| 1.0 | Tournament Officials |
| | 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 officials to answer rules questions or perform other tasks at the head judge’s request. The head judge and the tournament organizer may or may not be the same individual. |
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| 1.1 | 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’s ruling on the appeal is final. |
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| 1.1.1 | All consequences resulting from violations of the DCI Standard Floor Rules that come to the attention of the judge MUST be enforced. Competitors are not permitted to waive penalties on behalf of their opponents. |
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| 1.1.2 | Regardless of the wishes of the competitors involved, judges must correct any rules mistake (whether from the Standard Floor Rules or from the Magic: The Gathering rules) they notice or that is brought to their attention, and must ensure that the appropriate consequences are applied. |
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| Sections 1.2–1.2.15 detail the general rulings that tournament officials are frequently required to interpret and enforce. |
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| 1.2 | Termination of Lengthy Matches |
| | The head judge may be required to determine the outcome of an excessively long match prior to its actual conclusion. In this instance, the head judge must give the players involved at least thirty minutes notice before intervening to terminate the match. |
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| | Once the warning period passes and the judge announces that the match is over, all play must stop immediately. Players in mid-turn are given a fixed amount of time, announced by the judge, to complete their turns before the match result is determined. (A player in mid-turn is someone who has finished untapping all of his or her cards in play that could be untapped at the beginning of his or her turn.) |
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| 1.2.1 | Timeliness |
| | 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. Failure to begin a match in a timely manner in order to gain a psychological advantage is grounds for disqualification. |
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| 1.2.1.1 | Prior to each duel, competitors must complete all sideboarding decisions, deck shuffling, and shuffling of their opponent’s deck within five minutes. Violation of this rule may be considered stalling, and therefore may result in a warning or disqualification from current competition at the discretion of the judge. The judge and/or tournament organizer may choose to set a time limit for these procedures of less than five minutes. This time limit must be adequately advertised and announced prior to the tournament. |
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| 1.2.2 | Cheating |
| | Cheating will not be tolerated. Players caught cheating will automatically be disqualified from current competition. They may also be disqualified from future competition at the discretion of the DCI. Cheating includes, but is not limited to: receiving outside assistance or coaching, scouting other players’ cards, underpaying mana, using marked cards, marking cards during play, drawing extra cards, manipulating which cards are drawn from your deck or your opponent’s deck (including stacking a deck to separate land and spell cards), arranging the cards in a deck to manipulate card draw, and deliberately stalling the length of a turn to take advantage of a time limit. |
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| 1.2.3 | Effective May 1, 1997--Unsportsmanlike Conduct |
| | Unsportsmanlike conduct is unacceptable and will not be tolerated at any time. Judges, players, and officials must behave in a polite, respectable, and sportsmanlike manner. Players who use profanity, argue, act belligerently toward tournament officials or one another, or harass spectators, tournament officials, or opponents, will receive a warning. Repeat warnings will result in a player’s disqualification from the current competition and possibly future competitions (at the discretion of the DCI). Collusion to alter the results of a duel or match is considered to be unsportsmanlike and will not be tolerated. |
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| 1.2.4 | Card Elevation |
| | Players must keep the cards in their hand above the level of the playing surface. If this rule is violated, the judge may issue a warning to the player. A second violation may result in the player’s disqualification. |
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| 1.2.5 | Proxy Cards |
| | The use of "proxy" cards is not permitted. All cards in the participant’s deck MUST be genuine Magic: The Gathering cards. Participants may not use cards from the Collector’s Edition, International Collector’s Edition, or the Pro Tour Collector Set. Players may not substitute one card for another. Note, however, that when a judge determines that a card has become excessively worn through play in the current sanctioned tournament, the judge may provide a "proxy" replacement card at his or her discretion. |
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| | The term "proxy" includes counterfeit cards or any card that is not a genuine Magic card. Violation of this rule shall be considered unsportsmanlike conduct and will be penalized appropriately. Counterfeiters will be prosecuted to the fullest extent of the law (see rules 1.2.3 and 1.2.15). |
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| 1.2.6 | Card Sleeves |
| | A player may use plastic card sleeves or other protective devices on cards unless the judge declares otherwise at the beginning of the tournament. If a player chooses to exercise this option, all cards in the player’s deck and sideboard 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 requests to desleeve must be made prior to the beginning of the match. Once the match is under way, a player may only request that the judge inspect his or her opponent’s sleeves. The judge may choose to disallow a player’s sleeves if they are obviously marked, worn, or otherwise in a condition that may interfere with shuffling or game play. A sleeve may be used to mark a player’s card if the card is in the opponent’s playing field. |
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| | New card sleeves and/or protective devices are not permitted in sanctioned tournaments until the DCI gives its official approval for their use. |
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| 1.2.7 | Shuffle |
