Has there been a parody of the song âAfricaâ by Toto with Ravnica as the subject?
If not, get to it people. : )
hello vonnie

â

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cherry valley forever

blake kathryn
let's talk about Bridgerton tea, my ask is open
wallacepolsom
almost home
will byers stan first human second
noise dept.

shark vs the universe
he wasn't even looking at me and he found me
Jules of Nature

JBB: An Artblog!
I'd rather be in outer space đ¸
Aqua Utopiaď˝ćľˇăŽĺşă§č¨ćśăç´Ąă
tumblr dot com

if i look back, i am lost

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@time-elemental
Has there been a parody of the song âAfricaâ by Toto with Ravnica as the subject?
If not, get to it people. : )

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Is an effect still a color pie break if it is costly enough that colorless does cheaper/as cheaply?
Itâs still a break. Colors shouldnât be able to do things it canât do at any cost.
Saving this for future Swords to Ploughshares and Path to Exile discussions
I FOUND IT GUYS I SPENT HALF AN HOUR LOOKING FOR THIS VIDEO AND ITS HERE
Always reblog peent.
*before clicking play*: IS THIS WHAT i THINK IT IS???
*clicks play*: IT ISSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
omg!! omg
Forever reblog.
Constructive criticism: I, as well as others I know do not like the recent social justice turn the art has taken. This includes but is not limited to: weird hair colors in battlebond, blatantly non conformist depictions of men and women alike (but mostly women ie. Estrid the masked and warlord rada), and no sexy men or women. If you, (or more properly the art direction team) would change his we would be very pleased.
One of the things I like to do with my blog is use it to help educate. I believe a lot of the narrowness of the world comes from people simply not being exposed to a wider range of ideas.
Let me start with one of the most important life lessons Iâve learned being a game designer for over twenty years. The world is not designed solely for one personâs (or one groupâs) perspective. For example, I donât design Magic so that every card is aimed at the same player. There are tons of different Magic players and they each want something different out of the game. If I designed every card for the competitive Standard player, for instance, a lot of players wouldnât be getting the cards they want.
The art and the creative elements of the game are the same way. What is exciting to one player might be of no interest to another player. The colored hair, which you seem not to like, might be the very thing that makes another player connect to that character.
The goal of art diversity much like the goal of mechanical diversity is to allow as many different players as possible to find things that they connect with. This means that not every card creatively is for every player just as not every card mechanically is for every player.
But thereâs something even more important at stake. By providing a wide range of offerings, we let people sample things they might not be aware of if they only self-select for the portion of the world theyâre familiar with. A Standard player, for example, can be introduced to the world of Commander, something they would never learn about if we only made competitive Standard cards.Another thing that can happen as you open yourself up to diversity is an expanding of what âbeautyâ can mean. Everyone needs some beauty in their life and holding tight to such a narrow definition can actually restrict your ability to be happy and enjoy the world around you.Finally, itâs important to understand the impact of what youâre asking for as it relates to the needs of others. Asking for everything to cater solely to you (or your group) at the expense of other peopleâs needs can cause actual harm. Part of growing as a person is understanding that your needs donât exist in a vacuum and that you have to take other peopleâs needs into account.
Preach!
Battlebond features pairs of legendary heroes that face off in Valorâs Reach arena for honor, glory, and the delight of fans. What are some of your favorite duos from Magicâs past?
Uthen Troll & Stone Giant. Terror & Counterspell, Liliana and Raven Man

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Are you aware how it must appear when one promise is broken and another upheld, when the first promise was to the player's favor and the second to Wizard's? Because, while it may not be the case, it looks like Wizards is only keeping its word insofar as it can benefit from it.
Part of my job as the person showing you behind the scenes is I explain R&Dâs thought process at any one point in time. As such, I have written a lot of articles explaining what and why we are doing something. That is not me promising something, that is me elucidating what we think at the time.
I have written millions of words and talked about all sorts of thoughts, some of which have shifted over time. For example, the âonly having unique cards sold in boostersâ didnât change with the buy-a-box promo, but years ago when we started putting original content in Commander decks. (And one could argue previews in Duel Decks technically did it before that.) Then we introduced planeswalker decks which also have original content.
