Players are expected to remember their own triggered abilities; intentionally ignoring one is Cheating. Players are not required to point out the existence of triggered abilities that they do not control, though they may do so if they wish. Triggered abilities are considered to be forgotten by their controller once they have taken an action […]
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MTR 4.3 Out-of-Order Sequencing
Due to the complexity of accurately representing a game of Magic, it is acceptable for players to engage in a block of actions that, while technically in an incorrect order, arrive at a legal and clearly understood game state once they are complete. All actions taken must be legal if they were executed in the […]
MTR 4.2 Tournament Shortcuts
A tournament shortcut is an action taken by players to skip parts of the technical play sequence without explicitly announcing them. Tournament shortcuts are essential for the smooth play of a game, as they allow players to play in a clear fashion without getting bogged down in the minutiae of the rules. Most tournament shortcuts […]
MTR 4.1 Player Communication
Communication between players is essential to the successful play of any game that involves virtual objects or hidden information. While bluffing may be an aspect of games, there need to be clear lines as to what is, and is not, acceptable for players to say or otherwise represent. This will confirm expectations of both sporting […]
MTR 3.16 Sideboard
A sideboard is a group of additional cards the player may use to modify their deck between games of a match. The player may use these cards in their main deck during all games after the first one in a match. Before each game begins, players must present their sideboard (if any) face down. Opponents […]
MTR 3.15 Graveyard Order
In formats involving only cards from Urza’s Saga™ and later, players may change the order of their graveyard at any time. A player may not change the order of an opponent’s graveyard.
MTR 3.14 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.
MTR 3.13 Hidden Information
Hidden information refers to the faces of cards and other objects at which the rules of the game and format do not allow you to look. 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 […]
MTR 3.12 Marked Cards
Players are responsible for ensuring that their cards and/or card sleeves are not marked during 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(but not limited to) scratches, discoloration, and bends. If a player’s cards are sleeved, the […]
MTR 3.11 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 their 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 […]