D - DCI Tournament Rules
D.1 - Tournament Structure
- Note - The rulings in this sub-section may be out of date. Refer to the
latest DCI rules for more accurate information.
- D.1.1 - Tournaments are single elimination, double elimination, round-robin,
or Swiss draw format with each round consisting of up to 3 duels during
a fixed time limit. [Tournament Rules 1995/10/01]
- D.1.2 - In the Swiss format, each win of a match gets 3 points and a draw
for the match gets 1 point. A "bye" gives a player 3 points.
- D.1.3 - A time limit of 45 or more minutes may be placed on a round other
than the semi-final or final rounds. A 10 minute warning should be given.
The duel is over when the time is called, except the current player has
60 seconds to finish their turn. The turn is considered started if they
had already untapped all their cards. [Tournament Rules 1995/10/01]
A time limit may be placed on the final rounds, but it is strongly
recommended that the judge not do so. [Aahz 1997/01/14]
- D.1.4 - The head judge may terminate a match early. If this is done, at
least a 30 minute warning must be given. If a game is terminated this
way, the judge will give the player who is currently in the middle of
their turn a fixed amount of time to finish it. The "middle of the turn"
is defined as being after the current player finished their untap step.
[Tournament Rules 1996/10/01]
- D.1.5 - If time runs out before all the games in the match are completed,
the player who won the most games wins the match. If time runs out
during a game, neither player is considered the winner of that game. If
neither player won more games than the other, the match is a draw. If
the tournament is an elimination tournament where a player must advance,
the judge should declare the player with the higher life total the
winner. [Tournament Rules 1996/10/01]
- D.1.6 - Players in a tournament environment that withdraw before the first
match will receive a loss for that match and the opponent will receive a
win. Players may withdraw between matches without penalty. To withdraw,
the proper official must be notified prior to the pairings being assigned
for the next round. Failure to do so, such as just wandering out of the
tournament area, will result in a loss of the next round for failing to
show up. [Update 1997/04/01]
- D.1.7 - Both players may agree to call a match a draw before the start of
the first duel of that match. This is called the "Intentional Draw"
rule. This rule does not apply to individual games. This is not
considered to break any other rules. It cannot be declared during or
just after a duel. Each player receives one match point.
[Tournament Rules 1997/10/01]
- D.1.8 - Players can request of the head judge that no spectators be able
to watch the match, just tournament officials.
[Tournament Rules 1997/10/01]
- D.1.9 - Players in the tournament are never allowed to observe matches
by other players in the tournament. [Tournament Rules 1997/10/01]
D.2 - Deck Registration
- Note - The rulings in this sub-section may be out of date. Refer to the
latest DCI rules for more accurate information.
- D.2.1 - Players may be required by the judge to record their deck contents,
including their sideboard. They may also be required to record any
movement of cards to and from their sideboard.
[Tournament Rules 1996/10/01]
- D.2.2 - When decks are registered, the deck and sideboard must be returned
to their original status before the start of each match. If this is not
done, the head judge decides if this is worth a Notice, Single Warning,
or Double Warning. [Tournament Rules 1997/10/01]
- D.2.3 - If the tournament requires deck registration, any player discovered
with a deck that does not match the registration forfeits a duel.
[Duelist Magazine #14, Page 52] This may be upgraded to forfeiting a
match or even ejection if it is not known how long the deck may have been
misregistered. [Aahz 1997/01/14]
- D.2.4 - Be sure to collect your cards after each game. Losing cards
to another player may cause your deck to be misregistered or fall below
the 60 card minimum. If such a mistake is discovered, the minimum
penalty is to forfeit a game. If this is not discovered until a later
match, the penalty may be enforced on both players.
[Tournament Rules 1997/10/01]
D.3 - Warnings, Penalties, and Ejection
- Note - The rulings in this sub-section may be out of date. Refer to the
latest DCI rules for more accurate information.
- D.3.1 - You are not allowed to waive any penalties imposed by the judge on
your opponent. Violation of the floor rules must be enforced.
[Tournament Rules 1997/10/01]
- D.3.2 - Warnings come in five levels. Official warnings must be confirmed
by the head judge.
a. Caution. A verbal warning, that is not tracked.
b. Notice. A verbal warning, that is tracked. Used as grounds to
upgrade a later offense to a Warning. Notices are reported to the head
judge and may be upgraded.
c. Single Warning. An official warning, that is tracked. Normally used
for unintentional mistakes that were disruptive to the event.
d. Double Warning. An official warning, that is tracked. Normally used
for repeat offenses, or where a rules violation resulted in a serious
advantage.
e. Triple Warning. An official warning, that is tracked. Normally used
for cases of cheating or severe unsportsmanlike conduct. These result
in investigation by the DCI and may result in additional penalties.
[Tournament Rules 1997/10/01]
- D.3.3 - Once three or more official warnings are issued, the head judge may
decide to do one of the following:
a. Forfeit current or next duel. This is issued if all three warnings
were minor in nature, if none of them is a duplicate warning, and they
are viewed as being unintentional.
b. Forfeit current or next match. This is issued if all three warnings
were minor in nature, if none of them is a duplicate warning, and they
are viewed as being unintentional.
c. Ejection. This is the default penalty for three warnings, and is the
required penalty for four warnings. The player is still eligible for
any prizes their standing yields, but does not play any more games.
d. Disqualification. This is issued if the judge believes the player
was cheating, or if the player received two Double Warnings or a
Triple Warning. The player is not eligible for any prizes.
[Tournament Rules 1997/10/01]
- D.3.4 - Warnings accumulate through the entire event, even if it spans
multiple days. They are cleared at the start of the quarterfinals.
During the quarterfinals, a warning which was also issued prior to the
quarterfinals can cause a Double Warning. [Tournament Rules 1998/10/01]
- D.3.5 - Being caught cheating will automatically cause disqualification.
If the judge believes a player is cheating, but cannot prove it, it is
worth a Double Warning. Cheating includes (but is not limited to):
receiving outside assistance or coaching, looking at opponents' cards
while you are shuffling or cutting their deck, scouting other player's
cards or decks, misrepresenting cards, underpaying mana, using marked
cards or sleeves, intentionally marking cards or sleeves during play,
drawing extra cards, manipulating which cards are drawn from your (or
your opponent's) deck (including stacking a deck to separate land and
spell cards), deliberately stalling to take advantage of a time limit,
and intentionally misrepresenting public information such as life totals,
number of cards in your library, and so on. [Tournament Rules 1997/10/01]
- D.3.6 - Unsportsmanlike conduct is not allowed. Profanity and arguing or
acting belligerently toward a tournament official will give a warning.
