Index Table of Contents Terms
Tournament Rules

The Magic: The Gathering DCI Floor Rules work in conjunction with the DCI Universal Tournament Rules, the DCI Penalty Guidelines, and the Magic® game rules. Players, spectators, and tournament officials must follow these documents while involved with DCI-sanctioned Magic tournaments. Individuals who violate sections of these documents will be subject to the appropriate provisions of the DCI Penalty Guidelines.

100. General Magic Tournament Rules
101. Format and Ratings Categories
The DCI sanctions the following formats. They may be sanctioned as single or three-person team events.

Constructed Formats:
• Standard
• Block

Limited Formats:
• Sealed Deck
• Booster Draft
• Rochester Draft

The DCI produces the following ratings categories:
• Constructed (includes Standard and Block formats)
• Limited (includes all Limited formats)
• Team Constructed (Standard or Block)
• Team Limited (includes all Limited team formats)


110. Magic Tournament Mechanics
111. Match Structure
Three is the default number of games in a Magic Online match.

Moderators can set the number of games in a match to one. Match results, not individual game results, are reported for the purpose of inclusion in online ratings and rankings.

112. Match Time Limits
The minimum time limit for any match is 60 minutes.

The following time limits are recommended for each round of a tournament:
• Constructed and Limited tournaments—60 minutes
• Single-elimination quarterfinal or semifinal matches—90 minutes
• Single-elimination final matches—90 minutes

In addition, the following time limits are recommended for Limited tournaments:
• Sealed Deck—15 minutes for deck registration and 30 minutes for deck construction
• Draft—20 minutes for deck registration and construction
• Team Sealed Deck—40 minutes for deck construction
• Team Draft—20 minutes for deck construction and registration

112a. Game Clock
Each sanctioned match (not casual games) in Magic Online has a specified round length that is set tournament's starting parameters.

In a match, each player receives half the round length for their game clock. During a game, the game clock is displayed for each player in the lower right corner of his or her play area.

Whenever the game wants input from a player, their game clock begins counting down. If a player's game clock runs out during a game, that player receives a match loss.

Currently the clock display counts down in 15 second increments. When only 3 minutes are remaining it counts down in 1 second increments.

Sideboarding
There is a maximum of 6 minutes allowed for sideboarding. This sideboarding limit clock is displayed in the upper right corner of the sideboarding screen, and counts down in 1 minute intervals, until 3 minutes remain, and then it counts down in 1 second intervals. Sideboarding time doesn't count against player's game time.

Inactivity
If a player is logged in but inactive for 5 minutes, that player will receive a game loss.
When a player has been inactive for 4 minutes, a ticking sound will be heard, and a the border around that player's in-play area will begin flashing red to indicate that there is only 1 minute remaining prior to receiving a game loss for inactivity.

Disconnection Policies
See Disconnection Policies for detailed information about what happens if players lose connection to Magic Online during an event.

113. Who Plays 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 Online play rules.

This is commonly referred to as the play/draw rule.

After each game in a match, the loser of that game decides whether to play first in the next game. If the game was a draw (so that 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, Magic Online determines who plays first (see section 113). This is done prior to players looking at their hands.

The following steps are performed before each game begins:

1. Before the second and third games of a match, players may exchange cards in their decks for cards in their sideboards.
2. Each player draws seven cards.
3. Each player, in turn, decides whether to mulligan (see section 115).

115. Mulligan Rule
Before each game begins, a player may, for any reason, reshuffle and redraw his or her hand, drawing one less card. This may be repeated as often as the player wishes, until he or she has no cards left in his or her hand.

The decision of whether to mulligan passes between players following the order established in section 113. After the participant who plays first mulligans as often as he or she likes, the decision of whether to mulligan passes to the other player. Once a player passes the opportunity to mulligan, that player may not change his or her mind.

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 Online 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 his or her turn, which is turn 1. Player A takes his or her turn, which is turn 2. Player B takes turn 3, player A takes turn 4, and player B takes the final turn, which is turn 5.

Players take any extra turns granted to them by card 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 card generated or end-of-match extra turns.

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

117. Determining a Match Winner
In Swiss rounds, the winner of a match is the player with the most game wins in the match. If both players have equal game wins, then the match is a draw.

In single-elimination rounds, matches may not end in a draw. After the normal end-of-match procedure is finished, the player with more game wins is the winner of the match. If both players in a single-elimination tournament have equal game wins when the normal end-of-match procedure is finished, the player with the highest life total becomes the winner of the current game in progress. In the event the players have equal life totals (or are between games and the game wins are tied), the game/match should continue until the first life total change that results in one player having a higher life total than the other.


120. Rules For Constructed Tournaments
121. Deck Size Limits
Constructed decks must contain a minimum of sixty cards. There is a one-thousand card maximum deck size. If a player wishes to use a sideboard, it must contain exactly fifteen cards.

With the exception of basic lands (plains, island, swamp, mountain, and forest), a player's combined deck and sideboard may not contain more than four of any individual card, counted by its English card title equivalent.

122. Sideboard Use
Players may look at their sideboards during a game.

The deck and sideboard are returned to their original compositions before the first game of each match.

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 exchanges 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 as long as one card from the deck is traded for one in the sideboard.

125. Standard-Format Deck Construction
The following card sets are permitted in Standard tournaments:
• Seventh Edition™
• Invasion™
• Planeshift™
• Apocalypse™
• Odyssey™
• Torment™

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).

The DCI sanctions the following Block formats:
• Odyssey Block (Odyssey,Torment)
• Invasion Block (Invasion, Planeshift, Apocalypse)


130. Rules for Limited Tournaments
131. Deck Size Limits
Main decks must contain a minimum of forty cards. There is a one-thousand card maximum deck size. All cards a player received but is not using in his or her main deck become that player's sideboard.

Players are not restricted to four of any one card in Limited tournament play.

132. Sideboard Use
Any drafted or opened cards not used in a player's Limited deck function as his or her sideboard. Players may look at their sideboards during a game if they have saved it.

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. There are no restrictions on the number of cards a player may exchange this way as long as the play deck contains at least forty cards.

Cards do not need to be exchanged on a one-for-one basis.

135. Rules for Draft Tournaments
Players may add as many basic lands to their decks as desired. There is a one-thousand card maximum deck size.


140. Rules For Team Tournaments
143. Team Composition and Identification
A valid team consists of 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 valid 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 .

145. Team Constructed Tournaments
Event results for each DCI-sanctioned team Constructed tournament are merged into one set of Constructed ratings for each team size.

146. Team Limited Tournaments
Event results for each DCI-sanctioned team Limited tournament are merged into one set of Limited ratings for each team size. Team Limited tournaments using any DCI-sanctioned Limited format must adhere to all applicable sections of the Magic Online DCI Floor Rules and DCI Universal Tournament Rules for Limited tournaments.

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

One team is picked randomly and chooses either to pick first or to allow the other team to pick first. The "B" player of the team that picks first will lay out the first pack. All fifteen cards are drafted from the pack, but otherwise the draft follows 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. 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 1C—card 2
Player 2A—card 3
Player 2B—card 4
Player 2C—card 5
Player 1A—card 6
Player 1A—card 7
Player 2C—card 8
Player 2B—card 9
Player 2A—card 10
Player 1C—card 11
Player 1B—card 12
Player 1B—card 13
Player 1C—card 14
Player 2A—card 15


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