'Card' cards

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Ability Punchcard
Acorn Stash
Base Race
Base Race (cont'd)
Beyond Booster Blitz
Booster Blitz
Booster Sleuth
Booster Sleuth (cont'd)
Bounty: Eriana, Wrecking Ball
Bounty: Frankie The Fang
Bounty: Gorra Tash and Silas
Bounty: Lord Fajjal
Bounty: Lyssa, Sterling Collector
Bounty: Miron Tillas Jr.
Bounty: Paq, Fleeting Filcher
Bounty: Sleepy Sovka
Bounty: Squeakers the Sly
Bounty: The Outsider
Bounty: Vara Beth Hannifer
Careful Study (minigame)
City's Blessing
City's Blessing
Companion
Core Set 2019 Checklist
Cyber Simulacrum
Cyber Simulacrum (cont'd)
Dark Ascension Checklist
Day
Day Vs. Night
Demon's Due (cont'd)
Demon's Due (minigame)
Dominarioes
Double-Faced Substitute Card
Eldritch Moon Checklist
Energy Reserve
Energy Reserve
Experience
Find the Assassin
Find the Assassin (cont'd)
Foraging Squirrels
Foraging Squirrels (cont'd)
Foretell
Innistrad Checklist
Into the Story: Assassin Edition
Into the Story: Horror Edition
Ixalan Checklist
Look at Us, We're R&D
Magic and Minions
Magic Origins Checklist
Max Speed
Mimic Match
Mini-Master
Mini-Master (cont'd)
Mishra's Manufactory
Mishra's Manufactory (cont'd)
Monster of the Week
Monster of the Week (cont'd)
Night
On an Adventure
Plot
Poison Counter
Punchcard
Punchcard
Radiation
Rivals of Ixalan Checklist
Roil Royale
Roil Royale (cont'd)
Roll for Initiative
Shadows Over Innistrad Checklist 1
Shadows Over Innistrad Checklist 2
Start Your Engines!
Story Beats
Strictly Better
Strictly Better (cont'd)
Telepathic Transmission
The Initiative
The Monarch
The Ring Tempts You
Ticket Bucket-Bot
Totally Lost in Translation
Totally Lost in Translation (cont'd)
Urza's Blueprints (cont'd)
Urza's Blueprints (minigame)
Vampire Wedding Planner
Vampire Wedding Planner (cont'd)
Wanted!
Wanted!
Wanted!
Wanted!
Wanted!
Wanted!
Wanted!
Wanted!
Wanted!
Wanted!
Wanted!
Winchester Draft
Winchester Draft (cont'd)


Ability Punchcard

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Acorn Stash

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(Place your acorn counters in this area.)

Base Race

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2 players | 3 packs | 10 minutes OBJECTIVE: Competition among treasure hunters on Zendikar is fierce. Find your opponent's base camp before they find yours! GET READY: Open three packs, give one basic land to each player, then remove any remaining land cards and any cards without Magic card backs. Shuffle the remaining cards together and deal 11 cards to each player. Each player then looks at their cards and arranges them face down in a 4x3 grid opposite their opponent. The completed play area should be 4x6 with no extra spaces. The first player to finish their grid goes first. LET'S PLAY: On their turn, each player moves one of their cards one space either vertically or horizontally-not diagonally, and not onto a space occupied by another card they own. You can use your turn to move a card safely onto an

Base Race (cont'd)

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empty space. Moving a card onto a space occupied by an opponent's card starts a battle! Reveal both cards and do the following for each card type: If both revealed cards are Creatures/Artifact Creatures, the card with the higher toughness wins and remains face up; the loser is discarded. If they tie, the attacker wins. Legendary Creatures/Planeswalkers always win against nonlegendary creatures. When they battle each other, the higher toughness or loyalty wins. If they tie, the attacker wins. If either of the revealed cards is an Instant/Sorcery/Enchantment, discard both revealed cards. (Other effects still happen.) If one of the revealed cards is an Artifact, the player who owns it discards it and takes an extra turn. If both revealed cards are Artifacts, only the attacker gets the extra turn. TO WIN: When a Land is revealed in battle, its owner loses the game. When one Land attacks another, the attacking land wins the game.

Beyond Booster Blitz

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2 Players | 4 packs | 10 minutes OBJECTIVE: Each player opens two packs and makes three face-down piles of three cards each using the Magic cards inside. Players make their piles with the goal of winning a series of Magic games with these modified rules: Players start at 5 life, have infinite mana, and cannot lose by drawing from an empty library. LET'S PLAY: Randomly determine who goes first. Each player chooses which pile their opponent will use for each round. Then both players draw all three of their cards and play a game of Magic. When a player loses a game, they get to go first in the next game. TO WIN: The first player to win two games wins the match.

Booster Blitz

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2 players | 2 packs | 10 minutes OBJECTIVE: Best your opponent in a series of fast Magic games using only the cards in a single pack! GET READY: Each player opens a pack and makes four face-down piles of three cards each using the Magic cards inside. Players make their piles with the goal of winning a series of Magic games with these modified rules: Players start at 5 life, have infinite mana, and cannot lose by drawing from an empty library. LET'S PLAY: Randomly determine who goes first. Each player chooses which pile their opponent will use for each round. Then both players draw all three of their cards and play a game of Magic. When a player loses a game, they get to go first in the next game. TO WIN: The first player to win two games wins the match.