| | Prior to the beginning of each duel, each player shuffles his or her deck. Regardless of the method used to shuffle the deck, before play commences each player MUST conclude this process with three standard riffle shuffles (sometimes called "shotgun" shuffles; see 1.2.15, "Definitions"). 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. If at any time during this process a player believes his or her opponent’s cards are not shuffled properly, the player may request that a tournament official shuffle the deck. Note: a player may count the number of cards in his or her opponent’s library at any time throughout the match. |
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| | At the judge’s discretion, a one-minute time limit may be imposed for all shuffling that occurs during the duel itself (this includes the effects of cards such as Thawing Glaciers and Soldiers of Fortune). |
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| 1.2.8 | 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. Under these conditions, the first player chooses one or the other before looking at his or her hand. The player who plays first skips the draw phase of his or her first turn. All play thereafter is normal: each player plays and draws cards within his or her turn. After the first duel in a match, the loser of each duel decides whether to play first in the next duel. If the previous duel was a tie, the coin is tossed again to determine who decides which player plays first. If this rule is in use, the judge must announce it before the tournament begins. |
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| 1.2.9 | "Mulligan" |
| | At the beginning of each duel, after determining which player goes first (player #1), both players draw their initial hand of seven cards. If player #1 discovers that his or her initial hand contains all land cards or no land cards (that is, no cards with LAND as the card type), then the player may declare a "Mulligan" and choose to restart the duel. Player #1 is given the opportunity to reshuffle and draw seven new cards. The opponent (player #2) may also reshuffle. Whether or not player #1 declares a Mulligan, the opponent is then given a chance to review his or her own cards and decide to declare a Mulligan. If player #2 decides not to declare a Mulligan, then player #1 may not change his or her mind. However, if either player does declare a Mulligan and chooses to restart the duel, then the other player may also reshuffle and cut his or her cards. To declare a Mulligan, the player must first show his or her hand to the opponent before new cards can be drawn. Any time players reshuffle their cards before a duel begins, they always have the option to declare a Mulligan as long as they have not already declared one. A player may declare only one Mulligan per duel. |
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| 1.2.10 | Card Translation |
| | During sanctioned competition, players will refer to the English version of a card to settle disputes concerning the interpretation of a card’s wording or powers. |
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| 1.2.11 | Errata |
| | All cards will be interpreted using the latest official errata list. |
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| 1.2.12 | Current Edition |
| | All cards will be interpreted according to the wording on the latest printed version of the cards. |
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| 1.2.13 | Forgetting about Upkeep |
| | If a player draws a card for his or her turn without having paid an upkeep cost, it is assumed that the upkeep cost was not paid and the appropriate consequences were accepted. For example, most cards bury themselves if the upkeep cost is not paid, in which case the card is simply buried with no further penalty to the player. |
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| | If a player draws a card for his or her turn without having dealt with one or more upkeep effects (other than upkeep costs), those effects are dealt with immediately. If any of the effects involved a decision, then the player is issued a warning, and the cards that were drawn during the draw phase are shuffled into the library and replaced. |
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| 1.2.14 | Effective May 1, 1997--Intentional Draw |
| | Players engaged in a duel may mutually agree to accept an intentional draw at any time prior to the beginning of a match. This agreement shall not be regarded as a violation of Standard Floor Rules 1.2.2 or 1.2.3. Either player may offer the draw to his or her opponent at any time prior to the beginning of a match. The opponent may then accept or decline. If the offer is declined, the duel must continue as normal without further inducement or coercion to accept the offer. |
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| 1.2.15 | Definition of Terms |
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| | Duel: One game of Magic. |
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| | Match: Best two-out-of-three duels of Magic unless otherwise stated. |
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| | Proxy card: A card used during competition to represent another card; also counterfeit cards, or any card that is not a genuine Magic card. |
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| | Riffle shuffle: Dividing the deck into two halves which are placed end-to-end, lifted, and allowed to fall rapidly together and interleave. |
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| | Cut: Removing the top portion of a deck and placing it under the bottom portion, without looking at the bottom card. |
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| | Sideboard: Any additional cards that are not part of a player’s deck. A player may exchange cards in his or her sideboard as long as the sideboard contains exactly fifteen cards, unless otherwise noted. |
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| 2.0 | Rules for Magic: The Gathering |
| | Constructed-Deck Tournament Play |
| | Classic (Type I), Classic Restricted (Type 1.5), Extended, and Standard (Type II) |
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| 2.1 | Required Materials |
| | In order to participate in a match, players must bring their decks, sideboards, and DCI membership cards to the tournament. A player’s deck must contain at least sixty cards, while his or her sideboard must contain exactly fifteen cards. |
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| 2.1.2 | Tournament-Legal Decks & Sideboards |
| | Decks which contain less than sixty cards, or sideboards which contain more or less than fifteen cards, are not tournament legal; their use may result in disqualification from current competition. Players who opt not to have a sideboard must inform their opponents before a match begins; failure to do so may result in disqualification from current competition. |
