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Magic: The Gathering Floor Rules Changes

2006-06-20 to 2006-12-20

General changes

Old rule (2006-06-20) New rule (2006-12-20)

101. Format and Ratings Categories

The DCI sanctions the following formats as individual, two-person team, or three-person team tournaments:

Constructed Formats

* Standard

* Extended

* Block

Eternal Formats

* Vintage

* Legacy

Limited Formats

* Sealed Deck

* Booster Draft (individual only)

* Rochester Draft (individual and three-person team only)

The DCI produces the following ratings categories:

* Constructed (includes all Standard, Extended, and Block individual matches)

* Eternal (includes all Vintage and Legacy individual matches)

* Limited (includes all Limited individual matches)

* Team Constructed (includes all Constructed team matches)

* Team Limited (includes all Limited team matches)

* Multiplayer (see below)

In the team tournaments listed above, each team member plays a one-on-one match against a member of the other team, and the results comprise the teams' match result. In a multiplayer tournament, on the other hand, all players from the two teams would play in the same game.

Sanctioning for multiplayer (Two-Headed Giant variant only) tournaments began on October 1, 2005. Available formats include Standard, Extended, Block, Vintage, Legacy, and Sealed Deck.

Event results for all for two-person multiplayer tournaments will eventually be merged into a single Multiplayer rating. Multiplayer ratings and rankings will available at a date to be announced in a future version of this document.

101. Format and Ratings Categories

The DCI sanctions the following formats as individual, two-person team, three-person team, or multiplayer tournaments:

Constructed Formats

* Standard

* Extended

* Block

Eternal Formats

* Vintage

* Legacy

Limited Formats

* Sealed Deck

* Booster Draft (individual and multiplayer only)

* Rochester Draft (individual and three-person team only)

The DCI produces the following ratings categories:

* Constructed (includes all Standard, Extended, and Block individual matches)

* Eternal (includes all Vintage and Legacy individual matches)

* Limited (includes all Limited individual matches)

* Team Constructed (includes all Constructed team matches)

* Team Limited (includes all Limited team matches)

* Multiplayer (see below)

In the team tournaments listed above, each team member plays a one-on-one match against a member of the other team, and the results comprise the teams' match result. In a multiplayer tournament, on the other hand, all players from the two teams would play in the same game.

Event results for all for two-person multiplayer tournaments will eventually be merged into a single Multiplayer rating. Multiplayer ratings and rankings will available at a date to be announced in a future version of this document.

103. Card Interpretation

Cards are interpreted using the Oracle card reference. During sanctioned tournaments, players must refer to this version of a card to settle disputes concerning the interpretation of a card's wording or abilities. Card abilities are based on card text, not artwork.

Players may not use errors or omissions in Oracle to disrupt a tournament or otherwise abuse the rules. The head judge is the final authority for card interpretations, and he or she may overrule Oracle if an error is discovered.

103. Card Interpretation

Cards are interpreted using the Oracle card reference. During sanctioned tournaments, players must refer to this version of a card to settle disputes concerning the interpretation of a card's wording or abilities. Card abilities are based on card text, not artwork.

Players may not use errors or omissions in Oracle to disrupt a tournament or otherwise abuse the rules. The head judge is the final authority for card interpretations, and he or she may overrule Oracle if an error is discovered.

Certain cards refer to "a card (or cards) you own from outside the game." In DCI-sanctioned play, "a card you own from outside the game" is one of the following things: (a) A card you own that's in the removed-from-the-game zone. It can be in that zone for any reason. (b) A card that's in your sideboard.

104. New Releases

The following card sets are scheduled for release during 2006. They become tournament legal for DCI-sanctioned tournaments on the dates listed:

* Coldsnap(tm) Limited formats: July 21, 2006

Constructed formats: August 20, 2006

* Time Spiral(tm) Limited formats: October 6, 2006

Constructed formats: October 20, 2006

For certain Limited tournaments, such as official Prereleases and Sneak Preview tournaments (including their side events), new sets are legal for use before the official Limited format legal date.

These dates are subject to change. Any changes will be announced at thedci.com.

104. New Releases

The following card sets are scheduled for release during 2007. They become tournament legal for DCI-sanctioned tournaments on the dates listed:

* Planar Chaos(tm) Limited formats: February 2, 2007

Constructed formats: February 20, 2007

* Future Sight(tm) Limited formats: May 4, 2007

Constructed formats: May 20, 2007

For certain Limited tournaments, such as official Prereleases and Sneak Preview tournaments (including their side events), new sets are legal for use before the official Limited format legal date.

These dates are subject to change. Any changes will be announced at thedci.com.

105. Participation Minimums

The DCI requires participation minimums for a tournament to be sanctioned and included as part of a player's official ratings and rankings. For Magic: the Gathering tournaments, the participation minimums are as follows:

* For individual events, a minimum of eight players must participate.

* For team and multiplayer events, a minimum of four teams must participate.

If the participation minimum is not met, the tournament is no longer DCI-sanctioned, and will not be included in DCI ratings. If participation minimums are not met for any DCI-sanctioned event, the tournament organizer should report the event as cancelled.

105. Participation Minimums

The DCI requires participation minimums for a tournament to be sanctioned and included as part of a player's official ratings and rankings. For Magic: the Gathering tournaments, the participation minimums are as follows:

* For individual events, a minimum of eight (8) players must participate.

* For team and multiplayer events, a minimum of four (4) teams must participate.

If the participation minimum is not met, the tournament is no longer DCI-sanctioned, and will not be included in DCI ratings. If participation minimums are not met for any DCI-sanctioned event, the tournament organizer should report the event as cancelled.

