So you're interested in taking the plunge to try out a competitive event. But how do you plan and prepare for a tournament? What do you bring? What sort of etiquette should you expect?
What should you bring to a tournament?
Your 50-60 card deck plus your 15 card sideboard is obvious, but I'd also recommend bringing at least 5 copies of any token that your deck can produce, ideally 10 would be best to account for steal effects from Demons or Duxvox. Additionally, make sure that whatever deck box you are using for your deck + sideboard contains ONLY your deck, sideboard, and tokens. Other cards should be kept in other boxes, or in a binder.
A copy of your decklist is needed for participation, and can either be written by hand, or filled out online and printed off of Legions Toolbox, or the official LRAW website. Regardless, this decklist will need to 100% represent the cards in your deck and lets Judges ensure that your decklist contains no illegal cards.
You'll also need some way to represent various counters or board states. Dice are common for most counters, but if you expect a card may have a lot of counters on it, then a Spin Counter is recommended. For your DCM and AP, a Spin Counter is again a great option, but so is pen and paper, noting down when DCM or AP changes.
From playing your deck before you'll likely know if you're heavy on counters, bestow buffs, or other items that need to be tracked so you'll likely have a good idea about what you need.
Another useful item is some way to track Essences/Revolution cards if your deck is running them. If you're playing in a casual event, many players will place the Essence/Revolution beside or under their Warlord, but in a competitive event you should use another token or die to represent the Revolution card, as the card itself is still in your discard pile.
Past your various game items, it's a good idea to bring a water bottle, and some snacks. The tournament will take the entire day, and depending on how long your games take you may not have the time to grab lunch when you want it. Staying hydrated and energized can help maintain your competitive edge. Try to avoid any snacks that might be messy, or just avoid eating near cards or tables in use in the tournament.
In addition to all of this, there are many other things you may want to bring. Playmats, other decks, trade binders, or anything else that you would regularly bring to your casual events. That being said, make sure to keep an eye on your stuff as well to avoid misplacing or losing things, especially if you're a far drive away from the tournament location.
In tournaments, you'll generally be afforded a bit less leeway when it comes to the order of game actions, so make sure to pay attention to how things resolve and when players recieve priority.
Judges are trained and knowledgeable about the rules of the game, and are there to help you if you aren't completely certain on how something works in the game. If you are ever unsure on how an interaction works, or if a sequence has gotten too complicated, or if you aren't familiar with a mechanic your opponent is using, call over a Judge for clarification. There's no judgement or blame in calling over a Judge, and if your opponent calls a Judge on one of your plays, don't worry about it, they may be unfamiliar with a play line in your deck and want to double check how it works, or there may be a small rule or interaction that you're missing.
Judges are there to judge the game, not you, so don't stress about having to call a judge, or having a judge called on you. If you aren't sure about an interaction, it never hurts to get confirmation.
In your casual play at your LGS or the Legions League you've likely found yourself in spots where you miss a part in a line, or forget an activation on the sequence or other. In a casual event your opponent might be okay to let you take back an obvious mistake, but tournament play has a much higher standard of regulation. Don't be too stressed out about this though, just make sure to not autopilot too much, and slow down if you need to to avoid sloppy play.
Make sure that your intentions are clear when communicating with your opponent, and confirm what your opponent is doing or intending at any point. Whilst take-backs and re-dos may be accepted in casual games, in Tournament play you shouldn't count on your opponent letting you take back a mistake if you misinterpret something.
When activating an ability, make sure that targets are clearly understood by both players, and that the necessary window of opportunity is given to the other player before a card resolves. For abilities that only target upon resolution this is especially key to ensuring the opposing player knows what they can interact with and respond to.
For example, Nisty's Warcleaver is a bloodbourne 6 negate, that can also destroy a card in play for bloodbourne 6. This destruction ability however, only occurs on the resolution of the spell and there is no window of opportunity to respond to Nisty's Warcleaver targeting a card. If you have a Fortified set that you want to activate, you might want to activate it before Nisty's can destroy it.
Another example would be the dice-rolling cards. There are a few that roll a dice and have a different effect depending on the dice result. The opportunity window for theses cards happens before dice are rolled, and before you know the effect.
Ensure that board state information is consistently maintained. Dice are great for various counters, but can be knocked over easily, especially if there are a lot of them. If you're likely to have a high number of counters on something, such as Ale Counters, Doomsday Counters, or Holy Counters, consider using a Spin Counter to track the number as they convey information much more clearly and easily for both players, and importantly, don't lead to a judge call when you bump your tower of dice off of your Empyrean Empire.
For your DCM and AP, a Spin Counter is highly recommended, but the best option available is using a notepad to track each change in both DCM and AP. This can be especially useful when an issue comes up and something did or didn't apply damage when it should or shouldn't have, and you have the changes in your DCM written down and tracked. Tracking your opponent's DCM and AP can also be useful to ensure the gamestate is maintained and clear. If you've worked hard to make it to finals, you don't want to lose because you or your opponent made a mistake when tracking DCM that loses you the game.
Also for clarity: DCM starts at 0, and counts up. AP generally starts at it's max and counts down, but players can also start at 0 and count up to max so make sure to double check with your opponent whether they have used 20 AP, or if they have 20 AP remaining, and stay consistent with tracking your AP and DCM.
Taking notes is a great way to keep track of information during a match, but there are a few rules and tips to follow.
Notes cannot be taken into a match
This includes sideboard notes, or notes about match ups or deck lists
Notepads should be blank at the start of each match
If you took notes in game 1, you can use those notes in game 2, but cannot use notes from previous matches
Don't waste time
Try not to spend too much time taking notes, and ideally try to do so on your opponents turn.
Taking notes can be helpful in a few match ups, especially in match ups where you opponent is revealing cards, such as tutored cards, or revealed Alehouse cards. If a fortified is tutored and set, you can note where it was set for effects that disrupt face down fortifieds such as Pandora's Box. That being said, the important thing is not to waste too much time with notes. Just focus on things that are important, such as where a negate is vs where a mists is on their fortified line, or a card seen from Chaos Divine Reconnaissance. Don't worry about taking notes about public information such as discard piles.
The most important thing to remember is to be respectful to your opponents, and respectful of the tournament space. Even in higher stakes competitive play, players are here to have fun, and a salty attitude can kill the mood for other players. Be respectful and polite, and 99% of players will return the favor, and you'll improve the tournament experience for everyone.