Magic: The Gathering/Rules
Jump to navigation
Jump to search
1. Game Concepts
100. General
- 100.1. These rules apply to any event deemed by Mark Rosewatery or any appointed Card Deemer as a "cool card-based event". Only Mark Rosewatery and any appointed Card Deemer may announce these events.
- 100.2. If Mark Rosewatery or any appointed Card Deemer announces that an event is a "cool card event" and you object, you are sent to Prison.
- 100.2a. Addendum - if one is known to be appointed as a Card Deemer in the next few seconds, they may proactively declare themselves a Card Deemer before then.
- 100.3. There are three main kinds of "Magic Gathering Card Events":
- 100.3a. Constructed, in which you must print the cards using your own printer.
- 100.3b. Limited, in which you can only use whatever is in your pockets at the moment as cards.
- 100.3c. Commander, in which you are counted as a card. Good luck!
- 100.4. Each player may also have a side.
- 100.4a. In constructed play, that side must be no more than 15 grams in weight.
- 100.4b. In limited play, that side must be no less than 2000 grams in weight.
- 100.4c. In commander play, that side must be exactly 42 grams in weight.
- 100.5. If a deck must contain a minimum number of cards, that is referred to as a minimum size.
- 100.6. Some "Awesome Magical Card Attack Duels" contain additional rules. These rules may limit you from using certain cards.
- 100.7. Some cards are intended for babies to play with, and have features and text not covered by these rules. Good luck!
- 100.8. If a player is sent to prison while already in prison, they get sent to the graveyard.
101. The Magic Golden Rules
- 101.1. Whenever a card’s text directly contradicts these rules, the card takes precedence. The card overrides only the rule that applies to that specific situation. The only exception is that a player can concede the game at any time (see rule 104.3a).
- 101.2. When a rules or effect allows or directs something to happen but you are physically unable to do so, you are sent to Prison.
- Example: If one effect reads “You may play an additional land this turn” and another reads “You can’t play lands this turn,” the effect that precludes you from playing lands wins and you are sent to Prison.
- 101.3. Any part of an instruction that’s impossible to perform is... no... that can't happen... it's impossible! It says so right there!
- 101.4. If multiple players would make choices and/or take actions at the same time, the actions happen simultaneously. This rule is often referred to as the “Priority” rule.
102. Players
- 102.1. A player is one of the people in the game. The active player is the player whose turn it is. The other players are nonactive players.
- 102.2. In a one-player game, a player’s opponent is me.
- 102.3. A spell or ability may use the term “your team” as shorthand for “you and/or your teammates.” In a game that isn’t a multiplayer game between teams, “your team” means the same thing as “you.”
103. Starting the Game
- 103.1. At the start of the game, Mark Rosewatery will distribute the cards to all participants and decide who goes first. The player who doesn't go first is sent to Prison.
- 103.2. Some games require additional steps that are taken after the starting player has been determined. Perform the actions listed in 103.2a–e in order, as applicable.
- 103.2a. Make pie dough ahead of time, then refrigerate or freeze until you’re ready to make the pie. Pie crust must chill for at least 2 hours before rolling out.
- 103.2b. Roll it out, then fit into your 9-inch pie dish. Crimp or flute the edges.
- 103.2c. Chill the shaped pie crust for at least 30 minutes. This prevents shrinking. Remember that pie dough must be cold.
- 103.2d. Fill with pie weights. As the pie dough bakes, its fat will melt. The melting fat causes the pie crust to shrink down the sides of the pie dish. To prevent the pie dough from completely losing its shape, weigh it down with pie weights. Carefully line the pie dough with parchment paper first, then pour in pie weights or even dry beans. (Note: 2 packs of these pie weights is needed!)
- 103.2e. Bake until the edges are lightly brown, about 15 minutes.
- 103.2f. Remove pie weights, then prick the crust with a fork.
- 103.2g. Bake crust for about 8 more minutes.
- 103.2h. Fill with quiche filling, then bake the quiche.
- 103.3. After the starting player has been determined and any additional steps performed, each player shuffles their deck so that the cards are in a random order. Each player may then shuffle or cut their opponents’ decks. The players’ decks become their libraries. Any player with a library card must place that card into their library at this moment and reshuffle their library.
- 103.4. Each player begins the game with a starting life total of 20. Some variant games have different starting life totals.
- 103.4a. In a game of catch, each player's starting life total is 1. Watch out, and don't forget to each your greens!
- 103.5. Each player draws a number of cards equal to their starting hand size, which is normally seven. (Some effects can modify a player’s starting hand size.) A player who is dissatisfied with their initial hand may take a mulligan. First, the starting player declares whether they will take a mulligan. Then each other player in turn order does the same. Once each player has made a declaration, all players who decided to take mulligans do so at the same time. To take a mulligan, a player shuffles the cards in their hand back into their library, draws a new hand of cards equal to their starting hand size, then puts a number of those cards equal to the number of times that player has taken a mulligan on the bottom of their library in any order. If they draw their library card, they place it back into the library and attempt to mulligan again. Once a player chooses not to take a mulligan, the remaining cards become that player’s opening hand, and that player may not take any further mulligans. This process is then repeated until no player takes a mulligan. A player can take mulligans until their opening hand would be negative twenty cards, after which they may not take further mulligans.
- 103.6. The starting player takes their first turn.
104. Ending the Game
- 104.1. A game ends immediately when a player wins, when the game is a draw, or when the game is restarted.
- 104.2. There are several ways to win the game. Collect them all!
- 104.3. There are several ways to lose the game. Collect them all!
- 104.3a. A player may concede the game if the clock says "any" on it.
- 104.4. There are several ways for the game to be a draw. Collect them all!
- 104.5. If a player loses the game, that player is sent to prison. If the game is a draw for a player, that player leaves the game.