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Saturday, May 16, 2015

Good Practices #5 - I Find You Appealing

This one comes from Jason Lems (Level 5, Madison), by which I mean that he was the first person that I saw do it, and as always the possibility exists that he cribbed this practice from someone else. That's part of the beauty of the Judge Program. As Jeff Morrow says, "At every event your goal should be to steal an idea from someone else."

It's very common for the Head Judge of an event to tell his or her staff the following:
"If you have an appeal, come find me and tell me that you have an appeal. That should be the first thing out of your mouth. Interrupt what I am doing unless it looks like another appeal or investigation."

Appeals are a natural bottleneck in the system and it's important to clear them as soon as they arise. However, that bottleneck can get complicated when you get this type of appeal.

"I have an appeal. So Active Player cast a morph. It was a Den Protector by the way. Non-Active Player cast Dig Through Time in response. He didn't find a counterspell or anything, so the morph resolved. AP immediately flipped his Den Protector and returned 2 Deathmist Raptors to the battlefield. NAP cast Bile Blight on the Den Protector. AP said ok and put the Den Protector in the graveyard, then returned another Den Protector to his hand for the first one's regrowth ability. I ruled Drawing Extra Cards - Game Loss, and the player is appealing that."

Note how this story takes a while to reach the actual ruling that is being appealed. The original morph and Dig Through Time plays are irrelevant to the ruling, but judges often relay this kind of information to the Head Judge because the players told them this whole story, and they don't want to leave anything out.

Jason's addendum is to follow up "I have an appeal" with a brief explanation of the ruling. Examples of this could be:
* It's a rules question involving an exploit trigger.
* It's a life total dispute.
* It's a Game Loss for Deck/Decklist Problem.

Explaining this up front puts the Head Judge in the right mindset and let's him or her focus on the relevant parts of the story.

Tuesday, May 5, 2015

Is It Missed #5 - Surrak, the Hunt Caller

You missed your trigger, so call me maybe.


Over the past few months, I've had growing concerns about Citadel Siege's beginning of combat targeted trigger. The only reason I didn't write about it in this space was because Citadel Siege was a rare, so showed up rarely in Limited, and wasn't a big enough player in Constructed to warrant writing about.

As it turns out, Citadel Siege is beginning to see some fringe play, and will likely continue to build up steam in Constructed, but it has been completely usurped by Surrak, the Hunt Caller. This guy is the real deal, unlike his alternate timeline self. (Weird how many of the former Khans became better cards in the new timeline.)

Let's say you control a Polukranos, World Eater, a 5-power creature, and cast Surrak, the Hunt Caller. This gives you the 8 power you need for formidable. You turn both of your creatures sideways and say "Attack for 10." Your opponent calls over a judge expressing concern about the Surrak trigger. Is it missed?

Surrak has a targeted trigger, so the rules require you to choose a target before you pass priority next. However, what's going on here is that you're executing a shortcut. As it is illegal for the Surrak to attack the turn you cast it, it seems clear that the shortcut is "move to combat, target Surrak with his own trigger, declare Surrak and Polukranos as attackers, deal 10 to you."

The problem is that's a lot to cram into the shortcut "attack for 10" and the less you say explicitly about what you are doing, the more chances you take that you could be missing something in the sequence, and you are leaving your actions open to interpretation. The trigger rules state that "the controller must announce those choices" not "the controller must heavily imply through their actions."

One case when the rules are clear that the trigger is missed is when a player uses a typical combat shortcut. "I'm ready to go to combat" and "declare attacks?" are two common examples of these. These shortcuts " 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." Combined with the missed trigger rules that state that you must announce targets when the ability is put on the stack, the use of this shortcut means that you are passing priority in the beginning of combat step when the trigger should already be on the stack (and thus have a target declared). In order to not miss the trigger here you need to make it a part of your shortcut. "Go to combat. Surrak targeting himself" or some variation of that.

As with all "Is It Missed?" entries, this policy applies at Competitive REL. Let me know if you want me to write about missed trigger philosophy at Regular REL as well.

Monday, April 27, 2015

Good Practices #4 - What's My Name Again?

This practice is one that I've been mulling for a while. Recently I saw a player, Brian DeMars put it into use at an event, and decided that it was a good time to write about it.

At larger events like SCG Opens and GPs it is inevitable that some number of players have to use the restroom when the round is ready to turn over. Maybe they were playing in one of the last few matches of the round. Perhaps they kept walking by the restroom and saw a ridiculous line, and they've chosen the beginning of the round to try to snipe an open stall. Or it could just be that nature calls at that particular moment.

