Pacific 93/94
THE PACIFIC OLD SCHOOL RULES REFERENCE
Pacific 93/94
Pacific Old School is a distinct 93/94 format with its own card pool, printing policy and tournament procedures.
Pacific 93/94 celebrates the earliest years of Magic with a wider card pool than Swedish Old School, including Fallen Empires, Collector’s Edition and International Collector’s Edition.
Mana burn applies at the end of each step and phase. Pacific uses its own Banned and Restricted List and provides distinct errata and no-draw tournament procedures.
The printing policy allows original-art, original-frame cards, including eligible gold-bordered championship printings. Foil cards, proxies and counterfeits are not allowed in tournament play.
This guide follows Pacific Old School Rules v1.1, published March 7, 2020.
Check the Event Rules
Pacific tournaments do not allow drawn matches. Organizers choose an applicable match tiebreaker, including Chaos Orb flips or Mana Clash coin flips.
Legal Sets
Eleven early releases and eligible reprints.

Also legal: Arena, Sewers of Estark and Nalathni Dragon promos. Original-art, original-frame reprints in any language are permitted, including eligible gold-bordered cards. Foils and proxies are not permitted in tournament play.
Minimum 60 main deck cards, optional sideboard up to 15. Four copies per non-basic card name across main and sideboard, except Plague Rats.
Restricted Cards
The following 21 cards are restricted in Pacific 93/94.
RESTRICTEDPacific 93/94 Restricted Cards
- 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
- Regrowth
- Sol Ring
- Time Vault
- Time Walk
- Timetwister
- Wheel of Fortune
Banned Cards
The following seven cards are banned in Pacific 93/94.
BANNEDPacific 93/94 Banned Cards
- Bronze Tablet
- Contract from Below
- Darkpact
- Demonic Attorney
- Jeweled Bird
- Rebirth
- Tempest Efreet
Chaos Orb
The following functional errata apply to Chaos Orb.

1, Tap: Choose a nontoken permanent. Flip Chaos Orb from at least one foot. After a rotation of at least 360 degrees, if it lands resting on the chosen permanent, destroy that permanent. Then destroy Chaos Orb.
- Choose a nontoken permanent.
- Flip from at least one foot high.
- Rotate at least 360 degrees.
- Land resting on the chosen permanent; destroy it, then destroy Chaos Orb.
Falling Star
The following functional errata apply to Falling Star.
Choose any number of non-overlapping creatures. Flip Falling Star from at least one foot high. After a full rotation of at least 360 degrees, it deals 3 damage to each chosen creature on which it lands resting. Surviving creatures damaged this way become tapped.
- Choose any number of non-overlapping creatures.
- Flip from at least one foot high.
- Rotate through at least 360 degrees.
- Deal 3 damage to chosen creatures the card lands resting on.
- Tap creatures that survive the damage.

Ring of Ma’rûf
Pacific uses updated rules text for Ring of Ma’rûf.

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.
- Pay 5, tap and exile Ring of Ma’rûf.
- On your next draw this turn, choose a card you own from exile or sideboard.
- Put the chosen card into your hand instead of drawing.
Plague Rats
Pacific allows any number of Plague Rats in a deck.

Plague Rats’s power and toughness are each equal to the number of creatures named Plague Rats on the battlefield.
A deck can have any number of cards named Plague Rats.
- Any number of Plague Rats can be included in a deck.
- Count all Plague Rats on the battlefield.
- Their power and toughness each equal that number.
Mana Clash
A coin-flipping tiebreaker for tied matches, not new Oracle text for the card.

Pacific allows a Mana Clash-style coin flip contest to resolve tied matches. Every tails deals 1 unpreventable damage to the player who flipped it.
- The organizer selects the method for the tournament.
- Players flip simultaneously. Tails causes 1 damage.
- Damage cannot be prevented. No game actions can be taken.
- If both lose together, continue flipping until one flips heads and the other tails. Heads wins.