106. Minimum Number of Rounds

The DCI requires a minimum number of rounds for a tournament to be sanctioned and included as part of a player's official ratings and rankings. For Magic: The Gathering tournaments, the minimum number of rounds required is as follows:

* For individual events, a minimum of three (3) rounds.

* For team and multiplayer events, a minimum of two (2) rounds.

If the minimum number of rounds is not met, the tournament is no longer DCI-sanctioned, and will not be included in DCI ratings. If minimum number of rounds is not met for any DCI-sanctioned event, the tournament organizer should report the event as cancelled.

112. Match Time Limits

The required minimum time limit for any match is 40 minutes.

The following time limits are recommended for each round of a tournament:

* Constructed and Limited tournaments—50 minutes

* Single-elimination quarterfinal or semifinal matches—90 minutes

* Single-elimination final matches—no time limit

The following time limits are recommended for Limited tournaments:

* Sealed Deck—20 minutes for deck registration and 30 minutes for deck construction

* Draft—30 minutes for deck registration and construction

* Team Sealed Deck—20 minutes for deck registration and 60 minutes for deck construction

* Team Draft—30 minutes for deck construction and registration

Magic Premier Events may have different time limits. These time limits can be found in the event or event series Fact Sheet. Fact Sheets are located in the MagicTheGathering.com Tournament Center: www.wizards.com/default.asp?x=mtgcom/tournamentcenter.

112. Match Time Limits

The required minimum time limit for any match is 40 minutes.

The following time limits are recommended for each round of a tournament:

* Constructed and Limited tournaments—50 minutes

* Single-elimination quarterfinal or semifinal matches—90 minutes

* Single-elimination final matches—no time limit

The following time limits are recommended for Limited tournaments:

* Sealed Deck—20 minutes for deck registration and 30 minutes for deck construction

* Draft—30 minutes for deck registration and construction

* Team Sealed Deck—20 minutes for deck registration and 60 minutes for deck construction

* Team Draft—30 minutes for deck construction and registration

* Multiplayer Draft—40 minutes for deck construction and registration

Magic Premier Events may have different time limits. These time limits can be found in the event or event series Fact Sheet. Fact Sheets are located in the MagicTheGathering.com Tournament Center: www.wizards.com/default.asp?x=mtgcom/tournamentcenter.

113. Play-Draw Rule

For the first game of a match, the winner of a coin toss (or other random method) chooses either to play first and skip his or her first draw step or to play second. The winner of the coin toss must state this choice before looking at his or her hand. If the coin toss winner states no choice, it is assumed that he or she is playing first. The player who plays first skips the draw step of his or her first turn. Each turn thereafter follows the standard order set forth in the Magic Comprehensive Rules. This is commonly referred to as the play/draw rule.

After each game in a match, the loser of that game (even if the game loss was due to a penalty) decides whether to play first in the next game. If the game was a draw (there was no winner or loser), the player who decided to play or draw for that game chooses for the next game.

113. Play-Draw Rule

For the first game of a match, the winner of a coin toss (or other random method) chooses either to play first and skip his or her first draw step or to play second. The winner of the coin toss must state this choice before looking at his or her hand. If the coin toss winner states no choice, it is assumed that he or she is playing first. The player who plays first skips the draw step of his or her first turn. Each turn thereafter follows the standard order set forth in the Magic Comprehensive Rules (see section 101.5a). This is commonly referred to as the play/draw rule.

After each game in a match, the loser of that game (even if the game loss was due to a penalty) decides whether to play first in the next game. If the game was a draw (there was no winner or loser), the player who decided to play or draw for that game chooses for the next game.

114. Pregame Procedure

Before a game begins, players determine who plays first (see section 113). This may be done any time during the pregame procedure before the players look at their hands. (Note that players are not required to decide who plays first before sideboarding.) The following steps must be performed before each game begins:

1. Players may exchange cards in their decks for cards in their sideboards (only after the first game of the match).

2. Players shuffle their decks (see Universal Tournament Rules, section 21). Note that players may stop shuffling to perform additional sideboarding but must then shuffle sufficiently.

3. Players present their decks to their opponents for additional shuffling and cutting.

4. If the opponent has shuffled the player's deck, that player may make one final cut.

5. Players present their sideboards and put them in a clearly distinguishable place.

6. Each player draws seven cards.

7. Each player, in turn order, decides whether to mulligan (see section 115).

Once mulligans are resolved, the game can begin.

114. Pregame Procedure

Before a game begins, players determine who plays first (see section 113). This may be done any time during the pregame procedure before the players look at their hands. (Note that players are not required to decide who plays first before sideboarding.) The following steps must be performed before each game begins:

1. Players may exchange cards in their decks for cards in their sideboards (only after the first game of the match).

2. Players shuffle their decks (see Universal Tournament Rules, section 21). Note that players may stop shuffling to perform additional sideboarding but must then shuffle sufficiently.

3. Players present their decks to their opponents for additional shuffling and cutting.

4. If the opponent has shuffled the player's deck, that player may make one final cut.

5. Players present their sideboards and put them in a clearly distinguishable place.

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

7. Each player, in turn order, decides whether to mulligan (see section 115).

Once mulligans are resolved, the game can begin.

Prior to the first game in a match, steps 1-7 above may be performed by the players before the official time for that match begins.

116. End-of-Match Procedure

If the match time limit is reached before a winner is determined, the active player (as defined in the Magic game rules) finishes his or her turn and five total additional turns are played. For example, time is called on player A's turn. Player A finishes his or her turn. Player B takes extra turn #1, Player A takes extra turn #2, Player B takes extra turn #3, player A takes extra turn #4, and player B takes extra turn #5.

Players take any extra turns granted to them by effects as they normally would during the course of the game, but any extra turn counts as one of the five end-of-match turns. Once five extra turns are completed, the game finishes regardless of any remaining effect-generated extra turns.