In these situations, players are instructed to seek out a nearby judge and tell them of the situation. If you don't, you're risking Tardiness infractions. While it sucks to issue a Game Loss to someone who was taking care of a natural biological function, we can't let the excuse "I was in the restroom" slide because this is such an easy lie to tell. Or not even lie at all; if you're late coming back from a smoke break, just stop by the restroom and you're technically telling the truth.

It used to be that when a player came to me with this situation, I would write their name down, go to their match, and inform the opponent of the situation, sometimes sticking around until the player arrived in order to issue a time extension. That's a fine practice time permitting, but that isn't always the case, and if the judge can't make it to the match, that's when things get complicated.

As soon as the round starts, the opponent is going to call for a judge and be told that he wins game one. Then the player is going to return from the restroom, call for a judge, and explain where he was. That's when the question is asked:

"Which judge did you talk to?"

Since the average player can't name the average judge, this leads to an awkward stand off where the player is scouring the hall looking for that person he talked to five minutes ago. I actually had this happen to me, and eventually had to take the player's word for it that he had spoken to a judge. The opponent was not happy about the lack of a free game win.

Enter Brian DeMars at SCG Cleveland. When he had to go to the restroom, he came up to a cluster of judges, and one of them took point of the conversation. After getting the ok to go, Brian asked for the judge's name and wrote it down on his life pad. It's such a simple thing, but it revolutionizes this whole interaction. Instead of putting the onus on the judge to hunt down Brian's table, Brian can simply arrive at the table, call for a judge and say that "Judge X ok'd it." From there it is a much simpler verification process.

Players, get judges's names. Judges, give your name out (and make them write it down) when you give the okay for a restroom break.

Sunday, April 19, 2015

Good Practices #3 - Breakfast of Champions

They say that breakfast is the most important meal of the day. I don't know if I agree with "them"; I'm pretty partial to the ice cream meal. But I guess there's some good evidence that shows how much more active and effective you are when you've eaten breakfast, and that is something that translates to a good day of judging. But I want to touch on something more specific than "eat breakfast."


Team Lead breakfast. This was a practice that I first encountered when working events Head Judged by John Carter; I believe the first time was GP Boston 2009. Details on this are sketchy. My inbox seems to think that Frank Wareman was the HJ, although I do know that we planned on splitting the event (the first time in the United States?) so Carter was HJ2. We met for breakfast at a hotel, which was probably the staff hotel, back when TOs booked such things. All of the L3/TLs were invited.

If you're the Head Judge of an event, this type of breakfast does a few important things:
1) It ensures that your leadership is fed and energized for the morning.
2) It also means that they will all be on time. (Unless your whole breakfast group is late...)
3) It gives you time to go over some of the important bullet points of the day. More and more, this type of communication happens via e-mail or judgeapps forum posts, but let's be honest. We don't always read those, and there's nothing like a face-to-face talk to get important points across.
4) If you so choose, you can show your generosity by picking up the bill. This is not a necessity. I've had it both ways, and I've done it both ways when I was the Head Judge.


There are a lot of reasons why this whole idea is no longer feasible at GPs. The size of the staff, not to mention the shift schedules. No centralized staff hotel. However, it strikes me as an activity that could still hold a lot of value for the above reasons at the PPTQ level all the way up to SCG Opens, where I've done Team Lead breakfasts to great effect.

Monday, April 13, 2015

Is It Missed? #4 - Whisperwood Elemental

This ruling came up at Pro Tour Dragons of Tarkir, and I've seen it play out at a few SCG Opens as well.

AP controls Whisperwood Elemental and says "Go." Is the trigger missed?


Many judges say yes. "Go" passes the turn to your opponent, so clearly you are moving past the point where you should have resolved the trigger without having acknowledged it or taken the physical action. However, this position is contradicted by the official tournament shortcut from the MTR:

"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."

Note that the shortcut ends in your End Step, not your opponent's turn. You're giving your opponent one last chance to do something on your turn. If they don't have anything to do, they can begin their turn. Where this gets weird with Whisperwood Elemental is that this triggered ability can be on the stack when you pass priority in your End Step.

Normally, a player will pass the turn in some fashion like "Go, make a manifest" or "Ready to go to my End Step." These are pretty clear situations where the player remembers the manifest trigger and is getting ready to take the appropriate action.

It is likely that a player who says "Go" with a Whisperwood Elemental in play has forgotten their trigger. However, policy now allows for players to have forgotten a trigger as long as they acknowledge it before it becomes relevant to the game. Prowess is the classic example right now. You can cast a spell, forget about prowess, but you're okay as long as you remember before the creature deals damage.