In contrast, the Reserved List was a public announcement,not casually mentioned in one of my articles, but officially posted by Wizards with a stated promise to never take a particular action.
I get how making these two things seem equal creates fun Reddit fodder, but they are not remotely the same. You might as well get mad at me because we donât make marquee artifacts anymore or we decided fear isnât worthy of a keyword.
R&D is going to have thoughts, which I will share to you as part of letting you all see what we do, but those thoughts will change as the game grows and evolves. That is not remotely the same as us breaking a promise.
The fact that WOTC is unwilling to have a conversation about the Reserve List is disconcerting. I get that it is a promise, but being unwilling to go back on that promise, regardless of conversation, seems illogical. Even the US Constitution (which is a promise) has amendments, some of which completely go against the original document (or promise). I think people would be more willing to accept it, if you guys would actually engage in actual debate and conversation about it.
For reasons I am not allowed to give, it canât be discussed. I understand how frustrating that is. Trust me, if you knew the history behind the scenes, no one is more frustrated than me, but that is the reality of the situation. Itâs not something I have the power to change, so further discussing it wonât lead anywhere other than more frustration.
There are lots of things though where your input can change things, so Iâd rather focus your energy on things where your passion can be put to use making Magic the best game it can be.
About Reserved List, when it was implemented, was it popular and helped the community in their trust towards the card value/market? Asking from a player not from that time.
It was initially very popular.
I remember crying when I saw Concordant Crossroads reprinted in Chronicles. I had worked so hard to get the originals and now everyone could just get them!?! Then they reprinted Fork and I was sick. That was greedy, self-centered, petty me at 17 y.o. Now I'd wish I'd never complained and was more openminded. Reprints allow for more people enjoying the game, helps Wizards and therefore helps the community and the game. The Smeagols of Magic will never kill the game, but will definitely hamper it.
"You are misunderstanding how diversity works. Itâs not about everything being equal, itâs about things that are traditionally underrepresented, not being underrepresented." With all due respect, I, and many others, believe equality is what we should be going for, not diversity the way you describe it. Otherwise, it comes off to many as being hypocritical, regardless of if that was the intention
Let me try a metaphor. Chris and Pat are each building a Commander deck. Each week theyâre allowed to visit the game store and buy cards. Chris gets to buy ten cards a week and can get any rarity. Pat only gets to buy two cards a week and can only buy commons and uncommons.
In ten weeks, Chris has a deck. It takes Pat fifty weeks. When they play, Chris beats Pat the vast majority of the time because Chrisâs deck is just significantly stronger.
Now letâs say we recognize that this is unfair and want to correct it to make the two decks play evenly against one another. We could make a new rule. Both players can buy five cards and two can be a rare or mythic rare.
Thatâs fair, right? Each now has the same restrictions. Itâs âequalâ. But itâs not. Chris got a huge advantage for a long time. If the goal is to help Patâs deck have a chance against Chrisâs, you have to give Pat a period where Pat gets access to more and better cards than Chris otherwise Pat will never catch up.
That is why equality is not the answer to a shortage of diversity.
Privilege explained my friends
Hey Mark, regarding the question about representation in R&D: Wouldnât be the GDS 3 have been the perfect chance to work towards a more gender diverse R&D? From what I can tell the Top 8 consists of mostly men and right now it seems, Magic will continue to be a game made (mostly) by men. Is this a false assumption?
Hereâs how we did GDS3. Anyone who legally qualified could enter. The only identifier was their email address. They did all three trials without us knowing anything about them.
I graded the top 94 without knowing anything about them. It wasnât until the cut to the top 19 that I even read their essays which only told me things they wanted me to know about them, mostly qualifications so very little biographical information.
The cut to the Top 8 was based on their design test and their answers to the essay questions. Even now, I donât know much about them personally save their names.
EDIT: Thereâs a lot of good discussions going on here (and please keep it civil). Two things people might not be aware of about the GDS in particular. Because of the kind of event it is, there are rules we have to follow. One, we have to let any qualified person enter. Two, weâre not allowed to ask about almost all of the categories that people would like us to prioritize making it impossible to do so.
A merit based blind audition works well to find more in-group, demographic majority members. If WotC is indeed an affirmative action employer, and if their hiring philosophy applies to internships also, they should have used different acquisition methods.

