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1

M

AGIC

:

T

HE

G

ATHERING

®

T

OURNAMENT

R

ULES

Effective December 16, 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

3.2

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

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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

6.4

Modern Format Deck Construction .............................................................................................................31

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

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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

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Introduction

The

Magic: The Gathering

(“

Magic

”) Tournament Rules provides the infrastructure used to run

Magic

tournaments by defining appropriate rules, responsibilities, and procedures to be followed in all sanctioned

Magic

tournaments.

DCI-sanctioned tournaments are to be run consistently regardless of their location. This ensures equal treatment

of players in different regions and enables their smooth transition to international tournaments. All players are

treated equally and share responsibilities according to the Rules Enforcement Level (REL) of the tournament.

Both players and officials should cooperate to achieve their common goal of running a proper DCI-sanctioned

tournament. Players and officials must treat each other in a fair and respectful manner, following both the rules

and the spirit in which those rules were created. They are responsible for following the most current version of the

Magic

Tournament Rules and

Magic: The Gathering

Comprehensive Rules. Spectators have their own set of

responsibilities. Individuals violating DCI rules are subject to penalties defined by the appropriate document for

the tournament’s Rules Enforcement Level.

Information in this document may contradict (or have information not contained in) the Comprehensive Rules. In

such cases, this document takes precedence.

Official tournament fact sheets located on the Wizards of the Coast website for specific tournaments may define

alternative or additional policies or procedures. If a contradiction exists between this document and an official fact

sheet located on the Wizards of the Coast website, the information in the fact sheet takes precedence.

Wizards of the Coast reserves the right to alter these rules, as well as the right to interpret, modify, clarify, or

otherwise issue official changes to these rules without prior notice.

Updates to this document are scheduled to be announced the Monday after each Prerelease. There may be

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

https://wpn.wizards.com/en/rules-documents

.

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1. Tournament Fundamentals

1.1

Tournament Types

There are two types of sanctioned

Magic

tournaments: rated and casual.

Rated tournaments are further divided into two types: Premier and non-Premier. Premier tournaments are run by

Wizards of the Coast or select Tournament Organizers. They have unique names and features. Non-Premier

tournaments are tournaments that are not explicitly Premier.

There are two major tournament formats: Limited and Constructed. Each has rules specific to its format. In

Limited tournaments, all product for play is provided during the tournament. In Constructed tournaments, players

compete using decks prepared beforehand. Some Premier tournaments may consist of multiple formats within the

same tournament.

1.2

Publishing Tournament Information

Wizards of the Coast reserves the right to publish DCI-sanctioned tournament information at any time (including

during the tournament). Tournament information includes, but is not limited to, the contents of one or more

players' decks, descriptions of strategies or play, transcripts, and video reproductions. Tournament Organizers are

also allowed to publish this information once their tournament is complete.

Wizards of the Coast reserves the right to publish penalty and suspension information.

1.3

Tournament Roles

The following roles are defined for tournament purposes:

Tournament Organizer

Head Judge

Floor Judge`

Scorekeeper

Player

Spectator

The first four roles above are considered tournament officials. The Head Judge and floor judges are collectively

considered judges. A single individual may act in any combination of tournament official roles. Individuals who

are not judges at a tournament are spectators in any match in which they are not playing. Members of the press are

also considered spectators.

1.4

Participation Eligibility

Anyone is eligible to participate as a player in a DCI-sanctioned tournament except for:

Individuals currently suspended by the DCI. Individuals currently suspended from the DCI may not

act as tournament officials;

Other individuals specifically prohibited from participation by DCI or Wizards of the Coast policy

(such determination is at Wizards of the Coast’s sole discretion);

Individuals thirteen (13) years of age and younger who do not have their parent/guardians’

permission;

Anyone prohibited by federal, state, or local laws, the rules of the Tournament Organizer, or by a

venue’s management.

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Tournament Organizers may choose to age restrict any Regular REL events that they organize. They

must clearly indicate this in their marketing for the event on the Store and Event Locator description

as well as any other place they display the event information. (i.e., Tournament Organizers may

advertise an age 16 and under Friday Night

Magic

).

Anyone is eligible to participate as a tournament official (Tournament Organizer, Head Judge, floor judge or

Scorekeeper) for a tournament except for:

Individuals currently suspended by the DCI;

Anyone who has played in the tournament, unless it is a tournament that explicitly allows tournament

officials to play while acting as a tournament official.

Tournament officials may play in a DCI-sanctioned, rated tournament for which they are a tournament official if

(and only if) the tournament is of the following types:

Friday Night

Magic

Prerelease

Launch Parties

Game Day

Store Championship

Other non-Premier

Magic

Tournaments

Tournaments in which the official Wizards of the Coast tournament fact sheet specifically permits

officials of that tournament to play

If one or more tournament officials play in the tournament, it must be run at Regular Rules Enforcement Level. If

tournament officials play in the tournament and the tournament is not one of the allowed types listed above, the

tournament will be invalidated. Tournament officials are required to officiate tournaments fairly and without

regard to their own self-interest.

The owners of organizations that run Premier Events are not permitted to play in those tournaments, even if the

owner is not listed as a tournament official (organizer, judge, and/or scorekeeper) for that tournament.

Premier Events include the following tournaments:

Magic: The Gathering

World Championship, Pro Tour, Pro

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

invitation-only Premier Tournaments (e.g., Pro Tour and Regional Championships).

Individuals with questions regarding their tournament eligibility should contact PremierPlay@wizards.com.

1.5

Registration

In order to participate in

Magic: The Gathering

tournaments, players must be able to provide the necessary and

appropriate identifying information to participate in the tournament.

For tournaments run using the EventLink tournament management software, players must provide a Wizards

Account and/or a first and last name. Players without a Wizards Account should obtain one from

https://myaccounts.wizards.com

.

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1.6

Tournament Organizer

The Tournament Organizer of a tournament is responsible for all tournament logistics including:

Sanctioning the event.

Providing a site for the tournament that meets the tournament’s expected needs.

Advertising the tournament in advance of the tournament date.

Staffing the tournament with appropriate tournament officials.

Providing all materials necessary to operate the tournament (e.g., product for Limited format

tournaments).

1.7

Head Judge

Sanctioned tournaments require the physical presence of a Head Judge during play to adjudicate disputes,

interpret rules, and make other official decisions. The Head Judge is the final judicial authority at any DCI-

sanctioned tournament and all tournament participants are expected to follow their interpretations. Although it is

beneficial, the Head Judge does not have to be certified.

The Head Judge’s responsibilities include:

Ensuring that all necessary steps are taken to deal with game or policy rule violations that they notice

or are brought to their attention.

Issuing the final ruling in all appeals, potentially overturning the ruling of a floor judge.

Coordinating and delegating tasks to floor judges as needed.