What this means here is that the Whisperwood's controller has until he or she takes an action or he or she allows the opponent to take an action that could not have been possible. Cracking a fetch in the end step? That's fine. Trigger could still be on the stack. In fact, just about anything could happen in the End Step with that trigger on the stack. There are a few minor things possible for the controller to do that make it clear that the trigger is missed. Discarding for the turn or ending some turn-based duration effect. But for the most part, it is allowing the opponent to take an action that signals the death of this trigger.

The most typical action here is untapping permanents, with drawing a card being a close second. The tricky part about this is the part about "allowing it to happen." If Whisperwood player says "Go" and the opponent untaps, is the trigger missed? Yes, unless he or she immediately points it out. "Whoa. You can't untap yet. My manifest trigger still has to resolve." If that isn't your reaction to the untap, then you've missed your trigger.

Tuesday, March 31, 2015

Good Practices #2 - Calling Out Table Numbers

During the classic "End of Round" (EoR) procedure judges report to a central hub of information, the Scorekeeper, or more likely a proxy for the SK who has a printout of Delinquent Matches which are still playing when time is called in the round. I'll have more to say on another occasion about various ways to improve this task, but today's tip is about as simple as it gets.

When the EoR judge assigns you a table number to go scout out and you pass other judges coming back to the hub with match result slips, call out the table number you've been assigned.

"Hey, do you have table number 56?"

If they answer no, you keep on moving towards table 56. However, if they answer in the affirmative, stop, turn around, (do not pass Go), and return to the EoR judge for another assignment. Congratulations! You've just saved yourself a meaningless and time-wasting trip to table 56, which in case I forgot to mention, happens to be at the opposite end of the GP hall.

Today's good practice helps save your judge legs, optimizes your time, and preserves judge resources throughout the day for the tasks that we actually care about, watching games of Magic, not walking to tables where the players stopped playing Magic one minute ago.

If you're coming back from a table with a result slip, you should also get into the habit of calling out what table(s) you're coming back with to judges that you cross paths with, spreading this good practice from both sides of the traffic.

Wednesday, March 25, 2015

Good Practices #1 - Tracking Infraction Counts

Good practices is my name for a new feature where I blog about a judging practice that I use, or have seen others use, which could be useful to you. I don't like the name "best practices" because that seems a little presumptuous.

Today's good practice comes from Level 3 Judge John Alderfer. I don't actually remember where I picked this up from him; he and I tend to meet once or twice a month at a GP near you. At this GP Unknown, I discovered John doing something unusual on the back of a match result slip. What I saw was something like this:

John Alderfer, Player name, GRV W(1) Cast Wrath for wrong mana.

The unusual part was the number in parenthesis after the penalty ("W" for Warning). When I approached John about this, he told me that he had been doing this for some time as a means of tracking the number of infractions the player had in that particular type.

At Competitive REL, there are upgrade paths for players who repeatedly commit the same type of infraction. For Game Play Errors (GPEs), which encompass GRVs, Looking at Extra Cards, and Missed Trigger as the most common infraction types, a third infraction in each type can be upgraded to a Game Loss at the discretion of the Head Judge. For Tournament Errors (TEs) like Slow Play, the upgrade clause happens with the second infraction. This is why judges are instructed to ask players if they've received prior Warnings.

The infraction count on the back of the slip is a good way to reinforce that practice of asking the players. At a recent tournament, I actually caught myself as I was filling out the back of the slip. As I went to write the infraction count, I realized that I hadn't asked, and proceeded to do so.

There's also a good secondary reason to record this information. When a Scorekeeper (SK) enters penalties into the Reporter program, they will often flag players who have received multiple infractions of the same type and inform the Head Judge (HJ). There's a few reasons why a HJ might want to know this:
* If the infractions are suspiciously advantageous for the player, he or she may want to investigate for Cheating.
* To inform the Floor Judges, so that they are aware of the situation and make sure to ask players if they have received prior Warnings.
* To talk to the player and make sure that they are aware of the potential ramifications of additional infractions.

As the size of Magic events approaches bonkers status, there are also plenty of events now where the SK isn't able to keep up with the flow of result slips and penalty entry doesn't happen until a later time, either that day or the next. In such circumstances, judges recording the infraction count can serve as the check for the SK to talk with the HJ. The infraction count on the slip can also lead to situations where the SK notes a discrepancy. This could be because of incorrect information from the player, or from a judge recording the wrong infraction. Either way, it's a good opportunity to consult with judges and double check all of the information.

This is a real low cost way to do a lot of things that are useful for tournament operations, and something that I'd like to see become a world-wide practice. Thanks, John for showing this to me.