Booster Sleuth

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2 players | 2 packs | 10 minutes OBJECTIVE: Unlike Jace, not all of us can rely on telepathy to solve a mystery. Using other cards as clues, discover all the facts about your opponent's mystery card. GET READY: Randomly determine who goes first-that player is the Secretkeeper, and their opponent is the Detective. First, the Secretkeeper opens a pack and removes any lands and cards without Magic card backs. Next, they shuffle the remaining cards and pick one at random. That card is the mystery card. Finally, the Secretkeeper gives the Detective the rest of the cards, and the game begins. LET'S PLAY: The Detective must correctly guess four facts

Booster Sleuth (cont'd)

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about the mystery card: converted mana cost, color, card type, and the number of words in its name. To do this, they choose and reveal cards one at a time. When each card is revealed, the Secretkeeper tells the Detective how many of the four facts that card and the mystery card have in common. Then the Detective may either guess the four facts or reveal another card to get more clues. The Detective gets only one guess, and they must guess all four facts correctly to win. Once the Detective has guessed, the round ends and the players switch roles with a new pack. TO WIN: Discover all four facts using as few cards as possible. The Detective who guesses correctly using the fewest clue cards wins! If neither player guessed correctly, or if there is a tie, play another round!

Bounty: Eriana, Wrecking Ball

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At the beginning of your end step, if you committed a crime this turn, collect your reward. (Targeting opponents, anything they control, and/or cards in their graveyards is a crime.)

Bounty: Frankie The Fang

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At the beginning of your end step, if the player with the most life or tied for most life as the turn began was dealt combat damage this turn, collect your reward.

Bounty: Gorra Tash and Silas

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At the beginning of your end step, if all opponents were dealt combat damage this turn, collect your reward.

Bounty: Lord Fajjal

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At the beginning of your end step, if a land card was put into your graveyard from anywhere this turn, collect your reward.

Bounty: Lyssa, Sterling Collector

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At the beginning of your end step, if the player with the most cards in hand or tied for most cards as the turn began was dealt combat damage this turn, collect your reward.

Bounty: Miron Tillas Jr.

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At the beginning of your end step, if the nearest opponent to your left as the turn began was dealt combat damage this turn, collect your reward.

Bounty: Paq, Fleeting Filcher

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At the beginning of your end step, if there are four or more card types among cards in your graveyard, collect your reward.

Bounty: Sleepy Sovka

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At the beginning of your end step, if you cast no spells this turn, collect your reward.

Bounty: Squeakers the Sly

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At the beginning of your end step, if a legendary creature you controlled attacked alone this turn, collect your reward.

Bounty: The Outsider

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At the beginning of your end step, if you cast a spell from anywhere other than your hand this turn, collect your reward.

Bounty: Vara Beth Hannifer

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At the beginning of your end step, if the nearest opponent to your right as the turn began was dealt combat damage this turn, collect your reward.

Careful Study (minigame)

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2-6 players | 1 pack | 5 minutes OBJECTIVE: Take turns memorizing _Magic_ cards and trying to stump your opponent with questions! GET READY: Split up into two teams of one or more players. Randomly determine which team goes first, and then open a pack and remove any remaining land cards and any cards without _Magic_ card backs. Each team then picks a card and puts it face down on the table without looking at it. LET'S PLAY: On your turn, your team has 30 seconds to examine your card before handing it over to the opposing team. Then they ask your team five questions about your card. Once you've answered them all, note your score. Now it's your team's turn to ask the questions! Questions can be about anything on the card.

City's Blessing

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City's Blessing

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Companion

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As each game begins, you can place one card with companion here if your starting deck meets its condition. You may cast it once from here.

Core Set 2019 Checklist

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(Use this card to represent a double-faced Nicol Bolas card in your library or hand.) [] Nicol Bolas, the Ravager {1}{U}{B}{R}

Cyber Simulacrum

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2-6 Players | 1 Pack | 10 Minutes OBJECTIVE: Sometimes technology is useful, and sometimes it's downright confusing! Deduce the identity of your cards using only images from the internet. GET READY: Open a booster pack and remove all ad, token, and art cards. Deal one card face down to each player, setting the rest aside. Each player secretly looks at their card, then searches its card name using an internet search engine. Navigate to the first three image results that are not of a Magic card or Magic art, then choose one of those images. If you're unsure if something depicts Magic art, use your best judgment.

Cyber Simulacrum (cont'd)

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LET'S PLAY: Once each player has selected an image, place the chosen cards back in with the unchosen cards. Then shuffle all the cards and display them in a face-up grid. Randomly determine a player to reveal their found image first. The other players work together to guess which card in the grid matches that image. Once their final choice is made, the player who chose the image takes that card and places it in front of them. Play continues with the next player revealing their image until all guesses have been made. TO WIN: After all guesses have been made, each player reveals the correct match for their image. If every card was correctly matched, everyone wins!

Dark Ascension Checklist

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(You can mark this card to represent a double-faced card in your library or hand.) [] Loyal Cathar {W}{W} [] Soul Seizer {3}{U}{U} [] Chosen of Markov {2}{B} [] Ravenous Demon {3}{B}{B} [] Afflicted Deserter {3}{R} [] Hinterland Hermit {1}{R} [] Mondronen Shaman {3}{R} [] Lambholt Elder {2}{G} [] Scorned Villager {1}{G} [] Wolfbitten Captive {G} [] Huntmaster of the Fells {2}{R}{G} [] Chalice of Life {3} [] Elbrus, the Binding Blade {7}

Day

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(If it becomes day or night or if a daybound permanent enters the battlefield, track day/night for the rest of the game.) As it becomes day, transform all nightbound permanents. If a player casts no spells during their own turn, it becomes night next turn.

Day Vs. Night

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2 players | 2 packs | 5 minutes OBJECTIVE: Become a defender of the day or a monster of the night in this rock-paper-scissors-style game. GET READY: Randomly determine who will use the power of **Day** and who will use the power of **Night**. Each player opens a booster and sets aside any cards without Magic card backs. LET'S PLAY: Players look at their hands, pick three cards, and then place their picked cards in a face down row in front of their opponent's row. Players reveal the pairs of cards from Day player's left to right simultaneously. Winning cards are decided as follows: - Red beats green - Green beats blue - Blue beats red - White is always a winning card for the Day player, but it's always a losing card for the Night player - Black is always a winning card for the Night player, but it's always a losing card for the Day player.

