Eternal

THE 93/94 ETERNAL RULES REFERENCE

ETERNAL · CLASSIC MAGIC · A DISTINCT FORMAT
RULESModern rules with Eternal exceptions
MANA BURNIn effect
LEGAL SETSEleven original releases
REPRINTSNon-foil · original frame · original art
I
INTRODUCTION TO THE FORMAT

Eternal

Eternal follows the Eternal 93/94 ruleset, a distinct classic Magic format with its own card pool, reprint policy and tournament traditions.

Eternal is the name used for the Old School 93/94 rules maintained by Eternal Central. It is a separate format from Swedish Old School.

Eternal retains mana burn: unused mana causes one life loss per mana at the end of each phase. Its card pool includes Collector’s Edition, International Collector’s Edition, Revised and Fallen Empires, alongside eligible original-art reprints.

This guide follows Eternal Central’s published rules. Its specific dexterity-card rulings and tournament policies are covered below.

BEFORE EVERY TOURNAMENT

Check the Event Rules

Tournament organizers may apply different rules, card printing policies or event-specific rulings. Always check the published tournament rules.

III
ONE COPY PER DECK

Restricted Cards

The following cards are restricted in Eternal.

RESTRICTED Eternal Restricted List
  • Ancestral Recall
  • Balance
  • Black Lotus
  • Braingeyser
  • Chaos Orb
  • Channel
  • Demonic Tutor
  • Library of Alexandria
  • 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
IV
NOT LEGAL IN NORMAL PLAY

Banned Cards

These cards cannot be included in an Eternal deck.

BANNED Not legal in Eternal
  • Bronze Tablet
  • Contract from Below
  • Darkpact
  • Demonic Attorney
  • Jeweled Bird
  • Rebirth
  • Tempest Efreet
V
DEXTERITY-CARD ERRATA

Chaos Orb

The following functional errata apply to Chaos Orb.

Chaos Orb
CHAOS ORB · ARTIFACT
Chaos Orb 2
Artifact

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.

LEGAL FLIP PROCEDURE
  1. Choose one nontoken permanent on the battlefield.
  2. Flip Chaos Orb from a height of at least one foot.
  3. Chaos Orb must turn over completely at least once during the flip.
  4. If it touches the chosen permanent, destroy that permanent and then destroy Chaos Orb.
VI
DEXTERITY-CARD ERRATA

Falling Star

The following functional errata apply to Falling Star.

Falling Star 2R
Sorcery

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.

LEGAL FLIP PROCEDURE
  1. Choose any number of non-overlapping creatures on the battlefield.
  2. Flip Falling Star from a height of at least one foot.
  3. Falling Star must rotate completely through at least 360 degrees.
  4. It deals 3 damage to each chosen creature it lands on.
  5. Chosen creatures that survive that damage become tapped.
Falling Star
FALLING STAR · SORCERY
VII
UPDATED FUNCTIONAL ERRATA

Ring of Ma’rûf

The following functional errata apply to Ring of Ma’rûf.

Ring of Ma’rûf
RING OF MA’RÛF · ARTIFACT
Ring of Ma’rûf5
Artifact

5, Tap, Exile Ring of Ma’rûf: The next time you would draw a card this turn, instead choose a card you own from exile or from your sideboard, and put it into your hand.

LEGAL ACTIVATION PROCEDURE
  1. Pay 5 mana, tap Ring of Ma’rûf and exile it to activate its ability.
  2. The ability replaces your next card draw this turn.
  3. When you would draw that card, choose a card you own from exile or from your sideboard.
  4. Put the chosen card into your hand instead of drawing.
VIII
ETERNAL CENTRAL TOURNAMENT POLICY

No Draws & Tiebreakers

Eternal Central’s own tournaments follow a no-draw policy, including intentional and unintentional draws. After a tied 50-minute match, they use a sudden-death Chaos Orb flipping contest; rounds repeat until one player succeeds and the other does not.

This is an event policy described by Eternal Central, not an additional rule for whether a deck is legal. Other tournament organizers may apply different procedures.

Rules source: Eternal Central Old School 93-94 Rules.