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Multiplayer Tournament
Addendum

This document is intended as a supplement to the MTR and Competitive REL IPG.

01

Match procedure

Tournament Mechanics

MTRA 2.1: Match

A match consists of a single game of magic. In the event the game would result in a draw, the match is considered to have ended in a draw. This applies during all portions of an event. If a draw is to occur during a single elimination round the highest ranked player is considered to advance.

MTRA 2.2: Seating

Players are seated in a predetermined order established by pairing software, with Seat One as the starting player.

MTRA 2.3: Start of round

Commanders are revealed prior to shuffling and presenting decks. A game should not start until all players are present or 5 minutes have elapsed in the round.

MTRA 2.4: End of Round

There are no additional turns. The game ends when the active player passes their turn, it reaches 20 minutes past end of round, or a winner is declared (whichever comes first). If a non-active player is acting in the end step of the active turn when time is called, the subsequent turn becomes the final turn. Time remaining in end of round is not available to players.

MTRA 2.5: Conceding

During a multiplayer game, players are encouraged to concede while they have priority and the stack is empty on their own turn. A player who needs to concede at any other time will be dropped from the event and must talk to a tournament organizer in order to re-enter. In this case, a judge will facilitate any mandatory actions of the conceded player until the stack is empty. In the event this happens in response to combat, the turn will be facilitated until the end of combat.

02

Player information

Tournament Rules

MTRA 3.1: Byes

Any player receiving a bye will have 3 opponents added to their opponent history with a 0.2 win rate percentage.

MTRA 3.13: Hidden Information

Clarification on Hidden Information. Hidden information is a resource to be shared at the controlling player's own discretion and may be shown to as many players as they choose. If a player is shown the face or faces of cards in a hidden zone, they may not display those cards to anyone at the table who does not have permission to see them. Players are, however, free to communicate this type of information verbally and/or through written notes. Notes used in this manner must remain visible and follow guidelines outlined in MTR 2.11 for taking notes.

Example

While controlling a player with effects such as Opposition Agent or Mindslaver effects, hidden information you legally have access to permits you to be able to share or reveal it as though it were hidden information you control.

MTRA 4.1: Progressing Play

The active player may request the table to stop excessively influencing game actions to progress play. Failure to do so may result in an Unsporting Conduct - Minor penalty.

MTRA 4.8: Reversing Decisions

Addition to Reversing Decisions. Due to the social nature of multiplayer formats players may be influenced to reverse decisions. Opponents advising players to take back an action must clearly state any information communicated is done with intent to reverse the decision. A Judge should make this determination and should be certain any information communicated was done so with intent to reverse the action.

Example

Player B casts a Counterspell targeting Player A’s spell, and Player C tells B to hold it for something else. B may undo the cast.

03

Event configuration

Appendix

Match Points

Players earn 5 match points for each match win, 0 points for each match loss, and 1 match point for each match ending in a draw. Players receiving byes are considered to have won the match. All players listed on a Match must agree to an intentional draw in order to report a Match as such.

Pairing Guidelines

Priority should be given to forming as many pods with 4 players as possible each round. In cases where this isn't possible, pods may consist of a minimum of 3 players to avoid multiple byes. However, no more than one pod of 3 players should be formed per round, ensuring that only 2 or fewer byes are given due to player count each round.

Top cut Format

Players in top cut will play in seed order with the highest seed taking the first turn.

Top 16 pods

Pods for top 16 should be created as such, where the numbers are players with the given seed after the Swiss portion:

4 pods
Pod A
First1
Second8
Third9
Fourth16
Pod B
First2
Second7
Third10
Fourth15
Pod C
First3
Second6
Third11
Fourth14
Pod D
First4
Second5
Third12
Fourth13

Top 10 pods

Pods for top 10 should be created as such, where players in the first and second seeds are automatically advanced to the finals:

2 pods
Pod A
First3
Second6
Third7
Fourth10
Pod B
First4
Second5
Third8
Fourth9

A Topcut match will consist of one game with a time limit of 180 minutes. If no winner is determined within that timeframe end of round procedure will occur.

Tie Breakers

All players' tie breakers will be calculated the same regardless if a player received a bye or not. Any player receiving a bye will have 3 opponents added to their opponent history with a .2 win rate percentage. The lower limit for a tie breaker is updated to .2 for all players

Recommended Number of Rounds

PlayersRoundsCut
Up to 1634
17-3444
35-64510
65-128516
129-208616
209-304716
305-540816
541-960916
961+1016

In events that are 7+ rounds a cut for day 2 is recommended at 6 points.