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| 2.1.3 | Deck & Sideboard Registration |
| | At the judge’s discretion, players may be required to register all decks and sideboards when they arrive at a tournament. Registration records the original composition of each deck and sideboard. If the deck and sideboard are recorded, both must 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 their original composition may result in disqualification from current competition. |
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| NOTE: Wizards of the Coast reserves the right to publish contents of decks and sideboards as well as transcripts or video reproductions of any sanctioned tournament. |
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| 2.1.4 | Sideboard Use |
| | Before a match begins, each player must allow his or her opponent to count the number of cards in the sideboard face down. 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 sideboard. Any card exchange must be done on a one-for-one basis to ensure that the sideboard remains at fifteen cards. There are no restrictions on the number of cards a player may exchange as long as one card is traded for another. Attempts to alter a deck other than through a legal sideboard exchange may result in a player’s disqualification from current and future competition. |
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| 2.1.5 | Alpha Cards |
| | Players may use cards that have slightly rounder corners (i.e., Alpha edition 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 are legal according to the deck-construction rules limiting which card titles are playable. If a player is using an "Alpha" deck, he or she must notify the judge before the beginning of the tournament. |
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| 2.1.6 | Effective July 1, 1997--New Releases |
| | New Magic: The Gathering card sets (i.e., new expansions or new editions of the basic set) may not be included in tournaments thirty days after their retail release dates. Card sets released during the last weeks of a month will be allowed in tournament play on the first day of the second month following their release dates. Therefore, card sets will always enter tournament play two to five weeks after their retail release dates, and always on the first day of the month. The DCI will announce the exact date that each new card set enters tournament play before the set is released. |
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| | | Example: | The retail release date for the Weatherlight expansion 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 set was released during the last week of June, it would have entered the environments on August 1 (five weeks later). |
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| Tournament coordinators or tournament officials must announce which card sets they plan to use at a tournament prior to the event. |
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| 2.1.7 | Four-card limit |
| | With the exception of basic land cards (forest, island, mountain, plains, 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. |
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| 2.1.8 | Effective May 1, 1997--Restricted and Banned Cards |
| | No more than one of each of the cards 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 may result in disqualification from current competition at the discretion of the head judge, and possibly from future competition at the discretion of the DCI. |
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| | NOTE: The Banned and Restricted Lists are modified quarterly by the DCI as follows: March 1, June 1, September 1, and December 1. |
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| 2.2 | Ante |
| | Players may not wager ante. |
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| 2.3 | Effective July 1, 1997--Standard (Type II) Deck Construction |
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| 2.3.1 | Effective July 1, 1997--Basic Set Rotation |
| | New editions of the basic set will rotate into the Standard tournament 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. |
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| | | Example: | The retail release date for the Fifth Edition set was March 21; if the new system had been in effect then, it would have replaced Fourth Edition in the Standard tournament environment on May 1 (five weeks after the Fifth Edition release date). |
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| 2.3.2 | Effective July 1, 1997--Expansion Set Rotation |
| | Expansion sets will rotate into the environment on the first day of the month following their retail release dates as described in Section 2.1.6. However, they will rotate out in "stand-alone blocks." A given stand-alone set and its expansions--essentially a year of Magic expansions, starting with the stand-alone set--will rotate out at the time the new stand-alone set (released two years later) enters the Standard environment, thus beginning a new "block." |
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| | | Example: | The Ice Age and Homelands expansions will re-enter the Standard environment. Along with the Alliances expansion, they will remain in the Standard environment until the release of the Tempest™ stand-alone set in the fall of 1997. |
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| | | Example: | The Mirage stand-alone set rotated into the Standard tournament environment and began a "stand-alone block." The Visions and Weatherlight expansions belong to the Mirage set and are therefore part of this block. Mirage, Visions, and Weatherlight sets will rotate out of the tournament environment together when the 1998 stand-alone expansion enters the environment (two years after the Mirage stand-alone set was introduced to the environment). |
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| 2.3.3 | Effective July 1, 1997--Stand-Alone Block Tournaments |
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| | NOTE: The DCI will sanction only two Standard tournament formats other than the main type. These types are "stand-alone" formats, defined as follows: |
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| | The block format begins with a stand-alone set, and adds each of the stand-alone set’s expansions as they become legal in the Standard format. A stand-alone block drops out of the Standard environment when the sets involved drop out of the environment. Two stand-alone blocks exist in the Standard environment at any one time. For instance, the Ice Age-Homelands-Alliances stand-alone block will leave the environment when the Tempest stand-alone block is released.