Demon's Due (cont'd)

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add together the mana values of their own cards. The player (or players) with the highest total mana value discards their profit cards. The boss requires payment! If any player's boss payment includes a land card, that player instead places the land in their bank to be counted later. Real estate is hot right now. Each other player puts both their cards into their bank to be counted later. Crime pays in New Capenna. TO WIN: After five rounds, discard any remaining cards. Each player totals the mana values in their bank and earns that many points. Lands are worth 3 points. Players earn an additional 2 points for each card in their bank that has the watermark of their chosen crime family. The player with the most points wins! Ties are shared.

Demon's Due (minigame)

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2 or more players | 1 pack per player | 10 min OBJECTIVE: As a member of a New Capenna crime family, you make a name for yourself by showing off your ill-gotten profits. But keep in mind-the most valuable trinkets go directly into the mob boss's pockets. GET READY: First, each player declares allegiance to a crime family. The families are: The Obscura, The Maestros, The Riveteers, The Cabaretti, and The Brokers. (You can pick the same family as another player.) Each player opens a booster, sets aside all cards without Magic card backs, then shuffles the remaining cards to form their face-down deck. LET'S PLAY: Each round, players draw until they have four cards. Players then place two cards from their hand face down in front of them as profit. When finished, all players simultaneously reveal their profit cards and

Dominarioes

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1 player | 1 pack | 5 minutes OBJECTIVE: In ancient Dominaria, Urza and Serra would play *Dominarioes* to pass the time. Connect all cards in the *most condensed way possible.* GET READY: Open a pack, remove all basic lands, ads, and tokens. LET'S PLAY: Place a card face up to start the game. That card is now in play. Continue to place cards that connect to another card in play (see diagram on the back of this card). TO WIN: The game ends when all cards that can be connected have been placed. Determine how many cards long and wide the board is, then add whichever number is higher to the number of unplaced cards to get your rank. 5 or lower is Planeswalker (the best!), 6 is Wizard, and 7+ is Goblin!

Double-Faced Substitute Card

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(You can use this card to represent a double-faced card.)

Eldritch Moon Checklist

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(You can mark this card to represent a meld or double-faced card in your library or hand.) [] Bruna, the Fading Light {5}{W}{W} [] Extricator of Sin {2}{W} [] Gisela, the Broken Blade {2}{W}{W} [] Lone Rider {1}{W} [] Curious Homunculus {1}{U} [] Docent of Perfection {3}{U}{U} [] Grizzled Angler {2}{U} [] Graf Rats {1}{B} [] Midnight Scavengers {4}{B} [] Voldaren Pariah {3}{B}{B} [] Conduit of Storms {2}{R} [] Hanweir Garrison {2}{R} [] Smoldering Werewolf {2}{R}{R} [] Vildin-Pack Outcast {4}{R} [] Kessig Prowler {G} [] Shrill Howler {2}{G} [] Tangleclaw Werewolf {2}{G}{G} [] Ulvenwald Captive {1}{G} [] Ulrich of the Krallenhorde {3}{R}{G} [] Cryptolith Fragment {3} [] Hanweir Battlements

Energy Reserve

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(Place your energy counters in this area.)

Energy Reserve

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(Place your energy counters in this area.)

Experience

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(Place your experience counters here.)

Find the Assassin

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2+ players | 2 packs | 5 minutes OBJECTIVE: Work together to score as many points as possible by deciphering your teammates' clues and correctly guessing the mystery card. GET READY: Open two boosters and remove cards without Magic backs. Separate into a pile of creatures and a pile of noncreatures. LET'S PLAY: - Each round, turn the two piles face down and shuffle them. Then determine which player was assassinated. That player is the clue-giving ghost for the round. The ghost is not allowed to communicate with the other players, except as directed. - The ghost looks at the top card of the creature pile. That is the assassin who killed them. Shuffle the cards in the creature pile and reveal them. Then reveal three random cards from the noncreature pile. The ghost chooses one of the noncreatures as a clue. (Try picking a card with similar art or theme to the assassin!)

Find the Assassin (cont'd)

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- Now, each other player picks which creature they think is the assassin based on that clue. Each player who picks the right assassin gets 1 point. The ghost also gets 1 point unless none of the other players picked the right assassin. TO WIN: Keep playing until every player has been the ghost once. At the end, the player with the most points wins!

Foraging Squirrels

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2-4 players | 2 packs | 5 min OBJECTIVE: You're a cute squirrel, which is great; however, you need to collect food for the winter along with the rest of the squirrels, and you're all competing for the same food strewn across the forest floor. Scramble to get the best stuff! GET READY: Open both packs and remove all cards without _Magic_ card backs. *Select one art card* and shuffle it in with the rest of the cards, which represent the food. Deal the cards face up in a 5x5 grid. Randomly determine who goes first. LET'S PLAY: On your turn, choose a *color* (including colorless). Then move the art card either vertically or horizontally on the grid, skipping empty spaces and collecting each card in your path that matches your chosen color. (Reminder: Lands are colorless.) The art card can move in only one direction per turn, and

Foraging Squirrels (cont'd)

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it stops moving when it reaches the edge of the grid or if the next card in that direction doesn't match your chosen color. It replaces the last card collected, leaving empty spaces where any previously collected cards were. Then play passes to the next player. After the first player takes their first turn, each other player can *dig* once per game, moving a card to an empty space before or after moving the art card on their turn. TO WIN: Play continues until no cards remain in any horizontal or vertical direction from the art card. Players score 1 point per card they've collected, plus 1 bonus point for each of the following achievements: - Most foils - Most rares and mythics - Most unique colors (including colorless) - Most cards with squirrels in the art If players tie for a category, they each receive a bonus point. The squirrel with the most food-that is, the player with the most points-wins!

Foretell

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(After you foretell a card, you can place the exiled card here. You may cast it on a later turn for its foretell cost.)

