I can't think about any principles that directly contradict each other. Having said that, you will find known holes discovered and fixed with virtually every principles upgrade.
The extensive principles cover many circumstances, and in addition they cover what direction to go whenever a dispute does occur. The following is a typical example of one of them:
101.1. When a card’s text straight contradicts these rules, the card takes precedence
It absolutely wasn't clear what took place if a result finished the change during a cleanup action, so a clarification was made. Inside unlikely incident, a unique cleaning action begins. Basically, you cannot escape a turn without dealing with a "clean" cleanup action.
As you care able to see, the comprehensive guidelines have actually defects, that flaws are found and fixed with every principles update. These days, many rules flaws will rarely be relevant in a real game.
Today just forget about "honest, casual people. Unfortunately, Magic has actually cheaters. If you, your reader, are a casual player who never ever plays in tournaments, you'll miss this area on event principles and move on to the second concern. The event principles do not affect casual games.
You will find tournament principles that need a judge to produce a decision. In the event that you get an unusual judge, you might get another decision.
For example, if a judge believes you are inadvertently breaking the principles, you might get a warning for neglecting to retain the game state. However, in the event that judge think you smashed the rules intentionally, you're going to be disqualified. Another type of judge may attain another type of conclusion.
Cheating will frequently appear on the area as a game title Play mistake or Tournament mistake, and must certanly be examined because of the judge to help make a determination of intent and understanding.
Initially, I responded with a simple "No." Ends up, this will depend.
In everyday play, it will be possible obtainable and a friend to indefinitely shuffle your graveyards into your collection over and over. You could repeat this, like, with an Elixir of Immortality. Nothing in comprehensive principles stops this from continuing forever.
In competition play, you will find guidelines positioned to avoid this. If you shuffle your graveyard into your collection, gain 5 life, and then repeat, you then have entered into what is referred to as an "indefinite infinite cycle" (the long part arises from the fact even although you come in a cycle, you don't really know after that take place next at any point in the cycle). The most prominent ruling made on an instance like this is all about a deck referred to as Four Horsemen.
Continuing to perform any loop without specifying some times that you'll duplicate the cycle is recognized as slow play (unless you understand it is resistant to the principles) or stalling (should you choose understand it's from the rules). You'll sooner or later be taken out of the tournament because of this behavior.