OFFICIAL MAGIC: THE GATHERING®

STANDARD FLOOR RULES

1997-1998 Tournament Season
Effective October 1, 1997

INTRODUCTION

The DCITM Standard Floor Rules are the foundation of fair and consistent Magic tournament play worldwide. In order to maintain standardization, tournament participants must abide by both the rules themselves and the spirit in which they were created. Players who violate sections of the Standard Floor Rules or the Codes of Conduct will be subject to the appropriate provisions of the DCI penalty guide. The codes of conduct and the DCI penalty guide are included in the Appendix.

NOTE: All words or phrases enclosed with asterisks are defined in the Appendix, Section A: Definition of Terms.

  1. NECESSARY TOURNAMENT MATERIALS

    Players must bring the following items to a tournament in order to participate:
    • Visible method to count life totals (life counter, dice, pen and pencil, and so on).
    • Any materials specifically required for a particular tournament format.
      Example: Players need to bring preassembled *decks* to Constructed tournaments.

    Additional required materials--if any--are determined by the related rules sections or by the tournament organizer. Tournament organizers specifying additional required materials for their tournaments (such as extra basic land cards for Limited events) must announce this requirement sufficiently in advance of the tournament.

  2. TOURNAMENT SANCTIONING & RATING TYPES

    The DCI sanctions the following tournament types:
    • Classic
    • Classic Restricted
    • Extended
    • Limited
    • Standard
    • Stand-Alone Constructed

    The DCI produces the following ratings and rankings categories:

    • Classic (including both Classic and Classic-Restricted tournaments)
    • Extended (including non-Standard stand-alone blocks; see Section 2.6)
    • Limited (including Sealed Deck, Booster Draft, and Rochester Draft tournaments)
    • Standard (including Standard stand-alone blocks; see Section 2.3)

  3. PREDUEL PROTOCOL

    The following steps must be performed in order before each *duel begins*.
    1. Each player may *sideboard* (after the first duel of the match).
      See Section 2.1.3 for details regarding Constructed-tournament sideboards.
      See Section 3.1.8 for details regarding Limited-tournament sideboards.

    2. Determine who chooses to play or draw. See Section 1.3.8.
    3. Appropriate player chooses to play or draw.
    4. Players shuffle their *decks*. See Section 1.3.9.
    5. Players present their decks to their opponents (for additional shuffling and *cutting*, if desired).
    6. Each player draws seven cards.
    7. Each player decides whether or not to take a Mulligan. See Section 1.3.10.
    8. Once any Mulligans are resolved, the duel begins.

STANDARD FLOOR RULES

Important note regarding all optional rules: Tournament organizers, tournament officials, and head judges who choose to use any rule marked "optional" must provide adequate notice to participants before the *tournament begins*. Optional rules may not be invoked or altered either by tournament officials or players once the tournament begins.

1.0 RULES GOVERNING ALL SANCTIONED TOURNAMENT PLAY

1.0.1 Judges, tournament organizers, and tournament officials may not play in the events they organize or run.

1.0.2 Rules Knowledge Responsibilities

Competitors in sanctioned tournaments are responsible for knowing and following the most current version of the DCI Standard Floor Rules and any other applicable regulatory documents.

1.0.3 Tournament Coordinator Handbook

Tournament organizers must have their updated DCI Tournament Coordinator Handbooks and a current copy of the DCI Standard Floor Rules available at any DCI-sanctioned events they are running.

1.1 Head Judge

Officially sanctioned competition requires the presence of a head judge during play to interpret rules, terminate excessively long *matches*, disqualify players, and make other official decisions. The head judge may enlist the help of other officials to answer rules questions or perform other tasks at the head judge's request. (The head judge and the tournament organizer can, but do not have to, be the same individual.)

1.1.1 Appeals to the Head Judge

If players should disagree with a tournament official's decision, then they are free to appeal the ruling to the head judge. The head judge has the right to overrule all tournament officials' decisions.

1.2 RULES INFRACTIONS & JUDICIAL RESPONSIBILITIES

Judges must take action to resolve any rules infraction (whether a violation of the Standard Floor Rules or the rules for Magic: The Gathering) they notice or that is brought to their attention. Competitors are not permitted to waive penalties on behalf of their opponents. The head judge must ensure that the appropriate penalty, if any, is imposed.

1.3 RULES MOST LIKELY TO REQUIRE ENFORCEMENT OR INTERPRETATION

1.3.1 Termination of Lengthy Matches

The head judge may be required to determine the outcome of an excessively long *match* prior to its actual conclusion. Before intervening to terminate a match, the head judge must give the players involved at least thirty minutes prior notice.

Once the notice period passes, the judge announces that the match is over. The player in mid-turn is permitted to complete his or her turn before the match result is determined. (A player in mid-turn is someone who has finished untapping all of his or her permanents that could be untapped at the beginning of his or her turn.)

1.3.2 Tempo of Play

Players must take their turns in a timely fashion. Whereas taking a reasonable amount of time to think through game strategy is acceptable, deliberately stalling for time is not. If the *head judge determines* that a player purposely failed to complete his or her turn in a reasonable amount of time, that player will be subject to the appropriate provisions of the DCI penalty guide.

1.3.2.1 Preduel Time Limit

Prior to each *duel*, competitors have five minutes to complete the following steps:

  • Determine who plays and who draws
  • Use their *sideboards* (if they choose, after the first of each *match*)
  • Thoroughly shuffle their own decks

This five-minute period does not include shuffling an opponent's deck or resolving any Mulligans. Shuffling requirements specified in Section 1.3.9 apply during these steps.

If the *head judge determines* that a player exceeded the time limit on purpose and is stalling, the head judge will subject the player to the appropriate provisions of the DCI penalty guide.

The head judge or tournament organizer may set a time limit of less than five minutes for these procedures, but if he or she does so, this policy must be announced to players prior to the beginning of the tournament.

1.3.2.2 Midduel Shuffling Time Limit

A one-minute time limit exists for all shuffling that occurs during a *duel* (this refers to the effects of cards such as Thawing Glaciers and Soldiers of Fortune). If the *head judge determines* that a player's shuffling time is excessive, that player will be subject to the appropriate provisions of the DCI penalty guide.

Shuffling requirements specified in Section 1.3.9 apply.

1.3.2.3 Tardiness

Players are expected to be in their seats when each *round begins*. Players arriving at their seats after the round begins receive a first-*duel* loss in the *match*. For each additional ten minutes players are late, they each receive one duel loss. Players who accumulate enough duel losses through this process will receive a match loss. Players who fail to arrive at their seats by the end of the first round will be ejected from the tournament.