Repeat offenses will result in disqualification. The following are
automatically considered unsportsmanlike conduct: profanity, physical
intimidation, arguing excessively with a judge, enlisting the aid of
others to scout out competitors' decks, disobeying or disregarding rules
for the tournament event, and willfully disobeying a rule by the head
judge or tournament manager. [Tournament Rules 1997/10/01]
- D.3.7 - Collusion to alter the results of a duel or match (meaning trying to
get someone to throw a game or match) is considered unsportsmanlike
conduct. [Tournament Rules 1996/10/01]
- D.3.8 - Players must keep the cards in their hand above the table. First
violation is a Single Warning and the second may result in
disqualification. [Tournament Rules 1996/10/01]
- D.3.9 - Use of counterfeit cards in decks is considered cheating and is
subject to legal action as well. [Tournament Rules 1997/10/01]
- D.3.10 - A player can always request that a judge check the opponent's deck
to see that it only contains legal and genuine Magic cards.
[DCI Letter, Jan 1997]
- D.3.11 - If a player is found with an illegal deck (as with less than 60
cards), the default penalty is ejection. The head judge may downgrade
this to a forfeit of the match. [Tournament Rules 1997/10/01]
- D.3.12 - If a player leaves a Pro-Tour event without checking out, they are
banned from the next equivalent event. [Duelist Magazine #14, Page 52]
- D.3.13 - Players must take their turns in a timely fashion. Deliberately
stalling is not allowed and can give you a warning. Failure to begin a
match in a timely way in order to get a psychological advantage is
grounds for disqualification. [Tournament Rules 1996/10/01]
- D.3.14 - If the players do not agree on reality (meaning that they do not
agree on life totals, number of counters, etc), the judge should issue
a Single Warning to both players. If the judge believes that just one
of the players is at fault, he may issue the warning to the one player.
[Tournament Rules 1997/10/01]
- D.3.15 - Players are allowed only 5 minutes prior to each duel to determine
who plays and who draws, to do sideboarding, and to do deck shuffling.
This does not include shuffling/cutting of opponent's deck or declaring
any Mulligans (see Rule P.1.7). Violation of this rule is considered
stalling and may result in a warning or disqualification as decided by
the judge. The head judge may alter this time limit (usually lowering
it), but if so, this must be advertised prior to the tournament.
[Tournament Rules 1997/10/01]
- D.3.16 - A limit of one minute is placed on any shuffling during a duel.
If the head judge determines that the shuffling is excessive, it is
treated as stalling. [Tournament Rules 1997/10/01]
- D.3.17 - If a player is not in their seat at the start of a round in the
tournament, they receive a loss for the first duel in the match. In
addition, they lose an additional duel for each 10 minutes they are late,
and this can result in losing the match. Players who lose the match this
way in the first round are ejected from the tournament.
[Tournament Rules 1997/10/01]
- D.3.18 - If a player feels that another player is cheating or displaying
unsportsmanlike conduct, they must bring this to the attention of the
judge immediately. Not promptly notifying the judge about
unsportsmanlike conduct means the player waives any possible claims
against the tournament officials or tournament organization.
[Tournament Rules 1997/10/01]
- D.3.19 - If a player feels that the tournament officials mis-handled a
possible conduct violation, they can appeal to the DCI staff. The DCI
staff has the final ruling and the player must follow that decision
without further argument or difficulties. [Tournament Rules 1997/10/01]
D.4 - Judges and Rulings
- Note - The rulings in this sub-section may be out of date. Refer to the
latest DCI rules for more accurate information.
- D.4.1 - Decision of the head judge is final. This is true even if the
judge turns out later to have made an incorrect ruling.
[Tournament Rules 1997/10/01]
- D.4.2 - Decisions on assistant judges can be appealed to the head judge.
[Tournament Rules 1997/10/01]
- D.4.3 - All sanctioned title events require a Level III certified judge.
Title events include Pro Tour(TM) Qualifiers, Grand Prix(TM) tournaments,
Grand Prix Trial tournaments, and Regional Championships.
[Tournament Update 1997/08/01]
- D.4.4 - All pre-release events require a Level II certified judge.
[Tournament Update 1997/08/01]
- D.4.5 - Judges are required to have an updated DCI Tournament Coordinator
Handbook and a copy of the current DCI Standard Floor Rules available.
[Tournament Rules 1997/10/01]
- D.4.6 - If a judge takes longer than a minute to make a ruling, the players
may request that their match be extended by the time the ruling takes.
Whether or not this is granted is up to the head judge.
[Tournament Rules 1997/10/01]
- Note - All sanctioned tournaments require a Level II certified judge. If
one is not present, the K value for player ratings will be 1/2 (most
often 16). This is cumulative with other decreases in the K value.
[Tournament Update 1997/08/01] See Rule D.5.9.
D.5 - DCI Rating System
- D.5.1 - The DCI has a rating system. Each registered DCI member's wins and
losses in sanctioned tournaments are reported to the DCI and are used to
calculate the player's rating.
- D.5.2 - The DCI tracks ratings in four categories. They are:
Vintage = Type 1 (see Rule D.13) and Type 1.5 (see Rule D.14) formats.
Extended = Extended (see Rule D.15) and Extended Block Constructed (see
Rule D.18) formats.
Limited = Sealed Deck (see Rule D.17) and Booster Draft (see Rule D.19)
formats.
Standard = Standard (see Rule D.16) and Standard Block Constructed (see
Rule D.18) formats.
[Tournament Rules 1997/10/01]
- D.5.3 - All players start with a rating of 1600.
- D.5.4 - People who have played less than 25 matches (best 2 of 3) are
considered to have a 'provisional rating'. After that, scores should be
accurate to within plus or minus 56 points.
- D.5.5 - During 'provisional rating' period, a person's rating is:
(Rc) + ((400 * (wins - losses)) / number of matches)
Rc = Average rating of all opponents (at the time the match against
that opponent was played).
This rating is re-calculated after each match.
- D.5.6 - Once a player is off of provisional rating, their score changes
with each match: New Score = (Old Score) + (K * (W - We))
K = 32 for ratings of 0-2099, 24 for 2100-2399, 16 for 2400 and up.
W = 1 for a win, 0 for a loss.
We = 1 / ((10^D)+1).
D = (difference between your and opponent's ratings) / 400.
D is always a positive number.
- D.5.7 - Scores only count in officially sanctioned tournaments and if the
tournament coordinator actually sends the results to WotC.
