Alpha to Alliances Ante
SHUFFLE · CUT · ANTE
A Wider Pool, the Same Stakes
From the Power Nine to Force of Will, Alpha to Alliances Ante opens up the early years of Magic — with an ante card on the line.
Build a deck of at least 60 cards, with no sideboard. This page follows the Dutch rules published by Raging Bull, based on Music City Old School’s Alpha to Alliances Ante format.
Games use mana burn and the London mulligan. Play best of one and roll again to decide who starts each new game.
The source rules are available at Raging Bull — Alpha to Alliances Ante Rules.
Legal Sets
The card pool runs from Alpha through Alliances, with the following early editions and six promotional cards.
Arena · Giant Badger · Mana Crypt · Nalathni Dragon · Sewers of Estark · Windseeker Centaur.
Printings & Reprints
Reprints are permitted when they keep the same artwork and original frame. Later printings and non-English cards are allowed, provided they meet that policy.
Collector’s Edition and International Edition are allowed.Deckmasters (2001) and similar releases with a regular card back and no gold border are also permitted.
Not allowed: foils, World Championship Deck cards, Magic 30 cards (including retro-frame versions), Apocalypse painlands, or Chaos Confetti used as a Chaos Orb proxy.
Restricted Cards
Each card below is limited to one copy per deck. All nine ante cards in the card pool are legal.
RESTRICTEDAlpha to Alliances Ante Restricted List
- Ancestral Recall
- Balance
- Black Lotus
- Braingeyser
- Channel
- Chaos Orb
- Contract from Below
- Demonic Consultation
- Demonic Tutor
- Jeweled Bird
- Library of Alexandria
- Mana Crypt
- Mana Drain
- Mind Twist
- Mox Emerald
- Mox Jet
- Mox Pearl
- Mox Ruby
- Mox Sapphire
- Recall
- Regrowth
- Sol Ring
- Time Vault
- Time Walk
- Timetwister
- Wheel of Fortune
Amulet of Quoz · Bronze Tablet · Darkpact · Demonic Attorney · Rebirth · Tempest Efreet · Timmerian Fiends.
In addition to basic lands, you may play any number of Aurochs and creatures with the type Rat: Bog Rats, Diseased Vermin, Plague Rats and Pestilence Rats. Other unrestricted cards have the normal four-copy limit.
Shuffle, Cut, Ante
Shuffle your deck, let your opponent cut, then ante. The winner takes the losing player’s ante. Under the Dutch rules, lost ante cards are signed or altered, unless the players agreed otherwise before the game.
Mana burn: when unspent mana empties from your mana pool, you lose one life for each mana lost this way.
London mulligan: draw seven cards each time you mulligan. When you keep your hand, put one card on the bottom of your library for each mulligan you took.
Each game is a new best-of-one match: roll again for the starting player. Agree on the rules before you shuffle up.
Good Birdies

Jeweled Bird can replace the cards you own in the ante with itself and draw you a card.
One copy only: Jeweled Bird is restricted in Alpha to Alliances Ante.
Timing matters: if the Bird leaves the battlefield before its ability resolves, the exchange cannot take place and you do not draw a card.
Chaos Orb
The following functional errata apply to Chaos Orb.
1, Tap: Choose a nontoken permanent on the battlefield. If Chaos Orb is on the battlefield, flip Chaos Orb onto the battlefield from a height of at least one foot.
If Chaos Orb turns over completely at least once during the flip, and touches the chosen permanent, destroy that permanent. Then destroy Chaos Orb.
- Choose one nontoken permanent on the battlefield.
- Flip Chaos Orb from a height of at least one foot.
- Chaos Orb must turn over completely at least once during the flip.
- If it touches the chosen permanent, destroy that permanent and then destroy Chaos Orb.
Falling Star
The following functional errata apply to Falling Star.
Choose any number of non-overlapping creatures on the battlefield. Flip Falling Star from a height of at least one foot.
If Falling Star turns over completely at least 360 degrees during the flip, it deals 3 damage to each chosen creature it lands on.
Any creatures damaged by Falling Star that are not destroyed become tapped.
- Choose any number of non-overlapping creatures on the battlefield.
- Flip Falling Star from a height of at least one foot.
- Falling Star must rotate completely through at least 360 degrees.
- It deals 3 damage to each chosen creature it lands on.
- Chosen creatures that survive that damage become tapped.