If the game finishes before the fifth turn is completed, the match is over and no new game begins.

If a judge assigned a time extension (because of a long ruling, deck check, or other reason), the end-of-match procedure does not begin until the end of the time extension.

116. End-of-Match Procedure

If the match time limit is reached before a winner is determined, the active player (as defined in the Magic game rules) finishes his or her turn and five total additional turns are played. For example, time is called on player A's turn. Player A finishes his or her turn. Player B takes extra turn #1, Player A takes extra turn #2, Player B takes extra turn #3, player A takes extra turn #4, and player B takes extra turn #5.

Players take any extra turns granted to them by effects as they normally would during the course of the game, but any extra turn counts as one of the five end-of-match turns. Once five extra turns are completed, the game finishes regardless of any remaining effect-generated extra turns.

If the game finishes before the fifth turn is completed, the match is over and no new game begins.

If a judge assigned a time or turn extension (because of a long ruling, deck check, or other reason), the end-of-match procedure does not begin until the end of the time or turn extension.

A game that is not completed when the match ends is considered a draw. Any games that have not been played when the match ends are not counted in the final match score.

118. Tie Breaks

The following tie breaks are used in Magic tournaments to determine player ranks in standings for a particular tournament:

1. Match Points

2. Opponents' match-win percentage

3. Game-win percentage

4. Opponents' game-win percentages

The definitions of these tie breaks and how they work in tournaments can be found in the DCI Tournament Coordinator Handbook.

121. Deck Size Limits

Constructed decks must contain a minimum of sixty cards. There is no maximum deck size; however, players must be able to sufficiently randomize their deck within the time allotted.

With the exception of basic land cards, a player's combined deck and sideboard may not contain more than four of any individual card, counted by its English card title. All cards named Plains, Island, Swamp, Mountain, and Forest are basic. (The five Ice Age(tm) basic snow lands, also known as "Snow-Covered lands"—Snow-Covered Plains, Snow-Covered Island, Snow-Covered Swamp, Snow-Covered Mountain, and Snow-Covered Forest—are also basic lands. Note that basic snow lands, also known as "Snow-Covered lands" lands are permitted only in formats that allow the Ice Age set, Alliances, and or Coldsnap.)

121. Deck Size Limits

Constructed decks must contain a minimum of sixty cards. There is no maximum deck size; however, players must be able to sufficiently randomize their deck within the time allotted.

With the exception of basic land cards, a player's combined deck and sideboard may not contain more than four of any individual card, counted by its English card title. All cards named Plains, Island, Swamp, Mountain, and Forest are basic. (The five Ice Age(tm) basic snow lands, also known as "Snow-Covered lands"—Snow-Covered Plains, Snow-Covered Island, Snow-Covered Swamp, Snow-Covered Mountain, and Snow-Covered Forest—are also basic lands. Note that basic snow lands, also known as "Snow-Covered lands" lands are permitted only in formats that allow the Ice Age set, Alliances, and or Coldsnap sets.)

122. Sideboard Use

If a player wishes to use a sideboard, it must contain exactly fifteen cards.

Before each game begins, players must present their sideboards and allow their opponents to count the number of cards in their sideboards (face down), if requested. Players may not look at their sideboards during a game. The sideboard must be clearly identified and separated from all other cards in the play area. The sideboard may not be kept where it could be confused or switched with other cards.

The deck and sideboard must each be returned to their original compositions before the first game of each match. 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. If a penalty causes a player to forfeit the first game in a match before that game began, neither player may use cards from his or her sideboard for the second game.

Before the beginning of the second or subsequent game in a match, players may change the composition of their decks by exchanging cards from their decks for cards in their sideboards. Any card exchange between decks and sideboards must be made on a one-for-one basis to ensure that the sideboards remain at exactly fifteen cards at all times. There are no restrictions on the number of cards a player may exchange this way. Players are not required to reveal how many cards he or she is sideboarding.

122. Sideboard Use

If a player wishes to use a sideboard, it must contain exactly fifteen cards.

Before each game begins, players must present their sideboards and allow their opponents to count the number of cards in their sideboards (face down), if requested. Players may not look at their sideboards during a game (Exception: if a player is resolving a spell or effect that refers to "choosing a card from outside the game," the player may look at his or her sideboard - see section 103). The sideboard must be clearly identified and separated from all other cards in the play area. The sideboard may not be kept where it could be confused or switched with other cards.

The deck and sideboard must each be returned to their original compositions before the first game of each match. 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. If a penalty causes a player to forfeit the first game in a match before that game began, neither player may use cards from his or her sideboard for the second game.

Before the beginning of the second or subsequent game in a match, players may change the composition of their decks by exchanging cards from their decks for cards in their sideboards. Any card exchange between decks and sideboards must be made on a one-for-one basis to ensure that the sideboards remain at exactly fifteen cards. There are no restrictions on the number of cards a player may exchange this way. Players are not required to reveal how many cards he or she is sideboarding.

125. Standard Format Deck Construction

Card sets are allowed in Standard tournaments as described in section 104.

The following card sets are permitted in Standard tournaments:

* Ninth Edition

* Champions of Kamigawa(tm)

* Betrayers of Kamigawa(tm)

* Saviors of Kamigawa(tm)

* Ravnica: City of Guilds(tm)

* Guildpact(tm)

* Coldsnap(tm) (Effective Aug 20)

* Time Spiral(tm) (Effective Oct 20)

There are currently no cards banned in Standard tournaments.

125. Standard Format Deck Construction

Card sets are allowed in Standard tournaments as described in section 104.