- D.5.8 - Tournaments with less than 8 people do not count in the ratings
system. Ones with 8 to 31 people use a K value of 1/2 the above (most
often 16). [Tournament Update 1997/08/01]
- D.5.9 - For sanctioned tournaments without a Level II certified judge, the
K value will be 1/2 (most often 16). This is cumulative with other
decreases in the K value. [Tournament Update 1997/08/01]
D.6 - Card Text To Use
- D.6.1 - All DCI tournaments are played as per the most recent text on
cards. This means you play all cards as if they read like the most
recent English language version of the card (plus errata).
[Tournament Rules 1996/10/01] When Oracle (a complete card reference) is
available, it should be used. [Tournament Rules 1997/10/01]
- D.6.2 - You may play cards from older or newer printings and expansions
which bear the same name as a card which is allowed in the tournament
format. Regardless of printing, however, Rule D.6.1 applies.
[Aahz 1997/07/13]
- D.6.3 - Non-English language cards are played as the most recent English
language version of that card. Translational errors are avoided in
this way. [Tournament Rules 1996/10/01] For misprinted cards with the
wrong art, the card name is what is used to make a match. If the head
judge determines that the misleading art is being used to create an
advantage, they can consider this as cheating.
[Tournament Rules 1997/10/01]
- D.6.Ruling.1 - Rule D.6.1 applies even if the cards from the most recent
edition are not actually legal in the tournament format. For example,
the Fifth Edition text of Cloak of Confusion would be used when
playing in an Ice Age/Homelands/Alliances tournament. [Aahz 1997/07/13]
- D.6.Ruling.2 - Mixed language decks are legal. [Aahz 1995/07/09]
D.7 - Card Sleeves
- Note - The rulings in this sub-section may be out of date. Refer to the
latest DCI rules for more accurate information.
- D.7.1 - Card sleeves are allowed on cards, but the judge or opponent in a
specific duel may request that they be removed. If this is requested, it
must be complied with. [Tournament Rules 1996/10/01]
- D.7.2 - If sleeves are used, all cards in the deck, library and sideboard
must be identically wrapped. If holograms are on the sleeves, they must
be on the face (not the back) of the cards. [Tournament Rules 1996/10/01]
- D.7.3 - Players can ask the judge to inspect the sleeves and can disallow
them if they are obviously marked, worn, or in a poor condition that may
interfere with shuffling. [Tournament Rules 1996/10/01]
- D.7.4 - Black-backed sleeves are allowed but are subject to the normal
sleeve removal rule. The deck must be fully legal without the sleeves.
[DCI Letter Jan 1997]
- D.7.5 - New card sleeves and/or protective devices are not permitted until
the DCI gives its official approval. [Tournament Rules 1997/10/01]
- D.7.Ruling.1 - You can always use a card sleeve as a reminder when placing
one of your cards in your opponent's territory.
[Tournament Rules 1997/10/01]
D.8 - Deck Contents
- D.8.1 - Players cannot change the contents of their deck and sideboard
throughout the entire tournament, but cards can be rotated between the
deck and sideboard between games. The sideboard (if used at all) must
always have exactly 15 cards (except in Sealed Deck tournaments).
[Tournament Rules 1997/10/01]
- D.8.2 - If a deck contains Alpha printing cards, it must consist entirely
of them. You should also inform the head judge that your deck is so
constructed. [Tournament Rules 1996/10/01]
- D.8.3 - Using "proxy" cards is not allowed. [Tournament Rules 1996/10/01]
D.9 - Shuffling
- Note - The rulings in this sub-section may be out of date. Refer to the
latest DCI rules for more accurate information.
- D.9.1 - After whatever normal shuffling you do, you are required to do
three "riffle shuffles" (this is the standard shuffle technique of
dividing the deck in half and then placing the ends of the two halves
together and rapidly interleaving them as they fall together).
[Tournament Rules 1996/10/01]
- D.9.2 - Your opponent is always entitled to shuffle your deck before each
duel begins if they want to. They get the right to a final shuffle if
they want it. [Mirage, Page 46] This is to prevent people from possibly
stacking the deck. Usually people just settle for "cutting the deck".
- D.9.3 - Your opponent is always entitled to shuffle or cut your deck after
any shuffle during a game. They may not use this opportunity to view
cards in your deck. [Tournament Rules 1996/10/01]
D.10 - Rules of Play
- Note - The rulings in this sub-section may be out of date. Refer to the
latest DCI rules for more accurate information.
- D.10.1 - If you "forget" to pay upkeep before drawing your card or
otherwise proceeding, you must go back and deal with all mandatory
abilities and effects, but optional ones are all considered to go
unpaid (with the stated results). [Tournament Rules 1997/10/01]
- D.10.2 - Players may not play for ante. [Tournament Rules 1996/10/01]
- D.10.3 - After drawing your initial hand for a game, you have the option of
calling a Mulligan. To do this, simply shuffle your hand back into your
library and draw a hand with one fewer cards. For example, if you
Mulligan once, you start the game with just 6 cards in your hand, not 7.
[Tournament Rules 1998/09/01]
- D.10.4 - The player who is to play first chooses whether or not to Mulligan
first. Once that player stops calling Mulligans, the other player chooses
if they want to. [Tournament Rules 1998/09/01]
- D.10.5 - As per the game rules, the first player each game skips their draw
step (see Rule P.1.3). The winner of the coin toss before the each match
decides if they want to play first or to draw first. [Mirage, Page 46]
- D.10.Ruling.1 - In previous tournament rules, the standard Mulligan was done
if a player had no land cards in their initial hand of 7 cards (and had to
reveal their hand to their opponent). Each player got one free Mulligan
without losing a card from their hand, and had no option for additional
Mulligans. If one player called a Mulligan, the other player also had the
option to redraw their hand for no cost. This rule is no longer used.
[Tournament Rules 1996/10/01]
D.11 - Sideboard
- D.11.1 - A sideboard is a set of cards which are part of the tournament
along with your deck.
- D.11.2 - A sideboard in all constructed deck formats is exactly 15 cards.
[Tournament Rules 1997/10/01]
- D.11.3 - Sideboards are optional. If a player chooses not to use one, they
must inform their opponent prior to the start of the match.
[Tournament Rules 1997/10/01]
- D.11.4 - In constructed deck tournaments, after each duel, a player may swap
cards in their deck with cards in their sideboard. This is a 1-for-1 swap
so both the deck and sideboard remain the same size.