Then the Tempest stand-alone block and the Mirage-Visions-Weatherlight stand-alone block will both exist in the Standard environment until the Mirage-Visions-Weatherlight stand-alone block is replaced by the 1998 stand-alone set. |
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| | | Example: | The Ice Age-Homelands-Alliances stand-alone block will be replaced by the Tempest stand-alone block and its associated expansions. |
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| | | Example: | The Mirage stand-alone set entered the Standard environment and began a new stand-alone block. The Visions and Weatherlight expansions later entered the environment and also became part of the Mirage stand-alone block. |
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| These modifications mean that the following card sets will be permitted in sanctioned Standard tournaments as of July 1, 1997: |
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- Fifth Edition
- Ice Age
- Homelands
- Alliances
- Mirage
- Visions
- Weatherlight
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| In addition, the DCI will sanction the following stand-alone block formats as Standard tournaments: |
| | - Ice Age-Homelands-Alliances
- Mirage-Visions-Weatherlight
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| 2.3.4 | There is no Restricted List for Standard tournaments. |
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| 2.3.5 | Effective July 1, 1997--The Banned List for Standard tournaments is as follows: |
| | - Any card not specifically permitted by rules 2.3 through 2.3.4
- Any ante card contained in any newly released card set
- Amulet of Quoz (ante card) (IA)
- Timmerian Fiends (ante card) (HL)
- Zuran Orb (IA)
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| 2.3.6 | Effective July 1, 1997--Ice Age-Homelands-Alliances Deck Construction |
| | Ice Age-Homelands-Alliances tournament decks may consist only of cards from the Ice Age-Homelands-Alliances stand-alone block. Players may also include cards from previous printings that appear in the Ice Age-Homelands-Alliances stand-alone block, as long as they do not have features that create "marked" cards, such as slightly rounder corners. |
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| 2.3.6.1 | Effective July 1, 1997--The Banned List for Ice Age-Homelands-Alliances tournaments is as follows: |
| | - Any card not specifically permitted by rule 2.3.6
- Amulet of Quoz (ante card) (IA)
- Thawing Glaciers (AL)
- Timmerian Fiends (ante card) (HL)
- Zuran Orb (IA)
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| 2.3.7 | Effective July 1, 1997--Mirage-Visions-Weatherlight Deck Construction |
| | Mirage-Visions-Weatherlight tournament decks may consist only of cards from the Mirage-Visions-Weatherlight stand-alone block. Players may also include cards from previous printings that appear in the Mirage-Visions-Weatherlight stand-alone block, as long as they do not have features that create "marked" cards, such as slightly rounder corners. |
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| 2.3.7.1 | Effective July 1, 1997--The Banned List for Mirage-Visions-Weatherlight tournaments is as follows: |
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| 2.4 | Classic (Type I) Deck Construction |
| | Classic tournament decks may consist of cards from all editions of the Magic trading card game, any extension of the basic set, all promotional cards released by Wizards of the Coast, and all limited-edition or stand-alone expansion sets. |
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| 2.4.1 | Effective July 1, 1997--The Restricted List for Classic tournaments is as follows: |
| | - Ancestral Recall
- Balance
- Berserk
- Black Lotus
- Black Vise
- Braingeyser
- Candelabra of Tawnos (AQ)
- Copy Artifact
- Demonic Tutor
- Fastbond
- Feldon’s Cane (AQ)
- Fork
- Ivory Tower (AQ)
- Library of Alexandria (AN)
- Maze of Ith (DK)
- Mirror Universe (LE)
- Mishra’s Workshop (AQ)
- Mox Emerald
- Mox Jet
- Mox Pearl
- Mox Ruby
- Mox Sapphire
- Recall (LE)
- Regrowth
- Sol Ring
- Time Walk
- Timetwister
- Underworld Dreams (LE)
- Wheel of Fortune
- Zuran Orb (IA)
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| 2.4.2 | The Banned List for Classic tournaments is as follows: |
| | - Any card not specifically permitted by rule 2.4
- Any ante card contained in any newly released card set
- Amulet of Quoz (IA)
- Bronze Tablet (AQ)
- Channel
- Chaos Orb
- Contract from Below
- Darkpact
- Demonic Attorney
- Divine Intervention (LE)
- Falling Star (LE)
- Jeweled Bird (AN)
- Mind Twist
- Rebirth (LE)
- Shahrazad (AN)
- Tempest Efreet (LE)
- Timmerian Fiends (HM)
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| 2.5 | Classic-Restricted (Type 1.5) Deck Construction |
