About
Riccardo Tessitori

Riccardo Tessitori
Riccardo
Tessitori is a level 5 judge from Italy; he judged more than fifty Professional
events, headjudged 10 Grand Prix and has just started headjudging Pro Tours, such
as:
- Pro
Tour Kyoto 2009
- Pro Tour Austin 2009
- GP
Paris 2008 (the biggest event of all time, with 1839 players)
Good evening everybody.
When this article is posted, I will be in
Paris, trying to break the world record for a Grand Prix. Last year, in Paris, there were 1839 people playing a Shards of Alara sealed deck. Now it’s
Zendikar time, and it looks like Zendikar is very successful! We
expect to break the 1839 record… and we also expect to break 2000!!!
Questions of the Week
As announced in the comments of the last article, I
would like to try an experiment: In each article you will find a mistake! It
will be a rules mistake, I will never add a mistake in the “changes” section. Will you be the one to discover it and correct it? Be concentrated when
you read :).
Question
I cast a Volcanic Fallout; can I choose to deal 2+2=4 damage to my
opponent’s planeswalker?
Answer
No. Volcanic Fallout deals 2 damage to each
creature and each player. When it resolves, I can choose that the two damage which would be dealt to my opponent will be dealt to his planeswalker instead.If my opponent controls two planeswalkers, I can only choose to deal 2 damage to one of them; I can’t divide the damage.
Question
I have 2 life points and I control a planeswalker; can I cast Volcanic Fallout and make my planeswalker save me?
Answer
No. The rule that allows
redirecting the damage to a planeswalker applies when a spell/ability I control
would deal damage to my opponent, and it applies only to non combat damage;
therefore, I’m not allowed to redirect the damage from me to my planeswalker.
Question
My opponent controls a Chalice of the Void with 3 counters on it. I cast
a Slaughter Pact; will it get countered?
Answer
No. The pacts from Future Sight
have a kind of “delayed cost”, because we can play them for free and “pay them”
in our following draw step, but it doesn’t mean that it’s a real cost; the cost
of a spell is always the one in the upper-right corner. In the case of the
Pacts, the cost is 0.
Correction
You have to pay the pacts in your upkeep and not in your drawstep.
Question
My opponent plays a Faerie deck and is about to beat me with the tokens
created by his Bitterblossom; I cast a Runed Halo; what should I name to be
protected?
Answer
Bad luck, Runed Halo doesn’t work; you must name an existing
card, and there is no card that has the same name as the tokens created by Bitterblossom (or by 99% of the other token-generators); some of the few tokens that have
the same name as an existing card are Assembly-Worker and Shapeshifter.
Question
I cast and resolve Haunting Echoes on my opponent; can I cast the Archive Trap for free?
Answer
The Zendikar Traps have an alternative cost that can be paid
if a specific condition is met; the Archive Trap looks for an opponent who
searched his library; in this case, you are the person who searched the
library, not your opponent, therefore the condition isn’t met and you aren’t
allowed to cast the Archive Trap for zero.
Rules Changes
M10 brought
many changes to the Magic rules; almost at the same time, there were changes in
the Tournament Rules. In each of
my articles, I will cover with simple words and with real-life
examples what has changed.
The First Blocker
What do you mean with “the first blocker”?
Yesterday: An attacking creature
could divide damage among all the blocking creatures.
Today: In case of
multiple blockers, the attacking player must determine the order of the
blocking creatures before assigning combat damage. What is the main change? If
there is a single blocking creature, there is no change. If there is a creature
with first strike, there is no change. If an attacking creature is blocked by
two or more creatures, the attacking player (as it was happening before)
decides how to assign the damage, but the decision must be made immediately
after the blocks are declared, before the players have the opportunity to cast
instants and activate abilities; the attacking player must assign lethal
damage to the first creature before being allowed to assign any damage to the
second. Yes, in case of multiple blockers, the defending player has a
remarkable advantage in a few cases (for example, I attack with a 4/4 and my
opponent blocks with two 2/2s and has a single spell to pump for 3; yesterday,
I would have killed the not-pumped creature; today, my opponent would know
where to cast his spells to save both creatures); in my opinion, this is a very
big change, but the number of times that this change applies is extremely
limited.
