Tug of War {4}{G}
Sorcery
Players play a subgame starting at 5 life and with up to three permanent cards with different names from their main-game library on the battlefield. As the subgame ends, the winner chooses one of the cards they put onto the battlefield as the subgame began and puts it onto the battlefield rather than shuffling it into their library.
Illustrated by Gaboleps
- Standard
- Not Legal
- Alchemy
- Not Legal
- Pioneer
- Not Legal
- Explorer
- Not Legal
- Modern
- Not Legal
- Historic
- Not Legal
- Legacy
- Not Legal
- Brawl
- Not Legal
- Vintage
- Not Legal
- Timeless
- Not Legal
- Commander
- Not Legal
- Pauper
- Not Legal
- Oathbreaker
- Not Legal
- Penny
- Not Legal
Toolbox
Notes and Rules Information for Tug of War:
- To play a subgame, all players start a new game using their libraries as their decks. Any supplementary decks a player has (for example, an Attraction deck) also get shuffled and brought into the subgame. No other cards, tokens, emblems, or anything else from the main game are included in the subgame unless otherwise specified here or in the effect that created that subgame. (2022-10-07)
- In a Constructed format, each player selects a new set of sticker sheets at the start of the subgame from among all sticker sheets they have (including the ones in the main game) the same way they do at the start of a normal game of Magic. This doesn’t impact the sticker sheets they are allowed to use in the main game. (2022-10-07)
- In a Limited format, each player selects three sticker sheets at the start of the subgame from among all sticker sheets they opened (including the ones in the main game) the same way they would at the start of a normal game of Magic. This doesn’t have any effect on which sticker sheets they are allowed to use in the main game. (2022-10-07)
- In a Commander game, if a commander is in the command zone, its owner puts it into the command zone of the subgame and removes all stickers from it. After the subgame, each player may put any commanders they own in the subgame into the command zone of the main game. If a commander was in the command zone of the subgame, it automatically moves to the command zone of the main game. (2022-10-07)
- As players are shuffling their main-game libraries to form their subgame libraries, they should set aside the cards they wish to have on the subgame battlefield as the subgame begins. (2022-10-07)
- If a player has fewer than seven cards in their main-game library, they’ll lose the subgame as it begins, regardless of how many mulligans that player takes. (2022-10-07)
- After subgame mulligans are complete, the starting player puts the cards they set aside onto the battlefield. Each other player in turn order does the same. (2022-10-07)
- If any abilities trigger during this process, they’ll be put on the stack the next time a player gets priority, usually during the subgame’s first upkeep. (2022-10-07)
- If the subgame is a draw, no player won the subgame, so nobody gets to put a permanent onto the battlefield in the main game. (2022-10-07)
- After the subgame ends, each player shuffles their cards from the subgame to re-form their main-game library (and Attraction deck, if applicable), and they return to the main game from the point they left off, with Tug of War finishing resolving and the winner of the subgame getting their reward. No counters, stickers, or other effects from the subgame move back into the main game. (2022-10-07)
- The card that the subgame winner puts onto the main-game battlefield doesn’t have to come from the subgame battlefield. It could have died, been shuffled into a library, or anything else during the subgame. (2022-10-07)