03. Tournament Rules
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03. Tournament Rules
3. Tournament Rules
3.1 Tiebreakers
The following tiebreakers are used to determine how a player ranks in a tournament:
1.Match points
2.Opponents’ match-win percentage
3.Game-win percentage
4.Opponents’ game-win percentage
Definitions of these tiebreakers can be found in Appendix D. Not all of these tiebreakers may be used in formats with single-game matches.
3.2 Format and Ratings Categories
The DCI sanctions the following formats as individual, two-person team, three-person team, or Two-Headed Giant tournaments:
Constructed Formats
Standard
Extended
Block Constructed
Eternal Constructed Formats
Vintage
Legacy
Limited Formats
Sealed Deck
Booster Draft (individual and Two-Headed Giant only)
Rochester Draft (three-person team only)
The DCI maintains the following ratings categories:
Individual
Constructed (includes all Standard, Extended, and Block Constructed individual matches)
Eternal (includes all Vintage and Legacy individual matches)
Limited (includes all Limited individual matches)
Total (includes all Constructed, Eternal, and Limited individual matches)
Composite (the average of a players Constructed and Limited individual matches)
Two-Player Teams
Pairs – Classic (Eternal)
Pairs – Constructed
Pairs – Limited
Three-Player Teams
Trios – Classic (Eternal)
Trios – Constructed
Trios – Limited
Two-Headed Giant
Two Headed Giant – Constructed
Two Headed Giant – Limited
In the team tournaments (Team Constructed, Team Limited), each team member plays a one-on-one match against a member of the other team, and the individual results comprise the team’s collective match result. In a multiplayer tournament, all players from the two teams play in the same game.
3.3 Authorized Cards
Players may use any cards from special sets, supplements, and promotional printings that, unaltered, meet the following conditions:
The card is published by Wizards of the Coast
The card has a standard Magic back
The card does not have squared corners
The card has black or white borders
The card is not damaged or modified in a way that might make it marked
The card is otherwise legal for the tournament as defined by the format
Unglued and Unhinged basic land cards are allowed in sanctioned Magic tournaments.
Players may use cards from the Alpha printing only if the deck is in opaque sleeves.
Players may use otherwise-legal non-English and/or misprinted cards provided they are not using them to create an advantage by using misleading text or pictures. Official promotional textless spells are allowed in DCI-sanctioned Magic tournaments in which they would otherwise be legal. Artistic modifications are acceptable, provided that the modifications do not make the card unrecognizable or contain substantial strategic advice.
The Head Judge is the final authority on acceptable cards for a tournament.
3.4 Proxy Cards
A proxy card is used during competition to represent another card that has been accidentally damaged or excessively worn in the current tournament (including damaged or misprinted Limited product) at the discretion of the Head Judge. Proxies are not provided for cards damaged intentionally or through negligence.
Players may not create proxies. When a judge creates a proxy, it is included in the player’s deck. The original card is kept nearby during the match and replaces the proxy while in play as long as it is recognizable.
The term “proxy” includes counterfeit cards or any card that is not a genuine game card. Counterfeit cards and other counterfeit game materials are prohibited in all DCI-sanctioned tournaments. Counterfeiters will be prosecuted to the fullest extent of the law.
3.5 Card Interpretation
The official text of the card is the Oracle™ text corresponding to the name of the card. Players have the right to request access to the official wording of a card only if they can uniquely identify that card, although the card does not necessarily have to be identified by name. That request will be honored if logistically possible.
Players may not use errors or omissions in Oracle to abuse the rules. The Head Judge is the final authority for card interpretations, and he or she may overrule the Oracle if an error is discovered.
Certain cards refer to “a card (or cards) you own from outside the game.” In tournament play, "a card you own from outside the game" is a card in that player’s sideboard.
3.6 New Releases
Card sets scheduled for release during 2009 become tournament legal for sanctioned tournaments on the following dates:
Magic 2010™ July 17, 2009
Zendikar™ October 2, 2009
For certain Limited tournaments, such as official Prereleases (including their public events), new sets are legal for use before the official format legal date.
These dates may be subject to change. Any changes will be announced at http://www.thedci.com/.
3.7 Game Markers
Small items (e.g. glass beads) may be used as markers and placed on top of a player’s own library or graveyard as a reminder for in-game effects. These markers may not disguise the number of cards remaining in that zone nor completely obscure the top card.