1.3.3 Cheating

Cheating will not be tolerated. The head judge reviews all cheating allegations, and if he or she determines that a player cheated, the head judge will issue the appropriate penalty based on the DCI penalty guide. All tournament disqualifications are subject to DCI review, and further penalties may be assessed.

Cheating includes, but is not limited to:

  • Receiving outside assistance or coaching
  • Looking at opponents' cards while shuffling or *cutting*
  • Scouting other players' cards
  • Misrepresenting cards
  • Underpaying mana
  • Using marked cards/sleeves
  • Intentionally marking cards/sleeves during play
  • Drawing extra cards
  • Manipulating which cards are drawn from your *deck* or your opponent's deck
  • Deliberately stalling the length of a turn to take advantage of a time limit
  • Intentionally misrepresenting *public information* (life totals, number of cards in library, and so on).

1.3.4 Unsportsmanlike Conduct

Unsportsmanlike conduct is unacceptable and will not tolerated at any time. Judges, players, and officials must behave in a polite, respectable, and sportsmanlike manner. Collusion to alter the results of a *duel* or *match* is considered to be unsportsmanlike and will not be tolerated. Players who engage in collusion, use profanity, argue, act belligerently toward tournament officials or one another, or harass spectators, tournament officials, or opponents, will be subject to the appropriate provisions of the DCI penalty guide and will be subject to further DCI review.

1.3.5 Card Elevation

Players must keep their cards above the level of the playing surface.

1.3.6 Proxy Cards

The use of *proxy cards* is not permitted, unless these cards are provided by a judge. When a judge determines that a card has become excessively worn through play or accidentally damaged in the current sanctioned tournament, the judge may provide a proxy replacement card at his or her discretion.

OPTIONAL: The head judge may determine that players may not replace cards they list on their *deck* and *sideboard* registration sheets without approval from a judge.

The term "proxy" includes counterfeit cards or any card that is not a genuine Magic card. Violation of this rule will be considered unsportsmanlike conduct and the responsible player will be subject to the appropriate provisions of the DCI penalty guide and to further DCI review. Counterfeiters will be prosecuted to the fullest extent of the law.

All cards in the participant's deck MUST be genuine Magic: The Gathering cards. Participants may not use cards from any special edition sets, such as the Collector's Edition, International Collector's Edition, or the Pro Tour Collector Set.

1.3.7 Card Sleeves

A player may use plastic card sleeves or other protective devices on cards. If a player chooses to use card sleeves, all cards in the player's current *deck* must be placed in these devices in an identical manner. If the sleeves feature holograms or other similar markings, cards must be inserted into the sleeves so that these markings appear only on the face of the cards. If for any reason a player's opponent wishes a player to remove the sleeves or protective devices, he or she may request this prior to the beginning of any *match*, and the player must immediately comply. All player requests to desleeve must be made prior to the beginning of the match. Once a match has begun, a player may request only that the judge inspect his or her opponent's card sleeves. The judge may disallow a player's card sleeves if the judge believes they are marked, worn, or otherwise in a condition that interferes with shuffling or game play. A card sleeve may be used to mark a player's card if the card is in the opponent's playing field.

New card sleeves and/or types of protective devices are not permitted in sanctioned tournaments until the DCI gives its official approval for their use.

OPTIONAL: The head judge or tournament organizer may declare that card sleeves may not be used. If this option is used, it must be announced before the *tournament begins*.

1.3.8 Play-Draw Rule

The winner of a coin toss (or other random method) chooses either to play first and skip the draw phase for his or her first turn, or play second. The winner of the coin toss must make this choice before viewing his or her hand. The player who plays first skips the draw phase of his or her first turn. Each turn thereafter follows the standard order set forth in the Magic rules of play. After each *duel* in a *match*, the loser of that duel decides whether or not to play first in the next duel. If the duel was a draw (so it had no loser), the player who decided to play or draw for that duel chooses for the next.

1.3.9 Shuffle

Regardless of the method used to shuffle the *deck*, both players' decks must be sufficiently randomized. If at any time a player is not satisfied that his or her opponent's deck is sufficiently randomized, the player must notify the head judge. The head judge has final authority regarding whether or not a deck has been sufficiently randomized.

Each time a player shuffles his or her deck during a *match*, the player's opponent may shuffle and/or *cut* the player's deck. Players may not use this rule as an opportunity to view any cards in their opponent's deck. After shuffling, the decks are returned to their original owners, who may then cut (but not reshuffle) the cards before play begins.

1.3.10 Mulligan

At the beginning of each *duel*, each player draws an initial hand of seven cards. If a player discovers that his or her initial hand contains all land cards or no such cards, then the player may declare a Mulligan, allowing him or her to reshuffle, recut, and redraw. Once a player declares a Mulligan, his or her opponent may also choose to reshuffle, recut, and redraw, but is not required to do so.

The decision of whether or not to Mulligan passes between players following the order established by the play-draw decision (see Section 1.3.8). The participant who plays first in the duel decides whether or not to Mulligan first before passing the decision to the other player. Once a player passes the opportunity to declare a Mulligan, that player may not change his or her mind. Players may declare a Mulligan any time they reshuffle their cards before a *duel begins*. However, they may only declare one Mulligan each per duel.

When a player declares a Mulligan, he or she must show his or her hand to the opponent one card at a time, face up on the table. If the opponent chooses to reshuffle, recut, and redraw in response to a Mulligan, he or she does not have to display his or her hand.

1.3.10.1 Optional Mulligan

The head judge must announce the use of this alternate Mulligan rule before the tournament begins.

A player may reshuffle, for ANY reason, and redraw his or her initial hand, WITH ONE LESS CARD. The player may repeat this process until he or she has no cards left in his or her hand. If this rule is in effect, players may no longer get a free reshuffle when their opponents use a Mulligan.

1.3.11 Card Interpretation

All cards are interpreted using the appropriate card ruling section of the OracleTM judges' reference. During sanctioned competition, players must refer to this version of a card to settle disputes concerning the interpretation of a card's wording or powers. Card abilities are based on card text, not artwork. If the *head judge determines* that a person is using non-English-language misprints to create an advantage by using misleading artwork, that person will be subject to the appropriate provisions of the DCI penalty guide.

1.3.12 Forgetting about Paying Card Costs

If a player advances to his or her draw phase without paying phase costs of any of his or her permanents, the effects of not paying those costs are realized. For example, most permanents would be buried if the player does not pay required upkeep costs. In cases such as this, the card is simply buried with no further penalty to the player.