Innistrad Checklist

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(You can mark this card to represent a double-faced card in your library or hand.) [] Cloistered Youth {1}{W} [] Thraben Sentry {3}{W} [] Civilized Scholar {2}{U} [] Delver of Secrets {U} [] Ludevic's Test Subject {1}{U} [] Bloodline Keeper {2}{B}{B} [] Screeching Bat {2}{B} [] Hanweir Watchkeep {2}{R} [] Instigator Gang {3}{R} [] Kruin Outlaw {1}{R}{R} [] Reckless Waif {R} [] Tormented Pariah {3}{R} [] Village Ironsmith {1}{R} [] Daybreak Ranger {2}{G} [] Garruk Relentless {3}{G} [] Gatstaf Shepherd {1}{G} [] Grizzled Outcasts {4}{G} [] Mayor of Avabruck {1}{G} [] Ulvenwald Mystics {2}{G}{G} [] Villagers of Estwald {2}{G}

Into the Story: Assassin Edition

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OBJECTIVE: Create your own Assassin's Creed storyline, using the cards in your boosters as inspiration. GET READY: Open two boosters for each player and remove any cards without magic card backs.Then sort the cards into separate piles for creature cards, land cards, and other noncreature cards. Shuffle the piles and place each of them face down. LET'S PLAY: Go through the beats of the other side of this card in order, revealing a card from the top of the specified pile or taking the specified action. Tell a story as you go. After a player tells a bit of the story for a beat, it's the next player's turn for the next story beat. If there are no cards of the requested type, players can make something up.

Into the Story: Horror Edition

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1-6 players | 1+ packs | 10 minutes OBJECTIVE: Tell the best horror story you can, using the cards in your booster as inspiration. GET READY: Open a booster for each player and remove any ad, token, and art cards. Then sort the cards into separate piles for double-faced cards (DFCs), single-sided creature and planeswalker cards, land cards, and all other noncreature cards. Shuffle the piles and place each of them face down. LET'S PLAY: Go through the beats of the story below in order, revealing a card from the top of the specified pile or taking the specified action. Tell a story as you go. After a player tells a bit of the story for a beat, it's the next player's turn for the next story beat. If there are no cards of the requested type, players can make something up. **Introduction** - Setting: a land - The characters: three creatures/planeswalkers - Why the characters are at the location: a noncreature card

Ixalan Checklist

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(You can mark this card to represent a double-faced card in your library or hand.) [] Legion's Landing {W} [] Search for Azcanta {1}{U} [] Arguel's Blood Fast {1}{B} [] Vance's Blasting Cannons {3}{R} [] Growing Rites of Itlimoc {2}{G} [] Conqueror's Galleon {4} [] Dowsing Dagger {2} [] Primal Amulet {4} [] Thaumatic Compass {2} [] Treasure Map {2}

Look at Us, We're R&D

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3+ players | 1 pack | 10 min | Pen & Paper OBJECTIVE: Magic _Magic_ takes a team!! Work together to design and illustrate a unique _Magic_ card. GET READY: Open a booster, remove all non-_Magic_ cards and shuffle the rest. Have one player be an artist and another be a writer, then the remaining players will be designers. LET'S PLAY: The designers take turns filling out the different parts of a card with pen and paper. To determine these, they draw a random card from the pack, pick one of the categories, and copy it from the card (if it's missing the category you want, draw another). The designers continue until these are all filled in:

Magic and Minions

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4 players | 2 packs | 45 minutes | d6 OBJECTIVE: Use the cards in a booster to inspire your own one-shot adventure! GET READY: Pick one player to be the *Dungeon Master* (DM). The DM opens a booster and selects a hand of 6 non-land _Magic_ cards to inspire the adventure. They then open a second booster and deal 4 non-land _Magic_ cards to each of the three other players. These cards represent *actions*. Discard all remaining cards. *Actions:* Card color represents the *type* of action, and mana value represents its *power*. - White = Charisma (coercion, leadership, etc.) - Blue = Intelligence (investigation, knowledge, arcane lore, etc.) - Black = Strength (melee attacks, climbing, moving large objects, etc.) - Red = Dexterity (ranged attacks, dodging, sleight of hand, etc.) - Green = Wisdom (common sense, intuition, empathy, etc.) - Colorless = Constitution (running, swimming, resisting disease, etc.)

Magic Origins Checklist

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(You can mark this card to represent a double-faced Planeswalker card in your library or hand.) [] Kytheon, Hero of Akros {W} [] Jace, Vryn's Prodigy {1}{U} [] Liliana, Heretical Healer {1}{B}{B} [] Chandra, Fire of Kaladesh {1}{R}{R} [] Nissa, Vastwood Seer {2}{G}

Max Speed

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Mimic Match

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2-4 players | 2+ packs | 10 minutes OBJECTIVE: Match and collect the most treasure chests before someone uncovers the mimics hiding amongst the loot! GET READY: Open one booster per player and remove any lands and cards without _Magic_ card backs, and then shuffle them together. Then put *two lands* back into the deck (to represent the mimics) and shuffle. Deal 16 cards face down in a *4x4 grid*. Randomly determine who goes first. LET'S PLAY: On your turn, secretly look at *two cards* from the grid. If they share a *color* or *mana value*, you may reveal them, announce what matches and take those cards, then take another turn.

Mini-Master

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2 players | 2 packs. 10 minutes | Basic Lands OBJECTIVE: Play a quick game of Magic using only the cards in a single pack. You may also know this game as Pack Wars! GET READY: Each player opens a pack and sets aside any cards without Magic card backs, trying not to look at the rest of the cards. Then they add three of each basic land (Plains, Island, Swamp, Mountain, and Forest) to their pack and shuffle. This becomes the player's deck. LET'S PLAY: Randomly determine who goes first, then play a game of Magic! There are many variants of Mini-Master. The following are modified rules you can add to your game:

Mini-Master (cont'd)

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If you have two or more copies of any basic land, you can tap other lands as though they were lands of that type. This can help you pay costs with lots of mana symbols in them. After the first game, add another pack to your deck, look at the contents, then cut cards until you have 30. Do this again for game three! Not feeling your deck? Replace the whole thing with a new pack between games! TO WIN: The first player to win two games wins the match.

