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Shortcuts
Rob Castellon
What?
• A tournament shortcut is an action taken by
players to skip parts of the technical play
sequence without explicitly announcing them
• Most tournament shortcuts involve skipping
one or more priority passes to the mutual
understanding of all players
Why?
• Tournament shortcuts are essential for the
smooth play of a game, as they allow players
to play in a clear fashion without getting
bogged down in the minutia of the rules.
Conventional Shortcuts
• The Magic Tournament Rules has a list of 11
shortcuts that are so common that not using
them requires a player to be explicit that they
are deviating
• A player may interrupt a tournament shortcut
by explaining how he or she is deviating from
it or at which point in the middle he or she
wishes to take an action
Turn Structure
• Untap
• Upkeep
• Draw
• Main Phase
• Beginning of Combat
• Declare Attackers
• Declare Blockers
• Combat Damage
• End of Combat
• Main Phase
• End Step
• Cleanup
Combat?
Combat
• A statement such as "I'm ready for combat" or
"Declare attackers?" offers to keep passing
priority until an opponent has priority in the
beginning of combat step. Opponents are
assumed to be acting then unless they specify
otherwise.
HOLD
UP
BRAH!
Auto-Pass Priority
• Whenever a player adds an object to the
stack, he or she is assumed to be passing
priority unless he or she explicitly announces
that he or she intends to retain it. If he or she
adds a group of objects to the stack without
explicitly retaining priority and a player wishes
to take an action at a point in the middle, the
actions should be reversed up to that point.
X
• If a player casts a spell or activates an ability
with X in its mana cost without specifying the
value of X, it is assumed to be for all mana
currently available in his or her pool.
Decisions Made on Resolution
• If a player casts a spell or activates an ability
and announces choices for it that are not
normally made until resolution, the player
must adhere to those choices unless an
opponent responds to that spell or ability. If an
opponent inquires about choices made during
resolution, that player is assumed to be
passing priority and allowing that spell or
ability to resolve.
Planeswalkers & Combat
• A player is assumed to be attacking another
player and not any planeswalkers that player
may control unless the attacking player
specifies otherwise.
Planeswalkers & Spells
• A player who chooses a planeswalker as the
target of a spell or ability that would deal
damage is assumed to be targeting the
planeswalker’s controller and redirecting the
damage on resolution. The player must adhere
to that choice unless an opponent responds.
2HG
• Nobody cares
• In the Two-Headed Giant format, attacking
creatures are assumed to be assigning combat
damage to the defending team's primary
head, unless the creature's controller specifies
otherwise.
2HG
• In all seriousness,
this shortcut is
relevant in limited
Go
• The statement "Go" (and equivalents such as
"Your turn" and "Done") offers to keep passing
priority until an opponent has priority in the
end step. Opponents are assumed to be acting
then unless they specify otherwise.
Less Used Shortcuts
• "No attacks" or similar statements by the active
player during combat offers to pass priority until
an opponent has priority in the end of combat
step.
• A player is assumed to have paid any cost of 0
unless he or she announces otherwise.
• A player who casts a spell or activates an ability
that targets an object on the stack is assumed to
target the legal target closest to the top of the
stack unless the player specifies otherwise.
Creating Shortcuts
• Players may create their own shortcuts during
a game
• If a player wishes to demonstrate or use a new
tournament shortcut entailing any number of
priority passes, he or she must be clear where
the game state will end up as part of the
request.
Slow Play
• Basically, when someone wants to take a series of
repetitive actions, you ask them two questions:
1) How many times do you want to do it?
2) What will the portions of the game being
affected by the loop look like at the end of the
loop?
• If they can't give a definitive answer to both these
questions, or something changes such that they can no
longer provide a definitive answer to them, then any
further repeating the actions is considered Slow Play.
Wait a second…
• What happened to the trample damage
shortcut?
• Now that players must confirm life totals
whenever they change, this shortcut does
nothing
Questions?