If necessary, the Head Judge may temporarily transfer their duties to any judge if they are unable to fulfill them

for a period of time. Also, in exceptional circumstances, if the tournament’s integrity would be damaged

otherwise, the Tournament Organizer may replace the Head Judge.

Certain Premier tournaments have multiple Head Judges and/or different Head Judges for different portions of the

tournament. All Head Judges share the same responsibilities and exercise the same authority while they are

serving as a Head Judge.

1.8

Floor Judges

Floor judges are available to players and spectators to answer questions, deal with illegal plays, or assist with

reasonable requests. They do not have to be certified.

Judges will not generally assist players in determining the current game state but can answer questions about the

rules, interactions between cards, or provide the Oracle™ wordings of relevant cards. At Regular Rules

Enforcement Level, the judge may assist the player in understanding the game state in the interest of education. If

a player wishes to ask their question away from the table, the request will usually be honored. Players may not

request specific judges to answer their calls but may request a tournament official to help translate. This request

may be honored at the discretion of the original judge.

Judges do not intervene in a game to prevent illegal actions but do intervene as soon as a rule has been broken or

to prevent a situation from escalating.

1.9

Scorekeeper

The Scorekeeper ensures the correct generation of pairings and all other tournament records throughout the

tournament. The Scorekeeper’s responsibilities include:

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Generating correct pairings each round and accurately entering the results of those rounds.

Generating standings for posting before and after the final Swiss round. Other rounds may also be

posted at the Head Judge’s discretion.

Solving all scorekeeping problems that arise in consultation with the Head Judge.

Making sure all necessary information is included in the tournament’s report.

The Head Judge has the final authority in determining corrective action for scorekeeping errors.

1.10 Players

Players are responsible for:

Behaving in a respectful manner toward tournament officials, other tournament participants, and

spectators and refraining from unsporting conduct at all times.

Maintaining a clear and legal game state.

Complying with announced start times and time limits.

Calling attention to any rules or policy infraction they notice in their matches.

Bringing to a judge’s attention any discrepancies in their tournament match record.

Accurately reporting the results of their matches in a timely manner.

Refraining from enrolling in tournaments in which they are not allowed by policy to participate.

Being familiar with the rules contained within this document.

Being physically present for the tournament.

A player must bring the following items to a tournament in order to participate:

A physical, visible, and reliable method to maintain and record game information (tokens, score

counters, pen and paper, and so on).

Any materials specifically required for a particular tournament format, such as assembled decks

and/or decklists for constructed tournaments.

Players retain their responsibilities even if a judge provides them with extra assistance.

The individual members of a team are considered players, and are equally responsible for required tournament

procedures, such as accurately reporting the results of their match. Players are only responsible for the games they

play themselves and not separate games being played by their teammates but are expected to point out rules

violations they observe in their teammates’ matches.

Players who do not fulfill their responsibilities may be subject to penalties and review by the DCI. Wizards of the

Coast and the DCI reserve the right to suspend or revoke a player's membership without prior notice for any

reason they deem necessary.

1.11 Spectators

Any person physically present at a tournament and not in any other category above is a spectator. Spectators are

responsible for remaining silent and passive during matches and other official tournament sections in which

players are also required to be silent. If spectators believe they have observed a rules or policy violation, they are

encouraged to alert a judge as soon as possible. At Regular or Competitive Rules Enforcement Level, spectators

are permitted to ask the players to pause the match while they alert a judge. At Professional Rules Enforcement

Level, spectators who are not members of the official coverage team must not interfere with the match directly.

Players may request that a spectator not observe their matches. Such requests must be made through a judge.

Tournament officials may also instruct a spectator not observe a match or matches.

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1.12 Rules Enforcement Levels

Rules Enforcement Levels (REL) are a means to communicate to the players and judges what expectations they

can have of the tournament in terms of rigidity of rules enforcement, technically correct play, and procedures

used.

The Rules Enforcement Level of a tournament generally reflects the prizes awarded and the distance a player may

be expected to travel.

The appropriate Rules Enforcement Level for specific programs is listed in Appendix F.

Regular

Regular tournaments are focused on fun and social aspects, not enforcement. Most tournaments are run at this

level unless they offer sizeable prizes or invitations. Players are expected to know most of the game rules, may

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

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

Magic

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

.

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2. Tournament Mechanics

2.1

Match Structure

A

Magic

match consists of a series of games that are played until one side has won a set number of games,

usually two. Drawn games do not count toward this goal. If the round ends before a player has won the required

number of games, the winner of the match is the player who has won the most games at that point. If both players

have equal game wins, the match is a draw.

The Tournament Organizer may change the required number of games to be won for any portion of the

tournament as long as this choice is announced before the tournament begins. Match results, not individual game

results, are reported at the end of the tournament.

2.2

Play/Draw Rule

For the first game of a match, a designated player - the winner of a random method (such as a die roll or coin toss)

during Swiss rounds, or the player ranked higher at the end of Swiss rounds during playoff matches - chooses

either to play first or to play second. They must state this choice before looking at their hand. If they state no

choice, it is assumed that they are playing first. The player who plays first skips the draw step of their first turn.

This is referred to as the play/draw rule.

After each game in a match, the loser of that game decides whether to play first in the next game. They may wait

until after sideboarding to make the decision. If the previous game was a draw, the player who decided to play or

draw at the beginning of the drawn game chooses.

2.3

Pregame Procedures

The following steps must be performed in a timely manner before each game begins:

1.

If sideboarding is allowed, players may remove cards from their decks and add cards from their

sideboards.

2.

Players shuffle their decks. Steps 1 and 2 may be repeated.

3.

Players present their decks to their opponents for additional shuffling. The sideboard (if any) is also

presented at this time.

4.

If a companion is being used, it is noted. After the first game, the companion does not need to be

noted again; it is assumed to be in use until rescinded.

5.

The appropriate player must decide whether to play first or second at this point, if they haven’t done

so already (see section 2.2).

6.

Each player draws seven cards. Optionally, these cards may be dealt face down on the table.

7.

Each player, in turn order, may take mulligans. (Rules on mulligans can be found in the

Magic

Comprehensive Rules, rule 103.4). If a player takes a mulligan, they shuffle again and repeat the

presentation process described above.

The game is considered to have begun once all players have completed taking mulligans. Pregame procedures

may be performed before time for the match has officially begun.

2.4

End-of-Match Procedure

Once the game is complete, players may not leave the table until the result of the match is recorded unless they

are doing so to record the result.

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If the match time limit is reached before a winner is determined, the player whose turn it is finishes their turn and

five additional turns are played in total. This usually means that one player takes three turns and the other two, but

a player taking extra turns may affect this. If the active player has already indicated that they would like to pass

the turn when the time limit is reached, that is considered to be in the next turn.