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When my eldest daughter Rachel was in her sophomore year of high school, it became clear that she was having problems. She was bouncing off the system and it was leading to depression and low grades. Realizing something had to change, Rachel started studying education. She was eager to find out if there were other ways to learn. What she discovered was an entire other world known as âinnovative educationâ.
The idea behind innovative education is rather than endlessly making students memorize and regurgitate information, itâs a project-based system where the students can craft projects of their own interests and then, with the help of teachers, integrate the education into the task at hand. The idea is that kids learn better if theyâre more invested in the process and the practicality of what theyâre learning is more visible. The system usually involves some number of days of internships where the students learn skills interacting with the real world. (Also, it doesnât use traditional letter grades, but rather a system of competency reports.)
Rachel realized that this type of education was what she needed, so she tracked down innovative schools in the Seattle area. Her top choice was a school called Highline Big Picture. It was forty-minutes away from our home. It took some convincing, both of my wife and I and of the school itself, to let her transfer mid-year, but itâs hard to stop Rachel when she gets her mind to something and she managed to convince everyone that it would be for the best. (Regular listeners of âDrive to Workâ know I spent over a year driving her to school â she now has her own car.) And it was! Rachel has thrived at the school. Sheâs now a senior and has recently been accepted to five colleges and wait listed at one (with seven more weâre yet to hear from).
So what does this have to do with Magic or my blog? Well, I wanted to find a way to help out her school. Highline Big Picture is amazing, but itâs in a low income school district and has a lot of financial challenges. Thatâs when I ran across a cool idea. Magic artists are allowed to sell playmats and prints of their illustrations. It turns out by some weird twist of fate that I actually am a Magic artist (and only by the most technical of definitions). In Unglued, we wanted a âchildâs drawingâ for one of the cards and I stepped up with the bold claim of âI could be that child!â.
I illustrated the card Look at Me, Iâm the DCI using a method I believe to be unique to me. I drew eighty different versions and picked my favorite. I am also, to the best of my knowledge, the only artist in Magic to embrace the medium of crayon. (Finally, as I only got paid $1, I think Iâm also the only Magic artist whose supplies cost more than they were paid.)
You all now have a chance to be part of this story and purchase a Look at Me, Iâm the DCI playmat or print. The playmats are a high definition of my crayon masterpiece and are all individually signed by yours truly (see the photo above). All the profits from the playmat and prints are going directly to Highline Big Picture School. So please, if youâre all inclined to support the crayon arts and innovative education, please go to the following link (https://www.originalmagicart.store/collections/mark-rosewater) and purchase a playmat/print or two (they make great gifts). To everyone who purchases something, thank you so much. Youâll be helping out a whole bunch of great kids and a wonderful school.
Mark
4 of the Top 8 GDS3 contestants came from the same online sub-community, which I didnât know even existed until today. Itâs true that Magic means different things to different people. For some itâs the puzzle, others the art. There are functionally infinite formats. For many, it is being included when other communities have excluded. No question here. Just another thanks.
Interesting observation.
It's Goblin Artisans
Toplining: Brainstorming visual ideas for Magic card art
HEY DOUG HOW DOES A PIECE OF MAGIC ART GET BORN?
The super-short answer is: someone on the creative team writes an art description, and an artist creates the illustration based on that art description. Boom.
But there are a lot more steps than that. Today Iâm going to talk about one of the earliest steps in the process of developing Magic art â a step we call toplining â and then weâre going to try our hand at toplining right here on tumblr.
The art of a Magic card is handcrafted especially for that card. The gameplay mechanics of the card come first, and the art is built around that card to bring it to life. The art becomes a visual expression of that particular game piece in the flavor of the Magic multiverse.
The bridge between the cardâs art and its mechanical identity is a flavorful idea that we call the concept. The concept is very closely related to the art description, which is a set of instructions for the artist that gets across the concept in visual language. The act of coming up with concepts for new Magic cards and turning them into art descriptions is a process we call concepting, and the person who writes the concepts is the conceptor.
(Yep, itâs âconceptâ as a verb. Not âconceptualizing.â Nobody got time for that. âConcepting.â)
An example of a concept might be:
A spell that summons a fountain of lava out of the ground.