• www.thedci.com/docs

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Shortcuts rob castellon

  • 2. What? • A tournament shortcut is an action taken by players to skip parts of the technical play sequence without explicitly announcing them • Most tournament shortcuts involve skipping one or more priority passes to the mutual understanding of all players
  • 3. Why? • Tournament shortcuts are essential for the smooth play of a game, as they allow players to play in a clear fashion without getting bogged down in the minutia of the rules.
  • 4. Conventional Shortcuts • The Magic Tournament Rules has a list of 11 shortcuts that are so common that not using them requires a player to be explicit that they are deviating • A player may interrupt a tournament shortcut by explaining how he or she is deviating from it or at which point in the middle he or she wishes to take an action
  • 5. Turn Structure • Untap • Upkeep • Draw • Main Phase • Beginning of Combat • Declare Attackers • Declare Blockers • Combat Damage • End of Combat • Main Phase • End Step • Cleanup
  • 7. Combat • A statement such as "I'm ready for combat" or "Declare attackers?" offers to keep passing priority until an opponent has priority in the beginning of combat step. Opponents are assumed to be acting then unless they specify otherwise.
  • 9.
  • 10.
  • 11. Auto-Pass Priority • Whenever a player adds an object to the stack, he or she is assumed to be passing priority unless he or she explicitly announces that he or she intends to retain it. If he or she adds a group of objects to the stack without explicitly retaining priority and a player wishes to take an action at a point in the middle, the actions should be reversed up to that point.
  • 12.
  • 13. X • If a player casts a spell or activates an ability with X in its mana cost without specifying the value of X, it is assumed to be for all mana currently available in his or her pool.
  • 14.
  • 15. Decisions Made on Resolution • If a player casts a spell or activates an ability and announces choices for it that are not normally made until resolution, the player must adhere to those choices unless an opponent responds to that spell or ability. If an opponent inquires about choices made during resolution, that player is assumed to be passing priority and allowing that spell or ability to resolve.
  • 16. Planeswalkers & Combat • A player is assumed to be attacking another player and not any planeswalkers that player may control unless the attacking player specifies otherwise.
  • 17. Planeswalkers & Spells • A player who chooses a planeswalker as the target of a spell or ability that would deal damage is assumed to be targeting the planeswalker’s controller and redirecting the damage on resolution. The player must adhere to that choice unless an opponent responds.
  • 18. 2HG • Nobody cares • In the Two-Headed Giant format, attacking creatures are assumed to be assigning combat damage to the defending team's primary head, unless the creature's controller specifies otherwise.
  • 19. 2HG • In all seriousness, this shortcut is relevant in limited
  • 20. Go • The statement "Go" (and equivalents such as "Your turn" and "Done") offers to keep passing priority until an opponent has priority in the end step. Opponents are assumed to be acting then unless they specify otherwise.
  • 21. Less Used Shortcuts • "No attacks" or similar statements by the active player during combat offers to pass priority until an opponent has priority in the end of combat step. • A player is assumed to have paid any cost of 0 unless he or she announces otherwise. • A player who casts a spell or activates an ability that targets an object on the stack is assumed to target the legal target closest to the top of the stack unless the player specifies otherwise.
  • 22. Creating Shortcuts • Players may create their own shortcuts during a game • If a player wishes to demonstrate or use a new tournament shortcut entailing any number of priority passes, he or she must be clear where the game state will end up as part of the request.
  • 23. Slow Play • Basically, when someone wants to take a series of repetitive actions, you ask them two questions: 1) How many times do you want to do it? 2) What will the portions of the game being affected by the loop look like at the end of the loop? • If they can't give a definitive answer to both these questions, or something changes such that they can no longer provide a definitive answer to them, then any further repeating the actions is considered Slow Play.
  • 24. Wait a second… • What happened to the trample damage shortcut? • Now that players must confirm life totals whenever they change, this shortcut does nothing