rules Enforcement Levels of Programs

-

The following chart indicates the appropriate (minimum) Rules Enforcement level for various programs:

-

Program

-

Rules Enforcement Level

-

Eternal Weekend

-

Competitive

-

Friday Night

-

Magic

-

-

Regular

-

Game Day

-

Regular (Competitive recommended)

-

Launch Party

-

Regular

-

Prerelease

-

Regular

-

Pro Tour

-

-

Professional

-

Pro Tour Qualifier

-

Competitive

-

Regional Championships

-

Competitive

-

Regional Championship Qualifiers

-

Competitive

-

Store Championship

-

Regular (Competitive recommended)

-

World Championship

-

Professional

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

-

All trademarks are property of Wizards of the Coast LLC in the U.S.A. and other countries. ©2024 Wizards.

-

© 2024 Ubisoft Entertainment. All rights reserved. Assassin’s Creed, Ubisoft and the Ubisoft logo are registered or unregistered

-

trademarks of Ubisoft Entertainment in the U.S. and/or other countries.

-

© Middle-earth Enterprises. The Lord of the Rings and Tales of Middle-earth are trademarks of Middle-earth Enterprises, LLC used under

-

license by Wizards of the Coast LLC.

+

Appendix F—Rules Enforcement Levels of Programs

+

The following chart indicates the appropriate (minimum) Rules Enforcement level for various programs:

+

Program

+

Rules Enforcement Level

+

Eternal Weekend

+

Competitive

+

Friday Night

+

Magic

+

+

Regular

+

Game Day

+

Regular (Competitive recommended)

+

Launch Party

+

Regular

+

Prerelease

+

Regular

+

Pro Tour

+

+

Professional

+

Pro Tour Qualifier

+

Competitive

+

Regional Championships

+

Competitive

+

Regional Championship Qualifiers

+

Competitive

+

Store Championship

+

Regular (Competitive recommended)

+

World Championship

+

Professional

+

+

+

+

+

+

+

+

+

+

+

+

+

+

+

+

+

+

All trademarks are property of Wizards of the Coast LLC in the U.S.A. and other countries. ©2024 Wizards.

+

© 2024 Ubisoft Entertainment. All rights reserved. Assassin’s Creed, Ubisoft and the Ubisoft logo are registered or unregistered

+

trademarks of Ubisoft Entertainment in the U.S. and/or other countries.

+

© Middle-earth Enterprises. The Lord of the Rings and Tales of Middle-earth are trademarks of Middle-earth Enterprises, LLC used under

+

license by Wizards of the Coast LLC.