LCOS Rules, B&R, Errata & more
- Alpha
- Beta
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- Arabian Nights
- Antiquities
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- The Dark
- Fallen Empires
- Ancestral Recall
- Balance
- Black Lotus
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- Channel
- Chaos Orb
- Demonic Tutor
- Library of Alexandria
- Mana Drain
- Maze of Ith
- Mind Twist
- Mishra's Factory
- Mishra's Workshop
- Mox Emerald
- Mox Jet
- Mox Pearl
- Mox Ruby
- Mox Sapphire
- Regrowth
- Sol Ring
- Strip Mine
- Time Walk
- Timetwister
- Wheel of Fortune
- Bronze Tablet
- Contract from Below
- Darkpact
- Demonic Attorney
- Jeweled Bird
- Rebirth
- Tempest Efreet
News in RED
VARIATIONS: We will play following other community rules and B&R list in some tournaments (also allowing Full Proxies). These special cases will be previously announced in the Tournament section and in Facebook events page.
Errata:
Chaos Orb
Choose a nontoken permanent on the battlefield. If
Chaos Orb is on the battlefield, flip
Chaos Orb onto the battlefield from a height of at least one foot. If
Chaos Orb turns over completely at least once during the flip, and touches the chosen permanent, destroy that permanent. Then destroy
Chaos Orb.
Falling Star
Choose any number of non-overlapping creatures on the battlefield. Flip
Falling Star from a height of at least one foot. If
Falling Star turns over completely at least 360 degrees during the flip, it deals 3 damage to each chosen creature it lands on. Any creatures damaged by
Falling Star that are not destroyed become tapped.
Rules:
Reprints of any legal edition are allowed, but using
original art and frame as the original printing and
avoiding foil because of the sentimental value of the format (you cannot play
Swords to Plowshares from
Ice Age or a promo one). Breaking this rule mean playing a non-legal card in the deck.
Full Proxies are allowed (quality, colorful and from permitted arts and editions).
We play with
current Magic the Gathering rules, which it means there is
no Mana Burn but exists
Mulligan like nowadays.
Tie break:
LCOS does not allow tied games.
If two players run out of round time, they'll play 5 additional turns. If there is no winner after those turns, there will be no tie, the game will be resolved by flipping
Chaos Orb.
Tie breaking by flipping
Chaos Orb: Every player will flip the
Chaos Orb by turns over a card following the
Chaos Orb instructions' errata.
When one of the players misses and the opponent dont', the player who misses loses the game.