Mishra's Manufactory

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2-4 players | 2-4 packs | 10 min OBJECTIVE: Take on the role of one of Mishra's assembly workers and assemble the best invention from the mishmash of parts streaming down the conveyor belt. Strategically collect cards based on their color to win. GET READY: Open one booster for each player, remove all cards without _Magic_ card backs, and shuffle the rest together. Reveal four cards in a row stretching from the deck. These form the *conveyor belt*. The two cards closest to the deck are at the *back of the line* and the other two cards are at the *front*. Randomly determine who goes first. LET'S PLAY: On their turn, each player drafts one card from the conveyor belt. The two cards at the front of the line are free, but a player must discard a card they've already collected to draft a card from the back of the

Mishra's Manufactory (cont'd)

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line. Cards then slide forward to fill in the gap, and a card from the deck is added to the back of the line. Drafted cards are kept face up in front of each player, grouped by color (including colorless.) Play then passes clockwise. Lands are wild (they count as any color, including colorless), and a multicolored card can be any of its colors. When you draft a wild or multicolored card, declare its color and place it in the corresponding group. TO WIN: The game ends when all cards have been collected. For each color, the player with the largest group of cards of that color gets *3 points*, and the player with the second largest group gets *2 points*. The card with the highest mana value breaks ties. If there is still a tie, each tied player gets half the points, rounded up. Players also earn points for the number of groups they've collected: four groups = *2 points*, five groups = *4 points*, six groups = *6 points*. The player with the most points wins!

Monster of the Week

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1 player | 1 pack | 5 minutes OBJECTIVE: Survive the night by defeating the monster in your booster! GET READY: Open a booster and pick a double-faced card (DFC), then set it aside. This is the monster you will face. Discard all ad, token, and art cards. Shuffle the remaining cards into a stack and place it face down to create your library. LET'S PLAY: Play a game of Magic against the monster with the following rule modifications: - You start with zero cards in hand and 20 life. - At the beginning of your upkeep, create a Treasure token. (It's an artifact with "{T}, Sacrifice this artifact: Add one mana of any color.") The monster doesn't have a life total, mana, or library, and it can only be defeated by removing it from the battlefield twice: once on its front side and once on its transformed side.

Monster of the Week (cont'd)

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The monster behaves automatically as follows: - It starts the game on the battlefield on its front side. - It doesn't attack until it has taken a number of turns equal to its mana value. - It attacks you on each of its turns after it's able to attack. - The first time it leaves the battlefield for any reason, return it to the battlefield transformed. It can't transform by any other means. (It now attacks during each of its turns regardless of if it could attack before it transformed.) - If it leaves the battlefield for any reason while transformed, it is defeated. Take turns with the monster, performing its actions for it. Though you cannot attack the monster, you can block with your creatures when it attacks, and you can target it with spells that target any creature or a creature your opponent controls. You lose if your life total reaches 0 or if you attempt to draw a card from an empty library. TO WIN: Defeat the transformed monster to win.

Night

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As it becomes night, transform all daybound permanents. Permanents enter the battlefield nightbound. If a player casts at least two spells during their own turn, it becomes day next turn.

On an Adventure

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After an Adventure resolves, you can place the exiled card here. You may cast the creature from exile.

Plot

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After you plot a card, you may place the exiled card here. You may cast it as a sorcery on a later turn without paying its mana cost.

Poison Counter

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(A player with ten or more poison counters loses the game.)

Punchcard

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Punchcard

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Radiation

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At the beginning of your precombat main phase, if you have any rad counters, mill that many cards. For each nonland card milled this way, you lose 1 life and a rad counter.

Rivals of Ixalan Checklist

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(You can mark this card to represent a double-faced card in your library or hand.) [] Hadana's Climb {1}{G}{U} [] Journey to Eternity {1}{B}{G} [] Path of Mettle {R}{W} [] Profane Procession {1}{W}{B} [] Storm the Vault {2}{U}{R} [] Azor's Gateway {2} [] Golden Guardian {4}

Roil Royale

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2-6 players | 1 pack | 5 minutes OBJECTIVE: Ancient Kor ruins are being discovered across Zendikar! Be the first player to locate the ruins while avoiding the wrath of the Roil! GET READY: Open a pack and remove any cards without Magic card backs, then place all the cards face down on the table and randomize them. Whoever went camping most recently goes first. LET'S PLAY: Players take turns revealing one of the cards on the table. Each card has unique properties that may help the player on their way to the ruins: Commons are campsites. Once revealed, they are discarded. Uncommons, rares, and mythics are guides.

Roil Royale (cont'd)

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When a player reveals a guide, they keep that card. Foils are maps. When a player reveals a map, they keep that card. Players can use maps to peek at one of the cards on the table before choosing a card to reveal. The map is then put back onto the table face down, the cards are randomized, and play continues. (Foil uncommons, rares, and mythics can be used as either a map or a guide!) The basic land is the location of the ruins. When a player reveals the land, if they have no guides, they are killed by the Roil and eliminated from the game. If that player has one guide, they survive. In either case, the ruins (and the guide) are put back onto the table face down, the cards are randomized, and play continues. TO WIN: The first player to collect two guides and find the ruins-or the last player standing-wins!

Roll for Initiative

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2+ players | 1+ packs | 5 minutes | d20 OBJECTIVE: As you enter the room, the terrible dragon opens its eyes and lets out a roar. Everybody... roll for initiative! Roll a d20 and modify the result with some _Magic_ cards to get the highest initiative! GET READY: Open a booster and remove all cards without _Magic_ card backs. Use an additional booster for groups of five players or more. Shuffle, then deal the same number of cards to each player. If there are extra cards after dealing, set them aside. Each player then rolls a d20 to determine their *initiative*. In case of a tie, the tied players roll again. The player with the lowest starting initiative goes first. LET'S PLAY: On each player's turn, they play a card to modify a player's initiative (see reverse side for card effects). Cards with effects that will be counted at the end of the game should be placed in front of the target player. All other cards go into the discard pile.

