MTG Proxies: What They Are and When They’re Allowed (and When They’re Not)

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This guide answers the core question people actually mean when they ask about proxies: what counts as a proxy, where can you play them, and when are they absolutely not allowed—without turning it into a courtroom drama (we’ll save that for Orzhov).


What is a “proxy” in MTG?

In everyday player language, “proxy” can mean anything from “a basic land with ‘Underground Sea’ written on it” to “a suspiciously perfect Black Lotus that smells like a fresh inkjet printer.”


Officially, Wizards draws hard lines between three concepts:

  • Playtest cards (casual testing stand-ins; not trying to look real)
  • Proxy cards (in sanctioned events, a judge-issued stand-in for a card that became unusable during that specific event)
  • Counterfeit cards (unauthorized reproductions made to imitate real cards—strictly prohibited)

That “one word, three meanings” situation is why proxy conversations get spicy so fast: two people can be arguing passionately while talking about completely different things.


The simple rule: “Allowed” depends on what kind of play you’re doing

Here’s the cleanest way to think about it:

  • Casual / unsanctioned play: usually fine if the group/store says yes
  • Sanctioned (reported) events: no, except a judge-issued proxy under specific circumstances

If you only remember one sentence, make it this:
If the event is sanctioned, you should assume you need real cards—no personal proxies.


Are MTG proxy cards allowed in Commander pods?

Most Commander pods are casual, and in casual Commander, proxies are typically “allowed” in the only way that matters: your pod agrees to them.


A healthy Commander proxy norm looks like this:

  • You mention proxies before the game starts (not after turn three, when your “totally real” mana base starts doing suspiciously expensive things).
  • Your proxies are readable at a glance (name, mana cost, and relevant text matter more than fancy art).
  • You use proxies to match the table, not to ambush it (proxies don’t excuse power-level whiplash).

If you’re joining a new pod, a simple line works:
“Hey—this deck has a few proxies for testing. Everyone cool with that?”


Are proxy MTG cards allowed at local game stores?

Sometimes yes, sometimes no—depending on whether the event is sanctioned and the store’s policy.


Here’s the practical breakdown:

  • Unsanctioned store play (casual nights, private pods, “we’re just jamming”): many stores allow playtest/proxy-style cards if they’re non-commercial and the group agrees.
  • Sanctioned store events (reported through official systems, tied to promos/rankings/organized play): stores are expected to follow Wizards policy—no personal proxies.

Even if a store personally doesn’t mind, sanctioned play has rules they’re supposed to follow. So if your LGS says “no proxies tonight,” it’s not always a moral judgment—it’s often just them staying compliant.


MTG proxy cards tournament rules and judge proxies

This is where people get tripped up: tournament rules do talk about “proxy cards,” but they don’t mean your home printer.


In sanctioned tournaments, the Magic Tournament Rules describe proxy cards as something the Head Judge may issue when an otherwise-legal card becomes unusable without making the deck marked (for example: accidental damage during the event).


Key points:

  • A judge-issued proxy is for that event and that situation.
  • Players can’t bring their own proxies and treat them as tournament-legal.
  • The Head Judge is the decision-maker on whether a proxy is appropriate.

So when someone says “proxies are allowed in tournaments,” what they usually mean (if they’re being accurate) is:
a judge can issue a proxy for a damaged card during the event—not that you can show up with a proxied decklist and a dream.


Proxy vs counterfeit MTG cards: the difference (the line you don’t want to cross)

If your goal is to play Magic, you want to stay very far on the “playtest” side of the universe.

A useful rule of thumb:

  • Playtest / casual proxy: not trying to pass as real
  • Counterfeit: trying to look real (or easily could be mistaken as real)

Counterfeits create real harm: they can enter trade binders, marketplace listings, prize pools, and collections. That’s why Wizards and the WPN language around counterfeits is so strict.


If you want your proxies to be ethically boring (the best kind of proxy), make them obviously not authentic. Examples that generally reduce confusion:

  • Clearly marked “PROXY” or “PLAYTEST”
  • Alternate back or non-Magic back (when sleeved, this matters less, but it’s still a helpful standard)
  • No attempt to mimic stamps, security marks, set symbols, or other authenticity signals

You’re not trying to win a forensic lab test. You’re trying to make sure no one could ever accidentally trade it, sell it, or accept it as real.


When proxies are usually fine

Proxies typically work well in these situations:

  • Kitchen-table Magic
  • Commander nights with friends
  • Testing a deck before buying cards
  • Cube, battle box, and “board-game style” Magic nights
  • Unsanctioned events where the organizer explicitly allows it

In other words: if the stakes are social (fun) instead of formal (organized play), proxies are mostly a consent + clarity issue.


When proxies are not allowed

Proxies are not allowed (in the “bring your own stand-ins” sense) in sanctioned events.


That includes the things players commonly mean by “real tournaments,” like events run under official tournament policy—unless the Head Judge issues a proxy for a card damaged during the event.


If you’re unsure whether an event is sanctioned, ask the organizer directly:
“Is this event sanctioned/reported?”


It’s a yes/no question, and it saves everyone time and awkwardness.


Proxy etiquette: how to not be “that proxies person”

Nobody wants to be the person who turns a casual game into a policy debate. The easiest way to keep proxies drama-free:

  • Ask early. “Before we start, I have a few proxies—cool?”
  • Keep them readable. Card name, mana cost, and main text should be instantly legible.
  • Match the table. Proxies aren’t the problem; surprise power spikes are.
  • Be consistent. If half your deck is proxies, say so—don’t “reveal” it mid-game like a plot twist.
  • Respect the venue. If the store says no (or the event is sanctioned), don’t argue—swap decks or play elsewhere.

Proxies are supposed to remove friction (cost, access, testing). If they add friction (confusion, mistrust, arguments), something’s off—and it’s fixable.


Bottom line

  • Commander pods: usually yes, if the pod agrees
  • Local game stores: depends on whether the event is sanctioned and store policy
  • Sanctioned tournaments: no personal proxies—only judge-issued proxies for specific circumstances
  • Ethics: make proxies obviously not real; never let them drift into counterfeit territory

If you treat proxies like a tool for accessibility and testing—and you keep them honest and readable—most playgroups will shrug and shuffle up.

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