The following card sets are permitted in Standard tournaments:

* Ninth Edition

* Ravnica: City of Guilds(tm)

* Guildpact(tm)

* Dissension(tm)

* Coldsnap(tm)

* Time Spiral(tm)

* Planar Chaos(tm) (Effective February 20, 2007)

* Future Sight(tm) (Effective May 20, 2007)

There are currently no cards are banned in Standard tournaments.

126. Extended Format Deck Construction

Card sets are allowed in Extended tournaments as described in section 104.

The following card sets are permitted in Extended tournaments:

* Seventh Edition

* Eighth Edition

* Ninth Edition

* Invasion(tm)

* Planeshift(tm)

* Apocalypse(tm)

* Odyssey(tm)

* Torment(tm)

* Judgment(tm)

* Onslaught(tm)

* Legions(tm)

* Scourge(tm)

* Mirrodin(tm)

* Darksteel(tm)

* Fifth Dawn(tm)

* Champions of Kamigawa(tm)

* Betrayers of Kamigawa(tm)

* Saviors of Kamigawa(tm)

* Ravnica: City of Guilds(tm)

* Guildpact(tm)

* Dissension(tm)

* Coldsnap(tm) (effective Aug 20)

* Time Spiral(tm) (effective Oct 20)

The following cards are banned in Extended tournaments:

* AEther Vial

* Entomb

* Disciple of the Vault

* Skullclamp

126. Extended Format Deck Construction

Card sets are allowed in Extended tournaments as described in section 104.

The following card sets are permitted in Extended tournaments:

* Seventh Edition

* Eighth Edition

* Ninth Edition

* Invasion(tm)

* Planeshift(tm)

* Apocalypse(tm)

* Odyssey(tm)

* Torment(tm)

* Judgment(tm)

* Onslaught(tm)

* Legions(tm)

* Scourge(tm)

* Mirrodin(tm)

* Darksteel(tm)

* Fifth Dawn(tm)

* Champions of Kamigawa(tm)

* Betrayers of Kamigawa(tm)

* Saviors of Kamigawa(tm)

* Ravnica: City of Guilds(tm)

* Guildpact(tm)

* Dissension(tm)

* Coldsnap(tm)

* Time Spiral(tm)

* Planar Chaos(tm) (effective Feb. 20, 2007)

* Future Sight(tm) (Effective May 20, 2007)

The following cards are banned in Extended tournaments:

* AEther Vial

* Entomb

* Disciple of the Vault

* Skullclamp

129. Block Format Deck Construction

The DCI sanctions a series of Constructed formats called Block formats. Each Block format consists of a maximum of three expansions (one large expansion and the two small expansions associated with it). New card sets are allowed in Block format tournaments as described in Section 104.

The DCI sanctions the following Block formats:

* Time Spiral(tm) Block (Time Spiral effective Oct 20, 2006)

* Ravnica(tm) Block (Ravnica: City of Guilds(tm), Guildpac(tm)t, Dissension(tm))

* Kamigawa(tm) Block (Champions of Kamigawa(tm), Betrayers of Kamigawa(tm), Saviors of Kamigawa(tm))

* Mirrodin(tm) Block (Mirrodin(tm), Darksteel(tm), Fifth Dawn(tm))

* Onslaught(tm) Block (Onslaugh(tm)t, Legions(tm), Scourge(tm))

* Odyssey(tm) Block (Odyssey(tm), Tormen(tm)t, Judgment(tm))

* Invasion(tm) Block (Invasion(tm), Planeshift(tm), Apocalypse(tm))

* Masques(tm) Block (Mercadian Masques(tm), Nemesis(tm), Prophecy(tm))

* Urza(tm) Block (Urza's Saga(tm), Urza's Legacy(tm), Urza's Destiny(tm))

* Tempest(tm) Block (Tempest(tm), Stronghold(tm), Exodus(tm))

* Mirage(tm) Block (Mirage, Visions(tm), Weatherlight(tm))

* Ice Age(tm) Block (Ice Age(tm), Alliances(tm), Coldsnap(tm))

The following cards are banned in Block Constructed Tournaments:

* AEther Vial (Mirrodin Block)

* Ancient Den (Mirrodin Block)

* Arcbound Ravager (Mirrodin Block)

* Darksteel Citadel (Mirrodin Block)

* Disciple of the Vault (Mirrodin Block)

* Great Furnace (Mirrodin Block)

* Seat of the Synod (Mirrodin Block)

* Tree of Tales (Mirrodin Block)

* Vault of Whispers (Mirrodin Block)

* Skullclamp (Mirrodin Block)

* Lin Sivvi, Defiant Hero (Masques Block)

* Rishadan Port (Masques Block)

* Gaea's Cradle (Urza Block)

* Memory Jar (Urza Block)

* Serra's Sanctum (Urza Block)

* Time Spiral (Urza Block)

* Tolarian Academy (Urza Block)

* Voltaic Key (Urza Block)

* Windfall (Urza Block)

* Cursed Scroll (Tempest Block)

* Squandered Resources (Mirage Block)

* Amulet of Quoz (Ice Age Block)

* Thawing Glaciers (Ice Age Block)

* Timmerian Fiends (Ice Age Block)

* Zuran Orb (Ice Age Block)

129. Block Format Deck Construction

The DCI sanctions a series of Constructed formats called Block formats. Each Block format consists of a maximum of three expansions (one large expansion and the two small expansions associated with it). New card sets are allowed in Block format tournaments as described in Section 104.