Shadows Over Innistrad Checklist 1

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(You can mark this card to represent a double-faced card in your library or hand.) [] Avacynian Missionaries {3}{W} [] Pious Evangel {2}{W} [] Town Gossipmonger {W} [] Aberrant Researcher {3}{U} [] Daring Sleuth {1}{U} [] Uninvited Geist {2}{U} [] Accursed Witch {3}{B} [] Heir of Falkenrath {1}{B} [] Kindly Stranger {2}{B} [] Breakneck Rider {1}{R}{R} [] Convicted Killer {2}{R} [] Gatstaf Arsonists {4}{R} [] Kessig Forgemaster {1}{R} [] Skin Invasion {1}{R} [] Village Messenger {R} [] Autumnal Gloom {2}{G} [] Duskwatch Recruiter {1}{G} [] Hermit of the Natterknolls {2}{G} [] Hinterland Logger {1}{G} [] Lambholt Pacifist {1}{G} [] Solitary Hunter {3}{G} [] Harvest Hand {3} [] Neglected Heirloom {1} [] Thraben Gargoyle {1}

Shadows Over Innistrad Checklist 2

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(You can mark this card to represent a double-faced card in your library or hand.) [] Archangel Avacyn {3}{W}{W} [] Hanweir Militia Captain {1}{W} [] Startled Awake {2}{U}{U} [] Thing in the Ice {1}{U} [] Elusive Tormentor {2}{B}{B} [] Geier Reach Bandit {2}{R} [] Sage of Ancient Lore {4}{G} [] Arlinn Kord {2}{R}{G} [] Westvale Abbey

Start Your Engines!

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Whenever an opponent loses life during your turn, if your speed is 1 or greater, increase your speed by 1. Max speed is 4. This ability triggers only once each turn.

Story Beats

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INTRODUCTION - Setting: a land - The protagonist: a creature - Why the protagonist is at the location: a noncreature card - The villain: another creature card ACTION - The protagonist recruits allies: two creature cards - The protagonist and allies get stronger: a noncreature card - Take down the henchman: a creature card and a noncreature card - An unavoidable death: choose one of the allies - Describe the villain's weakness/secret/motivation and how the allies discovered it: a noncreature card or a creature card RESOLUTION - Confronting the villain: a noncreature card - The final assassination: choose one of the allies and a noncreature card - Ending: Create this yourself! What did the protagonist do after the assassination? Did they get what they need? Was it worth it? TO WIN: After the story's been told, assign the following awards by popular vote to players: Coolest, Funniest, and Most Historically Inaccurate. Feel free to invent your own awards as well. In the case of a tied vote, determine the winner of that award randomly.

Strictly Better

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3-6 players | 3-6 packs | 15 minutes OBJECTIVE: Some cards are strong in Standard, others shine in Draft, but which card looks the tastiest? Take turns being the Judge and decide which Magic card is the best of the best in each wacky category. GET READY: Randomly determine who will be the first Judge. Each player then opens a pack, removes any cards without Magic backs, and looks at their cards. LET'S PLAY: The Judge chooses a category from the list on the back of this card (either their favorite or at random). The other players each secretly submit a card from their pack that they think fits the category. When the Judge has collected all the cards, they reveal each card, read it aloud, then choose the winner. The Judge role then passes to the next player, and they select a different category.

Strictly Better (cont'd)

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TO WIN: The first player to win three categories is the winner! CATEGORIES: 1. Best vacation spot 2. First pick in Draft 3. Grossest 4. Cutest 5. Shiniest 6. Best rock band name 7. Most likely to eat a hedron 8. Best party leader 9. Most inept 10. Coolest treasure 11. Most heroic 12. Most likely to split the party 13. Loudest 14. The next Planeswalker 15. The next fad diet 16. Best mystery novel title 17. Best birthday gift 18. Best win condition 19. Worst weather 20. Worst way to die 21. Best flavor text 22. Best dinner date 23. Most likely to steal your date 24. Best dressed 25. Tastiest 26. Hottest 27. Biggest 28. Smallest 29. Most dangerous job 30. Dream job 31. Most colorful 32. Colossal Dreadmaw's dinner 33. Last picked in dodgeball 34. Best pet

Telepathic Transmission

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2-4 players | 2 packs | 5 minutes OBJECTIVE: Order your cards without communicating in this game that puts your telepathy to the test. GET READY: Open two booster packs and remove all cards without _Magic_ backs. Shuffle the rest of the cards together and deal them out as evenly as possible to each player. One player then discards a land to begin a central discard pile. LET'S PLAY: **Lands** -> **Other Colorless Cards** -> {w} -> {u} -> {b} -> {r} -> {g} Within each category, order cards by numerically ascending mana value. A card of the same color and cost can be played on another card of the same color and cost.

The Initiative

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Whenever one or more creatures a player controls deal combat damage to you, that player takes the initiative. Whenever you take the initiative and at the beginning of your upkeep, venture into Undercity. (If you're in a dungeon, advance to the next room. If you're not, enter Undercity. You can take the initiative even if you already have it.)

The Monarch

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At the beginning of your end step, draw a card. Whenever a creature deals combat damage to you, its controller becomes the monarch.

The Ring Tempts You

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As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become or remain your Ring-bearer. - The Ring can tempt you even if you don't control a creature. - The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game. - Each time the Ring tempts you, you must choose a creature if you control one. - Each player can have only one emblem named The Ring and only one Ring-bearer at a time.

Ticket Bucket-Bot

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Collect your {TK} (ticket counters) here! Spend them whenever you place a sticker with a {TK} cost.