[Tournament Rules 1997/10/01]
- D.11.5 - In sealed deck tournaments, all the remaining cards not in your
play deck are considered your sideboard. Cards may be moved between your
deck and your sideboard as your choose as long as your deck size doesn't
fall below the required limit. [Tournament Rules 1997/10/01]
- D.11.6 - Players cannot look through their sideboards during play.
[Tournament Rules 1998/09/01]
D.12 - Other Rules
- D.12.1 - Players must bring a way to visibly count life totals during play.
For example, counters, dice, pen and paper, etc.
[Tournament Rules 1997/10/01]
- D.12.2 - Wizards of the Coast reserves the right to publish deck contents
as well as transcripts or video of any sanctioned tournament.
[Tournament Rules 1996/10/01]
- D.12.3 - Playtesters and reviewers with access to the cards prior to release
are not eligible to play in a tournament until 18 days after the
pre-release of that set. [Jordan 2001/11/05]
D.13 - Type 1 Tournament Format
- D.13.1 - This is also called "Classic" tournament style.
- D.13.2 - Decks can be composed of cards from any edition or expansion of
Magic which use the normal card back. Collector's Edition cards are not
allowed. Promotional cards are allowed. The poker cards are not
allowed (despite the April Fools article in the Duelist). Unglued cards
with a silver border are also disallowed. The Championship decks are not
allowed.
- D.13.3 - Portal and Starter cards are not allowed unless they have the same
name as a legal card. In this case, they play as the legal card text and
not the Portal or Starter card text. [Duelist Magazine #18, Page 44]
- D.13.4 - New card sets become effective on the first day of the month
following their introduction. If a set is released after the 15th day of
a month, then the set's effective date is pushed out to the first of the
second month. For example, a set released on January 8th is legal on
February 1st, and one released on January 25th is legal on March 1st.
[Tournament Rules 1997/10/01] [bethmo 1999/02/24]
- Note - Onslaught becomes legal on 2002/11/01.
- D.13.5 - Minimum of 60 cards in a deck. [Tournament Rules 1997/10/01]
- D.13.6 - Optional 'sideboard'. If you have one, it must be exactly 15
cards. [Tournament Rules 1997/10/01]
- D.13.7 - No more than 4 of any card (by name) which is not a basic land can
be in the combination of deck and sideboard. Cards with different art or
in different languages or from different prints but which are the same
card are considered the same. [Tournament Rules 1997/10/01]
- D.13.8 - Some cards are 'restricted' so that only one may appear in the
combination of deck and sideboard. These cards are:
[Update 2001/12/01]
Ancestral Recall, Hurkyl's Recall, Regrowth,
Balance, Library of Alexandria, Sol Ring,
Berserk, Lotus Petal, Strip Mine,
Black Lotus, Mana Crypt, Stroke of Genius,
Black Vise, Mana Vault, Time Spiral,
Braingeyser, Memory Jar, Timetwister,
Channel, Mind Over Matter, Time Walk,
Crop Rotation, Mind Twist, Tinker,
Demonic Consultation, Mox Diamond, Tolarian Academy,
Demonic Tutor, Mox Emerald, Vampiric Tutor,
Doomsday, Mox Jet, Voltaic Key,
Dream Halls, Mox Pearl, Wheel of Fortune,
Enlightened Tutor, Mox Ruby, Windfall,
Fact or Fiction, Mox Sapphire, Yawgmoth's Bargain,
Fastbond, Mystical Tutor, Yawgmoth's Will,
Fork, Necropotence,
Frantic Search, Recall,
Grim Monolith.
- D.13.9 - Some cards are 'banned' so that none may appear in the deck or
sideboard. These cards are: [Tournament Rules 1997/10/01]
[Upadate 2000/09/01]
Amulet of Quoz, Darkpact, Rebirth,
Bronze Tablet, Demonic Attorney, Tempest Efreet,
Chaos Orb, Falling Star, Timmerian Fiends,
Contract from Below, Jeweled Bird.
- D.13.Ruling.1 - Ring of Ma'ruf can only bring in cards from the
sideboard or ones that were removed from the game by an effect such
as Swords to Plowshares.
- D.13.Ruling.2 - Square edged cards from the Collector's Editions are not
legal.
- D.13.Ruling.3 - Silver bordered cards from Unglued are not legal.
- D.13.Ruling.4 - Championship deck cards with the non-standard back are not
legal.
D.14 - Type 1.5 Tournament Format
- D.14.1 - This is also called "Classic Restricted".
- D.14.2 - Decks can be composed of cards from any edition or expansion of
Magic (unless the judge says otherwise). Collector's Edition cards are
not allowed. Promotional cards are allowed. The poker cards are not
allowed (despite the April Fools article in the Duelist).
The Championship decks are not allowed. [Tournament Rules 1997/10/01]
- D.14.3 - Portal and Starter cards are not allowed unless they have the same
name as a legal card. In this case, they play as the legal card text and
not the Portal or Starter card text. [Duelist Magazine #18, Page 44]
- D.14.4 - New card sets become effective on the first day of the month
following their introduction. If a set is released after the 15th day of
a month, then the set's effective date is pushed out to the first of the
second month. For example, a set released on January 8th is legal on
February 1st, and one released on January 25th is legal on March 1st.
[Tournament Rules 1997/10/01] [bethmo 1999/02/24]
- Note - Onslaught becomes legal on 2002/11/01.
- D.14.5 - Minimum of 60 cards in a deck. [Tournament Rules 1997/10/01]
- D.14.6 - Optional 'sideboard'. If you have one, it must be exactly 15
cards. [Tournament Rules 1997/10/01]
- D.14.7 - No more than 4 of any card (by name) which is not a basic land can
be in the combination of deck and sideboard. Cards with different art or
in different languages or from different prints but which are the same
card are considered the same. [Tournament Rules 1997/10/01]
- D.14.8 - There is no 'restricted' list.
- D.14.9 - Some cards are 'banned' so that none may appear in the deck or
sideboard. These cards are: [Update 2001/12/01]
Amulet of Quoz, Fork, Recall,
Ancestral Recall, Frantic Search, Regrowth,
Balance, Grim Monolith, Sol Ring,
Berserk, Hurkyl's Recall, Strip Mine,
Black Lotus, Jeweled Bird, Stroke of Genius,
Black Vise, Library of Alexandria, Tempest Efreet,
Braingeyser, Lotus Petal, Time Spiral,
Bronze Tablet, Mana Crypt, Timetwister,
Channel, Mana Vault, Time Walk,
Chaos Orb, Memory Jar, Timmerian Fiends,
Contract from Below, Mind Over Matter, Tinker,
Crop Rotation, Mind Twist, Tolarian Academy,
Darkpact, Mox Diamond, Vampiric Tutor,
Demonic Attorney, Mox Emerald, Voltaic Key,
Demonic Consultation, Mox Jet, Wheel of Fortune,
Demonic Tutor, Mox Pearl, Windfall,
Doomsday, Mox Ruby, Yawgmoth's Bargain,
Dream Halls, Mox Sapphire, Yawgmoth's Will,
Enlightened Tutor, Mystical Tutor,
Fact or Fiction Necropotence,
Falling Star, Rebirth,
Fastbond.