| | Classic-Restricted tournament decks may consist of cards from all editions of the Magic trading card game, any extension of the basic set, all promotional cards released by Wizards of the Coast, and all limited-edition or stand-alone expansion sets. |
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| 2.5.1 | The Banned List for Classic-Restricted tournaments is as follows: |
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- Any card not specifically permitted by rule 2.5
- Any ante card contained in any newly released card set
- Amulet of Quoz (IA)
- Ancestral Recall
- Balance
- Berserk
- Black Lotus
- Black Vise
- Braingeyser
- Bronze Tablet
- Candelabra of Tawnos (AQ)
- Channel
- Chaos Orb
- Contract from Below
- Copy Artifact
- Darkpact
- Demonic Attorney
- Demonic Tutor
- Divine Intervention (LE)
- Falling Star (LE)
- Fastbond
- Feldon’s Cane (AQ)
- Fork
- Ivory Tower
- Jeweled Bird
- Library of Alexandria (AN)
- Maze of Ith (DK)
- Mind Twist
- Mirror Universe (LE)
- Mishra’s Workshop (AQ)
- Mox Emerald
- Mox Jet
- Mox Pearl
- Mox Ruby
- Mox Sapphire
- Rebirth
- Recall (LE)
- Regrowth
- Sol Ring
- Shahrazad (AN)
- Strip Mine
- Tempest Efreet
- Time Walk
- Timetwister
- Timmerian Fiends (HM)
- Underworld Dreams (LE)
- Wheel of Fortune
- Zuran Orb (IA)
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| | NOTE: The DCI will announce changes to this list four times per year: March 1, June 1, September 1, and December 1. |
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| 2.6 | Effective July 1, 1997--Extended Deck Construction |
| | Extended tournament decks may consist of cards from any limited-edition expansion set after the Legends® expansion, and any basic set after the Unlimited™ edition. All cards that have never been released as a part of an expansion set, such as through books or other promotional means, are permitted. Players may include up to four of any legal card in their decks, and an unlimited amount of basic land. |
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| 2.6.1 | Effective July 1, 1997--The Banned List for Extended tournaments is as follows: |
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| Any cards from the following limited-edition expansion sets are banned unless they are reprinted in a legal set, limited or otherwise: |
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- Arabian Nights®
- Antiquities®
- Legends
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| Any cards from the following basic sets are banned unless they are reprinted in a legal set, limited or otherwise: |
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| Banned cards from Revised Edition: |
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- Braingeyser
- Demonic Tutor
- Fastbond
- Juggernaut
- Kird Ape
- Regrowth
- Serendib Efreet
- Sol Ring
- Wheel of Fortune
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| Banned cards from Fourth Edition: |
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- Balance
- Black Vise
- Channel
- Ivory Tower
- Mind Twist
- Strip Mine
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| Banned cards from The Dark®: |
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| Banned cards from Ice Age: |
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| Banned promotional cards: |
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| 2.6.2 | Effective July 1, 1997--Extended Card Rotation |
| | When a stand-alone block rotates out of the Standard environment, it becomes a sanctioned Extended format. The Ice Age-Homelands-Alliances stand-alone block will immediately be sanctioned as an Extended format once the Tempest stand-alone set is legal for Standard play since those sets will no longer be permitted in sanctioned Standard tournaments. |
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| 3.0 | Rules for Magic: The Gathering |
| | Limited-Environment Tournament Play |
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| 3.1 | Deck Construction |
| | Prior to the beginning of a tournament, each player will receive a sealed deck of Magic: The Gathering cards, along with various booster packs, from which they will create a tournament deck. Certain limited-environment formats permit players to receive booster packs only. Before players actually assemble their decks, they may be required to open and register all their cards with a tournament official at the head judge’s discretion. Once cards have been registered, players have a limited amount of time to prepare their decks before play begins. Cards that are not included in the tournament deck automatically become the player’s sideboard. Violation of this rule may result in a player’s disqualification from current and future competition, at the discretion of the head judge and the DCI. |
