Intro
The Level Two Rules exam consists of twenty-five questions which will cover the Comprehensive Rules. The Level Two Policy exam consists of fifteen questions which will test candidates’ policy knowledge, specifically the IPG and the MTR, but will also cover the JAR. The exams are closed-book and untimed. Candidates need a score of 80% or greater to pass each exam. If a candidate fails, they may retake the exam after a waiting period of 60 days, during which they’re expected to review the rules and policy outlined in this study guide so they’ll succeed on their second attempt. Candidates must pass both the Level Two Rules exam and the Level Two Policy exam within 75 days of each other.
This study guide gives candidates an idea of what to know going into the test. Every rule listed here may not be tested on every candidate’s exam, but we do expect Level Two Judges to be generally familiar with these rules.
For each question, candidates should select the answer they believe best answers the question. Some questions ask candidates to “select all that apply” – we recommend candidates circle or highlight this instruction so they don’t forget to do so when they fill in the answer sheet.
Note: Some of the rules citation links on this page may be currently out of date. This is being worked on, and we apologize for the inconvenience.
Level Two Rules Exam
- Game Concepts
- General (CR 100)
- The Magic Golden Rules (CR 101)
- Starting the Game (CR 103)
- Ending the Game (CR 104)
- Colors (CR 105)
- Mana (CR 106)
- Numbers and Symbols (CR 107)
- Cards (CR 108)
- Objects (CR 109)
- Permanents (CR 110)
- Tokens (CR 111)
- Spells (CR 112)
- Abilities (CR 113)
- Targets (CR 115)
- Special Actions (CR 116)
- Timing and Priority (CR 117)
- Costs (CR 118)
- Life (CR 119)
- Damage (CR 120)
- Drawing a Card (CR 121)
- Counters (CR 122)
- Parts of a Card
- Card Types
- Zones
- Turn Structure
- Spells, Abilities, and Effects (CR 600)
- Casting spells (CR 601)
- Activating Abilities (CR 602)
- Triggered abilities (CR 603)
- Static Abilities (CR 604)
- Mana Abilities (CR 605)
- Loyalty Abilities (CR 606)
- Resolving Spells and Abilities (CR 608)
- Effects (CR 609)
- One-Shot Effects (CR 610)
- Continuous Effects (CR 611)
- Interaction of Continuous Effects (CR 613)
- Study all 7 layers
- Replacement Effects (CR 614)
- Prevention Effects (CR 615)
- Interaction of Replacement and/or Prevention Effects (CR 616)
- Additional Rules
- General (CR 700)
- Keyword Actions (CR 701)
- Focus on the ones that happen in a normal or commander game (no archenemy or attractions).
- Keyword Abilities (CR 702)
- Focus on abilities in Standard or that are evergreen or deciduous, though you may be tested on anything in Modern.
- Turn-Based Actions (CR 703)
- Focus on the ones that happen in a normal game (no archenemy or attractions).
- State-Based Actions (CR 704)
- Focus on the ones that happen in a normal game, a two headed giant game, or a commander game.
- Copying Objects (CR 707)
- Face-Down Spells and Permanents (CR 708)
- Split Cards (CR 709)
- Double-Faced Cards (CR 712)
- Substitute Cards (CR 713)
- Saga Cards (CR 714)
- Adventurer Cards (CR 715)
- Prototype Cards (CR 718)
- Case Cards (CR 719)
- Controlling Another Player (CR 720)
- Ending Turns and Phases (CR 721)
- Day and Night (CR 728)
- Taking Shortcuts (CR 729)
- Multiplayer Rules
- Casual Variants (CR 900)
- Commander (CR 903)
Level Two Policy Exam
- Judging at Regular Rules Enforcement Level (JAR)
- Intro
- Common Issues
- General Unwanted Behaviors
- Serious Problems
- Infraction Procedure Guide (IPG)
- 1. General Philosophy
- 2. Game Play Errors
- 3. Tournament Errors
- 3.0 Overview
- 3.1 Tournament Error – Tardiness
- 3.2 Tournament Error – Outside Assistance
- 3.3 Tournament Error – Slow Play
- 3.4 Tournament Error – Decklist Problem
- 3.5 Tournament Error – Deck Problem
- 3.6 Tournament Error – Limited Procedure Violation
- 3.7 Tournament Error – Communication Policy Violation
- 3.8 Tournament Error – Marked Cards
- 3.9 Tournament Error – Insufficient Shuffling
- 4. Unsporting Conduct
- 4.0 Overview
- 4.1 Unsporting Conduct – Minor
- 4.2 Unsporting Conduct – Major
- 4.3 Unsporting Conduct – Improperly Determining a Winner
- 4.4 Unsporting Conduct – Bribery and Wagering
- 4.5 Unsporting Conduct – Aggressive Behavior
- 4.6 Unsporting Conduct – Theft of Tournament Materials
- 4.7 Unsporting Conduct – Stalling
- 4.8 Unsporting Conduct – Cheating
- Magic: the Gathering Tournament Rules (MTR)
- 1. Tournament Fundamentals
- 2. Tournament Mechanics
- 3. Tournament Rules
- 4. Communication
- 6. Constructed Tournament Rules
- 7. Limited Tournament Rules
- 10. Sanctioning Rules
Questions or comments? Contact us at StudyGuides@JudgeFoundry.org.