Team tournaments featuring multiple players playing together (such as Two-Headed Giant) use three turns instead

of five.

Once time is called, no new games should begin.

If the game is incomplete at the end of additional turns, the game is considered a draw.

If a judge assigned a time extension (because of a long ruling, deck check, or other reason) the end-of-match

procedure does not begin until the end of the time extension.

In single-elimination rounds, matches may not end in a draw. If all players have equal game wins at the end of

additional turns, the player with the highest life total wins the current game. In the event all players have equal

life totals (or are between games and the game wins are tied), the game/match continues with an additional state-

based action: if a player does not have the highest life total, they lose the game. Two-Headed Giant teams are

treated as a single player for determining a game winner.

2.5

Conceding or Intentionally Drawing Games or Matches

Until the result of a match has been recorded, players may concede or mutually agree to a draw in that game or

match. If the conceding player won a game in the match, the match must be reported as 2-1. Intentional draws

where no games were played are always reported as 0-0-3 in EventLink.

Players may not agree to a concession or draw in exchange for any reward or incentive. Doing so will be

considered Bribery (see section 5.2).

If a player refuses to play, it is assumed that they have conceded the match.

2.6

Time Extensions

If a judge pauses a match for more than one minute while the round clock is running, they should extend the

match time appropriately. If the match was interrupted to perform a deck check, players are awarded time equal to

the time the deck check took plus three minutes.

Feature matches at a tournament with online coverage receive a time extension equal to three minutes plus time

elapsed in the round when players reach their table. This is not necessary if feature matches are being timed

separately.

Certain slow play penalties add turns rather than a time extension. These additional turns are added to the end-of-

match additional turns.

2.7

Deck Registration

Players are required to register their decks and sideboards (if applicable) in Competitive and Professional Rules

Enforcement Level tournaments. The Head Judge may require registration in Regular Rules Enforcement Level

tournaments.

Registered decklists record the original composition of each deck and sideboard (if applicable). Once your

decklist has been accepted by a Tournament Official it may not be altered. If electronic decklists are used,

decklists cannot be altered after the date and time that decklists are required to be submitted.

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In Constructed tournaments, decklists must be submitted to a tournament official prior to the start of the

tournament.

In Limited tournaments, decklists must be submitted prior to the start of the first round in which that player

participates.

Players have the right to request to see their decklist between matches. Such a request will be honored if

logistically possible.

Generally, decklists are not public information and are not shared with other players during a tournament. At

Professional Rules Enforcement Level tournaments (World Championship, Pro Tour, Spotlight Series, Regional

Championships), opponents’ decklists will be provided to players.

Additional information regarding digital decklists can be found in section 2.12 – Electronic Devices.

2.8

Deck Checks

Deck checks must be performed at all Competitive and Professional Rules Enforcement Level tournaments, and

the Head Judge has the option to perform deck checks at Regular Rules Enforcement Level tournaments. At least

ten percent of all decks should be checked over the course of the tournament. A full deck check should not be

performed if a player has drawn an opening hand and potentially made mulligan decisions.

2.9

Appeals to the Head Judge

If a player disagrees with a judge’s ruling, they may appeal the ruling to the Head Judge. In larger, Premier-level

tournaments (such as Pro Tour, Spotlight Series, and Regional Championships), with prior approval, the Head

Judge may designate additional Appeals Judges who are also empowered to hear appeals. They will be wearing

the same uniform as the Head Judge.

Players may not appeal before the full ruling is made by the responding floor judge. Rulings made by the Head

Judge or designated Appeals Judges are final.

2.10 Dropping from a Tournament

Players may drop from a tournament at any time. If a player drops from a tournament before the first round of

play has started, they are considered to have not participated in the tournament and will not be listed in the finish

order. Players choosing to drop from a tournament must inform the Scorekeeper by the means provided for that

tournament before the pairings for the next round are generated. Players wanting to drop after the Scorekeeper

begins pairing for the next round will be paired for that round. If a player does not show up for their match, they

will be automatically dropped from the tournament unless they report to the Scorekeeper. Players that repeatedly

and/or intentionally drop from tournaments without informing the scorekeepers of those tournaments may be the

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. 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.

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Players may not drop from a tournament in exchange for or influenced by the offer of any reward or incentive.

Doing so is considered Bribery (see section 5.2).

2.11 Taking Notes

Players are allowed to take written notes during a match and may refer to those notes while that match is in

progress. At the beginning of a match, each player’s note sheet must be empty and must remain visible throughout

the match. Players do not have to explain or reveal notes to other players. Judges may ask to see a player’s notes

and/or request that the player explain their notes.

Players may not refer to other notes, including notes from previous matches, during games.

Between games, players may refer to a brief set of notes made before the match. They are not required to reveal

these notes to their opponents. These notes must be removed from the play area before the beginning of the next

game. Excessive quantities of notes (more than a sheet or two) are not allowed and may be penalized as slow

play.

In tournaments where opponents’ decklists are provided to players, players are not permitted to transcribe their

opponent’s entire decklist as part of their notes for the match.

The use of electronic devices to take and refer to notes is permitted at Regular Rules Enforcement Level (see

section 2.12).

Players and spectators (exception: authorized press) may not make notes while drafting. Players may not reference

any outside notes during drafting, card pool registration, or deck construction.

Players may refer to Oracle text at any time. They must do so publicly and in a format which contains no other

strategic information. Consulting online sources, such as gatherer.wizards.com, is allowed at Regular Rules

Enforcement Level even if they contain a small amount of strategic information. If a player wishes to view Oracle

text in private, they must ask a judge.

Artistic modifications to cards that indirectly provide minor strategic information are acceptable. The Head Judge

is the final arbiter on what cards and notes are acceptable for a tournament.

2.12 Electronic Devices

Electronic devices are permitted, but players may not use them to access information that contains substantial

strategic advice. For events that use digital decklists, players may only access the decklists of other players prior

to the start of a game or in between games. Digital decklists may not be referenced during games. Device use

during a match other than brief personal calls must be visible to all players. Players wishing to view information

privately on electronic devices during matches must request permission from a judge.

At Competitive and Professional Rules Enforcement Level during drafting and deck construction, players may not

use electronic devices capable of taking and storing notes, communicating with other people, or accessing the

internet.

The Head Judge or Tournament Organizer of a tournament may further restrict or forbid the use of electronic

devices during matches.

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2.13 Video Coverage

Some Competitive and Professional Rules Enforcement Level tournaments use video for live streaming or replay

broadcast of matches. Players may decline to appear on camera; however, players in the playoff matches of

Professional Rules Enforcement Level tournaments may not decline to appear on camera. Video commentators

are considered spectators for the purpose of the tournament but may talk during the match as long as they can’t be

heard by players being covered. They are responsible for behaving respectfully to all tournament participants

during coverage.

Spectators are also permitted to record matches provided that they do so unobtrusively.