And an art desciption based on that idea might be:
SETTING: Ixalan LOCATION: A clearing in the jungle ACTION: Show tendrils of lava gushing up out of cracks in the ground, twisting into crazy red-hot spirals. In the background, we see the Sun Empire shaman whoâs casting this spell, maybe guiding the spell with artful arm gestures. FOCUS: The lava tendrils should be the main focus here. MOOD: A showy spectacle of heat and magic
Officially the âconceptâ is the idea and the âart descriptionâ is the expression of the idea, but we often use those terms interchangeably. (âAre you done writing all the concepts for the winter set?â âAlmost, just gotta think up two more art descriptions!â Etc.)
Concepting is an extremely exacting skill. It requires a fertile visual imagination, excellent writing and wordcrafting skills, deep knowledge of the worldbuilding and lore of Magicâs settings, and a thorough understanding of Magic gameplay. It requires thinking about what the card does, what visuals from the world guide might match the mechanics, how big or small the power and toughness are, all the visuals youâve already used in the set or in previous sets, what kinds of motifs or themes or symbols you want to communicate in the setting, whatâs possible to illustrate by an artist, how this card relates (or doesnât) to the story, whether this thing flies, and more.
Concepting a card is weird and fun and deeply hard. And let me tell you, concepting an entire Magic set is VERY weird and VERY fun and VERY DEEPLY HARD. Itâs hard enough to come up with a few ideas for an artist to illustrate â the conceptor must come up with up to 250 of them at a time, multiple times per year.
Thatâs where toplining comes in. Toplining is the process of brainstorming and recording lots of possible visual concepts for each card. Before the setâs conceptor sits down to start writing all the art descriptions, they meet with a team to come up with a list of potential visual ideas for each card, so that the conceptor will be armed with many ideas once they start writing art descriptions for realsies.
That toplining team is different for every set, but it usually consists of (1) the lead conceptor, the person whoâll write all the art descriptions for the set, who is often also the creative lead for that world; (2) the lead art director for the set, who will be in charge of commissioning out the art when the art descriptions are finalized, and who provides useful feedback about the kinds of visual ideas they want to see in the set and on kinds of ideas that will or wonât work; and (3) the lead set designer for the set, who provides useful information about how the card is likely to be used or what audiences itâs meant for.
That toplining team goes through the set card by card. Everybody calls out ideas or looks up possible visuals in the world guide, and the conceptor records the best ideas for future use. Ultimately itâs the conceptorâs responsibility to write excellent art descriptions for all those cards, so itâs on the conceptor to decide what ideas are exciting useful to them and which are just âehh.âÂ
When Iâm the conceptor, I often ask the team questions to help spur ideas. âOkay, this is a common 2/2 flyer in blue. Does this world have drakes? If itâs a drake, whatâs special about this one? Is there a way this critter could be tribally relevant in the set, or is this a weirdo one-off? Would this be better as a flying humanoid of some kind, and if so, how are they flying? Whatâs the weirdest place we could see it flying through? What kind of mage summons this thing, and for what purpose?â And so on. I try to roll past the first two or three ideas to get into more uncharted territory, even if the quick answer feels like the right one. The room answers my questions, often with ideas building on each other, letting us draw out the hottest ideas. Hereâs a pretend transcript for toplining a card:
âOkay, this one is⌠a green ramp spell. What could this be?â âHm. Maybe itâs like a wave made out of land?â âIsnât that just Rampant Growth?â âOr⌠an elf reaches down and touches the ground.â âOr sheâs touching a tree. And the branches light up with magic.â â*typing* Okay. But this lets you get any basic land. How does it represent getting multiple colors?â âThe branches create lots of different kinds of fruit?â âYeah, and each oneâs a different color.â â*typing* Letâs try another direction. What if this were a natural phenomenon, what would it look like?â âMaybe itâs a rainstorm, that creates new growth.â âA rainbow!â âA rainbow, and where it touches the ground, new life sprouts up.â â*typing* Cool. Anything else?â âI keep thinking of how spells like this go in decks that want to cast big creatures.â âYeah?â âSo maybe like, itâs whatever happens before big monsters show up. The deep rumble in the ground.â âWhatâs the visual form of a deep rumble?â âThose ominous ripples in the water. But in a green way. Ripples in the earth!â â*typing* Ooh, thatâs cool. Okay, I think weâve got enough for this card. On to the next one.â
And so on, card by card, for the whole batch of cards. Note that the team doesnât dwell on the full art descriptions during toplining. Thereâs no discussion of detailed locations, or compositions, âmood linesâ â thatâs for later. Toplining is about breadth of ideas rather than depth.
