100.1.
These Magic rules assume a game between two players.
Optional rules allow for more players but aren't
discussed here. These rules can be found at the
Wizards of the Coast website at www.wizards.com/magic/MTG_Rules.asp.
100.2.
In constructed play, each player needs his or
her own deck of at least sixty cards, small objects
to represent any tokens and counters, and some
way to clearly track life totals. A constructed
deck can have any number of basic land cards and
no more than four of any card with a particular
English name other than basic land cards.
100.3.
For sealed deck or draft play, only forty cards
are required in a deck, and a player may use as
many duplicates of a card as he or she has. See
the most current Magic: The Gathering DCI
Floor Rules for more information. They can be
found at www.wizards.com/DCI/UTR_MTG.asp.
100.4.
There is no maximum deck size.
100.5.
Most Magic tournaments have special rules (not
included here) and may limit the use of some cards,
including barring all cards from some older sets.
See the Magic DCI Floor Rules for more information.
101.
Starting the Game
101.1.
At the start of a game, each player shuffles his
or her own deck so that the cards are in a random
order. Each player may then shuffle his or her
opponent's deck.
101.2.
After the decks have been shuffled, the players
determine who chooses which player goes first
using any mutually agreeable method (flipping
a coin, rolling dice, etc.). In a match of several
games, the loser of the previous game decides
who will take the first turn. If the previous
game was a draw, the person who determined who
would take the first turn in the previous game
decides.
101.3.
Once the starting player has been determined,
each player sets his or her life total to 20 and
draws a hand of seven cards.
101.4.
The player who plays first skips the draw step
(see rule 304, "Draw
Step") of his or her first turn.
101.5.
A player who is dissatisfied with his or her initial
hand may mulligan. That player shuffles his or
her hand back into the deck, then draws a new
hand of six cards. He or she may repeat this process
as many times as desired, drawing one fewer card
each time, until the hand size reaches zero cards.
Once the first player has decided to keep a hand,
the second player may mulligan. Once both players
are satisfied with their hands, the first player
takes his or her turn.
102.
Winning and Losing
102.1.
If a player's life total is 0 or less, he or she
loses the game the next time a player would receive
priority. (This is a state-based effect. See rule
420.)
102.2.
When a player is required to draw more cards than
are left in his or her library, he or she draws
the remaining cards, then loses the game the next
time a player would receive priority. (This is
a state-based effect. See rule
420.)
102.3.
A game immediately ends when either these rules
or a card effect states that a player loses or
wins.
102.4.
If both players lose simultaneously, the game
is a draw.
102.5.
If a player would both win and lose simultaneously,
he or she loses.
102.6.
If the game somehow enters a "loop,"
repeating a sequence of events with no way to
stop, the game is a draw. Loops that contain an
optional action don't result in a draw.
102.7.
A player may concede a game at any time.
102.8
If a player has ten or more poison counters, he
or she loses the game the next time a player would
receive priority. (This is a state-based effect.
See rule 420.)
103.
The Golden Rule
103.1.
The Magic Golden Rule: Whenever a card's text
directly contradicts these rules, the card takes
precedence. The card overrides only the rule that
applies to that specific situation. If an instruction
requires taking an impossible action, it's ignored.
(In many cases the card will specify consequences
for this; if it doesn't, there's no effect.)
103.2.
When one effect says something can happen and
another says it can't, the "can't" effect
wins. For example, if one effect reads "You
may play an additional land this turn" and
another reads "You can't play land cards
this turn," the effect that keeps you from
playing lands wins out. Note that adding abilities
to cards and removing abilities from cards don't
fall under this rule. See rule
407, "Adding and Removing Abilities."