The Head Judge of a World Championship or Pro Tour tournament may, in their sole discretion, use video replay

to assist in making rulings during a match. Video replays may not be used to assist in making rulings in

tournaments other than a World Championship or Pro Tour tournament. Players may not request that a judge

consult a video replay. Video replays may also be used for investigative purposes at a later time.

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3. Tournament Rules

3.1

Tiebreakers

The following tiebreakers are used to determine how a player ranks in a tournament:

1.

Match points

2.

Opponents’ match-win percentage

3.

Game-win percentage

4.

Opponents’ game-win percentage

Definitions of these tiebreakers can be found in Appendix C. Not all of these tiebreakers may be used in formats

with single-game matches.

3.2

Format Categories

Wizards of the Coast sanctions the following formats as individual, three-person team, or Two-Headed Giant

tournaments:

Constructed Formats

Standard

Pioneer

Modern

Eternal Constructed Formats

Vintage

Legacy

Limited Formats

Sealed Deck

Booster Draft (individual and Two-Headed Giant only)

Rochester Draft (three-person team only)

3.3

Authorized Cards

Players may use any Authorized

Magic

Game Cards from

Magic: The Gathering

expansions, core sets, special

sets, supplements, and promotional printings. Authorized Game Cards must be regulation-sized, genuine

Magic

cards publicly released by Wizards of the Coast. Cards that are not Authorized Game Cards are prohibited in all

sanctioned events.

Cards that, unaltered, feature gold borders on their front or back, and cards from the “Heroes of the Realm” and

Theros

block “Challenge Deck” series (usually denoted by a different card back), are not Authorized Game Cards.

Silver-bordered cards and cards with an acorn-shaped security stamp or acorn-shaped symbol may only be used in

casual events and only when the format explicitly permits them.

Cards labeled “Not for constructed play,” “Playtest”, or featuring a playtest sticker or picture of a playtest sticker

on another Magic card may not be used in Constructed events.

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Wizards includes additional game material in packs, intended as game aids and not as traditional cards. Examples

include tokens, title cards, dungeons, and art cards. These are not required for play and players are welcome to use

any representation that is clear to both players when they are needed in the game.

Players may use otherwise-legal non-English and/or misprinted cards provided they are not using them to create

an advantage by using misleading text or pictures. Official promotional textless spells are allowed in sanctioned

Magic

tournaments in which they would otherwise be legal.

Artistic modifications are acceptable in sanctioned tournaments, provided that the modifications do not make the

card art unrecognizable, contain substantial strategic advice, or contain offensive images. Artistic modifications

also may not cover or change the mana cost or name of the card.

The Head Judge is the final authority on acceptable cards for a tournament. If a player is required to replace a card

in their deck and is unable to find a replacement, the player may replace the card with a card named Plains, Island,

Swamp, Mountain, or Forest of their choice. This also applies to cards that are lost and must be replaced to have a

legal deck.

The Head Judge of a tournament may issue a proxy (see section 3.4) for a card that has become worn or damaged

during the tournament.

3.4

Proxy Cards

A proxy card is used during competition to represent an otherwise legal

Magic

card or substitute card that can no

longer be included in a deck without the deck being marked. For a proxy to be issued, the card it is replacing must

meet at least one of the following criteria:

The card has been accidentally damaged or excessively worn in the current tournament, including

damaged or misprinted Limited product. Proxies are not allowed as substitutes for cards that their owner

has damaged intentionally or through negligence.

The card is a foil card for which no non-foil printing exists.

Players may not create their own proxies; they may only be created by the Head Judge who has sole discretion as

to whether the creation of a proxy is appropriate. When a judge creates a proxy, it is included in the player’s deck

and must be denoted as a proxy in a clear and conspicuous manner. The original card is kept nearby during the

match and replaces the proxy while in a public zone as long as it is recognizable. A proxy is valid only for the

duration of the tournament in which it was originally issued.

3.5

Substitute Cards

Official substitute cards are used to represent double-faced cards in the sets that contain them. Only official

substitute cards may be used to represent double-faced cards in a deck. The name of the card that the substitute

card is representing must be legible. Other modifications must follow the rules for modifying normal Magic cards.

The use of substitute cards is required if a player has double-faced cards in their deck and is

not

using completely

opaque sleeves.

If a player uses a substitute card to represent a double-faced card in their deck, then all copies of that double-faced

card in the deck must be represented by substitute cards, and any copies of that double-faced card in a hidden

zone are considered to not exist for purposes of determining deck legality.

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A substitute card is only used while the card it represents is in a hidden zone. The card represented by a substitute

card is not a playable

Magic

card until the substitute card has been placed in a public zone. Multiple substitute

cards cannot be used to represent a single copy of the actual card. For each substitute card used, the player must

have a copy of the actual card available, though they are not considered sideboard cards and are not presented to

their opponent.

Some older substitute cards contain a list of a set of cards that they may represent. These are sometimes referred

to as “checklist cards” and can be used to represent any card listed on them. Each individual checklist card used

must have one (and only one) of the items checked.

3.6

Card Identification and Interpretation

A card is considered named in game when a player has provided a description (which may include the name or

partial name) that could only apply to one card. Any player or judge realizing a description is still ambiguous

must seek further clarification.

Players have the right to request access to the official wording of a card they can describe. That request will be

honored if logistically possible. The official text of any card is the Oracle text corresponding to the name of the

card. Players may not use errors or omissions in Oracle to abuse the rules. The Head Judge is the final authority

for card interpretations, and they may overrule Oracle if an error is discovered.

Some cards with a Universes Beyond treatment have different names for the Universes Beyond and Universes

Within versions. These cards are considered to be the same card. Other special treatments of cards may alter the

name in ways that are clear references to the original card (e.g. Swords2Plowshares); these are also considered to

be the same card.

Some nontraditional cards (i.e., attractions) may share a name across multiple versions of the card. The name is

considered to refer to all versions and does not need further disambiguation, including during deck registration.

3.7

New Releases

Newly released card sets become tournament legal for sanctioned, rated tournaments on the following dates:

Aetherdrift™

February 7, 2025

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.

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Dice must have clear and easy to read values, and not be so large as to be disruptive when rolled. They must be

rolled from a discernable height. Dice that leave the playing surface after landing, become mixed with similar

dice, or do not land flat are ignored and rerolled.

Players are expected to be clear about why they are rolling a die. A player who wishes to respond to a die roll is

expected to prevent the rolling player from taking action, but the rolling player cannot rush through to preempt

responses. A die roll is complete once the result is visible to the opponent.

Some actions may require multiple dice to be rolled. If additional rolls would have no impact on the game, the

player skips them. If a player rolls too many dice at once, all those dice are ignored and the correct number of dice

are rolled.

