

All sorts of bad things can happen to artifacts before the turn comes back around, and then when you do get to roll the Attraction die, it’s possible that you could “miss” hitting the light number designation. Once an Attraction is open, you must wait until your next turn to roll. Secondly, by themselves you only get one roll at the beginning of your first main phase, and it appears that most ways to open an attraction happen during your main phase. As far as I’ve been able to find, once an Attraction is in the junkyard it’s gone forever, so ways to protect Attractions from being destroyed will be quite valuable. First, Attractions can be destroyed by anything that destroys artifacts, and then they go to the junkyard. Two things stand out to me when thinking about adding Attractions to a Commander deck. In Constructed games, your Attraction deck must contain at least ten Attraction cards and it must be “Singleton,” that is, no more than one card with any specific name (even if they have different text or lights lit up). If you don’t draft at least three Attraction cards, you won’t be able to use an Attraction deck. In Booster Draft specifically, Attractions are drafted like other cards in the booster. In Limited formats (Sealed Deck and Booster Draft), your Attraction deck must contain at least three Attraction cards and may contain duplicates. Although these Attractions close down after you claim their prizes, you do get to open another to replace it. The prize is a reward for winning the minigame offered by the visit ability. Some Attractions offer minigames and prizes! Things that affect the graveyard do not affect the junkyard. If an Attraction would leave the battlefield and go to any zone other than exile, it instead goes to the junkyard, the Attraction deck’s version of the scrapyard, which is the Contraption deck’s version of the graveyard. Other die rolls caused by spells and abilities won’t cause visit abilities to trigger. You visit Attractions only for this special die roll or if a card specifically tells you to roll to visit your Attractions. If the result is lit up on an Attraction you control, you visit that Attraction, causing that Attraction’s visit ability to trigger. The number 1 will never be lit up, and the number 6 will always be lit up.Īt the beginning of your first main phase on each of your turns, you roll to visit your Attractions by rolling a six-sided die. In fact, different versions of the same Attraction may have different lights lit up. Each Attraction has lights numbered 1–6 in the lower right corner. When told to open an Attraction, put the top card of your Attraction deck onto the battlefield face up under your control. To get them from your Attraction deck to the battlefield, you’ll need to open them, using cards like “Lifetime” Pass Holder. They aren’t cast, and in fact, they never even go to your hand. Rather, they’re played in their own deck called the Attraction deck.Īttractions are artifacts, but you’ll notice they don’t have a mana cost. Attractions aren’t played in your main decks, and they don’t have normal Magic backs. Attractions represent all the rides, games, and shops you might visit while on the midway.
