Apologies for the delay. As you can see from the article on dailymtg, we wanted to make sure we took plenty of time to communicate the significant changes, which meant coordinating a bunch of articles, among other things.
There’s a couple of notable changes in this update, and then a few minor tweaks.
The big one is revisions to the Missed Trigger rules, reflecting what we’ve learned from having the last policy in place for the past 4 months. In general there’s a bunch more words, but a lot of the parts haven’t changed. The remedy (with a small addition for zone-change delayed triggers) is what you’re used to. The “rules” – you are not allowed to “miss” your triggers, and your opponent doesn’t have to remind you – are still the same, and the philosophy has only changed in that it emphasizes the benefit of not having to remind your opponent, not that you can make your opponent missed triggers through technical trickery.
So, what’s changed? We’ve spent a bunch of time rewriting the rules on when a trigger is actually missed. In short, triggers aren’t considered missed until they require you make a decision or they have visible impact on the game state. The actual rules aren’t nearly that short; they have lots of technical detail about what that actually means. Triggers are also assumed to have resolved until a player demonstrates that they haven’t. So, if you attack with a Knight of Infamy, we assume that it’s a 3/2 thanks to the Exalted until you do something like say “take 2″. At that point, you’ve given an active indication that you’ve missed that trigger. Similarly, if you play a Primeval Titan and then play a Sorcery or offer to go to Combat, you’ve clearly moved past the point where you could legally search. On the whole, there are 4 categories – triggered abilities that require choices on announcement, ones that require choices or doing something on resolution, ones that change game rules and ones that do invisible things. There are rules for each, but the hope is they’re sufficiently intuitive that learning them should feel pretty natural.
Is there a DVD commentary that walks you through the new rules in more details than you could possibly have asked for? Of course there is!
In other trigger news, there’s one more change. We’re going to bring the “you don’t need to help your opponent remember triggers” to Regular REL. This brings the actual “rules” into alignment at all levels. Of course, at Regular REL, we’re a lot more forgiving when triggers are missed. If it’s still meaningful, within a respectable time frame (a turn or so) and not too disruptive, I’ll let them resolve it. I think this matches how people play at Regular REL: “Oh hey, did you take 2 from Stab Wound during your upkeep?” followed by a life total change. So, realistically, the only thing that’ll be different for Regular is that the controller of the ability will need to realize it without help from their opponent.
The other notable change to the MIPG is that we’ve revamped the “very bad” section a bit. Most of it is structural; the only effective change is that things that were previously Hidden Information Violations or Manipulation of Game Materials have an additional requirement that the player knows that they’re breaking a rule (and you believe that they were unaware). This brings them entirely in line with Fraud, so we simply rolled all three of those up into a new infraction: Unsporting Conduct – Cheating. Cheating – Stalling also got renamed to Unsporting Conduct – Stalling, though that’s the only change there. Suddenly, the MIPG has one less section in it.
Note that Improper Determination of a Winner and Bribery are still automatic DQs, regardless of if the player knew they were breaking a rule or not.
Most of the other MIPG changes are cosmetic. Player Communication Violation got renamed to Communication Policy Violation. Nothing changes there, except hopefully the number of “that’s not PCV” pronouncements we need to make in the future (and before everyone emails me, yes, there’s still a reference to Player Communication Violation in there. We’ll get it fixed next time)
Likewise, most of the MTR changes are cosmetic. There’s a couple worth calling attention to, though.
We’ve removed the 3-minute requirement for shuffling and presenting. This doesn’t mean that we think players can take longer; most of the time, we believe that it should take less time, especially on mulligans! It didn’t make a lot of sense to have that one arbitrary time limit, and it’s logical to treat it like any other slow play if you think they’re taking longer than they should. (There’s still a reference to the 3-minute limit in Slow Play, but I’m torn whether we should remove it)
Finally, some of you may have seen this in action, but there may be more than one red shirt on the floor of GPs. In certain large tournaments, we’ll have “appeals judges”. They’re high-level judges, wearing the HJ uniform, and they’re empowered to be the final authority on appeals. So, if you get appealed at a GP, just find the nearest available redshirt to transport down to the planet and… um, just find the nearest available person in red to take the call.
That’s it! As always, there’s way too many people to thank, but here’s a partial list: Jurgen Baert, Carlos Ho, Kevin Desprez, Brian Schenck, Eric Shukan, Kim Warren, Jeremie Granat, David Lyford-Smith, Paul Smith, Gavin Duggan, and everyone who wrote in to point out that we still had a mention of lapsing in the document! The MIPG is truly a collaborative process between OP, R&D, the high-level judges and all of you, so thanks for all the emails and comments.