Players using markers to represent in-game components (e.g. permanents) must have a way of clearly representing any in-game status, such as whether a permanent is tapped. Sleeves or card backs that appear similar to any player’s sleeves or card backs may not be used as markers. A Tournament Official may disallow the use of game markers that can cause confusion or that are deemed inappropriate or offensive.
3.8 Card Shuffling
Decks must be randomized using some form of riffle and/or mash shuffle at the start of every game and whenever an instruction requires it. Randomization is defined as bringing the deck to a state where no player can have any information regarding the order or position of cards in any portion of the deck. Pile shuffling alone is not sufficiently random.
Once the deck is randomized, it must be presented to an opponent. By this action, players state that their decks are legal and randomized. The opponent may then shuffle it additionally. Cards and sleeves must not be in danger of being damaged during this process. If the opponent does not believe the player made a reasonable effort to randomize his or her deck, the opponent must notify a judge. Players may request to have a judge shuffle their cards rather than the opponent; this request will be honored only at a judge’s discretion.
If a player has had the opportunity to see any of the card faces of the deck being shuffled, the deck is considered ordered and must be shuffled again.
At Competitive and Professional REL tournaments, players must always shuffle their opponents’ decks. The Head Judge can require this at Regular REL tournaments as well.
3.9 Sleeves
Players may use plastic card sleeves or other protective devices on cards. If a player chooses to use card sleeves, all sleeves must be identical and all cards in his or her deck must be placed in the sleeves in an identical manner. If the sleeves feature holograms or other similar markings, cards must be inserted into the sleeves so these markings appear only on the faces of the cards.
During a match, a player may request that a judge inspect an opponent’s card sleeves. The judge may disallow the card sleeves if he or she believes they are marked, worn, or otherwise in a condition or of a design that interferes with shuffling or game play. In the interest of efficiency, the judge may choose to delay any change of sleeves until the end of the match.
Competitive and Professional tournaments impose additional restrictions on sleeves. Highly reflective backs are not allowed; sleeves with artwork on their backs are only acceptable if there is a single color at the sleeves’ edges; sleeves with holograms across some or all of the sleeve front or back are not allowed.
The Head Judge is the final authority on what sleeves are allowed.
3.10 Marked Cards
Players are responsible for ensuring that their cards and/or card sleeves are not marked during the course of the tournament. A card or sleeve is considered marked if it bears something that makes it possible to identify the card without seeing its face, including scratches, discoloration, and bends.
If a player’s cards are sleeved, the cards must be examined while in the sleeves to determine if they are marked. Players should use care when sleeving their decks and should randomize their decks prior to sleeving them to reduce the possibility of cards becoming marked with a pattern. Players should also keep in mind that cards or sleeves may become worn and potentially marked through play during the course of a tournament.
The Head Judge has the authority to determine if a card in a player’s deck is marked. Judges may request that a player remove his or her current sleeves or replace any of the deck’s current sleeves immediately, or before the next round.
If a player is required to replace a card in their deck and is unable to find a replacement, they may replace the card with a basic land card of their choice. Once they do this, they may not revert back to the original configuration, even if they find an acceptable replacement. This also applies to cards that are lost.
3.11 Hidden Information
Throughout the match, a draft, and pregame procedures, players are responsible for keeping their cards above the level of the playing surface and for making reasonable efforts to prevent hidden information from being revealed. However, players may choose to reveal their hands or any other hidden information available only to them, unless specifically prohibited by the rules. Players must not actively attempt to gain information hidden from them.
3.12 Tapped/Flipped Cards
If a card must be tapped or flipped, it must be turned approximately 90 degrees (tapped) or 180 degrees (flipped), whichever is appropriate.
3.13 Graveyard Order
In formats involving only cards from Urza’s Saga™ and later, players may change the order of their graveyard at any time. When looking at an opponent’s graveyard, a player may not change the order.
3.14 Sideboard
A sideboard consists of a set of cards that are resources for the player outside of the contents of the main deck. They may use these cards in their main deck during all games after the first one in a match.
Restrictions on the composition of a sideboard can be found in the deck construction rules for a particular format type. Players are expected to keep their sideboard visibly distinct from cards in their deck at all times during the match.
