Tournament Rules - v1.6
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↕ 0 earlier rules
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| 505.2.a. |
Loops must be fully deterministic; they may not rely on probability, decision trees, or conditional actions. Example: > |
| 505.2.a.1. |
Legal Loop: With enough Energy available, playing Grim Apothecary to a battlefield then using its trigger to return itself to hand 100 times. > |
| 505.2.a.2. |
Illegal Loop: A card reads "Recycle 3 cards from your trash: Ready a unit." A player with enough Energy available wants to use this to recycle 2 copies of Stupefy from their trash and 1 copy of Downstage Dramatics with an additional copy of Dramatics in hand, planning to play the Downstage Dramatics from hand, and then play each card as they draw it until there are 3 cards in the trash for them to recycle. > |
| 505.2.a.2.a. |
This is a non-deterministic loop because the order you play the cards is not guaranteed. If the loop only included copies of the same exact card draw spell, it would be deterministic. > |
| 505.2.b. |
Players can manually execute non-deterministic loops, but must do so in a timely fashion. Failure to do so is Slow Play. > |
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See 703.2 for more information on Slow Play. > |
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| 505.3. |
To decide how to proceed with a loop, determine how many players are needed to maintain it (who must take actions or make decisions to sustain the loop): > |
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↕ 1026 later rules
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