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SHORTCUTS
   Rob Castellon
W H AT ?

 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.
C O N V E N T I O N A L S H O RT C U T S

 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
T U R N S T RU C T U R E

 Untap                      Declare Blockers

 Upkeep                     Combat Damage

 Draw                       End of Combat

 Main Phase                 Main Phase

 Beginning of Combat        End Step

 Declare Attackers          Cleanup
C O M BAT

 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.
AU T O - PA S S P R I O R I T Y

 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
                R E S O LU T I O N

 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.
P L A N E S WA L K E R S & C O M BAT

 A player is assumed to be attacking another player and not any planeswalkers
that player may control unless the attacking player specifies otherwise.
P L A N E S WA L K E R S & S P E L L S

 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.
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.
L E S S C O N F U S I N G S H O RT C U T S

 "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.
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.
WAIT A SECOND…

 What happened to the trample damage shortcut?

 Now that players must confirm life totals whenever they change,
this shortcut does nothing
QU E S T I O N S ?

 www.thedci.com/docs

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Tournament shortcuts

  • 1. SHORTCUTS Rob Castellon
  • 2. W H AT ?  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. C O N V E N T I O N A L S H O RT C U T S  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. T U R N S T RU C T U R E  Untap  Declare Blockers  Upkeep  Combat Damage  Draw  End of Combat  Main Phase  Main Phase  Beginning of Combat  End Step  Declare Attackers  Cleanup
  • 6. C O M BAT  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.
  • 7. AU T O - PA S S P R I O R I T Y  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.
  • 8. 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.
  • 9. DECISIONS MADE ON R E S O LU T I O N  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.
  • 10. P L A N E S WA L K E R S & C O M BAT  A player is assumed to be attacking another player and not any planeswalkers that player may control unless the attacking player specifies otherwise.
  • 11. P L A N E S WA L K E R S & S P E L L S  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.
  • 12. 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.
  • 13. 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.
  • 14. L E S S C O N F U S I N G S H O RT C U T S  "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.
  • 15. 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.
  • 16. WAIT A SECOND…  What happened to the trample damage shortcut?  Now that players must confirm life totals whenever they change, this shortcut does nothing
  • 17. QU E S T I O N S ?  www.thedci.com/docs