Reference

Rules & FAQ

A working reference for how Premodern decides legality and how 1995–2003 cards behave under the current Comprehensive Rules. Verified against the official format documentation.

Official rules at premodernmagic.com

These cover standard Premodern. Curious about other ways to play? Check out Unchained, Highlander, Singleton!

Explore the Formats →

Visual Learning

Some things are easier to see than to read. These mechanics have hands-on interactive guides on the Visual Learning page.

Current Rules Apply

Premodern uses the current Magic Comprehensive Rules. The cards are old, but they behave by modern interactions: no damage on the stack, no mana burn, and the current legend rule.

Card Frames & Sets

The pool covers cards originally printed from 1995 to 2003. Any printing of a legal card is allowed, regardless of frame style or set symbol. Legality follows the card name, not the printing.

Then vs Now

The cards are from 1995–2003, but they play by today's rules. A handful of mechanics work differently now than the text on the card implies — here's what changed.

Interrupts
ThenSpecial timing rules - could only be responded to by other Interrupts.
NowErrata’d to Instants. They function exactly like any modern Instant spell.
Combat Damage
ThenUsed the stack - you could assign damage, then sacrifice Mogg Fanatic to ping.
NowSimultaneous resolution, no stack. Mogg Fanatic must choose: combat or ping.
Mana Burn
ThenLose 1 life for each unspent mana at the end of a phase.
NowMana simply empties from your pool at the end of steps and phases - no life loss.
Legend Rule
ThenThe first one stays; a second identical legend played immediately dies.
NowEach player may have one. Control two and you choose which to keep - the other is binned.
Phasing
ThenLeft play entirely, triggering “leaves the battlefield” effects.
NowTreated as though it doesn’t exist - no ETB/LTB triggers. Auras phase with it.

The Handbook

Card Pool

What is Premodern?

Premodern is an eternal format built from cards originally printed between Fourth Edition (1995) and Scourge (2003), spanning the Ice Age through Onslaught blocks and played under the current Comprehensive Rules. Decks are 60 cards or more with a 15-card sideboard and the usual four-of limit, and around 30 cards are banned. For the full legal-set list and deck-construction rules, the official site at premodernmagic.com is the canonical reference; this page focuses on what that list does not explain.

Do I need old cards, or can I use newer printings?

Legality follows the card name, not the set symbol or frame. If a card was printed in a legal set, any later tournament-legal reprint plays identically: a Commander, Modern Horizons, or new-border printing of a legal card is completely fine. Browse our card database at /cards to confirm whether a specific card is in the pool.

I have a box of cards from the 90s, are they playable here?

Very likely yes, and that is the whole appeal. If they were Standard-legal between 1995 and 2003 they are Premodern-legal, so your old Tempest and Urza-block commons and the dual lands you cracked as a kid are tournament cards again. Look any of them up at /cards to check the pool, and see what they go in over at /archetypes.

Rules & Interactions

These cards are old, which rules do they use?

Premodern uses the current Magic Comprehensive Rules, not the rules from when these cards were in Standard. The high-level rules that matter: decks are a 60-card minimum with a 15-card sideboard and at most four copies of any nonbasic card; there is no mana burn; combat damage no longer uses the stack; and old Interrupt cards are now Instants. The entries below cover the interactions that most often catch returning players off guard.

Can I put combat damage on the stack?

No. Under current rules combat damage is assigned and dealt as a single event, so the old 'damage on the stack' step is gone. You cannot block, let damage go on the stack, then sacrifice the blocker to a Mogg Fanatic for extra value before damage resolves; sacrifice it before damage and the creature deals none.

Will I take mana burn if I float too much mana?

No. Mana burn was removed from the rules, so unspent mana empties at the end of each step and phase with no damage. Tap out a City of Brass or a big mana rock freely; the only cost is the mana itself.

How do old 'Interrupt' cards like Counterspell work now?

The Interrupt card type no longer exists; every former Interrupt is now an Instant and uses ordinary instant timing on the stack. There is no special 'interrupt window,' so a Counterspell is just an instant that responds to a spell already on the stack.

How does phasing work, and why doesn't it trigger leaves-the-battlefield effects?

A phased-out permanent, say one hit by Reality Ripple or Vision Charm, is treated as though it does not exist for almost all purposes, but it never actually leaves the battlefield, so it keeps its counters and attachments and does not trigger leaves-the-battlefield abilities. It phases back in untapped during its controller's untap step.

How does banding actually work?

Banding is the format's most notorious 'I have to look this up' keyword. When a banded attacker is blocked, the attacking player chooses how the blockers' combat damage is assigned; when a creature with banding blocks, the defending player chooses how the attackers' damage is assigned. It is one of the few keywords that hands damage-assignment control to the side taking the damage.