The DCI sanctions the following Block formats:

* Time Spiral(tm) Block (Time Spiral(tm), Planar Chaos(tm) - effective Feb 20, 2007, Future Sight(tm) - effective May 20, 2007)

* Ravnica(tm) Block (Ravnica: City of Guilds(tm), Guildpact(tm), Dissension(tm))

* Kamigawa(tm) Block (Champions of Kamigawa(tm), Betrayers of Kamigawa(tm), Saviors of Kamigawa(tm))

* Mirrodin(tm) Block (Mirrodin(tm), Darksteel(tm), Fifth Dawn(tm))

* Onslaught(tm) Block (Onslaught(tm), Legions(tm), Scourge(tm))

* Odyssey(tm) Block (Odyssey(tm), Torment(tm), Judgment(tm))

* Invasion(tm) Block (Invasion(tm), Planeshift(tm), Apocalypse(tm))

* Masques(tm) Block (Mercadian Masques(tm), Nemesis(tm), Prophecy(tm))

* Urza(tm) Block (Urza's Saga(tm), Urza's Legacy(tm), Urza's Destiny(tm))

* Tempest(tm) Block (Tempest(tm), Stronghold(tm), Exodus(tm))

* Mirage(tm) Block (Mirage, Visions(tm), Weatherlight(tm))

* Ice Age(tm) Block (Ice Age(tm), Alliances(tm), Coldsnap(tm))

The following cards are banned in Block Constructed Tournaments:

* AEther Vial (Mirrodin Block)

* Ancient Den (Mirrodin Block)

* Arcbound Ravager (Mirrodin Block)

* Darksteel Citadel (Mirrodin Block)

* Disciple of the Vault (Mirrodin Block)

* Great Furnace (Mirrodin Block)

* Seat of the Synod (Mirrodin Block)

* Tree of Tales (Mirrodin Block)

* Vault of Whispers (Mirrodin Block)

* Skullclamp (Mirrodin Block)

* Lin Sivvi, Defiant Hero (Masques Block)

* Rishadan Port (Masques Block)

* Gaea's Cradle (Urza Block)

* Memory Jar (Urza Block)

* Serra's Sanctum (Urza Block)

* Time Spiral (Urza Block)

* Tolarian Academy (Urza Block)

* Voltaic Key (Urza Block)

* Windfall (Urza Block)

* Cursed Scroll (Tempest Block)

* Squandered Resources (Mirage Block)

* Amulet of Quoz (Ice Age Block)

* Thawing Glaciers (Ice Age Block)

* Zuran Orb (Ice Age Block)

132. Sideboard Use

Any drafted or opened cards not used in a player's Limited deck function as his or her sideboard. Players may not look at their sideboards during a game.

Before the beginning of the second or subsequent game in a match, players may change the composition of their decks by exchanging cards from their decks for cards in their sideboards. Players can also request additional basic land at this time. There are no restrictions on the number of cards a player may exchange this way as long as the main deck contains at least forty cards. Cards do not need to be exchanged on a one-for-one basis. The deck must be returned to its original composition before the first game of each match.

132. Sideboard Use

Any drafted or opened cards not used in a player's Limited deck function as his or her sideboard. Players may not look at their sideboards during a game (Exception: if a player is resolving a spell or effect that refers to "choosing a card from outside the game," the player may look at his or her sideboard - see section 103.)

Before the beginning of the second or subsequent game in a match, players may change the composition of their decks by exchanging cards from their decks for cards in their sideboards. Players can also request additional basic land at this time. There are no restrictions on the number of cards a player may exchange this way as long as the main deck contains at least forty cards. Cards do not need to be exchanged on a one-for-one basis. The deck must be returned to its original composition before the first game of each match.

134. Rules for Sealed Deck Tournaments

In Sealed Deck tournaments, players may add as many basic lands as desired to their decks during deck construction, however, players may not add additional Basic snow lands, also known as "Snow-Covered lands", in Limited formats that use Ice Age, Alliances, and/or Coldsnap.. Extra lands are allowed for sideboards, and players may add basic lands to their sideboards any time between games.

134. Rules for Sealed Deck Tournaments

In Sealed Deck tournaments, players may add as many basic lands as desired to their decks during deck construction, however, players may not add additional Basic snow lands, also known as "Snow-Covered lands", in Limited formats that use the Ice Age, Alliances, and/or Coldsnap sets. Extra lands are allowed for sideboards, and players may add basic lands to their sideboards any time between games.

135. Rules for Draft Tournaments

In Draft tournaments, players may add as many basic lands to their decks as desired; no maximum is imposed, however, players may not add additional Basic snow lands, also known as "Snow-Covered lands", in Limited formats that use Ice Age, Alliances, and/or Coldsnap. Extra lands are allowed for sideboards, and players may add basic lands to their sideboards any time between games.

135. Rules for Draft Tournaments

In Draft tournaments, players may add as many basic lands to their decks as desired; no maximum is imposed, however, players may not add additional Basic snow lands, also known as "Snow-Covered lands", in Limited formats that use the Ice Age, Alliances, and/or Coldsnap sets. Extra lands are allowed for sideboards, and players may add basic lands to their sideboards any time between games.

141. General Team Requirements

Each individual team must have unique, team-specific information, including:

* a team name,

* a team affiliation, if applicable (sponsor, school, retail store, and so on),

* a team city,

* a team state/province,

* a team country, and

* team members (with their respective DCI membership numbers).

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

141. General Team Requirements

Each individual team must have unique, team-specific information, including:

* a team name,

* team members (with their respective DCI membership numbers).

142. Team Names

Wizards of the Coast reserves the right to disallow any team name it deems offensive and/or obscene. Tournament organizers and certified head judges should discourage teams from registering team names that may be considered offensive and/or obscene.

Once a team is registered at the professional level (meaning the team has registered and played in a team-format Pro Tour event), that name is considered taken and may not be used by any other team.