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| 3.1.1 | Effective May 1, 1997--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). Participants may withdraw without penalty at any time after the |
| | conclusion of the first match. |
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| 3.1.2 | 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 that the number of cards has not changed since the deck was originally issued. Any discrepancy should be reported to a tournament official and may be grounds for disqualification from current or future competition, at the discretion of the head judge and the DCI. |
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| 3.1.3 | Sideboard Use |
| | 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 may result in disqualification from current and future competition, at the discretion of the head judge and the DCI. |
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| 3.2 | Ante |
| | Players may not wager ante during a match. |
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| 3.2.1 | OPTIONAL: Ante may be required at the discretion of the tournament officials and/or the head judge. If ante is required, competitors must adhere to the following guidelines: |
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| 3.2.2 | Before any duel begins, players are allowed to count the number of cards in their |
| | opponent’s deck and sideboard to ensure that the number of cards equals the number of cards originally issued plus any cards won or lost in ante. Any discrepancy should be reported to a tournament official and may be grounds for disqualification from current and future competition, at the discretion of the head judge and the DCI. |
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| 3.2.3 | If ante is required, the ante card is the first card selected by a player’s opponent after the deck has been shuffled and cut. Once it is selected, the ante card is placed face down on the playing surface before the first hand is dealt. Cards won as ante are considered part of a player’s sideboard and may be introduced into a player’s deck prior to the beginning of a duel. |
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| 3.2.4 | If ante is not used, players may be required to reset their deck to its initial registered composition before each match begins. If ante is in use, players may use any initial configuration of their decks, which contain so long as each deck contains at least forty cards and is made up of cards from the deck plus sideboard plus ante won. |
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| 3.3 | Sealed-Deck tournament decks will consist of a number of cards determined by tournament officials prior to the tournament. The DCI suggests a combination of decks or boosters totaling 90–300 cards. |
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| 3.4 | Rules for Booster Draft Tournament Play |
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| 3.4.1 | Player Seating |
| | At the direction of a tournament official, players assemble into circles of roughly equal size, with no more than eight players per group. Tournament officials will distribute a predetermined number of Magic: The Gathering booster packs to each player. |
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| 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 looks at 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 cards must be passed face down during the entire draft cycle. |
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| 3.4.3 | Once all cards in the booster pack have been chosen, a tournament official will instruct players to open another booster pack ("Open your next Fifth Edition booster . . . ") and draft in the same fashion, except the direction of drafting is reversed. This process is repeated until all cards in all booster packs have been drafted. |
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| 3.4.4 | Ante cards are not permitted in the Booster Draft format. A tournament official will replace all ante cards in initial boosters from a random stack of cards. |
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| 3.4.5 | Deck Construction |
| | Once all cards have been drafted, a tournament official will announce a thirty-minute deck-construction period. Players may not trade cards with one another during the deck-construction period. |
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| 3.4.6 | Players may add as many basic lands as needed to play a minimum forty-card deck; no maximum is imposed. Tournament officials will supply all land. Any drafted cards not used in the tournament deck will function as the sideboard. |
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| 3.4.7 | Due to the natural limiting effect of Booster Draft play, there are neither Restricted nor Banned Lists for this style of tournament. |
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