How does priority work?

Almost everything in a game happens by players passing priority, and responses resolve last-in-first-out, so the last spell added to the stack is the first to resolve. Get in the habit of saying your intentions out loud, like 'move to combat?' or 'I'll respond,' which keeps the game clean and is normal etiquette here. The stack visualizer above shows how a few stacked spells unwind.

Metagame & Getting Started

How do I play Premodern online?

Premodern is a supported format on Magic Online, which runs regular Premodern events, and our /events archive includes that MTGO data. For free casual play, the community runs games on Cockatrice and XMage and organizes webcam matches through Discord; see our community hub at /media for servers and resources.

Is Premodern expensive? How do I build on a budget?

The cost lives in a handful of staples, mainly original dual lands and the priciest blue cards, but you do not need them to win. Plenty of competitive decks are mono-color aggro built mostly from cheap commons and uncommons; browse /archetypes to find one that fits your budget. Many casual and local events are proxy-friendly, so check a venue's policy before buying anything.

Tournament Play

What are the deck-construction and proxy rules?

Sixty-card minimum, no maximum (as long as you can shuffle it), a 0 to 15 card sideboard, and at most four copies of any card outside basic lands across deck and sideboard combined. Proxy policy is up to the organizer: championship events generally require real cards, while many local and online events allow proxies to lower the cost of entry, so always confirm in advance.

I play Commander, what actually changes in 60-card Premodern?

No commander, no color identity, no singleton: you build a 60-card-minimum deck with up to four copies of any nonbasic card and a 15-card sideboard, played one-on-one rather than in a multiplayer pod. Games are faster and more deterministic, so your mana curve and mulligan decisions matter far more than they do across a 100-card singleton deck.

Wait, I can run four copies of the same card?

Yes. Outside basic lands, you can run up to four copies of any card across your maindeck and sideboard combined. Consistency in Premodern comes from redundancy, meaning playsets of your best cards, rather than from a singleton toolbox of one-ofs, which is the opposite instinct from Commander.