However, if any of a player's mandatory phase abilities were not played, all of those abilities are resolved immediately, and the player is subject to the appropriate provisions of the DCI penalty guide.

1.3.13 Intentional Draw

Before a *match begins*, players may mutually agree to accept an intentional draw. Declaring an intentional draw has the same results for competitors as playing to a draw--each competitor receives 1 match point. This agreement should not be regarded as a violation of Section 1.3.3 or 1.3.4. Before a match begins, either player may offer the draw to his or her opponent at any time. The opponent may then accept or decline. If the offer is declined, the match must continue as normal without further inducement or coercion to accept the offer.

1.3.14 Spectators

Players have the right to request that any person, other than tournament officials, not observe their *matches*. All such requests should be made through the head judge.

Spectators are expected to remain silent during the course of the match and are not permitted to communicate with players in any way while a match is in progress. Players are not permitted to observe other matches.

1.3.15 Lengthy Rulings

If a judge needs more than one minute to make a ruling, either player may request that his or her *match* be extended by the amount of time that the game was delayed. The head judge may then, at his or her discretion, extend the match by the appropriate amount of time.

1.4 POSTING TOURNAMENT-SPECIFIC DCI STANDARD FLOOR RULES AT TITLE EVENTS

Tournament organizers coordinating title events (Pro Tour Qualifier tournaments, Regional Championships, and so on) must post tournament-specific sections of the DCI Standard Floor Rules at the tournament.

2.0 RULES FOR MAGIC: THE GATHERING CONSTRUCTED TOURNAMENTS

Classic (Type I), Classic Restricted (Type 1.5), Extended, and Standard (Type II)

2.1 CONSTRUCTED TOURNAMENT REQUIRED MATERIALS

In order to participate in a sanctioned Constructed tournament, players must bring a preconstructed deck of Magic cards (and everything specified in the introduction, Section A). A player's deck must contain at least sixty cards, while his or her *sideboard* must contain exactly fifteen cards. Sideboards are not mandatory.

2.1.1 Tournament-Legal Decks and Sideboards

*Decks* that contain fewer than sixty cards, or *sideboards* that contain more or fewer than fifteen cards, do not comply with Section 2.1 and are not tournament legal. Use of illegal decks and/or sideboards will result in the responsible player being subject to the appropriate provisions of the DCI penalty guide.

Players who opt not to have a sideboard must inform their opponents before a *match begins*. Failure to do so will result in the head judge issuing a penalty based on the guidelines of the DCI penalty guide.

2.1.2 Deck and Sideboard Registration

OPTIONAL: The head judge or tournament organizer may require players to register their *decks* and *sideboards* upon arrival at a tournament. Registration records the original composition of each deck and sideboard. Once a player's decklist is received by a tournament official, it may only be altered at the head judge's discretion. The deck and sideboard must each be returned to their original composition before the beginning of a new *match*. Thus, cards transferred from a player's deck to his or her sideboard, and vice versa, must be returned before the player begins a new match. Failure to properly register a deck and/or sideboard or return a deck and/or sideboard to its original composition will result in the head judge applying the appropriate provisions of the DCI penalty guide.

NOTE: Wizards of the Coast, Inc. reserves the right to publish contents of decks and sideboards as well as transcripts or video reproductions of any sanctioned tournament.

2.1.3 Sideboard Use

Before each *duel begins*, each player must allow his or her opponent to count the number of cards in the *sideboard* (face down) if requested. Before the beginning of the second or third *duel* in a match, players may change the composition of their *decks* by swapping cards from their decks with cards in their sideboards. Any card exchanges between decks and sideboards must be one-for-one to ensure that the sideboard remains at exactly fifteen cards at all times. There are no restrictions on the number of cards a player may exchange as long as one card from the deck is traded for one in the sideboard. Attempts to alter a deck other than through a legal sideboard exchange will result in the head judge subjecting the responsible player to the appropriate provisions of the DCI penalty guide.

2.1.4 Alpha Cards

Players may use cards that have slightly rounder corners (i.e., Alpha cards--Alpha cards are the first section of the print run from the original limited-edition basic set) as long as their *decks* are made up entirely of these cards and as long as all the cards comply with the deck-construction rules limiting which card titles are playable. If a player is using an Alpha deck, he or she must notify the head judge before the beginning of the tournament.

2.1.5 New Releases

New Magic: The Gathering card sets (i.e., new expansions or new editions of the basic set) released during the first fifteen days of a month are allowed in tournament play on the first day of the month following their retail release dates. Card sets released after the first fifteen days of a month are allowed in tournament play on the first day of the second month following their release dates. Therefore, card sets always enter tournament play two to five weeks after their retail release dates, and always on the first day of the month. The DCI announces the exact date that each new card set enters tournament play before the set is released.

Example: The retail release date for the WeatherlightTMexpansion was June 4; the expansion rotated into the tournament environments on July 1, the first day of the month following its retail release (four weeks later). If the Weatherlight expansion was released during the last week of June, it would have entered the environments on August 1 (five weeks later).

The card sets a tournament organizer plans to use at a tournament must be announced by tournament officials or the tournament organizer prior to the event.

2.1.6 Four-Card Limit

With the exception of basic land cards (plains, forest, mountain, island, and swamp, including snow-covered variants), a player's *deck* and *sideboard* may not contain more than four of any individual card, by card title.

2.1.7 Restricted and Banned Cards

No more than one of each card on the Restricted List is allowed in a tournament deck (including the sideboard). No cards from the Banned List are allowed in a tournament deck (including the sideboard). Violation of this rule will result in the player being subject to the appropriate provisions of the DCI penalty guide.

NOTE: The Banned and Restricted Lists are modified quarterly by the DCI as follows: March 1, June 1, September 1, and December 1.

2.2 ANTE

Players may not wager ante.

2.3 STANDARD DECK CONSTRUCTION

The following card sets are permitted in sanctioned Standard tournaments as of April 1, 1998:

  1. Fifth EditionTM
  2. MirageTM
  3. VisionsTM
  4. Weatherlight
  5. TempestTM
  6. StrongholdTM
  7. ExodusTM-Effective July 1, 1998

2.3.1 The Banned List for Standard Tournaments:

  1. Any card not specifically permitted by Section 2.3
  2. Any ante card contained in any newly released card set

2.3.2 Basic Set Rotation

New editions of the basic set rotate into the Standard environment, replacing the previous basic set, on the first of the month after their retail release dates. Modifications and changes in rules and wordings between editions will transfer completely, and not run concurrently.

