Well, it's time to wrap up this edition of Personal Tutor. This week, I presented a very contentious scenario. We saw a wide variety of responses from “yes” to fairly lengthy explanations of card interactions.
Before I get into specifics though, I want to review our policy guidance on giving answers.
From section 1 of the IPG, “Judges should be seen as a benefit to the players, helping to ensure the consistent and fair running of a tournament. Players should be encouraged to use judges as needed, and should not be afraid to call a judge when one is required.” MTR 1.8 tells us “Judges will not generally assist players in determining the current game state but can answer questions about the rules, interactions between cards, or provide the Oracle™ wordings of relevant cards.” And, of course, we cannot give play advice, as noted in the Outside Assistance infraction.
This means that “Yes” by itself is an entirely acceptable, but suboptimal answer. We are certainly in no danger of providing Outside Assistance, but we are also not acting as a benefit to the players, nor are we living up to our capacity to answer questions about interactions between cards.
However, we do have the competing interest of avoiding Outside Assistance. To start with, we should dispel the notion that our answers should not affect the way a player plays a game. Players ask us questions about the rules precisely so that they can make game decisions based on those answers. And that's fine. What we want to avoid is telling the players about what else they can or should do as a result of rules or how cards they didn't ask about (and may be on the battlefield) might change our answer for this game.
We can also draw on some inspiration from a
2009 article written by Jurgen Baert and Nick Sephton: “Judges can make use of a concept we would like to call the virtual game state. Define, outside the ongoing game, a set of objects or effects, as chosen by the player, and consider a game state made up of these objects and effects only. Within this so-called virtual game state, treat all derived information as though it were free information and answer questions that the player asks. When making a ruling, be very specific about that ruling applying in the theoretical game state that was created.”
In the scenario presented, we have been given a virtual game state by the player. Melira is in play. Inkmoth Nexus gets activated and blocks. Nothing else happens. So, what's the deal with combat damage?
The rules interaction here is that damage is dealt, but no damage is marked as a result. If you don't already know this interaction, there is no way you would ever be able to generate the right questions to ask a judge. As a result, we should not hold Nureotoxin to the standard of asking the question in a way that is phrased technically correctly. He clearly believes something strange may be going on here, and that's what he's brought a judge over to explain. So we should do our best to provide an explanation.
Essentially, we have two ways to approach this question. One of them, is to simply state the relevant rules with no value judgements involved. “If Melira is in play, and you activate and Nexus and block, Nexus will deal combat damage. This will not cause damage to be marked on Melira.” This is acceptable, but perhaps begins to enter a gray area given the vague nature of the initial question. We want to avoid phrases like “but it won't do anything useful,” which suggest that we think that isn't a very good play.
The other way is to let the player walk us through the scenario in the virtual game and correct his rules errors as he makes them. “This is a fairly subtle interaction, so go ahead and walk me through what you think is going to happen. When we encounter some place where you've gotten it wrong, I'll jump in and explain the correct rules interaction.” Then, when he says something like “so Melira will have 1 damage on her,” you can provide the explanation above of “damage dealt, not marked” that we mentioned above.
By prompting the player to walk us through the virtual game, we avoid giving any advice (he makes all the decisions) and answering questions that were not asked (each step comes with an implicit “is this still right?”) but we also avoid giving a player an answer that will make him feel like he was gotcha'd by the judge.
Disclaimer: This is not an Official answer. It was written solely by me after reviewing policy and consulting with HL judges.If you would like to comment, contribute scenario suggestions (which don't have to involve danger of coaching), or become a member of the Personal Tutor team, please send me a private message. Thanks, everyone for your participation, and we'll back next month!
EDIT: Bracketed letters eaten by forum.
Edited Joshua Feingold (Oct. 10, 2013 10:01:04 AM)