Community Lingo

All you
Casually passing the turn. Synonyms: 'I say go', 'Your go'.
Apocalypse
The third SET of the Invasion block (2001), not the card of the same name. The Invasion block leaned hard into multicolor and gold cards; Apocalypse added the enemy-colored 'pain' duals and powerful enemy-color spells to the Premodern pool.
Blowout
A single exchange that swings the game hard, like punishing an overextension with a sweeper or countering the spell an opponent built their whole turn around.
Bolt the Bird
Spending premium early removal on an opposing mana creature like Llanowar Elves or Birds of Paradise to set the opponent behind on mana. A classic tempo judgment call.
Card Advantage
Having more cards and resources in play and in hand than your opponent. Often shortened to CA, it is the engine behind most grindy, long-game wins.
Damage on the stack
A retired rule where combat damage was a triggered ability. This allowed players to sacrifice creatures 'in response' to their damage. In Premodern, this rule is NOT used.
Draw-Go
A control strategy (primarily Landstill) that avoids casting spells during its own turn, instead holding mana for counterspells and removal during the opponent's turn.
Dumptruck
A style of midrange/control deck (often RUG) originating in Portland, known for high card quality and land disruption.
ETB
Enters The Battlefield. A triggered ability that fires when a permanent first arrives in play.
Exile
To move a card to the exile zone, removed from the game. Unlike the graveyard, exiled cards normally can't be recovered.
Fetchlands
Lands like Polluted Delta or Wooded Foothills. You pay 1 life and sacrifice them to search your library for a basic land type.
Fizzle
Slang for a spell or ability that fails to resolve, usually because all of its targets have become illegal.
Gold-bordered
Cards from World Championship or Collector's Edition sets. They have gold borders and different backs, and are normally not tournament legal, but are often welcomed in Premodern to improve accessibility.
Goldfishing
Testing a deck against no opponent to measure its raw clock, meaning how many turns it needs to win against a passive 'goldfish' that never blocks or interacts. Every deck page on the wiki has a built-in sample-hand tool, so you can goldfish any list you open from /archetypes or /events.
Hard Lock
A game state where an opponent is completely prevented from taking meaningful actions (e.g., Decree of Silence + Opalescence).
Hatebear
A small, efficient creature whose real job is a disruptive static ability rather than combat, such as taxing spells or shutting off a strategy.
Inevitability
The quality of a deck that will eventually win a long game on its own, usually a control deck, which forces the opponent to close things out before it takes over.
Jam a game
To quickly start a casual match, often spur-of-the-moment.
Legend rule
The current rule: if you control two or more legendary permanents with the same name, you choose one to keep and put the rest into their owner's graveyard. (The old pre-2017 'legend rule' instead stopped a second copy from entering and could be used to remove an opponent's legend; Premodern uses the current version.)
LobsterCon
The unofficial North American Premodern Championship held annually in Boston. It is the largest paper Premodern event in the world.
London Mulligan
The current official Magic mulligan rule. You draw seven cards, then put one card on the bottom of your library for each time you have mulliganed.
LTB
Leaves The Battlefield. A triggered ability that fires when a permanent is destroyed, exiled, or returned to hand.
Mana burn
A retired rule where unspent mana at the end of a phase caused the player to lose that much life. In Premodern, this rule is NOT used.
Mana flood
Drawing far more lands than you can use, leaving you with nothing impactful to do while the opponent develops. The classic feel-bad non-game.
Middle-School
A common synonym for Premodern, referencing the time period when many current players were in middle school (mid-to-late 90s).
Mill
To put cards from the top of a library into the graveyard. A mill win condition empties the opponent's library so they lose on their next draw.
Netdeck
A decklist copied from published tournament results rather than brewed yourself. Netdecking is a fast way to pick up a proven archetype.
Old Border Only
A personal or community preference to only play cards with the original card frame, even if modern-frame reprints are technically legal.
Old Frame
Also called 'Old Border'. The classic card design used from 1993 until 2003 (8th Edition). Premodern focuses on this era's aesthetics.
On the play / On the draw
Whether you take the first turn (on the play, with no draw step on turn one) or the second (on the draw, with an extra card). It is a real edge that shapes mulligan and sequencing decisions.
Onslaught
A Premodern-era SET and BLOCK (Onslaught / Legions / Scourge, 2002-2003), not the card of the same name. It pushed tribal themes (notably Goblins) and introduced morph and the allied fetchlands (Bloodstained Mire, Polluted Delta, etc.) that anchor many Premodern mana bases.
Pain Lands
A cycle of lands (like Adarkar Wastes or Karplusan Forest) that tap for colored mana but deal 1 damage to you. They are a staple of Premodern mana bases.
Passing priority
Formally letting the next player act. Clear calls ('Move to combat?', 'Priority?') keep games clean.
Priority
The right to cast spells or activate abilities. While a player holds priority they can respond before anything on the stack resolves.
Reanimation
Returning a creature from the graveyard directly to the battlefield, often cheaply (e.g. Reanimate, Exhume, Necromancy).
Sacrifice
To put a permanent you control into its owner's graveyard, usually as a cost. Sacrificing can't be stopped by hexproof or most removal protection.
Silver Bullets
Highly specific cards in a deck or sideboard (often found via tutors like Enlightened Tutor or Living Wish) that are devastating against specific archetypes.
Sligh
A red aggro deck built on an optimized low mana curve, named after player Paul Sligh. It gave its name to 'the Sligh curve,' the idea of filling every early turn with an efficient play.
Soft Lock
A game state where an opponent can technically still play, but is severely restricted (e.g., Stasis or Winter Orb).
Swiss
A tournament format where everyone plays a set number of rounds and nobody is eliminated; each round pairs you against an opponent with a similar record. Final standings come from match results, often with a Top 8 cut to single-elimination afterward.
Tempo
The race for time on the board. A tempo play trades raw card value for speed, like bouncing a blocker or countering a key spell to keep the pressure on while the opponent falls behind.
The Stack
The zone where spells and abilities wait to resolve, last-in-first-out. Players get priority to respond before each one resolves.
The Vibe
A community term for the unique, nostalgic atmosphere of Premodern events, characterized by hospitality and mutual respect for the 1995-2003 era.
Toolbox
A deck design that uses tutors to find specific 'Silver Bullet' answers for any given situation.
Tutor
To search your library for a specific card (e.g. Vampiric Tutor, Worldly Tutor). Named after the card Demonic Tutor.
Two-for-one
A single card that answers two of the opponent's, such as a board sweeper or a creature that kills one of theirs and survives. Winning these trades repeatedly takes over attrition games.
WPN
Wizards Play Network: Wizards of the Coast's program of officially sanctioned local game stores and organized play. Premodern is a grassroots format with no WPN support, so it runs entirely on community-organized events.

Submit your own term

Missing a piece of slang, a deck nickname, or a rules term? Each entry is just a term and a definition (1–3 plain-language sentences).

Submit it on the contribute page, or open a PR adding it to data/introduction/glossary.json (template: data-mirror/templates/glossary-template.json).

Still unsure about a ruling?

When a card interaction isn't covered here, the Comprehensive Rules are the final word. The official site and community Discord are the best places to confirm an edge case.