3.10 Card Shuffling

Decks must be randomized at the start of every game and whenever an instruction requires it. Randomization is

defined as bringing the deck to a state where no player can have any information regarding the order or position of

cards in any portion of the deck. Pile shuffling may not be performed other than once each at the beginning of a

game to count the cards in the deck.

Once the deck is randomized, it must be presented to an opponent. By this action, players state that their decks are

legal and randomized. The opponent may then shuffle it additionally. Cards and sleeves must not be in danger of

being damaged during this process. If the opponent does not believe the player made a reasonable effort to

randomize their deck, the opponent must notify a judge. Players may request to have a judge shuffle their cards

rather than the opponent; this request will be honored only at a judge’s discretion.

If a player has had the opportunity to see any of the card faces of the deck being shuffled, the deck is no longer

considered randomized and must be randomized again.

At Competitive and Professional Rules Enforcement Level tournaments, players are required to shuffle their

opponents’ decks after their owners have shuffled them. The Head Judge can require this at Regular Rules

Enforcement Level tournaments as well.

3.11 Sleeves

Players may use plastic card sleeves or other protective devices on cards. If a player chooses to use card sleeves,

all sleeves must be identical and all cards in their deck must be placed in the sleeves in an identical manner. If the

sleeves feature holograms or other similar markings, cards must be inserted into the sleeves so these markings

appear only on the faces of the cards.

During a match, a player may request that a judge inspect an opponent’s card sleeves. The judge may disallow the

card sleeves if they believe they are marked, worn, or otherwise in a condition or of a design that interferes with

shuffling or game play. In the interest of efficiency, the judge may choose to delay any change of sleeves until the

end of the match.

Competitive and Professional Rules Enforcement Level tournaments impose additional restrictions on sleeves.

Highly reflective backs are not allowed. Sleeves with hologram patterns across some or all of the sleeve front or

back are not allowed. Sleeves with artwork on their backs may be subjected to additional scrutiny, especially if

there is no solid border around the edges.

When using sleeves on double-faced cards, sleeves must be completely opaque.

The Head Judge is the final authority on what sleeves are allowed.

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3.12 Marked Cards

Players are responsible for ensuring that their cards and/or card sleeves are not marked during the tournament. A

card or sleeve is considered marked if it bears something that makes it possible to identify the card without seeing

its face, including (but not limited to) scratches, discoloration, and bends.

If a player’s cards are sleeved, the cards must be examined while in the sleeves to determine if they are marked.

Players should use care when sleeving their decks and should randomize their decks prior to sleeving them to

reduce the possibility of cards becoming marked with a pattern. Players should also keep in mind that cards or

sleeves may become worn and potentially marked through play during a tournament.

The Head Judge has the authority to determine if a card in a player’s deck is marked. Judges may request that a

player remove their current sleeves or replace any of the deck’s current sleeves immediately, or before the next

round.

3.13 Hidden Information

Hidden information refers to the faces of cards and other objects at which the rules of the game and format do not

allow you to look.

Throughout the match, a draft, and pregame procedures, players are responsible for keeping their cards above the

level of the playing surface and for making reasonable efforts to prevent hidden information from being revealed.

However, players may choose to reveal their hands or any other hidden information available to them, unless

specifically prohibited by the rules. Players must not actively attempt to gain information hidden from them but

are not required to inform opponents who are accidentally revealing hidden information.

3.14 Tapped/Flipped Cards

If a card must be tapped or flipped, it must be turned approximately 90 degrees (tapped) or 180 degrees (flipped),

whichever is appropriate.

3.15 Graveyard Order

In formats involving only cards from

Urza’s Saga™

and later, players may change the order of their graveyard at

any time. A player may not change the order of an opponent’s graveyard.

3.16 Sideboard

A sideboard is a group of additional cards the player may use to modify their deck between games of a match.

The player may use these cards in their main deck during all games after the first one in a match.

Before each game begins, players must present their sideboard (if any) face down. Opponents may count the

number of cards in their opponent’s sideboard at any time. Players are not required to reveal how many cards they

have swapped from their main deck to their sideboard and do not have to swap one for one. Other items (token

cards, double-faced card represented in the deck by a substitute card, etc.) should be kept separate from the

sideboard during game play.

During a game, players may look at their own sideboard, keeping it clearly distinguishable from other cards at all

times. If a player gains control of another player, they may not look at that player’s sideboard, nor may they have

that player access their sideboard.

The deck and sideboard must each be returned to their original compositions before the first game of each match.

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Restrictions on the composition and use of a sideboard can be found in the deck construction rules for a particular

format type.

If a penalty causes a player to lose the first game in a match before that game has begun, or the first game is

intentionally drawn before any cards are played, neither player may use cards from their sideboard for the next

game in the match. If players restart a game due to an in-game effect, the composition of their decks must remain

the same for the restarted game.

Certain cards refer to “a (card or cards) from outside the game.” In tournament play, these are cards in that

player’s sideboard.

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4. Communication

4.1

Player Communication

Communication between players is essential to the successful play of any game that involves virtual objects or

hidden information. While bluffing may be an aspect of games, there need to be clear lines as to what is, and is

not, acceptable for players to say or otherwise represent. This will confirm expectations of both sporting and

competitive players during a game.

A player should have an advantage due to better understanding of the options provided by the rules of the game,

greater awareness of the interactions in the current game state, and superior tactical planning. Players are under no

obligation to assist their opponents in playing the game. Regardless of anything else, players are expected to treat

opponents politely and with respect. Failure to do so may lead to Unsporting Conduct penalties.

There are four categories of information: status, free, derived, and private.

Status information is information that must be announced upon change and physically tracked by the affected

player. Methods for tracking must be visible to both players during the match. A shared method is acceptable as

long as all players in the match have access to it. At Competitive and Professional REL, methods that can easily

be accidentally changed (such as dice) may not be used. Status information consists of:

Life total.

Counters a player has attached to them.

Continuous effects with no defined expiration within the game that apply to that player, such as Monarch

or City’s Blessing.

Unspent mana in a player’s mana pool.

Location in a dungeon.

How many times the Ring has tempted a player.

Free information is information to which all players are entitled access without contamination or omissions made

by their opponents. If a player is ever unable or unwilling to provide free information to an opponent that has

requested it, they should call a judge and explain the situation. Free information consists of:

Details of current game actions and past game actions that still affect the game state.

The name of any visible object.

The number and type of any counter that isn’t defined as status information.

The state (whether it’s tapped, attached to another permanent, face down, etc.) and current zone of

any object or player.

The game score of the current match.

The current step and/or phase and which player(s) are active.

Derived information is information to which all players are entitled access, but opponents are not obliged to assist

in determining and may require some skill or calculation to determine. Derived information consists of:

The number of any kind of objects present in any game zone that are not defined as free information.

All characteristics of objects in public zones that are not defined as free or status information.