- D.14.Ruling.1 - Square edged cards from the Collector's Editions are not
legal.
- D.14.Ruling.2 - Silver bordered cards from Unglued are not legal.
- D.14.Ruling.3 - Championship deck cards with the non-standard back are not
legal.
D.15 - Extended Tournament Format
- D.15.1 - Can be composed of cards from any edition of the basic set from
Fifth Edition on, plus any expansion of Magic from Ice Age on, plus
the "dual land" cards from Revised Edition (Badlands, Bayou,
Plateau, Savannah, Scrubland, Taiga, Tropical Island,
Tundra, Underground Sea, and Volcanic Island) are specifically
allowed even though they are not in the listed sets. Collector's Edition
cards are not allowed. Promotional cards are not allowed. The poker
cards are not allowed (despite the April Fools article in the Duelist).
The Championship decks are not allowed. [Tournament Update 1999/09/01]
To be more clear, Arabian Nights, Antiquities, Legends, The Dark, Fallen
Empires, Limited Edition, Unlimited Edition, Revised Edition,
Fourth Edition, and Chronicles are disallowed unless they were reprinted
in an allowed set.
- D.15.2 - Portal or Starter cards are not allowed unless they have the same
name as a legal card. In this case, they play as the legal card text and
not the Portal or Starter card text. [Duelist Magazine #18, Page 44]
- D.15.3 - New card sets become effective on the first day of the month
following their introduction. If a set is released after the 15th day of
a month, then the set's effective date is pushed out to the first of the
second month. For example, a set released on January 8th is legal on
February 1st, and one released on January 25th is legal on March 1st.
[Tournament Rules 1997/10/01] [bethmo 1999/02/24]
- Note - Onslaught becomes legal on 2002/11/01.
- Note - Ice Age, Alliances, Homelands, Mirage, Visions, Weatherlight,
Fifth Edition, and the dual lands rotate out of this format on 2002/11/01.
- D.15.4 - Minimum of 60 cards in a deck. [Tournament Rules 1997/10/01]
- D.15.5 - Optional 'sideboard'. If you have one, it must be exactly 15
cards. [Tournament Rules 1997/10/01]
- D.15.6 - No more than 4 of any card (by name) which is not a basic land can
be in the combination of deck and sideboard. Cards with different art or
in different languages or from different prints but which are the same
card are considered the same. [Tournament Rules 1997/10/01]
- D.15.7 - There is no 'restricted' list.
- D.15.8 - The 'banned' list includes all cards from Limited Edition,
Unlimited Edition, Revised Edition, Fourth Edition, Arabian Nights,
Antiquities, Legends, The Dark, Fallen Empires, and Chronicles which have
not been reprinted in a more recent set. [Tournament Rules 1997/10/01]
- D.15.9 - These cards are explicitly banned even though they are from legal
sets: [Tournament Update 2000/03/01]
Amulet of Quoz, Memory Jar, Tolarian Academy,
Dark Ritual, Mind Over Matter, Windfall,
Demonic Consultation, Necropotence, Yawgmoth's Bargain,
Dream Halls, Replenish, Yawgmoth's Will,
Earthcraft, Survival of the Fittest, Zuran Orb,
Lotus Petal, Time Spiral,
Mana Vault, Timmerian Fiends.
- D.15.Ruling.1 - Here is a complete list of cards are banned because they
have not been reprinted:
LIMITED/UNLIMITED-> Ancestral Recall, Berserk, Black Lotus,
Blaze of Glory, Camouflage, Chaos Orb, Consecrate Land,
Copper Tablet, Cyclopean Tomb, Dwarven Demolition Team,
False Orders, Forcefield, Gauntlet of Might, Ice Storm,
Illusionary Mask, Invisibility, Jade Statue, Lich,
Mox Emerald, Mox Jet, Mox Pearl, Mox Ruby, Mox Sapphire,
Natural Selection, Psionic Blast, Raging River, Sinkhole,
Timetwister, Time Vault, Time Walk, Two-Headed Giant of Foriys,
and Word of Command.
ARABIAN NIGHTS-> Ali from Cairo, Army of Allah, Bazaar of Baghdad,
Camel, City in a Bottle, Desert, Desert Nomads,
Diamond Valley, Drop of Honey, Elephant Graveyard, Flying Men,
Guardian Beast, Ifh-Biff Efreet, Island of Wak-Wak, Jihad,
Juzam Djinn, Khabal Ghoul, King Suleiman,
Library of Alexandria, Merchant Ship, Moorish Cavalry,
Old Man of the Sea, Oubliette, Pyramids, Ring of Ma'ruf,
Rukh Egg, Sandals of Abdallah, Serendib Djinn, Shahrazad,
Singing Tree, Stone-Throwing Devils, and Ydwen Efreet.
ANTIQUITIES-> Argivian Archaeologist, Argivian Blacksmith,
Argothian Treefolk, Artifact Blast, Artifact Possession,
Artifact Ward, Candelabra of Tawnos, Citanul Druid,
Damping Field, Drafna's Restoration, Gaea's Avenger,
Gate to Phyrexia, Golgothian Sylex, Haunting Wind,
Martyrs of Korlis, Mightstone, Mishra's Workshop,
Orcish Mechanics, Phyrexian Gremlins, Power Artifact,
Powerleech, Priest of Yawgmoth, Sage of Lat-Nam,
Staff of Zegon, Su-Chi, Tablet of Epityr, Tawnos's Coffin,
Transmute Artifact, Urza's Chalice, Urza's Miter, and
Weakstone.