Sideboarding Notes
Sideboard notes are allowed. This looks like a very big change.
Yesterday:
Outside notes were strictly prohibited and the penalty was extremely harsh.
Today:
Between games, while sideboarding, the players are allowed to use all kind of
notes from home.
What is the reason behind this change? I will start with a
situation that I sadly witnessed; it was Worlds 2007 in New York and I was the
head judge of the Standard part (that was the first part); during the first
round, a player who was also a member of a national team had to sideboard for the first time, he grabs his bag and pulls out a paper with the instructions on
how to sideboard; it was very clear that he didn’t know that it was forbidden
(he really opened the paper on the table) as it was very clear that he was
supposed to receive the corresponding penalty for the infraction, that was a
DQ; it was a very painful disqualification, because in front of me I had a
person who just didn’t know that his action was forbidden (in one of the next
articles, I will talk more about not knowing about an infraction).
Talking about the reasons, we all know that cards can be altered (think about
modified illustrations, or even the awesome full-illustrated cards); since a
modified illustration can potentially be used as an external note on how to
sideboard, the rule of “no sideboarding notes” looks hard to enforce, doesn’t
it? OK, a rule that is not enforceable is not a good rule. Finally, let’s look
at it from another point of view; Magic is a social game, where we have
advantages if we have a team; a team can help us by playtesting our decks; a
team can help us by scouting (it means telling us what our next opponent is
playing); in a similar way, a team can help us by giving instructions on how to
sideboard.
Tournament Situations
In this section I will bring you tales from Pro Tours, Grand Prix and
also from local tournaments in my village. There will be both, good
plays and bad plays, but we are only going to talk about rules-related
plays; I will let my Blackborder colleagues tell you about the suspense
behind a Cruel Ultimatum or a Lightning Helix topdeck.
To Draw or not to Draw?
To draw or not to draw, this is the problem today. I’m not going to talk
about a specific situation that happened at a specific tournament; I’m going to
talk about a general situation and what are we allowed to do or not; my goal is
to help everybody to avoid infractions.
It’s the last round of Swiss at a PTQ,
I’m 6-1, I have good tiebreakers and I could draw to make Top8; my opponent
has bad tiebreakers and must win. It’s a bad matchup for me and I really would
like to draw; looking at the standings and at the pairings for this round, my
only chance to convince him to draw is to hope that at table X the winner is Y.
What are we allowed to do?
- We are allowed to ask our friends who won that
match.
- We are allowed to pause the game and *quickly* discuss if we can draw.
- We are allowed to ask a friend to copy the standings, bring them to us,
pause the game and *very quickly* take another look at it and discuss if we can
draw.
What aren’t we allowed to do?
- We aren’t allowed to wait before starting,
to see if the players at the other table start playing.
- We aren’t allowed to
stand up, go to the other table and have a long philosophical discussion about
how the world would be better if they drew or not; offering incentives is
always out of the question.
- We aren’t allowed to roll a die to determine if we
should play or draw the match; as usual, the die is ok to determine who goes
first and to keep track of life but nothing more.
Quiz Time
It’s now your turn to answer my questions! All users who send me the correct answer via the contact tab in my profile will win 250 Blackborder points!
You will win 500 Blackborder points for the fastest correct answer and 750 Blackborder points for the "best" correct answer (as chosen by me).
Solution from Last Week
My opponent
controls a Platinum Angel, a 2/2 and a Worship. I control a
2/2 Kavu Predator. We are both
at 3 life points.
I play Fiery Justice, dealing 2 damage to kill the 2/2 and 3 damage to him. Then, I
attack with the Kavu Predator and my opponent doesn’t block. Then I play Beacon of Immortality on me (to survive the next attack, hoping to find a
bounce spell for the Platimun Angel), but my opponent plays Swerve and chooses
that the Beacon will target him. At the end
of my turn, my Wound Reflection triggers.
Now, I couldn't keep track of the life totals; would you help me to find out my opponent’s life points?
