Tournaments: To join a tournament, signup for one when the notices come up on site. Minis are run at the judges discretion, but trials are scheduled in advance. To find out the time of upcoming trials, please check our calendar page. When you are signed up for a tournament, submit your deck (if necessary) and chatroom nick on site. Once you are paired, find your opponent and play them in a best two out of three game match.
Tournament Types: In Swiss tournaments, players are paired against opponents with similar match win/loss/draw records. Each match win for swiss is worth three (3) points, each loss is worth zero (0) points, and each draw is worth one (1) point. At the end of the swiss rounds, there is a cut to the top eight players (based on highest number of points) who play against one another based on seed number in a single-elimination bracket. The number of rounds in swiss depends on the number of players.
In single-elimination tournaments, players are randomly paired with an opponent. There are no draws that can be factored in for single-elimination; on magic-league, if you draw a game in a single-elimination tournament, it does not count and the game is replayed as though it never happened. The loser of each match is eliminated from the tournament. The winners of each match advance to the next round where they will be randomly paired again with players still active in the tournament.
Rounds: Round of a tournament are usually forty-five (45) minutes in length. The precise round length for the specific tournament will be announced at the beginning of the round in the round notice. A message will pop up in the channel when certain amounts of time go by and/or all of time has elapsed. Players can find out how much time remains by typing !time in the channel. Matches of a round are two out of three games. If a player wins the first two games, the third game is not played.
No-Shows: If your opponent fails to show up for a round, inform your TC. If they are not online by the five minute mark, a notice will run through the channel and you should tell your TC so he/she can dole out a game loss. If they are not online by the ten minute mark, a notice will run through the channel and you should tell your TC so he/she can give the full match loss. All players should be in the channel the tournament is being run in.
Flipping a Match: If players are unable to connect for a match (usually because of a router or firewall issue on Apprentice), a coin is flipped in a single elimination tournament to determine which player advances. Both players join the #flips channel and have a virtual coin flipped by the bot. After each flip, the losing player calls the next flip. The player who wins 2 out 3 flips advances to the next round but no rating change is recorded. In a swiss tounament, the match is considered a draw. Flipping a match any other purpose other than inability to connect is fraud.
Starting the Match: Upon connecting, the players should roll a die to determine who chooses who will play/draw. Once they have resolved this, the players should draw hand and decide whether to mulligan or keep. The game follows the dci sanctioned rules for a match (please refer to http://www.wizards.com/DCI/main.asp?x=UTR_ Intro).
Game Pace: Players are expected to play at an efficient pace and not stall or slow play. If you feel your opponent is playing too slowly, inform a judge and give them logs of the game. They can rule extensions on the match or tell your opponent to hurry up if necessary. Multiple instances of slow playing or stalling can be punished with warnings, game losses, match losses, or even disqualifications.
Disconnecting During a Match: If an opponent goes away from his or her computer during a game for five minutes, the other player should report them to #judges4you (with logs). The player who has been absent for five minutes will receive a game loss. After another five minutes, if that person is still not back, he/she will receive a full match loss. If a player leaves the game multiple times during a match, the penalty is up to the discretion of the judge. If an opponent disappears from the chatroom and disconnects from the game, the other player should leave their game program open. If the opponent comes back, the two should try to reconnect their software. However, if one player has closed the program or has internet problems that caused the disconnection, that person will receive a game loss.
Ending the Match: The match is considered over when a player notices that "time" has been called and makes note of that fact in game. Players are obligated to notify their opponent that the round is over as soon as they know or risk being disqualified for fraud, or being dropped from the tournament for not reporting. When a player realizes that time is up, the active player finishes their turn and the match is considered over.
Determining Winner: The winner of a match is decided by whoever wins two out of three games. If the match is incomplete, it is handled differently based on whether it was single-elimination or swiss.
Byes: A Bye might be assigned to a player if there is no opponent available for them in a tournament. A Bye counts as a match win but does not provide additional rating points. In Single-elimination tournaments, Byes are randomly assigned. In Swiss tournaments, the Bye is given to the player with the fewest points. A player may never receive more than one bye per tournament.
Rulings: If you have an in-game issue and need a ruling, join #judges4you for help regarding the situation. If you disagree with a ruling, you may politely ask to appeal it to a higher judge (if the situation warrants it).
MWS Errors: There are several known errors that cause MWS to crash. To prevent these crashes, it is players should NOT touch any object that is on the opponent's side of the field. With arrows, all players are required to drag an arrow to show the target of a spell/ability or declare the target in the chat window (one or the other, not both). Do not assume a card is being targeted; wait for targets to be declared before moving a card (even if there is only one legal target). Do not assign damage counters. For auras, if a player desires to enchant a permanent on the opponent's board, once the spell resolves the person who played the aura should pass it over to the opponent's side of the field. The opponent will then enchant the permanent with the aura. However, if the aura would cause the target to leave play, the players do not have to go through with the attaching process.
Extensions: If players need an extension due to time lost from a ruling, they should ask for one when the ruling is made, not after the round is over. If slow-playing calls are involved, players should report it to the judges immediately, not at the end of the round (the exception being if a player stalls at the very end of a round).
Reporting Judges: If you feel a judge has problems running a tournament or giving rulings, please e-mail firstname.lastname@example.org with the judge's name, the problem, and some logs from the chat of the judge demonstrating poor behavior.
Getting Started on Magic-League
Keep track of the latest casino bonuses and games by visiting deutschercasinobonus.com. Our favorite casino guide online.
If you want a good resource for thrilling, exciting and free casino games, Spelautomater.se is well worth the visit! Also, check out the exclusive bonus offers!.
Rules & Guides
Register an account or share the word
Magic-League on Twitter
Twitter plugin disabled