Example: The retail release date for the Fifth Edition card set was March 21; if the new system had been in effect then, it would have replaced the Fourth EditionTM card set in the Standard environment on May 1 (five weeks after the release date of Fifth Edition).

2.3.3 Expansion Set Rotation

Expansion sets rotate into play environments on the first day of the month following their retail release dates as described in Section 2.1.5. However, they rotate out in "stand-alone blocks." A given stand-alone card set and its expansions-essentially a year of Magic expansions, starting with the stand-alone set-rotate out at the time the new stand-alone set (released two years later) enters the Standard environment, thus beginning a new "block."

Example: The Mirage stand-alone set rotated into the Standard tournament environment and began a "stand-alone block." The Visions and Weatherlight sets are Mirage expansions, and are therefore part of this block. Mirage, Visions, and Weatherlight expansions will rotate out of the tournament environment together when the 1998 stand-alone expansion enters the environment (two years after Mirage was introduced to the environment).

Example: The Ice Age block (Ice Age-Homelands-Alliances) left this environment when the Tempest card set rotated in to start The Rath CycleTM block.

2.3.4 Stand-Alone Block Tournaments

The DCI sanctions only two Standard tournament formats other than the main type. These types consist of "stand-alone" blocks, defined under Section 2.3.3.

Two stand-alone blocks exist in the Standard environment at any one time. The DCI sanctions the following stand-alone block formats as Standard tournaments as of April 1, 1998:

  1. Mirage block (Mirage-Visions-Weatherlight)
  2. The Rath Cycle block (Tempest-Stronghold-Exodus)

2.3.5 Mirage Block Deck Construction

Mirage block tournament decks may consist only of cards from the Magic: The Gathering Mirage, Visions and Weatherlight card sets.

2.3.5.1 The Banned List for Mirage Block Tournaments

  1. Squandered Resources

2.3.6 The Rath Cycle Block Deck Construction

The Rath Cycle block tournament decks may consist only of cards from the Magic: The Gathering Tempest, Stronghold and Exodus card sets. (Exodus is allowed in The Rath Cycle block tournaments, effective July 1, 1998)

2.3.6.1 The Banned List for The Rath Cycle Block Tournaments-Effective July 1, 1998

  • Cursed Scroll

2.3.7 Previous Printings of Current Cards

Players may include cards from previous printings that appear in current Standard-environment card sets, as long as they do not have features that create "marked" cards, such as slightly rounder corners.

2.4 CLASSIC DECK CONSTRUCTION

Classic tournament decks may consist of cards from all Magic card sets, any extension of the basic set, all promotional cards released by Wizards of the Coast, and all limited-edition or stand-alone expansion sets. New card sets are allowed in Classic tournaments once they qualify for sanctioned tournaments under Section 2.1.5.

2.4.1 The Restricted List for Classic Tournaments:

  1. Ancestral Recall
  2. Balance
  3. Berserk
  4. Black Lotus
  5. Black Vise
  6. Braingeyser
  7. Demonic Tutor
  8. Fastbond
  9. Fork
  10. Ivory Tower
  11. Library of Alexandria
  12. Maze of Ith
  13. Mirror Universe
  14. Mox Emerald
  15. Mox Jet
  16. Mox Pearl
  17. Mox Ruby
  18. Mox Sapphire
  19. Recall
  20. Regrowth
  21. Sol Ring
  22. Strip Mine
  23. Time Walk
  24. Timetwister
  25. Underworld Dreams
  26. Wheel of Fortune

2.4.2 The Banned List for Classic Tournaments:

  1. Any card not specifically permitted by Section 2.4
  2. Any ante card contained in any newly released card set
  3. Amulet of Quoz
  4. Bronze Tablet
  5. Channel
  6. Chaos Orb
  7. Contract from Below
  8. Darkpact
  9. Demonic Attorney
  10. Divine Intervention
  11. Falling Star
  12. Jeweled Bird
  13. Mind Twist
  14. Rebirth
  15. Shahrazad
  16. Tempest Efreet
  17. Timmerian Fiends

2.5 CLASSIC-RESTRICTED DECK CONSTRUCTION

Classic-Restricted tournament decks may consist of cards from all Magic card sets, any extension of the basic set, all promotional cards released by Wizards of the Coast, and all limited-edition or stand-alone expansion sets. New card sets are allowed in Classic-Restricted tournaments once they qualify for sanctioned tournaments under Section 2.1.5.

2.5.1 The Banned List for Classic-Restricted Tournaments

The DCI announces changes to this list four times per year, on March 1, June 1, September 1, and December 1. The Banned List for Classic-Restricted tournaments is as follows:

  1. Any card not specifically permitted by Section 2.5
  2. Any ante card contained in any newly released card set
  3. Amulet of Quoz
  4. Ancestral Recall
  5. Balance
  6. Berserk
  7. Black Lotus
  8. Black Vise
  9. Braingeyser
  10. Bronze Tablet
  11. Candelabra of Tawnos
  12. Channel
  13. Chaos Orb
  14. Contract from Below
  15. Copy Artifact
  16. Darkpact
  17. Demonic Attorney
  18. Demonic Tutor
  19. Divine Intervention
  20. Falling Star
  21. Fastbond
  22. Feldon's Cane
  23. Fork
  24. Ivory Tower
  25. Jeweled Bird
  26. Library of Alexandria
  27. Maze of Ith
  28. Mind Twist
  29. Mirror Universe
  30. Mishra's Workshop
  31. Mox Emerald
  32. Mox Jet
  33. Mox Pearl
  34. Mox Ruby
  35. Mox Sapphire
  36. Rebirth
  37. Recall
  38. Regrowth
  39. Shahrazad
  40. Sol Ring
  41. Strip Mine
  42. Tempest Efreet
  43. Time Walk
  44. Timetwister
  45. Timmerian Fiends
  46. Underworld Dreams
  47. Wheel of Fortune
  48. Zuran Orb

2.6 Extended Deck Construction

Extended tournament decks may consist of cards from any limited-edition expansion set after Legends®, and any basic set after UnlimitedTM. All cards that have never been released as a part of an expansion set, such as through books or other promotional means, are also permitted. Players may include up to four of any legal card in their decks, and an unlimited amount of basic lands. New card sets are allowed in Extended tournaments once they qualify for sanctioned tournaments under Section 2.1.5.