LEGENDS-> Acid Rain, Adventurers' Guildhouse, The Abyss,
Adun Oakenshield, AErathi Berserker, Aisling Leprechaun,
Al-abara's Carpet, Alchor's Tomb, All Hallow's Eve,
Angus Mackenzie, Arboria, Avoid Fate, Backdraft,
Barbary Apes, Barktooth Warbeard, Bartel Runeaxe,
Blazing Effigy, Boris Devilboon, Brine Hag,
Cathedral of Serra, Caverns of Despair, Chain Lightning,
Chains of Mephistopheles, Cleanse, Clergy of the Holy Nimbus,
Crevasse, Crimson Kobolds, Crookshank Kobolds, Darkness,
Deadfall, Demonic Torment, Devouring Deep, Disharmony,
Divine Intervention, Dream Coat, Dwarven Song, Elder Spawn,
Enchanted Being, Equinox, Eureka, Falling Star, Feint,
Field of Dreams, Fire Sprites, Firestorm Phoenix,
Flash Counter, Floral Spuzzem, Forethought Amulet,
Frost Giant, Ghosts of the Damned, Giant Turtle,
Glyph of Delusion, Glyph of Destruction, Glyph of Doom,
Glyph of Life, Glyph of Reincarnation, Gosta Dirk,
Gravity Sphere, Great Defender, Great Wall,
Gwednlyn Di Corci, Halfdane, Hammerheim, Hazezon Tamar,
Headless Horseman, Heaven's Gate, Hellfire, Hell Swarm,
Hornet Cobra, Horror of Horrors, Hunding Gjornersen,
Hyperion Blacksmith, Ichneumon Druid, Imprison,
Infernal Medusa, Infinite Authority, In the Eye of Chaos,
Invoke Prejudice, Jacques le Vert, Jasmine Boreal,
Jedit Ojanen, Jerrard of the Closed Fist, Jovial Evil,
Karakas, Kasimir the Lone Wolf, Knowledge Vault,
Kobold Drill Sergeant, Kobold Overlord, Kobolds of Kher Keep,
Kobold Taskmaster, Kry Shield, Lady Caleria, Lady Evangela,
The Lady of the Mountain, Lady Orca, Land Equilibrium,
Lesser Werewolf, Lifeblood, Life Chisel, Life Matrix,
Living Plane, Livonya Silone, Lord Magnus, Mana Drain,
Mana Matrix, Marble Priest, Master of the Hunt,
Mirror Universe, Moat, Mold Demon, Moss Monster,
Mountain Stronghold, Nether Void, North Star, Nova Pentacle,
Part Water, Pavel Maliki, Pendelhaven, Pixie Queen,
Planar Gate, Princess Lucrezia, Psychic Purge, Quagmire,
Quarum Trench Gnomes, Raging Bull, Ragnar, Ramirez DePietro,
Ramses Overdark, Rapid Fire, Rasputin Dreamweaver,
Reincarnation, Relic Barrier, Reset, Remove Enchantments,
Reverberation, Righteous Avengers, Ring of Immortals,
Riven Turnbull, Rohgahh of Kher Keep, Rust, Seafarer's Quay,
Sea King's Blessing, Shelkin Brownie, Silhuette,
Sir Shandlar of Eberyn, Spectral Cloak, Spinal Villain,
Spiritual Sanctuary, Storm World, Subdue, Sunastian Falconer,
Sword of the Ages, Sylvan Paradise,
The Tabernacle at Pendrell Vale, Telekinesis, Tetsuo Umezawa,
Thunder Spirit, Tolaria, Torsten Von Ursus, Touch of Darkness,
Tuknir Deathlock, Typhoon, Undertow, Underworld Dreams,
Unholy Citadel, Urborg, Ur-Drago, Venarian Gold,
Walking Dead, Wall of Caltrops, Wall of Earth, Wall of Light,
Wall of Putrid Flesh, Wall of Tombstones, Willow Satyr,
and Wood Elemental.
THE DARK-> Amnesia, Bone Flute, City of Shadows, Cleansing,
Coal Golem, Curse Artifact, Dark Heart of the Wood,
Dark Sphere, Deep Water, Drowned, Eater of the Dead,
Electric Eel, Elves of Deep Shadow, Eternal Flame, Exorcist,
Fasting, Festival, Fire and Brimstone, Frankenstein's Monster,
Gaea's Touch, Giant Shark, Goblin Caves, Goblin Wizard,
Grave Robbers, Hidden Path, Holy Light, Inquisition,
Knights of Thorn, Lurker, Mana Vortex, Martyr's Cry,
Maze of Ith, Merfolk Assassin, Miracle Worker, Nameless Race,
Necropolis, Niall Silvain, Orc General, People of the Woods,
Preacher, Psychic Allergy, Reflecting Mirror, Riptide,
Savaen Elves, Scarecrow, Scarwood Bandits, Scarwood Goblins,
Scarwood Hag, Season of the Witch, Skull of Orm,
Sorrow's Path, Spitting Slug, Squire, Standing Stones,
Stone Calendar, Tangle Kelp, Tivadar's Crusade,
Tower of Coireall, Tracker, Wand of Ith, War Barge,
Water Wurm, Whippoorwill, Worms of the Earth, and
Wormwood Treefolk.
FALLEN EMPIRES-> Aeolipile, Armor Thrull, Balm of Restoration,
Basal Thrull, Combat Medic, Conch Horn, Deep Spawn,
Delif's Cone, Delif's Cube, Draconian Cylix, Dwarven Armorer,
Dwarven Lieutenant, Ebon Praetor, Elven Fortress, Elven Lyre,
Elvish Farmer, Elvish Hunter, Elvish Scout, Farrelite Priest,
Farrel's Mantle, Farrel's Zealot, Feral Thallid, Fungal Bloom,
Goblin Chirurgeon, Goblin Flotilla, Goblin Grenade,
Goblin Kites, Hand of Justice, Heroism, High Tide, Homarid,
Homarid Shaman, Homarid Spawning Bed, Hymn to Tourach,
Icatian Infantry, Icatian Javelineers, Icatian Lieutenant,
Icatian Moneychanger, Icatian Priest, Icatian Skirmishers,
Implements of Sacrifice, Merseine, Night Soil, Orcish Spy,
Orcish Veteran, Order of Leitbur, Order of the Ebon Hand,
Raiding Party, Rainbow Vale, Ring of Renewal, River Merfolk,
Soul Exchange, Spirit Shield, Spore Cloud, Spore Flower,
Svyelunite Priest, Thallid, Thallid Devourer, Thelonite Druid,
Thelonite Monk, Thelon's Chant, Thelon's Curse, Thorn Thallid,
Thrull Champion, Thrull Wizard, Tidal Flats, Tidal Influence,
Tourach's Chant, Tourach's Gate, Vodalian Knights,
Vodalian Mage, Vodalian War Machine, and Zeylon Sword.