142. Team Names

Wizards of the Coast reserves the right to disallow any team name it deems offensive and/or obscene. Tournament organizers and certified head judges should discourage teams from registering team names that may be considered offensive and/or obscene.

143. Team Composition and Identification

A valid team consists of two or three members, as appropriate to the DCI-sanctioned team format (see section 101). A team is identified by the individual DCI membership numbers of its respective members. Individual DCI members may be members of more than one team.

A team continues to exist as long as its respective members choose to identify themselves as a team. Any change in team membership (that is, the removal and/or addition of a member) constitutes a new team, with new team-specific information (see section 141). A team may change its name, affiliation, city, state/province, or country without becoming a new team.

143. Team Composition and Identification

A valid team consists of two or three members, as appropriate to the DCI-sanctioned team format (see section 101). A team is identified by the individual DCI membership numbers of its respective members. Individual DCI members may be members of more than one team.

145. Team Constructed Tournaments

Event results for all DCI-sanctioned team Constructed tournaments (Vintage, Legacy, Extended, and Standard) are merged into one set of Constructed ratings for each team size.

Team tournaments using any DCI-sanctioned Constructed format must adhere to all applicable sections of the Magic DCI Floor Rules and DCI Universal Tournament Rules for Constructed tournaments.

Team Constructed tournaments use Unified Deck Construction rules: With the exception of basic land cards, a team's combined decks and sideboards may not contain more than four of any individual card, counted by its English card title. (For example, if one player has four main-deck Naturalizes in a Team Constructed event, no other player on that team may have a Naturalize in his or her deck or sideboard.) If a card is restricted in a particular format, no more than one of that card may be used by the team. No players may use cards that are banned in a particular format.

145. Team Constructed Tournaments

Event results for all DCI-sanctioned team Constructed tournaments (Vintage, Legacy, Extended, and Standard) are merged into one set of Constructed ratings for each team size.

Team tournaments using any DCI-sanctioned Constructed format must adhere to all applicable sections of the Magic DCI Floor Rules and DCI Universal Tournament Rules for Constructed tournaments.

Team Constructed tournaments use Unified Deck Construction rules: With the exception of basic land cards, a team's combined decks and sideboards may not contain more than four of any individual card, counted by its English card title. (For example, if one player has four main-deck copies of Naturalize in a Team Constructed event, no other player on that team may have a Naturalize in his or her deck or sideboard.) If a card is restricted in a particular format, no more than one of that card may be used by the team. No players may use cards that are banned in a particular format.

147. Team Rochester Draft Tournaments

Team Rochester Draft events require teams of three players each, and two teams are seated at each table for the draft. Team members sit clockwise in A-B-C order around the table. (For example, in a three-person team event, players sit around the table clockwise in this order: 1A, 1B, 1C, 2A, 2B, 2C.)

During the draft, talking is not allowed. However, nonverbal signals such as pointing and gesturing are permitted.

A team determined at random chooses either to pick first or to allow the other team to pick first. The "B" player of the team that picks first lays out the first pack. All fifteen cards are drafted from the pack following the standard Rochester Draft rules for timing and active-player rotation (see the Universal Tournament Rules, sections 76 and 77).

Example: Team 1 and Team 2 are seated around a table. They are numbered 1A-1B-1C-2A-2B-2C in a clockwise order. Team 2 wins the coin toss, and the members of Team 2 choose to let Team 1 pick first. The active player for the first pack is Player 1B. The first booster pack for Player 1B is opened and placed face up in front of Player 1B. After the 30-second review period has expired, the draft order is as follows:

Player 1B—card 1 Player 1A—card 6 Player 1C—card 11

Player 1C—card 2 Player 1A—card 7 Player 1B—card 12

Player 2A—card 3 Player 2C—card 8 Player 1B—card 13

Player 2B—card 4 Player 2B—card 9 Player 1C—card 14

Player 2C—card 5 Player 2A—card 10 Player 2A—card 15

147. Team Rochester Draft Tournaments

Team Rochester Draft events require teams of three players each and two teams are seated at each table for the draft. Team members sit clockwise in A-B-C order around the table. (For example, in a three-person team event, players sit around the table clockwise in this order: 1A, 1B, 1C, 2A, 2B, 2C.)

During the draft, talking is allowed. However, the taking of (or communicating via) written notes is not permitted.

A team determined at random chooses either to pick first or to allow the other team to pick first. The "B" player of the team that picks first lays out the first pack. All fifteen cards are drafted from the pack following the standard Rochester Draft rules for timing and active-player rotation (see the Universal Tournament Rules, sections 76 and 77).

Example: Team 1 and Team 2 are seated around a table. They are numbered 1A-1B-1C-2A-2B-2C in a clockwise order. Team 2 wins the coin toss, and the members of Team 2 choose to let Team 1 pick first. The active player for the first pack is Player 1B. The first booster pack for Player 1B is opened and placed face up in front of Player 1B. After the 30-second review period has expired, the draft order is as follows:

Player 1B—card 1 Player 1A—card 6 Player 1C—card 11

Player 1C—card 2 Player 1A—card 7 Player 1B—card 12

Player 2A—card 3 Player 2C—card 8 Player 1B—card 13

Player 2B—card 4 Player 2B—card 9 Player 1C—card 14

Player 2C—card 5 Player 2A—card 10 Player 2A—card 15

148. Team Sealed Deck Tournaments

Teams are issued sealed product based on which expansions have been released in the current block. Every team must receive the same product mix. For example, if one team receives two Champions of Kamigawa tournament packs, two Betrayers of Kamigawa boosters, and two Saviors of Kamigawa boosters, every team must receive two Champions of Kamigawa tournament pack, two Betrayers of Kamigawa boosters and two Saviors of Kamigawa boosters.