Also note that thereâs lots of riffing. Itâs a dynamic process, about branching from one idea to another, bouncing around till we find a good fit for the card.
The most usable topline ideas are:
(1) Relevant. The idea should be relevant to, or at least should not contradict, the card mechanic or its color. We always want amazing art, but the idea should make sense with the values of the color(s) of mana in its cost and with how the card is played. Help the conceptor find ideas that will actually match the card.
(2) Visual. The idea should be inherently visual, or lead to a visual. The whole point of these ideas is for an artist to eventually illustrate them. An abstract or narrative concept can be cool, but isnât super helpful unless it can be expressed visually. Whatâs your idea LOOK like?
(3) Simple. The idea should be able to be expressed simply, with few visual elements. Massive crowd scenes with tons of figures often look muddy at card size. The best bet is a strong single subject for the artist to focus on, so help the conceptor find ideas that can lead to a strong, tight visual.
Okay, letâs try it! Weâre gonna do some toplining right now. Iâll give you a bare-bones card mechanic (note: this is not a real card), and you throw out visual concepts for that card in the comments below. For extra fun, riff on othersâ ideas, or ask each other probing questions, like we do in actual toplining meetings. Ready?
4R Sorcery CARDNAME deals 4 damage to target creature and 1 damage to another target creature.
Whatâs this spell about? Whatâs it look like? Whoâs casting it, or whoâs its victim? Is it an actual spell someoneâs casting, or more of a natural phenomenon, or an effect of some creature? What plane is this happening on? Where might be an unusual spot for this to take place? And again what does this effect LOOK like?
I donât want full art descriptions â just quick toplines! Go!
This was an amazing read
No DQ for You!
(or âHow Not to Get Disqualified at a Magic Tournamentâ)
Everyone goes to a Magic tournament to play Magic. It doesnât matter what kind or size of the event is, be it a weekly draft, an FNM, or a Grand Prix, everyone is there to play Magic and, hopefully, to have fun. The worst way for that experience to end is to be told that you canât play Magic anymore today. Disqualification sucks. It sucks for the player whoâs disqualified, it sucks for the judge who has to deal with the disqualification process, it sucks for the other players in the event because DQs usually slow down the event. It sucks for everyone involved, basically, so letâs talk about to keep it from happening.
What is a Disqualification?
In the simplest possible terms, a disqualification from a Magic event means that youâve done something that violates the integrity of the tournament to the point where youâre no longer able to participate in it anymore. Youâre not in the tournament anymore and, depending on the nature of the infraction and the feelings of judge(s) and store staff, you might be asked to leave the premises as well.
When youâre disqualified, youâll be given the chance to make a written statement. This statement will be submitted, along with the head judgeâs report and other witness statements, to the Player Investigation Committee. The PIC reviews disqualifications and other reports of severe player misconduct decides on what further action, if any, is needed. Many first time offenders will receive a warning letter reaffirming that what they did was not acceptable and that future disqualifications will take this warning into account. For more serious offenders, a suspension of anywhere from six months up to a lifetime suspension is the result. Lifetime suspensions are reserved for cases of serious tournament fraud, violence, and similar. A suspended player cannot participate in a sanctioned Magic event in any way during their suspension, not as a player, not as a judge or scorekeeper, and not as a tournament organizer.
Sidetrack: Player Responsibilities and the Magic Tournament Rules
Many players donât know that when they sign up for any tournament, they agree to a certain set of responsibilities. These responsibilities are laid out in section 1.10 of the Magic Tournament Rules. These responsibilities include expected things such as behaving in a respectful manner, maintaining a legal game state, and following announced time limits, but it also includes two points that I want to call out specifically: Players are required to be familiar with the rules contained in the Magic Tournament Rules document, which most arenât; players are also required to bring attention to any rules or policy infraction or any offer of bribery, wagering, and other match manipulation. I highly recommend reading through the MTR if you get the chance, especially if you plan on playing at Competitive REL events, such as PPTQs and GPs.