REVISED EDITION-> Basalt Monolith, Braingeyser, Clone,
Contract from Below, Copy Artifact, Darkpact,
Demonic Attorney, Demonic Hordes, Demonic Tutor,
Dwarven Weaponsmith, Earthbind, Farmstead, Fastbond, Fork,
Granite Gargoyle, Guardian Angel, Jandor's Ring, Juggernaut,
Kird Ape, Kudzu, Lance, Living Wall, Mijae Djinn,
Nettling Imp, Reconstruction, Regrowth, Resurrection,
Reverse Polarity, Rocket Launcher, Rock Hydra,
Roc of Kher Ridges, Sacrifice, Sedge Troll, Serendib Efreet,
Sol Ring, Vesuvan Doppelganger, Veteran Bodyguard, and
Wheel of Fortune.
FOURTH EDITION-> Abomination, Aladdin's Lamp, Ali Baba,
Amrou Kithkin, Animate Artifact, Apprentice Wizard,
Armageddon Clock, Ashnod's Battle Gear, Backfire, Balance,
Black Mana Battery, Black Vise, Black Ward, Blessing,
Blue Elemental Blast, Blue Mana Battery, Blue Ward, Brass Man,
Bronze Tablet, Carnivorous Plant, Celestial Prism, Channel,
Chaoslace, Clockwork Avian, Conservator, Control Magic,
Conversion, Cosmic Horror, Creature Bond, Cursed Rack,
Cyclopean Mummy, Deathlace, Dragon Whelp, Earth Elemental,
Ebony Horse, Elder Land Wurm, El-Hajjaj, Energy Tap,
Erosion, Fissure, Fortified Area, Gaea's Liege, Ghost Ship,
Giant Tortoise, Goblin Balloon Brigade, Goblin Rock Sled,
Gray Ogre, Green Mana Battery, Green Ward, Holy Armor,
Hurr Jackal, Hypnotic Specter, Immolation,
Island Fish Jasconius, Ivory Tower, Jump, Junun Efreet,
Kormus Bell, Land Leeches, Land Tax, Lifelace,
Lightning Bolt, Magnetic Mountain, Marsh Gas,
Mind Twist, Mishra's Factory, Mishra's War Machine, Morale,
Nafs Asp, Oasis, Onulet, Osai Vultures,
Piety, Power Leak, Power Surge, Psionic Entity, Purelace,
The Rack, Rebirth, Red Elemental Blast, Red Mana Battery,
Red Ward, Relic Bind, Royal Assassin, Savannah Lions,
Scavenging Ghoul, Seeker,
Simulacrum, Sindbad, Siren's Call, Sisters of the Flame,
Spirit Shackle, Strip Mine, Sunglasses of Urza, Sunken City,
Tawnos's Wand, Tempest Efreet, Tetravus,
Thoughtlace, Timber Wolves, Triskelion, Tunnel,
Uncle Istvan, Uthden Troll, Visions, Volcanic Eruption,
Wall of Dust, Wall of Ice, Wall of Water, Wall of Wood,
Water Elemental, Web, White Mana Battery, White Ward,
Will-O'-The-Wisp, Word of Binding, and Yotian Soldier.
CHRONICLES-> Abu Ja'far, Active Volcano, Aladdin,
Angelic Voices, Arcades Sabboth, Arena of the Ancients,
Argothian Pixies, Axelrod Gunnarson, Ayesha Tanaka, Banshee,
Beasts of Bogardan, Blood Moon, Blood of the Martyr,
Book of Raas, Bronze Horse, Chromium, Cocoon,
Concordant Crossroads, Cuombajj Witches, Cyclone,
Dakkon Blackblade, Emerald Dragonfly,
The Fallen, Fishliver Oil, Flash Flood, Gabriel Angelfire,
Giant Slug, Goblin Artisans, Goblin Shrine,
Goblins of the Flarg, Hasran Ogress, Hell's Caretaker,
Horn of Deafening, Indestructible Aura, Jeweled Bird, Johan,
Keepers of the Faith, Kei Takahashi, Land's Edge,
Living Armor, Marhault Elsdragon, Metamorphosis,
Mountain Yeti, Nebuchadnezzar, Nicol Bolas, Palladia-Mors,
Petra Sphinx, Puppet Master, Rakalite, Revelation,
Rubinia Soulsinger, Runesword, Safe Haven, Sentinel,
Shimian Night Stalker, Sivitri Scarzam, Sol'kanar the Swamp King,
Stangg, Storm Seeker, Takklemaggot, Teleport,
Tobias Andrion, Tormod's Crypt, Tor Wauki, Transmutation,
Triassic Egg, Vaevictis Asmadi, Voodoo Doll, Wall of Heat,
Wall of Opposition, Wall of Shadows, Wall of Vapor,
War Elephant, Witch Hunter, Xira Arien, and Yawgmoth Demon.
- D.15.Ruling.2 - Square edged cards from the Collector's Editions are not
legal.
- D.15.Ruling.3 - Silver bordered cards from Unglued are not legal.
- D.15.Ruling.4 - Championship deck cards with the non-standard back are not
legal.
- Note - The DCI originally released this tournament format on 1997/05/01 as a
replacement for Type 1.5 but decided on 1997/06/01 to change this decision
and support both formats.
D.16 - Standard Tournament Format
- D.16.1 - This is also called "Type 2" tournament style.
- D.16.2 - Decks can be composed of cards from the most recent edition of
The Gathering (currently Seventh Edition) and all sets from the two most
recent "blocks" (currently Invasion/Planeshift/Apocalypse and
Odyssey/Torment/Judgment). A "block" is a stand-alone set and the two
expansion sets which follow it. This means that cards stay in use for
approximately two years. [Tournament Rules 1997/10/01]
- Note - Onslaught becomes legal on 2002/11/01.
- Note - The Invasion/Planeshift/Apocalypse block rotates out on 2002/11/01.
- D.16.3 - Cards from previous editions or expansions which are in the
current one are allowed. Collector's Edition and Championship deck cards
are not allowed. Promo cards (which do not appear in a currently allowed
set) are not allowed.
- D.16.4 - Portal or Starter cards are not allowed unless they have the same
name as a legal card. In this case, they play as the legal card text and
not the Portal or Starter card text. [Duelist Magazine #18, Page 44]
- D.16.5 - New card sets become effective on the first day of the month
following their introduction. If a set is released after the 15th day of
a month, then the set's effective date is pushed out to the first of the
second month. For example, a set released on January 8th is legal on
February 1st, and one released on January 25th is legal on March 1st.