3.1 Tiebreakers
The following tiebreakers are used to determine how a player ranks in a tournament:
1.Match points
2.Opponents’ match-win percentage
3.Game-win percentage
4.Opponents’ game-win percentage
Definitions of these tiebreakers can be found in Appendix D. Not all of these tiebreakers may be used in formats with single-game matches.
3.2 Format and Ratings Categories
The DCI sanctions the following formats as individual, two-person team, three-person team, or Two-Headed Giant tournaments:
Constructed Formats
Standard
Extended
Block Constructed
Eternal Constructed Formats
Vintage
Legacy
Limited Formats
Sealed Deck
Booster Draft (individual and Two-Headed Giant only)
Rochester Draft (three-person team only)
The DCI maintains the following ratings categories:
Individual
Constructed (includes all Standard, Extended, and Block Constructed individual matches)
Eternal (includes all Vintage and Legacy individual matches)
Limited (includes all Limited individual matches)
Total (includes all Constructed, Eternal, and Limited individual matches)
Composite (the average of a players Constructed and Limited individual matches)
Two-Player Teams
Pairs – Classic (Eternal)
Pairs – Constructed
Pairs – Limited
Three-Player Teams
Trios – Classic (Eternal)
Trios – Constructed
Trios – Limited
Two-Headed Giant
Two Headed Giant – Constructed
Two Headed Giant – Limited
In the team tournaments (Team Constructed, Team Limited), each team member plays a one-on-one match against a member of the other team, and the individual results comprise the team’s collective match result. In a multiplayer tournament, all players from the two teams play in the same game.
3.3 Authorized Cards
Players may use any cards from special sets, supplements, and promotional printings that, unaltered, meet the following conditions:
The card is published by Wizards of the Coast
The card has a standard Magic back
The card does not have squared corners
The card has black or white borders
The card is not damaged or modified in a way that might make it marked
The card is otherwise legal for the tournament as defined by the format
Unglued and Unhinged basic land cards are allowed in sanctioned Magic tournaments.
Players may use cards from the Alpha printing only if the deck is in opaque sleeves.
Players may use otherwise-legal non-English and/or misprinted cards provided they are not using them to create an advantage by using misleading text or pictures. Official promotional textless spells are allowed in DCI-sanctioned Magic tournaments in which they would otherwise be legal. Artistic modifications are acceptable, provided that the modifications do not make the card unrecognizable or contain substantial strategic advice.
The Head Judge is the final authority on acceptable cards for a tournament.
3.4 Proxy Cards
A proxy card is used during competition to represent another card that has been accidentally damaged or excessively worn in the current tournament (including damaged or misprinted Limited product) at the discretion of the Head Judge. Proxies are not provided for cards damaged intentionally or through negligence.
Players may not create proxies. When a judge creates a proxy, it is included in the player’s deck. The original card is kept nearby during the match and replaces the proxy while in play as long as it is recognizable.
The term “proxy” includes counterfeit cards or any card that is not a genuine game card. Counterfeit cards and other counterfeit game materials are prohibited in all DCI-sanctioned tournaments. Counterfeiters will be prosecuted to the fullest extent of the law.
3.5 Card Interpretation
The official text of the card is the Oracle™ text corresponding to the name of the card. Players have the right to request access to the official wording of a card only if they can uniquely identify that card, although the card does not necessarily have to be identified by name. That request will be honored if logistically possible.
Players may not use errors or omissions in Oracle to abuse the rules. The Head Judge is the final authority for card interpretations, and he or she may overrule the Oracle if an error is discovered.
Certain cards refer to “a card (or cards) you own from outside the game.” In tournament play, "a card you own from outside the game" is a card in that player’s sideboard.
3.6 New Releases
Card sets scheduled for release during 2009 become tournament legal for sanctioned tournaments on the following dates:
Magic 2010™ July 17, 2009
Zendikar™ October 2, 2009
For certain Limited tournaments, such as official Prereleases (including their public events), new sets are legal for use before the official format legal date.
These dates may be subject to change. Any changes will be announced at http://www.thedci.com/.
3.7 Game Markers
Small items (e.g. glass beads) may be used as markers and placed on top of a player’s own library or graveyard as a reminder for in-game effects. These markers may not disguise the number of cards remaining in that zone nor completely obscure the top card.