Game Rules, Tournament Policy, Oracle content and any other official information pertaining to the

current tournament. Cards are considered to have their Oracle text printed on them.

Private information is information to which players have access only if they are able to determine it from the

current visual game state or their own record of previous game actions.

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Any information that is not status, free or derived is automatically private information.

The following rules govern player communication:

Players must announce any changes to status information about themselves and must represent it with

a physical designation.

If a player notices a discrepancy in recorded or announced status information, they are expected to

point it out as soon as the discrepancy is noticed.

Players must answer all questions asked of them by a judge completely and honestly, regardless of the

type of information requested. Players may request to do so away from the match.

Players may not represent derived, free, or status information incorrectly.

Players must answer completely and honestly any specific questions pertaining to free information.

At Regular Rules Enforcement Level, all derived information is instead considered free.

Judges are encouraged to help players in determining free and status information but must avoid assisting players

with derived information about the game state.

4.2

Tournament Shortcuts

A tournament shortcut is an action taken by players to skip parts of the technical play sequence without explicitly

announcing them. Tournament shortcuts are essential for the smooth play of a game, as they allow players to play

in a clear fashion without getting bogged down in the minutiae of the rules. Most tournament shortcuts involve

skipping one or more priority passes to the mutual understanding of all players; if a player wishes to demonstrate

or use a new tournament shortcut entailing any number of priority passes, they must be clear where the game state

will end up as part of the request.

A player may interrupt a tournament shortcut by explaining how they are deviating from it or at which point in the

middle they wish to take an action. A player may interrupt their own shortcut in this manner. If part of the

shortcut is discovered to be or becomes illegal, the shortcut stops at that point. A player is not allowed to use a

previously undeclared tournament shortcut, or to modify an in-use tournament shortcut without announcing the

modification, in order to create ambiguity in the game.

A player may not request priority and take no action with it. If a player decides they do not wish to do anything,

the request is nullified and priority is returned to the player that originally had it.

During the resolution of one of their spells or abilities, a player may not assume their opponent has taken a

shortcut. They must seek confirmation that a choice with no visible impact was taken.

Certain conventional tournament shortcuts used in

Magic

are detailed below. They define a default

communication; if a player wishes to deviate from these, they should be explicit about doing so. Note that some of

these are exceptions to the policy above in that they do cause non-explicit priority passes.

If the active player passes priority with an empty stack during their first main phase, the non-active

player is assumed to be acting in beginning of combat unless they are affecting whether a beginning

of combat ability triggers. Then, after those actions resolve or no actions took place, the active player

receives priority at the beginning of combat. Beginning of combat triggered abilities (even ones that

target) may be announced at this time.

If the active player passes priority with an empty stack during their second main phase or uses a

phrase such as “Go” or “Your Turn” at any time, the non-active player is assumed to be acting in the

end step unless they are affecting how or whether an end of turn ability triggers. End of turn triggered

abilities that do not target resolve after the non-active player passes priority.

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Whenever a player adds an object to the stack, they are assumed to be passing priority unless they

explicitly announce that they intend to retain it.

If a player adds a group of objects to the stack without explicitly retaining priority, they are assumed

to be adding them to the stack individually and allowing each to resolve before adding the next. If

another player wishes to take an action at a point in the middle of this sequence, the actions should be

reversed to that point.

If a player casts a spell or activates an ability and announces choices for it that are not normally made

until resolution, the player must adhere to those choices unless an opponent responds to that spell or

ability. If an opponent inquires about choices made during resolution, that player is assumed to be

passing priority and allowing that spell or ability to resolve.

A player is assumed to have paid any cost of 0 unless they announce otherwise.

A player who casts a spell or activates an ability that targets an object on the stack is assumed to

target the legal spell closest to the top of the stack unless the player specifies otherwise.

A player is assumed to be attacking another player with their creatures and not any planeswalkers that

player may control.

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.

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Examples

1.

A player discards a card to pay for Masticore’s upkeep cost before untapping their land.

2.

A player resolves Harrow and puts the card into their graveyard, then searches.

3.

While resolving Restore Balance, a player discards before sacrificing lands and creatures.

4.

A player with two creatures being put into the graveyard due to state-based actions resolves the

leaves-the-battlefield triggered ability on one of them before putting the other creature in the

graveyard.

5.

A player declares a blocker, animates a Treetop Village, and then attempts to block with that Treetop

Village.

4.4

Loops

A loop is a form of tournament shortcut that involves detailing a sequence of actions to be repeated and then

performing a number of iterations of that sequence. The loop actions must be identical in each iteration and

cannot include conditional actions ("If this, then that".)

If no players are involved in maintaining the loop, each player in turn order chooses a number of iterations to

perform before they will take an action to break the loop or that they wish to take no action. If all players choose

to take no action, the game is a draw. Otherwise, the game advances through the lowest number of iterations

chosen and the player who chose that number takes an action to break the loop.

If one player is involved in maintaining the loop, they choose a number of iterations. The other players, in turn

order, agree to that number or announce a lower number after which they intend to intervene. The game advances

through the lowest number of iterations chosen and the player who chose that number receives priority.

If two or more players are involved in maintaining a loop within a turn, each player in turn order chooses a

number of iterations to perform. The game advances through the lowest number of iterations chosen and the

player who chose that number receives priority.

Loops may span multiple turns if a game state is not meaningfully changing. Note that drawing cards other than

the ones being used to sustain the loop is a meaningful change. If two or more players are involved in maintaining

a loop across turns, each player chooses a number of iterations to perform, or announces their intent to continue

indefinitely. If all players choose to continue indefinitely, the game is a draw. Otherwise, the game advances

through the lowest number of iterations chosen and the player who chose that number receives priority at the

point they stop taking an action to sustain the loop.

A player intervening during a loop may specify that one iteration of the loop is only partly performed in order to

be able to take action at the appropriate point. If they do, the final iteration is only performed up to the chosen

point.

Non-deterministic loops (loops that rely on decision trees, probability, or mathematical convergence) may not be

shortcut. A player attempting to execute a nondeterministic loop must stop if at any point during the process a

previous game state (or one identical in all relevant ways) is reached again. This happens most often in loops that

involve shuffling a library.

Some loops are sustained by choices rather than actions. In these cases, the rules above may be applied, with the

player making a different choice rather than ceasing to take an action. The game moves to the point where the

player makes that choice. If the choice involves hidden information, a judge may be needed to determine whether

any choice is available that will not continue the loop.

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The judge is the final arbiter of what constitutes a loop. A player may not 'opt-out' of shortcutting a loop, nor may

they make irrelevant changes between iterations in an attempt to make it appear as though there is no loop. Once a

loop has been shortcut, it may not be restarted until the game has changed in a relevant way. Proposing loops as

an effort to use up time on the clock is Stalling.