[Tournament Rules 1997/10/01] [bethmo 1999/02/24]
- D.16.6 - The policy for removal of sets is that each new edition of the
base set replaces the previous edition. A new standalone set will start
a new block, and thereby replace the oldest "block" in use.
A new limited expansion will add itself to the current "block".
- D.16.7 - Minimum of 60 cards in a deck. [Tournament Rules 1997/10/01]
- D.16.8 - Optional 'sideboard'. If you have one, it must be exactly 15
cards. [Tournament Rules 1997/10/01]
- D.16.9 - No more than 4 of any card (by name) which is not a basic land can
be in the combination of deck and sideboard. Cards with different art or
in different languages or from different prints but which are the same
card are considered the same. [Tournament Rules 1997/10/01]
- D.16.10 - There is no 'restricted' list at this time.
- D.16.11 - There is no 'banned' list at this time.
- D.16.Ruling.1 - Snow-Covered lands are not legal because Ice Age is not
legal.
- D.16.Ruling.2 - Square edged cards from the Collector's Editions are not
legal.
- D.16.Ruling.3 - Silver bordered cards from Unglued are not legal.
- D.16.Ruling.4 - The foil Lightning Bolts found in Urza's Destiny packs
are not legal. [Donais 1999/06/08]
- D.16.Ruling.5 - Championship deck cards with the non-standard back are not
legal.
D.17 - Sealed Deck Formats
- D.17.1 - Each player is given some number of unopened starter decks and/or
booster packs. The DCI recommends 90 to 300 cards be given out. The
standard way to do it is to provide one starter deck plus two 15 card
boosters. The judge may also allow additional (usually 5) basic lands
to be added to this. [Tournament Rules 1996/10/01]
- D.17.2 - 45 minutes are given to construct the deck.
- D.17.3 - Expansions are valid for sealed deck play as soon as they are
released. There is no 30 day wait period. [Tournament Rules 1995/10/01]
- D.17.4 - Minimum of 40 cards in the play deck.
[Tournament Rules 1997/10/01]
- D.17.5 - All additional cards function as the 'sideboard'. The sideboard
and deck size can change freely between duels.
[Tournament Rules 1997/10/01]
- D.17.6 - Games are not played for ante. If a player gets a card that can
only be played for ante, they should bring it to the head judge, who will
replace it from a random stack of cards.
[Tournament Rules 1997/10/01]
- D.17.7 - There are no restricted or banned cards. Ante cards are an
exception (see Rule D.17.6). [Tournament Rules 1997/10/01]
- D.17.8 - There is no "4 of a single card" limit.
[Tournament Rules 1997/10/01]
D.18 - Block Constructed Deck Formats
- D.18.1 - These formats follow the Standard (Type 2) tournament rules for
deck construction but only allow cards from a given "block" rather than
from the larger list of sets.
- D.18.2 - The current "blocks" are: Ice Age/Homelands/Alliances,
Mirage/Visions/Weatherlight, Tempest/Stronghold/Exodus,
Urza's Saga/Urza's Legacy/Urza's Destiny,
Mercadian Masques/Nemesis/Prophecy, Invasion/Planeshift/Apocalypse,
and Odyssey/Torment/Judgment.
- D.18.3 - Some cards are 'banned' from the Ice Age/Homelands/Alliances format
so that none may appear in a deck or sideboard. These cards are:
[Tournament Rules 1997/10/01]
Amulet of Quoz, Thawing Glaciers,
Timmerian Fiends, Zuran Orb
This format is sanctioned as an Extended format.
[Tournament Rules 1997/10/01]
- D.18.4 - Some cards are 'banned' from the Mirage/Visions/Weatherlight format
so that none may appear in a deck or sideboard. These cards are:
[Tournament Update 1997/06/01]
Squandered Resources
- D.18.5 - Some cards are 'banned' for the Tempest/Stronghold/Exodus format so
that none may appear in a deck or sideboard. These cards are:
[Tournament Update 1998/06/01]
Cursed Scroll
- D.18.6 - Some cards are 'banned' for the Urza's Saga/Urza's Legacy/
Urza's Destiny format so that none may appear in a deck or sideboard.
These cards are: [Tournament Update 1999/03/01] [Update 1999/07/01]
Gaea's Cradle, Time Spiral, Voltaic Key,
Memory Jar, Tolarian Academy, Windfall,
Serra's Sanctum,
- D.18.7 - Some cards are 'banned' for the Mercadian Masques/Nemesis/Prophecy
format so that none may appear in a deck or sideboard. These cards are:
[Tournament Update 2000/06/01]
Lin Sivvi, Defiant Hero, Rishadan Port
- D.18.8 - No cards are 'banned' for the Invasion/Planeshift/Apocalypse
format.
- D.18.9 - No cards are 'banned' for the Odyssey/Torment/Judgment format.
- D.18.10 - No cards are 'banned' for the Onslaught format.
- D.18.Ruling.1 - Only cards explicitly banned from this format are banned.
The Standard (Type 2) tournament list is not necessarily true.
- D.18.Ruling.2 - The foil Lightning Bolts found in Urza's Destiny packs
are not legal in the Urza block. [Donais 1999/06/08]
D.19 - Booster Draft Formats
- D.19.1 - Players sit in groups of 7 or 8 players.
- D.19.2 - In "Rochester Draft" format, each group starts with 3 booster
packs per player. The judge lays out one booster pack (15 cards) on the
table and players are given 20 seconds to review the cards. The first
pick starts with the player on the judge's left and players pick one
card each going around the table to the left. The second booster pack
goes around the table to the right, starting on the judges' right.
When the rotation gets to the last player, they pick 2 cards and the
rotation reverses direction until the booster pack is depleted.
[Tournament Rules 1997/10/01]
- D.19.3 - Each player gets 5 seconds to select a card, and touching one is
considered selecting it. [Tournament Rules 1997/10/01]
- D.19.4 - Ante cards in initial boosters are replaced by tournament officials
from a random stack of cards. [Tournament Rules 1997/10/01]
- D.19.5 - 20 minutes are given to construct the deck after drafting is
complete. [Tournament Rules 1997/10/01]
- D.19.6 - Players may add as many basic lands as they want to the deck.
[Tournament Rules 1997/10/01]
- D.19.7 - Minimum of 40 cards in the play deck. All other cards function
as the sideboard (as in sealed deck play). [Tournament Rules 1997/10/01]
- D.19.8 - As an optional format, the judge may have players play Swiss
format among their group with winners advancing every 3 to 4 rounds to
new groups, where they draft up a new deck. [Tournament Rules 1997/10/01]