Tournament Rules
Last Updated: 2026-04-29
# 000. Golden Rule
# 100. Introduction
# 200. Definitions
# 300. Eligibility
# 400. Policies
# 500. Communication
# 600. Competition Formats
# 700. Enforcement and Penalties
This is a point that really deserves to be highlighted. The vast majority of errors are unintentional and not cheating. Don't just blindly assume malice.
Some things to look for to make this distinction:
How advantageous was the error? (small incremental or game winning)
How easy is it to make the error?
Did they need to do this now or risk losing?
These are typically going to be served for small easy to make infractions. The game rules and tournament rules are complicated; this is why we get hired as expert judges. It wouldn't make sense to overly penalize a player for not perfectly computing the entire ruleset while trying to play a game.
Game losses serve to negate situations where major unfixable advantage has occurred. Continuing that game would not make sense in terms of fairness so we end it and start anew from a fully even state.
These also serve as the first line of upgrade. The upgrades apply as a player has continually made errors that may have created advantages and we want to offset the advantage that has been occurring with this penalty.
Match losses mean something *severe* has happened. Most commonly, we have a player who is so late it would cause an untenable delay to the entire event, a situation where it would be unreasonable to have 2 people keep playing the match together, a player has run afoul of unsporting conduct rules or has received an upgrade for repeated severe infractions.
In these cases the best thing for the integrity of the event is to end the match.
The definition of "simple" is very specific here. Simple doesn't mean easy to do but instead is limited to *exactly the last actions done*. I.e. undoing an object illegally put on the chain, readying a object that has just been exhausted etc. These can include readying and unrecycling runes in their fixes.
For everything else see 701.5.c
Start here:
https://blogs.magicjudges.org/articles/2014/12/30/investigations-the-search-for-collateral-truths/
Clarification:
"affect the game in a visible fashion." Can be a bit of a confusing phrase for many. If a trigger would have you do an immediate physical action like draw a card, buff or move a unit that trigger is considered missed if another game action is taken by the controlling player that isn't at reaction speed. For example if you play a Lecturing Yordle and do not draw a card before moving a unit to a battlefield to start a showdown that trigger has been missed.
Any triggers that target must be announced immediately as they must have a legal target to go on the chain
Additionally there are "invisible" triggers, most often triggers that modify the might of a unit without targeting such as Ravenbloom Apprentice, or Thousand-Tailed Watcher. These triggers do not need to be announced when they happen but the first time in which they affect the game. Examples of when they would affect the game include: Naming the might of the creature, an opponet asking the might of the creature, a spell that needs to reference the units might, or when combat damage is being dealt.
Ultimately a players get the chance to control the pace of their own effects. We don't want the game to devolve into a sub game of playing as quickly as possible to see who is the better Simon player.
For example a player plays Ride the wind to conquer a battlefield with Qiyana, Victorious on their opponet's turn. That player can't rush immedicably play a unit and try and say the Qiyana player missed their trigger. They get a chance to reasonably remember this.
In the above example remember that players do not usually prompt their opponents for actions before moving ahead with their turns. If the Qiyana player can say "wait I have a trigger" before the active player gets a chance to play that unit to stop them.