4.5

Triggered Abilities

Players are expected to remember their own triggered abilities; intentionally ignoring one is Cheating. Players are

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

wish.

Triggered abilities are considered to be forgotten by their controller once they have taken an action past the point

where the triggered ability would have an observable impact on the game. Triggered abilities that are forgotten are

not considered to have gone onto the stack. How forgotten triggered abilities are subsequently handled is defined

by the Rules Enforcement Level of the tournament.

4.6

Team/Two-Headed Giant Communication

Members of the same team may communicate between one another except during times where explicitly

prohibited by the team format rules. However, team members that have an opportunity to acquire hidden

information (e.g., by speaking to spectators following their own match while a teammate is still playing), are

restricted from communicating with teammates for the duration of that match.

Prohibitions against written notes of any kind during drafts apply to team drafts as well.

4.7

Game Layout

Players in Competitive and Professional Rules Enforcement Level matches must arrange their cards, tokens, and

other accessories on the battlefield using the following layout:

From the player’s perspective, nonlands must be kept closer to the player’s opponent than lands, and

no non-land cards should be between the land area and the edge of the table closest to the player.

Non-creature permanents whose use may reasonably be associated with either the land or nonland

area (e.g., an artifact whose only ability is a mana ability) may be located in either area, provided the

overall layout is, in the judgment of tournament officials, clear. However, permanents that are also

creatures (e.g., artifacts with March of the Machines on the battlefield, Dryad Arbor, or a Treetop

Village that is currently a creature) must be placed in the nonland area. Players may not use other

cards to intentionally obscure the presence of a permanent in any area of the battlefield.

Each card should remain clearly associated with any permanents attached to it. For example, an Aura

enchanting a land should be in the land area in contact with that land.

The player’s library, graveyard, and exiled cards should be kept all to the left of the battlefield or all

to the right of the battlefield at the player’s discretion.

The player’s graveyard and exiled cards should be adjacent to the player’s library. All three should be

distinct at all times.

If a card is exiled by a permanent and that permanent includes a way to perform additional actions

with the exiled card, the association of the two cards must be clear. Keeping the two cards together is

recommended.

Each untapped permanent should face its controller. Players are permitted to briefly turn a card

upside-down as a memory aid.

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Physical objects used to represent permanents must have a way of clearly representing any in-game status, such as

whether a permanent is tapped. Sleeves or card backs that appear similar to any player’s sleeves or card backs

may not be used. The Head Judge is the final authority on what may be used to represent permanents.

Tournament officials may make exceptions or additions to these guidelines at their sole discretion in order to keep

each player’s game layout clear. Players in exceptional situations (e.g., a player playing a deck with no lands or a

deck that makes significant use of the graveyard) should consult with tournament officials to determine what

allowances, if any, will be made.

4.8

Reversing Decisions

Players are expected to consider their options before taking an action and players are not usually allowed to take

back an action that has been communicated to their opponent, either verbally or physically.

Sometimes, a player will realize that they have made a wrong decision after making a play. If that player has not

gained any information since taking the action and they wish to make a different decision, a judge may allow that

player to change their mind. Judges must carefully consider whether the player has gained information since

making the play that might have affected the decision; in particular, players may not try to use opponent reactions

(or lack thereof) to see if they should modify actions they committed to. If the judge cannot be sure no

information was gained, they should not allow the decision to be changed.

Teammates intervening before information has been gained is acceptable when considering a backup.

Examples

1.

A player plays an Island and, before anything else happens, says “Sorry, I meant to play a Swamp.”

2.

A player says “No blocks” immediately followed by “Wait, no, I block with this creature.”

3.

A player says “Go. Wait, land, go.”

4.9

Day/Night

Day/Night is a state that can change over the course of the game, but is not controlled by either player. Once

created, it continues to be tracked, even if there are no objects in the game that care about the current state. It is

the responsibility of both players to track the current state and point out when it is represented incorrectly by the

shared method being used to track it.

Because responsibility for the state is shared, an erroneously-represented state should be handled as a

Communication Policy Violation, but neither player receives the Warning. If the players and judges are unable to

determine the current status, the judge should assume it is Night, as a turn with no spells played is more likely to

be forgotten than a turn with multiple spells played.

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5. Tournament Violations

5.1

Cheating

Cheating will not be tolerated. The Head Judge reviews all cheating allegations, and if they believe that a player

has cheated, they will issue the appropriate penalty based on the Infraction Procedure Guide or Judging at Regular

Rules Enforcement Level document. All disqualifications are subject to DCI review and further penalties may be

assessed.

5.2

Bribery

The decision to drop, concede, or agree to an intentional draw cannot be made in exchange for or influenced by

the offer of any reward or incentive, nor may any in-game decision be influenced in this manner. Making such an

offer or enticing someone into making an offer is prohibited and is considered bribery. Players may not make any

offers to tournament officials in an attempt to influence the outcome of a ruling.

It is not bribery when players share prizes they have not yet received in the current tournament and they may

agree to such before or during their match, as long as any such sharing does not occur in exchange for any game

or match result or the dropping of a player from the tournament.

It is not bribery when players in the announced last round of the single-elimination portion of a tournament agree

to a winner and how to divide the subsequent tournament prizes. In that case, one of the players at each table must

agree to drop from the tournament. Players receive the prizes according to their final ranking.

The result of a match or game may not be randomly or arbitrarily determined through any means other than the

normal progress of the game in play. Examples include (but are not limited to) rolling a die, flipping a coin, arm

wrestling, or playing any other game.

Players may not reach an agreement in conjunction with other matches. Players can make use of information

regarding match or game scores of other tables. However, players are not allowed to leave their seats during their

match or go to great lengths to obtain this information.

Players in the single-elimination rounds of a tournament offering only cash, store credit, prize tickets, and/or

unopened product as prizes may, with the permission of the Tournament Organizer, agree to split the prizes

evenly. The players may end the tournament at that point or continue to play. All players still in the tournament

must agree to the arrangement.

Example

: Before the semifinals of a tournament (in which first place gets 12 packs, second place gets 8 packs and

3rd and 4th get 4 packs each) begins, the players may get permission from the Tournament Organizer to end the

tournament, with each player receiving 7 packs.

Example: In the finals of a 1-slot Players Tour Qualifier that offers a travel award and an invitation to the winner,

the two finalists may agree to split the tournament prizes, but this agreement cannot alter the results of the match.

One player must drop from the tournament, leaving the travel award and the invitation to the player who did not

drop from the tournament. That player is then free to split the remainder of the prizes as agreed upon. The travel

award and invitation are a single item and may not be split.

5.3

Wagering

Tournament participants, tournament officials, and spectators may not wager, ante, or bet on any portion

(including the outcome) of a tournament, match, or game.