Players using markers to represent in-game components (e.g. permanents) must have a way of clearly representing any in-game status, such as whether a permanent is tapped. Sleeves or card backs that appear similar to any player’s sleeves or card backs may not be used as markers. A Tournament Official may disallow the use of game markers that can cause confusion or that are deemed inappropriate or offensive.
3.8 Card Shuffling
Decks must be randomized using some form of riffle and/or mash shuffle at the start of every game and whenever an instruction requires it. Randomization is defined as bringing the deck to a state where no player can have any information regarding the order or position of cards in any portion of the deck. Pile shuffling alone is not sufficiently random.
Once the deck is randomized, it must be presented to an opponent. By this action, players state that their decks are legal and randomized. The opponent may then shuffle it additionally. Cards and sleeves must not be in danger of being damaged during this process. If the opponent does not believe the player made a reasonable effort to randomize his or her deck, the opponent must notify a judge. Players may request to have a judge shuffle their cards rather than the opponent; this request will be honored only at a judge’s discretion.
If a player has had the opportunity to see any of the card faces of the deck being shuffled, the deck is considered ordered and must be shuffled again.
At Competitive and Professional REL tournaments, players must always shuffle their opponents’ decks. The Head Judge can require this at Regular REL tournaments as well.
3.9 Sleeves
Players may use plastic card sleeves or other protective devices on cards. If a player chooses to use card sleeves, all sleeves must be identical and all cards in his or her deck must be placed in the sleeves in an identical manner. If the sleeves feature holograms or other similar markings, cards must be inserted into the sleeves so these markings appear only on the faces of the cards.
During a match, a player may request that a judge inspect an opponent’s card sleeves. The judge may disallow the card sleeves if he or she believes they are marked, worn, or otherwise in a condition or of a design that interferes with shuffling or game play. In the interest of efficiency, the judge may choose to delay any change of sleeves until the end of the match.
Competitive and Professional tournaments impose additional restrictions on sleeves. Highly reflective backs are not allowed; sleeves with artwork on their backs are only acceptable if there is a single color at the sleeves’ edges; sleeves with holograms across some or all of the sleeve front or back are not allowed.
The Head Judge is the final authority on what sleeves are allowed.
3.10 Marked Cards
Players are responsible for ensuring that their cards and/or card sleeves are not marked during the course of the tournament. A card or sleeve is considered marked if it bears something that makes it possible to identify the card without seeing its face, including scratches, discoloration, and bends.
If a player’s cards are sleeved, the cards must be examined while in the sleeves to determine if they are marked. Players should use care when sleeving their decks and should randomize their decks prior to sleeving them to reduce the possibility of cards becoming marked with a pattern. Players should also keep in mind that cards or sleeves may become worn and potentially marked through play during the course of a tournament.
The Head Judge has the authority to determine if a card in a player’s deck is marked. Judges may request that a player remove his or her current sleeves or replace any of the deck’s current sleeves immediately, or before the next round.
If a player is required to replace a card in their deck and is unable to find a replacement, they may replace the card with a basic land card of their choice. Once they do this, they may not revert back to the original configuration, even if they find an acceptable replacement. This also applies to cards that are lost.
3.11 Hidden Information
Throughout the match, a draft, and pregame procedures, players are responsible for keeping their cards above the level of the playing surface and for making reasonable efforts to prevent hidden information from being revealed. However, players may choose to reveal their hands or any other hidden information available only to them, unless specifically prohibited by the rules. Players must not actively attempt to gain information hidden from them.
3.12 Tapped/Flipped Cards
If a card must be tapped or flipped, it must be turned approximately 90 degrees (tapped) or 180 degrees (flipped), whichever is appropriate.
3.13 Graveyard Order
In formats involving only cards from Urza’s Saga™ and later, players may change the order of their graveyard at any time. When looking at an opponent’s graveyard, a player may not change the order.
3.14 Sideboard
A sideboard consists of a set of cards that are resources for the player outside of the contents of the main deck. They may use these cards in their main deck during all games after the first one in a match.
Restrictions on the composition of a sideboard can be found in the deck construction rules for a particular format type. Players are expected to keep their sideboard visibly distinct from cards in their deck at all times during the match.
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