Solution
When Fiery Justice
resolves, my opponent is actually dealt 3 damage before gaining 5 life. The
three damage would make his life points go from 3 to 0 life points, but Worship creates a replacement effect that makes him go to 1 instead. Then, he
gains 5 and goes to 6; my 2/2 Kavu Predator becomes a 7/7. The Kavu attacks and
would reduce my opponent life points from 6 to -1, but his Platinum Angel would
have kept him alive… but wait, there is still Worship in play! Oh, no, I forgot
to destroy Worship!
Now, even if I find a way to bounce the Angel, I still need
to deal more damage. Finally, the Beacon will double his life points from 1 to
2. Without the Worship, he would have gone to -1; now, I wonder what would have
been the effect of the Beacon… oh, wait; there is still the Wound Reflection!
My opponent went from 3 to 1 with the Fiery Justice (so he lost 2); then he went
from 6 to 1 with the Kavu Predator (so he lost another 5, for a total of 7); when Wound Reflection’s triggered ability resolves, my opponent loses 7 life points
and goes to -5.
Back to the quiz, I think that a difficult part is the Fiery Justice, because it deals damage (and therefore causes a loss of life) and
makes my opponent gain life, but not at the same time; the Worship replacement effect applies in the middle of the resolution of Fiery Justice; then, Worship applies again during combat and modifies the amount of
life that the defending player loses. Now, I want to remind you that it’s
important to correctly understand and explain what happens, in addition to
giving the correct final number (that is -5).
Winners
- The first who answered correctly
is starwarer.
- The person who explained it the best is Jenesis again; if he does it
three times in a row, I will ask him to assist me in creating other quizzes so
that we can throw him out of the contest :).
- The person who made me laugh
while I was reading is losveratos: “Don’t you just hate playing
against Worship and Platinum Angel?”
Wow, now that I checked all the 31 answers, I realize that only starwarer and
Jenesis gave the correct answer, it was indeed an hard one! Most of the
mistakes were caused by Worship: - the ability is not triggered; it’s a static
ability that creates a replacement effect; “triggered” would mean “go on the
stack and allow the players to respond” - the damage is still dealt; Worship
changes the amount of life lost (Wound Reflection checks for the life lost, not
the damage dealt).
See you in two weeks for the next quiz and… see you in Rome, for the 2009
World Championships!!
Ask the Judge
You can already submit all your questions for the next installment of Ask the Judge:
You have the unique opportunity to ask Level 5
judge Riccardo Tessitori all the questions you want to!
Bidding is now closed.
Current Bids
Buyin expires on Fri, 20 Nov
That's everything for today, thanks for reading and I see you next time.
Riccardo
The intentional mistake is in Q3: The Pact requires a mana payment in the upkeep step (that is before drawing the card for the turn), not in the draw step (that is after drawing the card for the turn). I expect our users to find it during the weekend, when I will be in GP Paris. I will be able to reply to the comments on Monday evening. Bye :)
Riccardo
I think I may have found the error - in the questin regarding Chalice of the Void and Slaughter Pact, you incorrectly state that the delayed cost is paid in the draw step, when it is actually paid during upkeep.
"The rule that allows redirecting the damage to a planeswalker applies when a spell/ability I control would deal damage to my opponent, and it applies only to non combat damage;..."
This phrasing makes it seem like combat damage can't be redirected to planeswalkers, it may be misphrasing or the typo (though the poster above me is also right in the the Pact's upkeep triggers are what cause you to pay, not a "draw step" trigger).
Very good article! Thanks Riccardo!!!!
Combat damage doesn't get redirected to planeswalkers. If you want to deal combat damage to a planeswalker, you actually need to have your creatures attack the planeswalker.
I believe this is incorrect. A player was recently DQ'ed at Grand Prix Bangkok for outside assistance in this exact situation.
http://www.wizards.com/Magic/Magazine/Article.aspx?x=mtg/daily/eventcoverage/gpban09/day2#15
Hi to everybody.
I should activate the option of receiving an email everytime a reply is posted, so that I will reply immediately.
The policy was changed after GP Bangkok, to avoid such unfortunate DQs.
Post new comment