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5.4

Unsporting Conduct

Unsporting conduct will not be tolerated at any time. Tournament participants must behave in a polite and

respectful manner. Unsporting conduct includes, but is not limited to:

Using profanity.

Engaging in behavior that could reasonably be expected to create a feeling of being harassed, bullied,

or stalked.

Arguing with, acting belligerently toward, or insulting tournament officials, players, or spectators.

Violating the personal privacy or safety of any participant, including spectators and staff.

Using social media to bully, shame, or intimidate other participants.

Failing to follow the instructions of a tournament official.

Officials are expected to investigate potential matters brought their attention as soon as possible and take actions

to discourage repeat behavior. All incidents of unsporting conduct are subject to further DCI review.

5.5

Slow Play

Players must take their turns in a timely fashion regardless of the complexity of the play situation and adhere to

time limits specified for the tournament. Players must maintain a pace to allow the match to be finished in the

announced time limit. Stalling is not acceptable. Players may ask a judge to watch their game for slow play; such

a request will be granted if feasible.

5.6

Outside Assistance

During matches, players may not seek play advice from spectators and spectators may not give play advice to

players.

During deck construction, players and spectators may not provide any advice or commentary to a player until that

player’s decklist has been handed in.

Players and spectators will refrain from providing any information about draft selections or strategies between

pod announcement and the end of the draft. At Competitive and Professional Rules Enforcement Level, players

and spectators are expected to remain silent during the draft.

Some of these restrictions may be waived due to official press or coverage; in these situations, the player will be

informed of the revised expectations. Teammates in certain team tournaments are also excepted from these

restrictions (see section 4.5).

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6. Constructed Tournament Rules

6.1

Deck Construction Restrictions

Constructed decks must contain a minimum of sixty cards. There is no maximum deck size. If a player chooses to

use a sideboard, it may not contain more than fifteen cards.

Except for cards with the basic supertype or cards with text that specifies otherwise, a player’s combined deck and

sideboard may not contain more than four of any individual card, based on its English card title.

6.2

Card Legality

A card may only be used in a particular format if the card is from a set that is legal in that format or has the same

name as a card from a set that is legal in that format.

Zendikar Expeditions

and

Masterpiece Series

cards may only

be played in formats where the card is already legal.

Cards banned in a specific format may not be used in decks for that format. Cards restricted in a specific format

may only have one copy in a deck, including sideboard.

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6.3

Standard Format Deck Construction

The following card sets are permitted in Standard tournaments:

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™

Aetherdrift

(effective February 7, 2025)

Any cards with expansion symbols from the above sets are legal to play in Standard, even if they are not available

in that set’s play booster (or draft booster for sets released before February 2, 2024). Cards from older sets that

share the same name as a card legal in Standard may also be played.

When Snow-Covered Lands are not legal in Standard, they are treated as the equivalent basic lands. Players must

replace them when discovered, but no infraction is committed.

There are currently no cards banned in Standard tournaments.

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6.4

Modern Format Deck Construction

The following card sets are permitted in Modern tournaments:

Eighth Edition

Mirrodin

Darksteel

Fifth Dawn

Champions of Kamigawa

Betrayers of Kamigawa

Saviors of Kamigawa

Ninth Edition

Ravnica: City of Guilds

Guildpact

Dissension

Coldsnap

Time Spiral

Planar Chaos

Future Sight

Tenth Edition

Lorwyn

Morningtide

Shadowmoor

Eventide

Shards of Alara

Conflux

Alara Reborn

Magic

2010

core set

Zendikar

Worldwake

Rise of the Eldrazi

Magic

2011

core set

Scars of Mirrodin

Mirrodin Besieged

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

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™

Modern Horizons™

Core Set 2020™

Throne of Eldraine™

Theros Beyond Death™

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™

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®

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

Magic: The Gathering Foundations

Aetherdrift

(effective February 7, 2025)

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The following cards are banned in Modern tournaments:

Amped Raptor (effective December 16,

2024)

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 (unbanned effective

December 16, 2024)

Field of the Dead

Fury

Gitaxian Probe

Glimpse of Nature

Golgari Grave-Troll

Great Furnace

Green Sun’s Zenith (unbanned effective

December 16, 2024)

Grief

Hogaak, Arisen Necropolis

Hypergenesis

Jegantha, the Wellspring (effective

December 16, 2024)

Krark-Clan Ironworks

Lurrus of the Dream-Den

Mental Misstep

Mox Opal (unbanned effective

December 16, 2024)

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 (unbanned effective

December 16, 2024)

Summer Bloom

The One Ring (effective December 16,

2024)

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

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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

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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

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

Psychic Frog (effective December 16, 2024)

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

Vexing Bauble (effective December 16,

2024)

Wheel of Fortune

White Plume Adventurer

Windfall

Wrenn and Six

Yawgmoth’s Bargain

Yawgmoth’s Will

Zirda, the Dawnwaker

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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

Aetherdrift

(effective February 7, 2025)

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

Jegantha, the Wellspring (effective

December 16, 2024)

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

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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, Spotlight Series, 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.

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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.

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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.

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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).

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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.

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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.

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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.

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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:

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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.

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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

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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.

December 16, 2024

Various: Spotlight Series added.

3.7: New set added.

6.3: New set added.

6.4: New set added. 3 cards banned 4 cards unbanned

6.6: 2 cards banned

6.7: New set added. 1 card banned

Appendix D: Upcoming sets added

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.

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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.

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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.

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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.

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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

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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:

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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.

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Appendix D—Recommended Play Booster Mix for Limited Tournaments

Note: The following play boosters mixes are required for Premier Play tournaments.

For

Aetherdrift

, the recommended play booster mix for Limited tournaments is (effective February 7, 2025

through April 4, 2025)

:

Individual Sealed Deck – 6

Innistrad Remastered (per player)

Individual Booster Draft or Team Rochester Draft – 3

Innistrad Remastered (per player)

Three-Person Team Sealed – 12

Innistrad Remastered (per team)

Two-Headed Giant Sealed Deck – 8

Innistrad Remastered (per team)

Two-Headed Giant Booster Draft – 6

Innistrad Remastered (per team)

For

Innistrad Remastered

, the recommended play booster mix for Limited tournaments is (effective January 24,

2025 through April 4,2025):

Individual Sealed Deck – 6

Innistrad Remastered (per player)

Individual Booster Draft or Team Rochester Draft – 3

Innistrad Remastered (per player)

Three-Person Team Sealed – 12

Innistrad Remastered (per team)

Two-Headed Giant Sealed Deck – 8

Innistrad Remastered (per team)

Two-Headed Giant Booster Draft – 6

Innistrad Remastered (per team)

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)

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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.

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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

Spotlight Series – Day 1

Competitive

Spotlight Series – Day 2

Professional

Store Championship

Regular (Competitive recommended)

World Championship

Professional

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© 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.

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© 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.