Totally Lost in Translation

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2-6 players | 3 packs | 15 minutes | d20 OBJECTIVE: Work together to score as many points as possible by deciphering your teammates' clues and correctly guessing the mystery card. GET READY: Open three boosters and remove any cards without _Magic_ card backs. Shuffle the remaining cards into a face down deck. Randomly determine who goes first-that player is the *Interpreter*. LET'S PLAY: The interpreter draws a *mystery card* from the top of the deck, rolls a d20, and then gives a clue determined by the result of their roll (see opposite side of card). The Interpreter then draws five more cards from the deck, shuffles them together with the mystery card, and then reveals them. The other players collectively guess which of the six cards is the mystery card. If they guess correctly, all players score 1 point as a team. After guessing, the round ends and the Interpreter puts the used cards in a discard pile. If the deck runs out of cards, shuffle the discard pile to create a new deck. The Interpreter role then passes to the next player. The game ends after six rounds.

Totally Lost in Translation (cont'd)

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TO WIN: After the end of the sixth round, count up your points and get your team ranking! 4+ is a winning score! 0-1 points: Common, 2-3 points: Uncommon, 4-5 points: Rare, 6 points: Mythic. 4+ is a winning score! CLUE RESTRICTIONS: 1. Name a mood. 2. Name a type of plant. 3. Name a movie or TV show. 4. Name a game. 5. Name a household item. 6. Name a food. 7. Name a beverage. 8. Name a geographic location. 9. Name a celebrity or historical figure. 10. Name a landmark. 11. Hum or sing part of a song. 12. Make a sound effect. 13. Show a photo saved on your phone. 14. Show an emoji on your phone. 15. Make a gesture with one hand. 16. Draw a shape in the air. 17. Perform a puppet show. 18. Act out a scene without talking. 19. Make a facial expression. 20. Draw a picture with your eyes closed. When doing a naming clue, don't name a word in the card name.

Urza's Blueprints (cont'd)

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After discarding, if a player has all the cards required for a new location (see below), they may reveal those cards and note they have constructed their version of that location. They must then discard all cards in their hand and draw a new hand of five cards. Play then passes to the next player. Foils are wild and can cont as any color, mana value, or card type. TO WIN: The first player to construct all three locations wins! THE LOCATIONS: *Mine:* Requires five cards with different card types. (Creature, artifact, land, etc.) *Power Plant:* Requires one card of each color. (White, blue, black, red, and green. Multicolored cards count as one color of your choice. Lands are colorless.) *Tower:* Requires five cards with different mana values. (Lands have mana value 0.)

Urza's Blueprints (minigame)

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2+ players | 2+ packs | 10 min OBJECTIVE: You've unearthed Urza's ancient blueprints for his Power Plant, Tower, and Mine! Race your fellow artificers to assemble all three iconic locations. GET READY: Open a booster for each player and remove any cards without _Magic_ card backs. Shuffle the remaining cards into a deck and deal five cards to each player. Randomly determine who goes first. LET'S PLAY: On each player's turn, they draw a card, then discard a card face up. Players may draw either the top card of the deck or the top card of the discard pile. If there are no cards left in the deck when a player tries to draw, shuffle the discard pile to form a new deck.

Vampire Wedding Planner

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2+ players | 2+ packs | 10 minutes OBJECTIVE: Compete to be the best wedding planner for the bride Olivia Voldaren, by matching cards to her chosen theme. GET READY: Each player opens a booster and sets aside all cards without _Magic_ card backs. Then each player randomly selects a nonland, non-colorless _Magic_ card from their own cards without revealing it to the rest of the players. Shuffle all players' remaining cards together and place the stack face down in the center of all players. Each player's selected card is their wedding *theme*, and they may secretly look at their own card at any time. Each player is dealt 4 cards, then turn over the top card of the stack to create a discard pile. Randomly determine who goes first. Then take turns counterclockwise. LET'S PLAY: Players take turns drawing and discarding cards, trying to create a hand of cards with the highest point value. Players may draw the top card of the deck *OR* pick up *any* card from the discard pile. If a card is taken from the discard pile, they must *take every card discarded on top of that card* as well. Whenever a player picks up one or more cards, they must discard one.

Vampire Wedding Planner (cont'd)

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Points are scored as follows: - 1 point for each card in your hand that matches your theme card's *color* or *mana value* - 1 point for each artifact or foil card (Olivia likes shiny things) - 1 point for a land (maximum of 1). The location of the wedding. - -1 point for any card that does *NOT* count for one of the above *Cards can count for multiple points if they meet multiple criteria.* TO WIN: Play ends after each player has taken four turns. Players reveal all of their cards and pitch their wedding theme as they total their points. The player with the most points wins. Ties are shared.

Wanted!

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Before the game, shuffle at least 6 unique bounty cards into a face-down pile. As the starting player's third turn begins, reveal the top bounty card. Claim the revealed bounty during your turn and collect your reward! As each turn begins, if no bounty is being offered, reveal the next one. If the pile is empty, shuffle all claimed bounties and restock If the bounty went unclaimed last turn, increase its reward to the next level. Rewards 1 - Create a Treasure token 2 - Create two Treasure tokens 3 - Create two Treasure tokens *or* draw a card 4 - (Max) Create two Treasure tokens *and* draw a card.

Wanted!

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Before the game, shuffle at least 6 unique bounty cards into a face-down pile. As the starting player's third turn begins, reveal the top bounty card. Claim the revealed bounty during your turn and collect your reward! As each turn begins, if no bounty is being offered, reveal the next one. If the pile is empty, shuffle all claimed bounties and restock If the bounty went unclaimed last turn, increase its reward to the next level. Rewards 1 - Create a Treasure token 2 - Create two Treasure tokens 3 - Create two Treasure tokens *or* draw a card 4 - (Max) Create two Treasure tokens *and* draw a card.

Wanted!