2.6.1 The Banned List for Extended Tournaments

Any cards from the following limited-edition expansion and basic sets are banned unless they are reprinted in a legal set, limited or otherwise:

  1. Alpha
  2. Beta
  3. Arabian Nights®
  4. Antiquities®
  5. Legends
  6. Unlimited

The following individual cards are banned:

  1. Balance
  2. Black Vise
  3. Braingeyser
  4. Channel
  5. Demonic Tutor
  6. Fastbond
  7. Hypnotic Specter
  8. Ivory Tower
  9. Kird Ape
  10. Land Tax-Effective July 1, 1998
  11. Mana Crypt
  12. Maze of Ith
  13. Mind Twist
  14. Regrowth
  15. Serendib Efreet
  16. Sol Ring
  17. Strip Mine
  18. Wheel of Fortune
  19. Zuran Orb

2.6.2 Extended Card Rotation

When a stand-alone block rotates out of the Standard environment under Section 2.3.3, it becomes a sanctioned Extended format.

Example: The Ice Age block immediately became sanctioned as an Extended format once The Rath Cycle block (Tempest) replaced it in Standard.

2.6.2.1 Extended Stand-Alone Block Tournaments

The DCI sanctions the following stand-alone block formats as Extended tournaments as of November 1, 1997:

  1. Ice Age block

2.6.3 Ice Age Block Deck Construction:

Ice Age block tournament decks may consist only of cards from the Magic: The Gathering Ice Age, Homelands and Alliances card sets.

2.6.3.1 The Banned List for Ice Age Block Tournaments:

  1. Any card not specifically permitted by Section 2.6.3
  2. Amulet of Quoz (ante card)
  3. Thawing Glaciers
  4. Zuran Orb

2.6.4 Previous Printings of Current Cards

Players may include cards from previous printings that appear in current Extended-environment card sets, as long as they do not have features that create "marked" cards, such as slightly rounder corners.

3.0 RULES FOR MAGIC: THE GATHERING LIMITED TOURNAMENTS

The tournament organizer and/or head judge determine all variables in Limited tournaments, including how many additional basic lands each player receives, if any, and how many decks and boosters each player receives or draws from for *deck* construction.

3.1 DECK CONSTRUCTION

Before tournament play begins, each player receives a sealed deck of Magic: The Gathering cards and various booster packs, from which he or she will create a tournament *deck*. Certain Limited formats permit players to receive booster packs only. Cards that are not included in the tournament deck automatically become the player's *sideboard*.

3.1.1 Deck Registration

The head judge or tournament organizer may require players to record on a decklist every card they receive in a Limited tournament. Once the cards are registered, players have a limited amount of time to prepare their *decks* before play begins. The time allotted for deck construction must be announced by the head judge before the tournament begins.

3.1.2 Land Cards

Tournament organizers and/or the head judge may choose to provide land cards for players to use during the tournament. If the tournament organizer provides land cards, he or she must make available the same amount of land cards to each player. Organizers and/or the head judge must sufficiently announce before the tournament begins whether or not they will provide land cards.

3.1.3 No Four-Card Limit

Players are not restricted to four of any one card in Limited tournament play.

3.1.4 Anomalous Decks and/or Boosters

Anomalous decks and/or boosters should be brought to the head judge's attention and replaced at his or her discretion.

3.1.5 Ante Cards

Ante cards are not allowed and must immediately be brought to the attention of the head judge. Tournament officials will replace all ante cards from a random stack of cards.

3.1.6 Deck Size Requirements

Each *deck* is required to have a minimum of forty cards. Before a *duel begins*, players are allowed to count the number of cards in their opponent's deck and *sideboard* to ensure the total number of cards has not changed since the deck was originally issued. Any discrepancy should be reported to a tournament official and, pending an investigation, the head judge will subject the player to the appropriate provisions of the DCI penalty guide.

3.1.7 Suggested Total Card Count

In Limited tournaments, the total number of cards available to a player for *deck* and *sideboard* construction is determined by tournament officials prior to the event. The DCI suggests giving each player a combination of decks and/or boosters totaling ninety to three hundred cards.

3.1.8 Sideboard Use

Any drawn or opened cards not used in a player's Limited-environment tournament *deck* function as his or her *sideboard*. Players may change the composition of their decks by swapping cards from their decks with cards in their sideboards before the beginning of a *duel*. There are no restrictions on the number of cards a player may exchange as long as the play deck contains at least forty cards. Cards need not be exchanged on a one-for-one basis. Attempts to alter a deck's composition illegally will result in the head judge subjecting the player to the appropriate provisions of the DCI penalty guide.

3.2 EARLY DEPARTURE

Limited-tournament participants may not withdraw from the event prior to the first *match*. Violation of this rule shall result in the offending participant receiving a "loss" for the match on the official tournament record (the opponent shall receive a "win" for the match).

3.3 BANNED AND RESTRICTED LISTS

No Restricted or Banned Lists exist for Limited-environment tournaments.

3.4 RULES FOR BOOSTER DRAFT TOURNAMENTS

3.4.1 Player Seating

Players assemble into circles of roughly equal size at the discretion of the tournament organizer with no more than eight players per group. Tournament officials then distribute a predetermined number of Magic: The Gathering booster packs to each player.

3.4.2 Drafting

At a signal from a tournament official (for example, "Open the first of your Fifth Edition boosters . . . "), each player opens one of the booster packs and reviews the cards. The player chooses one card from the booster pack, then passes the remaining cards face down to the player on his or her left. All remaining boosters must be passed face down during the entire draft cycle. Repeat until all cards in the booster have been drafted.

Once all cards in the booster pack are drawn, a tournament official instructs players to open another booster pack ("Open your next Fifth Edition booster . . . ") and draft in the same fashion, except that the direction of drafting is reversed. This process is repeated until all cards in all booster packs have been drafted.

3.4.3 Deck Construction

Once all cards are drafted, a tournament official announces a deck-construction period. Players may not trade cards with one another during the deck-construction period.

3.4.4 Lands

Players may add as many basic lands as desired; no maximum is imposed. Extra lands are allowed for *sideboards*. Tournament officials supply all land cards.

3.5 RULES FOR ROCHESTER DRAFT TOURNAMENTS

3.5.1 Player Distribution

The tournament organizer divides players into drafting pods of seven or eight players.

OPTIONAL: Players within a pod may only play against one another during Swiss rounds. When the tournament shifts to single-elimination final rounds, the top players regroup into a new pod and draft again before playing off. If this option is used, players must redraft every three to four rounds.