All cards must be assigned to a player's deck or sideboard during deck construction and cannot be transferred to another player during that tournament. (Players do not share main deck or sideboard cards.) All decks must contain a minimum of forty cards. Any number of the remaining cards may be assigned as a sideboard to any player. Players may add as many basic lands as they need to their main deck at the start of the tournament or to their sideboard between games.

Three-Person Team Events

The DCI recommends that each team receive two tournament packs and four boosters. The tournament packs will always be from the large expansion. If no small expansions have yet been released, the boosters will also be from the large expansion. If the first small expansion has been released, the four boosters should be from the first small expansion. If the second small expansion has been released, two boosters should be from the first small expansion and two boosters from the second small expansion.

Two-Person Team Events

The DCI recommends that each team receive one tournament pack and five boosters. The tournament pack will always be from the large expansion. If no small expansions have been released, the boosters will also be from the large expansion. If the first small expansion has been released, one booster should be from the large expansion and four boosters from the first small expansion. If the second small expansion has been released, one booster should be from the large expansion, two boosters the first small expansion, and two boosters from the second small expansion.

148. Team Sealed Deck Tournaments

Teams are issued sealed product based on which expansions have been released in the current block. Every team must receive the same product mix. For example, if one team receives two Time Spiral tournament packs and four Time Spiral boosters, every team must receive two Time Spiral tournament pack and four Time Spiral boosters.

All cards must be assigned to a player's deck or sideboard during deck construction and cannot be transferred to another player during that tournament. (Players do not share main deck or sideboard cards.) All decks must contain a minimum of forty cards. Any number of the remaining cards may be assigned as a sideboard to any player. Players may add as many basic lands as they need to their main deck at the start of the tournament or to their sideboard between games.

Three-Person Team Events

The DCI recommends that each team receive two tournament packs and four boosters. The tournament packs will always be from the large expansion. If no small expansions have yet been released, the boosters will also be from the large expansion. If the first small expansion has been released, the four boosters should be from the first small expansion. If the second small expansion has been released, two boosters should be from the first small expansion and two boosters from the second small expansion.

Two-Person Team Events

The DCI recommends that each team receive one tournament pack and four boosters. The tournament pack will always be from the large expansion. If no small expansions have been released, the boosters will also be from the large expansion. If the first small expansion has been released, one booster should be from the large expansion and three boosters from the first small expansion. If the second small expansion has been released, two boosters the first small expansion, and two boosters from the second small expansion are used.

150. RULES FOR MULTIPLAYER TOURNAMENTS

On October 1, 2005, the DCI began sanctioning multiplayer tournaments (see section 101) for the Two-Headed Giant variant. Game rules for the Two-Headed Giant found can be found in section 6 of the Magic Comprehensive Rules.

The deck construction rules listed in sections 125-129, and the general rules for team tournaments listed in sections 141-144 of this document, also apply to multiplayer tournaments. However, multiplayer tournaments differ from other tournaments as explained in the rest of this section.

150. RULES FOR MULTIPLAYER TOURNAMENTS

On October 1, 2005, the DCI began sanctioning multiplayer tournaments (see section 101) for the Two-Headed Giant variant. Game rules for the Two-Headed Giant found can be found in section 6 of the Magic Comprehensive Rules.

The deck construction rules listed in sections 125-129, and the general rules for team tournaments listed in sections 141-144 of this document also apply to multiplayer tournaments. However, multiplayer tournaments differ from other tournaments as explained in the rest of this section.

153. Play-Draw Rule

A team determined at random chooses either to play first and skip its first draw step, or to play second. The choice must be made before either player on that team looks at his or her hand. If either player on the team looks at his or her hand before a choice is made, that team plays first. The team that plays first skips its draw step on its first turn (neither player on the team draws a card).

153. Play-Draw Rule

A team determined at random chooses either to play first and have that team's primary player skip his or her first draw step, or to play second. The choice must be made before either player on that team looks at his or her hand. If either player on the team looks at his or her hand before a choice is made, that team plays first. The team that plays first has that team's primary player skip his or her draw step on its first turn.

155. Multiplayer Mulligan Rule

As part of the pregame procedure, a player may, for any reason, reshuffle and redraw a hand of seven cards. This is referred to as the "free mulligan." That player may then reshuffle and redraw his or her hand, drawing one less card. That player may repeat the process of shuffling and drawing one less card as often as he or she wishes, until he or she has no cards left in their hand.

The team that will play first resolves its mulligans first. (Teammates may communicate with each other at all times during the match, including during mulligans.) The primary player decides whether or not to mulligan; then each other player, in clockwise order, decides whether or not to mulligan. Once a player passes the opportunity to mulligan, that player may not change his or her mind.

155. Multiplayer Mulligan Rule

As part of the pregame procedure, a player may, for any reason, reshuffle and redraw a hand of seven cards. This is referred to as the "free mulligan." That player may then reshuffle and redraw his or her hand, drawing one less card. That player may repeat the process of shuffling and drawing one less card as often as he or she wishes, until he or she has no cards left in their hand.

The team that will play first resolves its mulligans first. (Teammates may communicate with each other at all times during the match, including during mulligans.) The mulligan process then proceeds according to the Magic Comprehensive Rules (see section 606.6a).

156. End-of-Match Procedure

If the match time limit is reached before a winner is determined, the active team finishes its turn and five total additional turns are played. For example, time is called on Team Y's turn. Team Y finishes its turn. Team Z takes extra turn #1. Team Y takes extra turn #2, Team Z takes extra turn #3, Team Y takes extra turn #4, and Team Z takes extra turn #5.

Teams take any extra turns granted to them by effects as they normally would during the course of the game, but any extra turn counts as one of the five end-of-match turns. Once the fifth turn is completed, the game finishes regardless of any remaining effect-generated extra turns.