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Before the game, shuffle at least 6 unique bounty cards into a face-down pile. As the starting player's third turn begins, reveal the top bounty card. Claim the revealed bounty during your turn and collect your reward! As each turn begins, if no bounty is being offered, reveal the next one. If the pile is empty, shuffle all claimed bounties and restock If the bounty went unclaimed last turn, increase its reward to the next level. Rewards 1 - Create a Treasure token 2 - Create two Treasure tokens 3 - Create two Treasure tokens *or* draw a card 4 - (Max) Create two Treasure tokens *and* draw a card.

Wanted!

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Before the game, shuffle at least 6 unique bounty cards into a face-down pile. As the starting player's third turn begins, reveal the top bounty card. Claim the revealed bounty during your turn and collect your reward! As each turn begins, if no bounty is being offered, reveal the next one. If the pile is empty, shuffle all claimed bounties and restock If the bounty went unclaimed last turn, increase its reward to the next level. Rewards 1 - Create a Treasure token 2 - Create two Treasure tokens 3 - Create two Treasure tokens *or* draw a card 4 - (Max) Create two Treasure tokens *and* draw a card.

Wanted!

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Before the game, shuffle at least 6 unique bounty cards into a face-down pile. As the starting player's third turn begins, reveal the top bounty card. Claim the revealed bounty during your turn and collect your reward! As each turn begins, if no bounty is being offered, reveal the next one. If the pile is empty, shuffle all claimed bounties and restock If the bounty went unclaimed last turn, increase its reward to the next level. Rewards 1 - Create a Treasure token 2 - Create two Treasure tokens 3 - Create two Treasure tokens *or* draw a card 4 - (Max) Create two Treasure tokens *and* draw a card.

Wanted!

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Before the game, shuffle at least 6 unique bounty cards into a face-down pile. As the starting player's third turn begins, reveal the top bounty card. Claim the revealed bounty during your turn and collect your reward! As each turn begins, if no bounty is being offered, reveal the next one. If the pile is empty, shuffle all claimed bounties and restock If the bounty went unclaimed last turn, increase its reward to the next level. Rewards 1 - Create a Treasure token 2 - Create two Treasure tokens 3 - Create two Treasure tokens *or* draw a card 4 - (Max) Create two Treasure tokens *and* draw a card.

Wanted!

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Before the game, shuffle at least 6 unique bounty cards into a face-down pile. As the starting player's third turn begins, reveal the top bounty card. Claim the revealed bounty during your turn and collect your reward! As each turn begins, if no bounty is being offered, reveal the next one. If the pile is empty, shuffle all claimed bounties and restock If the bounty went unclaimed last turn, increase its reward to the next level. Rewards 1 - Create a Treasure token 2 - Create two Treasure tokens 3 - Create two Treasure tokens *or* draw a card 4 - (Max) Create two Treasure tokens *and* draw a card.

Wanted!

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Before the game, shuffle at least 6 unique bounty cards into a face-down pile. As the starting player's third turn begins, reveal the top bounty card. Claim the revealed bounty during your turn and collect your reward! As each turn begins, if no bounty is being offered, reveal the next one. If the pile is empty, shuffle all claimed bounties and restock If the bounty went unclaimed last turn, increase its reward to the next level. Rewards 1 - Create a Treasure token 2 - Create two Treasure tokens 3 - Create two Treasure tokens *or* draw a card 4 - (Max) Create two Treasure tokens *and* draw a card.

Wanted!

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Before the game, shuffle at least 6 unique bounty cards into a face-down pile. As the starting player's third turn begins, reveal the top bounty card. Claim the revealed bounty during your turn and collect your reward! As each turn begins, if no bounty is being offered, reveal the next one. If the pile is empty, shuffle all claimed bounties and restock If the bounty went unclaimed last turn, increase its reward to the next level. Rewards 1 - Create a Treasure token 2 - Create two Treasure tokens 3 - Create two Treasure tokens *or* draw a card 4 - (Max) Create two Treasure tokens *and* draw a card.

Wanted!

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Before the game, shuffle at least 6 unique bounty cards into a face-down pile. As the starting player's third turn begins, reveal the top bounty card. Claim the revealed bounty during your turn and collect your reward! As each turn begins, if no bounty is being offered, reveal the next one. If the pile is empty, shuffle all claimed bounties and restock If the bounty went unclaimed last turn, increase its reward to the next level. Rewards 1 - Create a Treasure token 2 - Create two Treasure tokens 3 - Create two Treasure tokens *or* draw a card 4 - (Max) Create two Treasure tokens *and* draw a card.

Wanted!

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Before the game, shuffle at least 6 unique bounty cards into a face-down pile. As the starting player's third turn begins, reveal the top bounty card. Claim the revealed bounty during your turn and collect your reward! As each turn begins, if no bounty is being offered, reveal the next one. If the pile is empty, shuffle all claimed bounties and restock If the bounty went unclaimed last turn, increase its reward to the next level. Rewards 1 - Create a Treasure token 2 - Create two Treasure tokens 3 - Create two Treasure tokens *or* draw a card 4 - (Max) Create two Treasure tokens *and* draw a card.

Winchester Draft

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2 players | 6 packs | 30 min | Basic Lands OBJECTIVE: Grab a friend and play some _Magic_ in this quick, casual 2-player Draft format. GET READY: Open six packs, remove all basic lands, ads, and tokens, and then shuffle the remaining cards together into a *stack* without looking at them. Place the stack face down, and then take the top four cards of the stack and place each one face up to create the beginnings of *four separate piles.* Randomly determine who drafts first. The first player to draft chooses one of the four piles and adds it to their draft pool. Place a new card from the stack onto each pile, including the empty spot. Then it is the next player's turn to draft. They also draft an entire pile and

Winchester Draft (cont'd)

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then add a new card to each pile. Take turns until all the cards have been drafted. When drafting is done, each player builds a 40-card deck from their draft pool, including additional basic lands added as necessary. LET'S PLAY: Randomly determine who goes first, then play a game of _Magic_! Play a best-of-three match. Each player may sideboard using the rest of their drafted cards between games. TO WIN: The player who wins the best-of-three wins!