3.5.2 Card Allotment

The Rochester Draft consists of three booster packs per player. (Example: Eight-player Rochester Draft pods should include twenty-four booster packs.) These booster packs are separated into three groups, with the number of packs in each group equaling the number of players in the pod. All boosters in a group must be from the same card set.

3.5.3 Predraft Card Review

OPTIONAL: The table judge may check a booster pack for duplicate cards. This process may take place before the event or while the cards are being laid out. If the judge discovers any duplicates, he or she may amend the card selection in a fair and equitable manner.

3.5.4 Draft Table Preparation

The table judge lays out fifteen cards (one booster pack) face up on the table. Players at the table are given twenty seconds to review the cards before drafting begins.

3.5.5 First Card Choice

Each booster-pack draft begins with the active player (the participant who chooses first from the cards on the table). Each player within a pod serves as the active player once for each booster-pack group.

3.5.5.1 Active Player Rotation All booster packs in a group must be drafted before drafting moves to the next group.

The rotation for active players moves:

  • in a clockwise direction for the first booster-pack group (beginning with the player to the table judge's immediate left);
  • in a counterclockwise direction for the second group (beginning with the player to the table judge's immediate right);
  • and returns to a clockwise direction for the third booster-pack group.

3.5.6 Draft Order

The draft order moves in a horseshoe pattern, beginning with the active player, continuing around the table to the last participant in the circuit who has not yet drafted a card.

The draft order begins:

  • in a clockwise direction for the first booster-pack group;
  • in a counterclockwise direction for the group;
  • and in a clockwise direction for the third group.

The last player in the circuit selects two cards, instead of one, before drafting continues in reverse order, moving back to the player who began the circuit. After all cards are drafted or each player has two cards from the current booster pack (whichever comes first), the table judge clears the drafting area and prepares for the next booster-pack draft.

3.5.7 Drafting

Each player is given five seconds to select one card. If a player fails to select a card in the time given, the table judge issues that player a random card from the set on the table. Any card touched by a player is considered drafted. Players must always display the latest card they drafted face up on the table during drafting.

3.5.8 Deck Construction

After all booster-pack groups are drafted, the table judge allows twenty minutes for deck construction.

3.5.9 Deck Size Requirements

Players must have a minimum of forty cards in their *decks*. No maximum is imposed.

3.5.10 Land Cards and Sideboard

Players may add as many basic lands as they desire; no maximum is imposed. Extra lands are allowed for sideboards. Tournament officials supply all land cards. Any drafted cards not used in the deck become the *sideboard*.

APPENDIX

I. DEFINITION OF TERMS

Duel: One game of Magic.

Match: Series of duels between two players to determine the winner. Typically, the match winner defeats his or her opponent in a best-two-out-of-three series. If the number of duels in a match is different than a possible total of three, the head judge must announce this change before the tournament begins. (If the head judge makes no such announcement, the matches are decided in a best-two-out-of-three series.)

Round: The period during which match play takes place.

Proxy card: A card used during competition to represent another card; also counterfeit cards, or any card that is not a genuine Magic card.

Cut: Removing a single portion of a deck and placing it atop the remaining portion without looking at any of the card faces.

Deck: Selection of cards that conforms to the deck-construction rules for that particular format. For format-specific information, see:

  • Section 2.3 for Constructed tournaments
  • Section 3.1 for Limited tournaments

Sideboard: Selection of cards that conforms to the sideboard rules for that particular format. For format-specific information regarding sideboards, see:

  • Section 2.1.3 for Constructed tournaments
  • Section 3.1.8 for Limited tournaments

Tournament begins: Once onsite tournament registration closes.

Duel begins: When the first player in a duel begins his or her first-turn untap phase.

Match begins: When the head judge announces the start of the match.

Round begins: The time posted and/or announced by the head judge or tournament organizer for all players to be seated and ready for match play.

Head judge determines: Decision based on the judge's expert opinion.

Public information: Statistics or card text that duel participants are required to share with tournament officials and opponents by the rules of the game.

II. CODES OF CONDUCT

i. Introduction

The purpose of the Codes of Conduct is to provide players and officials with a guide to expected behavior during Wizards of the Coast® sanctioned tournaments. By entering a Magic: The Gathering tournament, players and spectators agree to abide by all rulings rendered by tournament officials.

ii. Sportsmanlike Conduct

Sportsmanlike conduct is based on mutual respect. Players, spectators, volunteers, and tournament officials are expected to exhibit this respect throughout a tournament.

iii. Unsportsmanlike Conduct

Unsportsmanlike conduct is not tolerated at any officially sanctioned tournament. Players, judges, spectators, and volunteers must conduct themselves in a polite, respectable, and sportsmanlike manner. A competitor behaving in a belligerent, argumentative, hostile, or unsportsmanlike manner will be subject to the appropriate provisions of the DCI penalty guide (See Section III of the Appendix).

The following behavior is automatically considered unsportsmanlike conduct:

  • profanity
  • physical intimidation
  • failing to start a duel in a timely manner
  • arguing excessively with a judge
  • scouting other competitors' *decks*
  • enlisting the aid of observers to scout other competitors' decks
  • disobeying/disregarding the rules for the tournament event
  • willfully disobeying a ruling by the head judge or DCI Tournament Manager

iv. Reporting Violations of the Codes of Conduct

It is a player's individual responsibility to promptly notify tournament officials of any condition he or she believes interferes with tournament play. By failing to immediately notify tournament officials of possible unsportsmanlike conduct, witnesses and others waive any possible claims against tournament officials and/or the tournament organization(s) for not taking action. Notifying tournament officials means the possible conduct violation may be investigated at the officials' discretion. Any possible penalties will be issued based solely on the outcome of the officials' investigation.

If a player disagrees with how tournament officials handled the possible conduct violation, he or she can appeal the ruling to the DCI staff or the DCI Tournament Manager (if at the tournament) for a final decision. When the DCI staff (or DCI Tournament Manager) issues a final ruling, the players must follow that decision without further argument or other difficulties. If a player continues to argue or be disruptive, he or she will be subject to the appropriate provisions of the DCI penalty guide.

v. Player Responsibilities

All players must obey the current official tournament rules applicable to the tournament type in which they are competing. If a player has a rules question, he or she should communicate it to the other player and judging staff in a concise, polite, and rational manner.