How to Get Disqualified
Now that we know what a disqualification is, letâs talk about what exactly it is that you can do to get yourself disqualified at a tournament as well as some simple ways to avoid being disqualified for these things.
Gambling (Bribery, Wagering, Improperly Determining a Winner)
Wizards has to draw a hard line against anything that might associate Magic with gambling in the eyes of the law anywhere in the world, because otherwise Magic events might not be allowed in some of those places. Wizards has already had to stop running Grands Prix in Germany or Austria because of falling afoul of their gambling laws, with the last GP there (GP Bochum 2012) having to give out non-cash prizes because of a last minute crackdown by authorities.
Any attempt to bribe a player or tournament official, accepting such a bribe, or failing to report any such bribery offer is cause for immediate disqualification from the event, even if you didnât know that doing so wasnât allowed. Offering an incentive in exchange for a match result is the most common example of bribery at Magic tournaments. Even if you think the offer your opponent makes you is a joke, you still need to call a judge or risk being disqualified. (There was a fairly high-profile case of such a thing this past weekend at GP Houston. It was all over reddit.) Itâs not your place to determine whether or not an offer was a joke or not. Leave that to the judges.
In a similar vein, placing a wager on the outcome of the event or any portion of the event, such as a playerâs final record, or even prop betting on whether or not certain things happen, is not allowed and will lead to disqualification from the event. Not reporting an offer of such a wager to a tournament official is also grounds for disqualification.
Finally, determining the outcome of a game or match using any method other than playing the match or agreeing to an intentional draw or a concession is grounds for disqualification for all players involved. Players are expected to play matches to completion if neither of them concedes and they donât agree to an intentional draw. Even if a match goes to time and would end in a draw, the players must report the match as a draw unless one of them agrees to concede. Only the information available to the players when the match ends can be used to argue for such a concession. Turning over cards from the library or rolling dice to determine who should concede will lead to both players being disqualified unless the player not making the offer calls a judge immediately.
How to Avoid a Gambling DQ:
Just play Magic. Donât offer or accept anything for a match result.
Call a judge if your opponent makes an offer.
Call a judge if you overhear such an offer being made in another match.
If you want to offer a prize split, talk to a judge before making the offer to protect yourself.
Donât wager on the tournament or any part of the tournament.
Call a judge if someone offers you such a wager.
Call a judge if you overhear such a wager being offered, agreed to, or resolved.
Determine the result of each of your matches and games by playing Magic, by one player conceding, or by agreeing to an intentional draw.
Accept that some matches will end in draws. It happens.
Call a judge if your opponent offers to roll dice or otherwise randomly determine the matchâs outcome.
Call a judge if you overhear such an offer being made or carried out.
Aggressive Behavior (Threats, and Violence, and Abuse)
Players coming to an event should be able to expect a day of competition, testing their skills, and having fun. When a player threatens another player or acts out violently against others or their property, that player is violating the trust of everyone else in the event and needs to be removed from the event and the venue.
We as judges understand that competitive Magic can be stressful and that losing unexpectedly can ruin someoneâs day, but that doesnât give anyone the right to act out those negative emotions against anyone else or their property. Any player that threatens another player or intentionally damages items belonging to anyone else will be disqualified and ejected from the venue. This also applies to actual violent behaviour against another person, but at that point the police or other relevant local authorities should also get involved.
Additionally, a player that is abusive to someone repeatedly, maliciously, or without remorse cannot be allowed to continue in the event and will be disqualified and removed from the venue.
How to Avoid an Aggressive Behavior DQ:
Donât be a dick.
Donât verbally abuse your opponents, or judges, or anyone else. If you donât have something nice to say, donât say anything at all.
Have a plan for what to do if youâre prone to anger or frustration. Go outside, call someone, have a stress ball, drop from the event and go home. Do anything other than threatening or acting out violently against anyone or anything.
Let a judge or other staff member know if you see a situation that you think will get aggressive.
Donât attempt to intervene yourself. The safety of everyone involved is more important that the tournament or issuing a penalty.
Theft
Anyone who steals anything from a tournament or its participants is no longer welcome at that event. They are to be disqualified and ejected from the venue. This includes stealing from opponents as well as stealing tournament materials, such as table numbers, prizes, etc.
How to Avoid a Theft DQ:
Donât steal!