If a judge assigned a time extension to the match, the end-of-match procedure does not begin until the end of the time extension.

156. End-of-Match Procedure

If the match time limit is reached before a winner is determined, the active team finishes its turn and three total additional turns are played. For example, time is called on Team Y's turn. Team Y finishes its turn. Team Z takes extra turn #1. Team Y takes extra turn #2, and Team Z takes extra turn #3.

Teams take any extra turns granted to them by effects as they normally would during the course of the game, but any extra turn counts as one of the three end-of-match turns. Once the third turn is completed, the game finishes regardless of any remaining effect-generated extra turns.

If a judge assigned a time extension to the match, the end-of-match procedure does not begin until the end of the time extension.

161. Deck Size Limits

Constructed decks must contain a minimum of sixty cards. There is no maximum deck size; however, players must be able to sufficiently randomize their deck within the time allotted.

Multiplayer Constructed tournaments use Unified Deck Construction rules: With the exception of basic land cards, a team's combined decks may not contain more than four of any individual card, counted by its English card title. (For example, if one player is using four Naturalizes in a Multiplayer Constructed event, no other player on that team may have a Naturalize in his or her deck.) If a card is restricted in a particular format, no more than one of that card may be used by the team. No players may use cards that are banned in a particular format.

In addition to cards banned in particular formats, the following card is banned in ALL Multiplayer Constructed tournaments (Vintage, Legacy, Extended, Standard, Block):

* Erayo, Soratami Ascendant

161. Deck Size Limits

Constructed decks must contain a minimum of sixty cards. There is no maximum deck size; however, players must be able to sufficiently randomize their deck within the time allotted.

Multiplayer Constructed tournaments use Unified Deck Construction rules: With the exception of basic land cards, a team's combined decks may not contain more than four of any individual card, counted by its English card title. (For example, if one player is using four copies of Naturalize in a Multiplayer Constructed event, no other player on that team may have a Naturalize in his or her deck.) If a card is restricted in a particular format, no more than one of that card may be used by the team. No players may use cards that are banned in a particular format.

In addition to cards banned in particular formats, the following card is banned in ALL Multiplayer Constructed tournaments (Vintage, Legacy, Extended, Standard, and Block):

* Erayo, Soratami Ascendant

170. RULES FOR MULTIPLAYER LIMITED TOURNAMENTS

Multiplayer Limited tournaments must adhere to all applicable sections of the Magic DCI Floor Rules and DCI Universal Tournament Rules for Limited tournaments.

The DCI recommends that each team receive one tournament pack and four boosters or seven boosters. Every team must receive the same product mix. For example, if one team receives a Champions of Kamigawa tournament pack, two Betrayers of Kamigawa boosters and two Saviors of Kamigawa boosters, every team must receive a Champions of Kamigawa tournament pack, two Betrayers of Kamigawa boosters and two Saviors of Kamigawa boosters.

170. RULES FOR MULTIPLAYER LIMITED TOURNAMENTS

Multiplayer Limited tournaments must adhere to all applicable sections of the Magic DCI Floor Rules and DCI Universal Tournament Rules for Limited tournaments.

The DCI recommends that each team receive one tournament pack and four boosters or seven boosters. Every team must receive the same product mix. For example, if one team receives a Time Spiral tournament pack and four Time Spiral boosters, every team must receive a Time Spiral tournament pack and four Time Spiral boosters.

172. Sideboard Use

Sideboards are not allowed in Limited Multiplayer tournaments.

172. Sideboard Use

For the purpose of cards that allow you to choose cards from "outside the game," all cards not assigned to the players' main decks are considered a shared sideboard by the two players that both players can access.

173. Multiplayer Booster Draft Tournaments

Multiplayer Booster Draft follows the procedures for Multiplayer Limited tournaments (see the Magic Floor Rules, sections 140-146, 150-157, and 170-172). The draft proceeds like a normal Booster Draft (as outlined in the DCI Universal Tournament Rules, sections 70-74), with the following exceptions.

Teams (not players) assemble randomly into draft pods of roughly equal size. Teammates sit next to each other. A tournament official then distributes an identical set of new booster packs to each player (not team) in the pod, as usual.

The players on a team may consult freely during the draft, provided that they adhere to the time limits for card selection. Taking, giving, or receiving notes during drafting and deck construction is still disallowed.

The order in which packs are opened is the same as in Booster Draft, but each player's pack is opened separately. For example, in a Time Spiral-Planar Chaos-Future Sight draft, the order in which the packs are opened would be Time Spiral-Time Spiral-Planar Chaos-Planar Chaos-Future Sight-Future Sight.

After opening and counting the cards in their first pack, the team chooses two cards from the booster pack then passes the remaining cards face down to the team on its left. The cards chosen are not assigned to a particular player; they become part of a pool out of which both players will build their decks. The open packs are passed around the drafting pod—with each team taking two cards from each before passing—until all cards are drafted. Each team's last pick for each booster will consist of only one card.

For the second pack, the direction of drafting is reversed as usual, despite the fact that it is always the same type of booster pack as the first. Thus, the overall draft direction is left-right-left-right-left-right.

The time allotted for each pick is altered as follows:

Cards remaining in pack Time allotted

15 cards 60 seconds

13 cards 50 seconds

11 cards 40 seconds

9 cards 30 seconds

7 cards 20 seconds

5 cards 10 seconds

3 cards 5 seconds

1 card N/A

In addition, players receive 60 seconds to review their drafted cards in between booster packs.

Each team has 40 minutes to construct one deck for each player from its common pool of cards. All drafted cards not played in a main deck should be recorded as a common, shared sideboard.