Players have the right to appeal a judge's decision to the head judge. Players may appeal the head judge's decision to the DCI Tournament Manager (if at the tournament). When the head judge (or DCI Tournament Manager) issues a final ruling, the players must follow that decision without further argument or other difficulties. If a player continues to argue or be disruptive, he or she will be subject to the appropriate provisions of the DCI penalty guide.

vi. Spectator Responsibilities

To ensure that spectators at official tournament events do not disturb the players' ability to concentrate on their *matches*, spectators must maintain a minimum distance of three feet from the players and the play table. Spectators must also remain silent and refrain from engaging in any behavior that could be disruptive to the players. A spectator may not take notes regarding any player's *deck* during a tournament, unless he or she is doing so for journalistic purposes and has received advance clearance from the head judge or DCI Tournament Manager. Any spectator violating these rules may be warned by tournament officials or may be required to leave the event.

vii. Volunteer Responsibilities

Volunteers should receive a full briefing by the judging staff in preparation for the tournament event, including:

  • an overview of the official tournament rules, format, and procedures
  • a review of the rules governing scoring
  • a discussion regarding the length and number of tournament rounds
  • policies regarding player movement during the tournament

As with any public representative of DCI tournaments, volunteers are expected to treat players, spectators, and others with respect. Should any player or spectator feel that a judge has not treated him or her with respect, he or she may file a complaint with the DCI players' organization.

viii. Judge Responsibilities

Judges involved in large events must be provided with accurate and precise plans and procedures from the head judge (and/or DCI Tournament Manager).

Judges must treat players and spectators in a courteous and polite manner. Should any player or spectator feel that a judge has not treated him or her with respect, he or she may file a complaint with the DCI, head judge, and/or the DCI Tournament Manager (if at the tournament).

ix. Head Judge Responsibilities

If the DCI Tournament Manager is not in attendance, the head judge is the final arbiter of all questions and disputes during a tournament. As with all other public representatives of DCI tournaments, head judges are expected to treat players and others in a courteous and polite manner. Should any player or spectator feel that a judge has not treated him or her with respect, he or she may file a complaint with the DCI and/or the DCI Tournament Manager (if at the tournament).

x. DCI Tournament Manager

The DCI Tournament Manager is an employee of Wizards of the Coast, Inc., and is the final judicial authority at all events that he or she attends. The tournament manager may reverse any decision made by the head judge or any other tournament official. If the DCI Tournament Manager is present at the tournament, that person decides the degree to which a player should be subject to the DCI penalty guide.

III. DCI PENALTY GUIDE

The head judge's foremost responsibility is to maintain the integrity of sanctioned events by ensuring consistent and even play. To make sure that responsibility is met in the players' minds, judges should always fully explain each warning a player receives, making the situation more educational than punitive. In addition, judges should do their best to make sure no penalty benefits the recipient over the course of the event.

i. Warnings

Officials give warnings so players may recognize that they made a mistake. Players may or may not be aware they committed a rules infraction, and warnings are a way to let them know they violated a rule. At the time a warning is issued, players also should be told that repeat offenses carry greater consequences. Warnings accumulate over the course of an entire event, regardless of how many days it covers. However, all warnings will not carry over into the final rounds (quarterfinals, semifinals, and finals). Players receiving warnings during a tournament's main rounds may receive a double warning if they commit the same infraction again in the final rounds.

ii. Warning Definitions

Unofficial Warnings:
Caution:verbal warning; not tracked
Notice:verbal warning; tracked, but does not directly count toward penalties. Notices may be used as grounds to upgrade a warning or penalty.

Official Warnings:
Single warning:Most offenses fall under this category. The infraction was probably an unintentional, honest mistake, but it was disruptive to the integrity of the event.
Double warning:Judge suspects a player is cheating; a player repeats a previous offense; or the rules violation resulted in a player gaining a serious advantage in a duel or match.
Triple warning:Judge has a strong belief that a player is cheating; or a tournament participant is engaging in severe, unsportsmanlike conduct. Issuance of this type of warning will result in an investigation of the recipient by the DCI. The findings of this investigation may lead to further penalties.

All official warnings must be confirmed with the head judge before being issued. Only the head judge may issue double and triple warnings.

All notices must be reported to the head judge as soon as possible. The head judge may upgrade a notice to any of the official warning classifications listed above, upon review of a player's warning history.

iii. Once three or more official warnings have been issued, the judge may decide to do one of the following: (The default penalty for three warnings is ejection.)

1. Forfeit current or next game At the head judge's discretion, he or she may downgrade the penalty for three warnings to a loss of the current or next duel if:

  • all three of the warnings are minor in nature;
  • all three are unintentional;
  • and none are duplicate or double warnings.

2. Forfeit current or next match At the head judge's discretion, he or she may downgrade the penalty for three warnings to a loss of the current or next match if:

  • all three of the warnings are minor in nature;
  • all three are unintentional;
  • and none are double warnings.

3. Ejection Ejection is the base-line penalty for three warnings. This penalty includes double warnings. Players who receive a fourth warning are also ejected. (A player ejected from a tournament will have his or her tournament record stand as it exists. However, an ejected player will not be allowed to continue play in the tournament. Once the tournament is over, the ejected player is eligible for any prizes that his or her tournament standing yields.)

4. Disqualification (A player disqualified from a tournament forfeits all prizes and standings that he or she might have earned over the course of the tournament.)

At the head judge's discretion, he or she may upgrade the penalty for three warnings to disqualification if:

  • the head judge strongly believes that the player in question was cheating;
  • or if the player has received two double warnings or a triple warning.

iv. Infraction Classifications

All infractions fall into one of four categories:

  • Unintentional and nondisruptive: minimum penalty is a caution**
  • Unintentional but disruptive: minimum penalty is a notice**

  • Intentional but nondisruptive: minimum penalty is an official single warning*
  • Intentional and disruptive: minimum penalty is an official double warning**

("Disruptive" in the context above refers to any disturbance of an event's integrity and/or the flow of a duel.)

** See "ii. Warning Definitions" for more information.

v. Sample Infractions

The guidelines specified by "Infraction Classifications" (Section iv) allow judges to gauge the severity of an infraction and determine what type of penalty will best fit that situation. All penalties are the head judge's decision, and he or she makes the final ruling. Below is a list of sample infractions and how the DCI believes judges should handle them. (Use the bold, italicized words below to decide which Section iv classification that infraction falls under.)

1. Previous opponent's card found in player's deck

This infraction is almost always unintentional, but it is disruptive. This infraction carries a minimum penalty of a loss of the current or next game.

2. Deck not returned to original configuration

In most cases this is unintentional but disruptive. In some cases, however, this infraction is intentional and disruptive. The head judge decides under which category a given infraction falls.