If something doesnât belong to you, donât take it. It doesnât matter if itâs a pen, a life pad, a card, a deck, the number tent for Table 69 (nice.), etc. Donât do it.
Talk to a judge if you have knowledge of a theft that has occurred at the event.
Return items that end up in your possession by mistake.
Sometimes youâll wind up with a card from another playerâs deck, usually because you took it with something like Hostage Taker or you exiled it with something like Ixalanâs Binding. If you wind up with cards from other players, report them to a judge as soon as you discover them. Noticing and not reporting them or attempting to return them is theft and will lead to your disqualification from the event.
Stalling
While players are allowed to control the pace of their own turns, players are expected to play at a reasonable pace so that a match can finish within the allotted time. Players not playing at an appropriate pace will be encouraged by a judge to increase their pace of play. They can even receive official Warnings for Slow Play at Competitive REL and higher. Stalling isnât just playing slowly, itâs intentionally doing so to take advantage of the time limit in a round. Players found to be taking advantage of the time limit with intentional slow play this way are disqualified from the event for stalling.
For example, a player might play the first game of a match quickly and win it, then slow their pace of play to a glacial crawl once game two begins in order to ensure that the opponent canât come back to win the match. This is stalling. Similarly, a player that has been playing at a reasonable pace all match who suddenly slows down when behind in game three so that they can squeak out a draw is also stalling.
Note that players are allowed to play towards drawing a game or match, but they must do so at a reasonable pace. Doing so is not stalling, which is only specifically abusing the clock for your own advantage.
How to Avoid a Stalling DQ:
Play at a reasonable pace at all times. Donât slow down when youâre ahead.
Call a judge if you think your opponent is playing slowly. Do it early in the match as we canât do much to address slow play when thereâs a minute left on the clock.
If you think your opponentâs slow play is intentional, make the judge aware of those concerns, preferably away from the match.
Cheating
This is the big one that you all knew was coming. A player is cheating if they intentionally or unintentionally break a game rule or violate tournament policy or allow an opponent to the same, and then attempt to gain advantage from the violation while knowing that itâs illegal. Itâs also cheating to knowingly lie to a judge or other tournament official.
In short, you have to know youâre doing/allowing something wrong and be trying to gain an advantage from it in order for it to be considered cheating. If one or both of these criteria arenât met, then youâre not cheating.
Common examples of cheating include drawing extra cards, untapping lands or creatures, changing numbers of counters, not calling attention to sideboard cards left in the deck, lying to a judge during a judge call or investigation, and pretty much anything else you can think of.
How to Avoid a Cheating DQ:
Donât cheat!
If you intentionally lie to a judge or break the rules to get an advantage, youâre cheating and I canât help you.
If a mistake happens and you let it slide because it benefits you, youâre also cheating. Donât let this happen. If something happens that shouldnât have, call a judge immediately.
If you see someone cheating or suspect that someone is cheating, talk to the judge in private. When investigating for cheating, we need all the information we can get.
If you catch a player in the act of cheating, ask them to stop and call a judge. The judge should make sure that someone watches the match so that nothing changes while youâre talking to them.
Dodging a Bullet
So thatâs a general summary of the ways you can be disqualified at a Magic event and how to avoid them. As a player, youâre not likely to ever be disqualified from a tournament as long as you go into it just wanting to play Magic and have a good time. As long as you treat your opponents with respect, steer clear of anything resembling gambling, and play the game as itâs meant to be played without any shenanigans, youâll be fine. Finally, if youâre ever unsure of anything at an event, ask a judge. Weâre here to help.
If you stuck with me until the end here, thank you for reading! I hope you found this article useful and informative. If you have any feedback for me, please PM me or drop it in my inbox.
- Charlotte
The Great Designer Search 3: Trial #1 - Essays
The first trial for the Great Designer Search required participants to answer ten essay questions with 250-350 words each. Here are the questions and my responses.
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GDS 3 Essay Response
In case anyone was interested, I entered the GDS. Since others seem to be posting their essays, I figured I might as well too.
If you made last nightâs deadline, good luck!
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Today is Appreciate a Dragon Day!
Show your appreciation by letting us know which dragon is your favorite from Magic: The Gathering. There are so many epic ones to choose from!
đ¨: The Ur-Dragon by Jaime Jones
Mistform Ultimus