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Introduction
Welcome to Mystical Tutor
Core
Permanents, Cards, States, and Zones
Priority and the Stack
Mana Abilities
The Turn
Turn Structure Overview
Beginning Phase
Main Phase
Combat Phase
Ending Phase
Casting a Spell
Overview
Decisions
Costs
Activating abilities
Resolution
Keywords
Keyword Actions
Evergreen Keyword Abilities
Ability Words
Keyword Abilities in M15 and THS Block
Keyword Abilities in ORI and KTK Block
Keyword Abilities in BFZ and OGW
Triggers
Who, What, and When
Complex Interactions
State-based Actions
What are SBAs?
The List: Part 1
The List: Part 2
Replacement and Prevention Effects
Special Rules of Replacement Effects
Layers
Overview
Layers 1-6
Layer 7 - Power and Toughness
Timestamps, Dependencies, and Review
Judging at Regular
JAR: Philosophy
JAR: Common Issues
JAR: Unwanted Behavior and Serious Problems
Answering a Call
Backups at Regular REL
Insufficient Shuffling, Marked Cards, & Slow Play
Running an Event
Competitive REL
Competitive: Overview
IPG: Overview
IPG: Game Play Errors
IPG: Tournament Errors
IPG: Unsporting Conduct
MTR: Tournament Fundamentals
MTR: Communication
MTR: Tournament Procedure
Judge Skills
Judging Operations
Deck Checks
Rewinds
Investigations and Disqualifications
Applying to Events
Reviews and Feedback
Tournament Reports
Mentoring
Dealing with Judge Tilt and Burnout
Creating Communities
Safe Spaces
Improving Your Events
Format Guides
Two-Headed Giant
Commander
Modern
Legacy
Run a Judge Class
Introduction
Week One: Taking a Turn
Week Two: Can You Cast a Spell?
Week Three: Keyword Actions, Keyword Abilities and Ability Words! Oh My!
Week Four: Handling Triggered Abilities
Week Five: State-Based Actions and Replacement Effects
Week Six: The Interaction of Continuous Effects - AKA Layers
Week Seven: Judging At Regular - The JAR
Week Eight: Running Your First Event
Judge Candidate Textbook
Judge Booklet
About
Contact Us
Combat Phase
This week we go through the surprisingly complicated Combat Phase.
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