3. Failing to report deck correctly on decklist

This infraction assumes that the deck played was legal and was misrecorded on the decklist in a manner that is not illegal. In most cases, this infraction is unintentional and nondisruptive. However, due to the judicial necessity of accurate deck lists, this infraction's penalty is the loss of the next game. In rare cases, this infraction is intentional and disruptive. If a head judge comes across one of these rare cases, harsher penalties are at his or her discretion.

4. Illegal deck

In most cases this is unintentional--a card was lost or the decklist was misrecorded as an illegal deck. However, due to the disruption to the tournament's integrity, this infraction carries a baseline penalty of ejection. In some cases, illegal decks are intentional and should result in the responsible player's disqualification.

5. Misrepresenting cards or rules

This infraction includes not paying the correct casting cost for a spell. Infractions of this nature can fall under any of the four categories and should be judged on a case-by-case basis.

6. Failing to perform the play-draw rule correctly

In most cases, this infraction is unintentional but disruptive.

7. Tardiness

This infraction is almost always unintentional but disruptive. Due to the nature of the infraction, the penalty typically increases depending on the length of tardiness.

8. Failing to agree on reality

This infraction includes timing of events and life totals. In some cases, this infraction may be unintentional but disruptive on both players' parts. In other cases, however, this infraction is intentional on one player's part. If the judge cannot determine which player's activities are intentional, he or she should issue official single warnings to both players.

9. Cheating

This covers any infraction that is intentional and disruptive.

IV. TEAM PLAY

Announced April 1, 1998, effective May 1, 1998

4.0 RULES GOVERNING ALL SANCTIONED TEAM TOURNAMENT PLAY

4.0.1 General Team Requirements

Each individual team must have unique team-specific information, including:
  • Team name
  • Team affiliation, if applicable (e.g. sponsor, school, retail store, etc.)
  • Team city
  • Team state/province
  • Team country
  • Team members (and their respective DCITM membership numbers)

Multiple teams may have the same name, affiliation, city, state/province, or country.

4.0.1.1 Team Names

Wizards of the Coast reserves the right to not publish any team name that it deems offensive and/or obscene. Tournament organizers and certified head judges should discourage teams from registering team names that may be considered offensive and/or obscene.

4.0.2 Team Composition and Identification

A valid team consists of two, three, or five members, as appropriate to the sanctioned team tournament format (see Section 4.1 below). A team is identified by the individual DCI membership numbers of its respective members. Individual DCI members may be members of more than one valid team.

A team continues to exist as long as its respective members choose to identify themselves as a team. Any change in team membership (the removal and/or addition of a member) constitutes a new team, with entirely new team-specific information (see Section 4.0.1, above). A team may change its name, affiliation, city, state/province, or country without becoming an entirely new team.

4.0.3 Team Ratings and Rankings

Competitors in sanctioned team tournaments will be rated and ranked as a team. Each individual team will have its own official rating and ranking according to team size (pairs, trios, etc.) and format (Standard, Limited, etc.). Only results for the team as a whole are tracked and recorded, not individual duels and matches that take place during sanctioned team tournaments.

4.1 SANCTIONED TEAM TOURNAMENTS

4.1.1 Applicable DCI Standard Floor Rules

All sanctioned team competition shall be governed by the appropriate sections of the DCI Standard Floor Rules.

Example: A sanctioned team Standard tournament must adhere to all sections of the DCI Standard Floor Rules that apply to sanctioned Standard tournaments, plus those applicable to sanctioned team tournaments.

4.1.2 Valid Team Participation

Sanctioned team tournaments are open to teams consisting of two, three, or five members. Only valid teams of the appropriate size are eligible for a given sanctioned team event. If a team player drops (or is disqualified) from an event after the first match begins, the team may continue throughout the tournament, receiving one match loss per round for each player it is missing.

Each team entering a sanctioned team tournament must provide the tournament coordinator with its team-specific information (detailed in Section 4.0.1 above) when registering for the event. Failure to provide this information will result in the team's disqualification from the tournament.

Example: A sanctioned three-person team tournament is open only to teams consisting of three members; teams consisting of two or five members cannot compete in this event.

4.2 TEAM CONSTRUCTED TOURNAMENTS

Event results for each DCI-approved Constructed tournament format (Classic, Classic-Restricted, Extended, and Standard) are merged into one set of Constructed ratings for each team size. In addition to an event's format, each Constructed tournament will feature one of two variants that affect card restrictions:

  • Regular Team Constructed--see Section 4.2.1 below; and
  • Unified Team Constructed--see Section 4.2.2 below

Event organizers must announce which variant they choose before event registration begins and they must include this information in any tournament advertising.

4.2.1 Regular Team Constructed Tournaments

Regular team Constructed tournaments using any DCI-approved Constructed format shall adhere to all applicable sections of the DCI Standard Floor Rules for Constructed tournaments. Rules regarding card restrictions apply to each team member individually.

4.2.2 Unified Team Constructed Tournaments

Unified team constructed tournaments using any DCI-approved Constructed format shall adhere to all applicable sections of the DCI Standard Floor Rules for Constructed tournaments EXCEPT that rules regarding card restrictions apply to the team members collectively.

With the exception of basic land cards (plains, island, swamp, mountain, and forest, including snow-covered variants), a participating team may not include more than four (4) of any individual card, by card title, among all team members' *decks* and *sideboards*. A participating team may not include more than one (1) copy of any card appearing on the Restricted List for the tournament format, among all team members' decks and sideboards.

Example: Team XYZ consists of three members. The team is participating in a sanctioned unified-team Classic tournament. The team members wish to include the cards Incinerate and Fork in their decks and/or sideboards. A total of no more than four (4) copies of Incinerate are allowed in all of Team XYZ's decks and sideboards combined. A single team member's deck may contain all four Incinerates; each team member may include one Incinerate in his/her deck or sideboard; two members may have two Incinerates each in their decks; etc. Because Fork appears on the Restricted List for Classic tournaments, only one (1) copy of Fork is permitted among all Team XYZ's decks and sideboards; therefore, only one team member may have Fork in his/her deck or sideboard.

4.3 TEAM LIMITED TOURNAMENTS

Event results for each DCI-approved Limited tournament format (Sealed Deck, Rochester Draft, and Booster Draft) are merged into one set of Limited ratings for each team size. Team Limited tournaments using any DCI-approved Limited formats shall adhere to all applicable sections of the DCI Standard Floor Rules for Limited tournaments.

Magic: The Gathering and DCI are trademarks of Wizards of the Coast, Inc. ©1998 Wizards of the Coast, Inc.