04

Remedy framework

Definition of Penalties

Turn Skip

A player receiving this penalty will forfeit the next turn they would receive. The skipped turn is treated entirely as though it did not exist, and the next turn they take is treated as if it were the skipped turn. This penalty will apply to that player's next turn regardless if that turn is part of the current round or part of a subsequent round during the same event

05

In-game infractions

Gameplay Error

Missed Trigger

No Penalty

In priority order, opposing players decide “Yes” or “No” to place the ability on the stack. This ability will be placed on the stack only if one or more opposing players decide "Yes," and the judge determines that it would not be too disruptive to do so. Do not place the ability on the stack if significant decisions have been made based on the trigger being missed. Unlike other illegal actions (which must be pointed out), players may choose whether or not to point out their opponents' missed triggers. (See IPG for upgrade path.)

Hidden Card Error

Warning

The opponent furthest in turn order from the active player, who is not the infracting player, is the opponent as described in the IPG. The erroneous set is revealed only to them, and they make any choices required for the remedy. The player making the decisions may not discuss choices with the other players involved.

06

Event infractions

Tournament Error

Tournament Errors upgrade after a player has committed 2 infractions in the same category.

Slow Play

Turn Skip

This penalty may be downgraded to an warning on a players first infraction.

Examples:
  • Player(s) continues to discuss current play for an excessive amount of time.
  • Player continues to discuss a decision after deciding player expressed they are not changing selection.
  • Players having side conversations preventing play from progressing.
  • Player takes excessive time while searching a library.

Tardiness

Turn Skip

Players not in their seat within 1 minute of the start of the round will skip their next available turn, in this case, likely the first turn. After 5 minutes, the player will be counted as a no-show, receive a Match Loss, and be dropped from the event. A match will not begin until either all players are in attendance, or 5 minutes have elapsed in the round.

Outside Assistance

Match Loss

A player, spectator, or other tournament participant does any of the following:

  • Seeks play advice or private information about their match from others once they have sat for their match.
  • Gives play advice or reveals private information to players (outside of their match) who have sat for their match.
  • During a game, a player refers to notes (other than Oracle™ pages) made before the official beginning of the current match.(See MTR section 2.12 for proper use of electronic devices.)

Players no longer active in the game are no longer a part of the current match and attempting to influence the pod would be considered Outside Assistance.

Decklist Problem

Turn Skip

The decklist is illegal, doesn’t match what the player intended to play, or needs to be modified due to card loss over the course of the tournament.

If the player is missing cards and unable to find replacements, they may replace those cards with any combination of cards named Plains, Island, Swamp, Mountain, Forest, or Wastes. As the decklist is being changed to match the new contents of the deck. This change may be reverted at a later point without further penalty if replacements for Missing cards are found.

Deck Problem

Warning

The contents of a deck do not match the decklist registered and the decklist represents what the player intended to play.

For formats that don't use sideboards, only cards that are presented at the time of cut are considered and any other cards stored in the deck box are not considered part of the deck.

(Upgrades still follow the conventional path noted in the IPG, but any Game Losses are replaced with Turn Skips.)

Marked Cards

Warning

Cards or sleeves in a player’s deck have inconsistencies on them that might allow them to be differentiated from each other while in the library. This includes scuff marks, nail marks, discoloration, bent corners, and curving from foils.

The player needs to replace the card(s) or sleeve(s) with an unmarked version or, if no sleeves are being used, use sleeves that conceal the markings.

If the player is unable to find replacement cards, they may replace those cards with any combination of cards named Plains, Island, Swamp, Mountain, Forest, or Wastes. As the decklist is being changed to match the new contents of the deck, the penalty is a Turn Skip. This change may be reverted at a later point without further penalty if replacements for marked cards are found.

Tournament Impediment

Warning

A player causes a delay specific to the timely progression of the event resulting in the consumption of additional tournament resources.

Examples:
  • A player leaves excessive trash in the play area after leaving the table.
  • A player fails to follow the request of a tournament official to leave the play area.
  • A player fails to provide match results in a timely manner.
07

Conduct

Unsporting Conduct

Minor

Turn Skip
Examples:
  • A player uses excessively vulgar and profane language.
  • A player inappropriately demands to a judge that their opponent receive a penalty.
  • A player appeals to the Head Judge before waiting for the floor judge to issue a ruling.
  • A player continues to attempt to influence game actions after other players wish to continue play.

Downgrade: A Warning may be applied instead of a Turn Skip if the player in question displays ignorance or remorse regarding their actions, and the impact on other players is minimal. However, it is important to inform the player that subsequent penalties will be upgraded as per the standard rules.

08

Document stewardship

Contributors

Questions about this document?

Question please contact: [email protected]

Current Document Writers and Contributors:

Meet Everyone Here: https://mmta.notion.site/contributors

  • Maxwell MolinariOwner
  • Michael "Baldy" Arrowsmith
  • Brittany Russo
  • Sylvan Desjardins
  • Marcos Sanchez
  • Rob McKenzie

Legacy Contributors

  • Seth ArarL4 · Contributor
  • Brook Gardner-DurbinL5 · Contributor
Updated June 24th 2025Updated April 30 2025Updated January 15 2025Updated May 13 2024Written February 12 2024
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