How Many Attractions Can You Have in a Commander Deck?
The short answer is: in Commander, your Attraction deck must contain at least ten Attraction cards. There is no maximum number of Attraction cards you can include, provided they adhere to the singleton rule (no two cards with the same name). Keep reading to learn more about this fun mechanic!
Understanding Attractions in Magic: The Gathering Commander
Attractions are a unique card type introduced in the Unfinity set for Magic: The Gathering. These cards don’t start in your main deck. Instead, you have a separate Attraction deck that lives in the command zone. The mechanic adds a layer of unpredictable fun and strategy to the game, but it also comes with its own set of rules and considerations. So, how exactly do you incorporate Attractions into your Commander games? Let’s delve into the details.
The Attraction Deck: Minimums and Maximums
In Commander, if you’re using Attractions, you need to have at least ten of these cards in your Attraction deck. There is no upper limit to the number of Attractions you can include in your deck, although practicality might suggest that excessively large Attraction decks can become unwieldy.
The key point to remember is the Singleton rule. This means you can’t have two Attractions with the exact same name in your Attraction deck, even if those cards have different text or different lights lit up. This is because the game considers the name of the card, and uniqueness is crucial to the Singleton nature of the format.
How Attractions Function in Gameplay
At the beginning of your precombat main phase, you Roll to Visit your Attractions. You roll a six-sided die, and if the result matches one of the lit-up numbers on the lower right side of the Attraction card, you get the effect of the Visit ability on that Attraction. This adds an element of chance and strategic planning.
Attractions don’t go to the graveyard when they are “destroyed”. Instead, they go to the “junkyard,” which is basically a separate graveyard from which nothing interacts. Once there, they are effectively out of the game. This means that once an Attraction is gone, it’s gone for good, making the management of your Attraction deck and the timing of your visits even more important.
Frequently Asked Questions (FAQs) About Attractions in Commander
Here are 15 frequently asked questions to further clarify the rules and interactions surrounding Attractions in Commander:
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Are Attractions legal in Commander?
Yes, eternal-legal Attractions from Unfinity are legal in Commander. This includes those printed with either the holographic or acorn stamp. Be sure to check with your playgroup if you’re considering using the acorn-stamped ones, as it may fall under the “Rule 0” conversation.
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Do Attractions count towards the 100-card deck limit in Commander?
No, Attraction cards do not begin the game in your main deck and do not count towards the 100-card deck limit for Commander. They reside in a separate Attraction deck within the command zone.
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Can I use acorn-stamped Attraction cards in my Commander deck?
The legality of acorn-stamped cards (cards with joke mechanics) often falls under what’s known as “Rule 0” in Commander. This refers to pre-game discussions with your playgroup to determine what is allowed beyond the standard rules. Some groups are more lenient with acorn-stamped cards than others, so it’s best to check before including them. You can find more insights into understanding card legality through resources like the Games Learning Society.
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What is the “junkyard” for Attractions?
The “junkyard” is a zone similar to the graveyard but specifically for Attractions that have been “destroyed.” Unlike the graveyard, nothing interacts with the junkyard, meaning once an Attraction is there, it’s generally out of the game for good.
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Do I roll for each Attraction individually?
No, you roll one die each turn during your precombat main phase to determine which Attraction (if any) you Visit. If the result matches a number on one or more of your open Attractions, you activate those Attractions’ visit abilities.
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What happens if I run out of Attractions in my Attraction deck?
If you run out of Attractions to reveal, you simply stop revealing them. You continue to roll each turn, but if you have no Attractions to visit, you won’t be able to activate any Visit abilities. This underscores the importance of managing your Attraction deck and strategically revealing Attractions.
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Can I have multiple Attraction decks in Commander?
No, you can only have one Attraction deck per player in Commander. This deck resides in the command zone and is separate from your main deck.
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Are there any commanders that specifically synergize with Attractions?
While there aren’t any commanders that explicitly mention Attractions by name, any commander that benefits from random effects, dice rolling, or value generation can synergize well with the unpredictable nature of Attractions. Commanders that encourage repeatable triggers or that benefit from having a diverse range of permanents on the field are also great fits.
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Can my opponent interact with my Attraction deck?
Generally, no. Opponents can destroy individual Attractions that are open, but they can’t directly manipulate the Attraction deck itself. The Attraction deck resides in your command zone and is generally safe from direct interference.
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How do I “open” an Attraction?
You “open” an Attraction by revealing the top card of your Attraction deck. This is usually done as a result of an effect that specifically tells you to do so. Once an Attraction is open, it stays open until it’s destroyed and placed in the junkyard.
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Can I rearrange the order of cards in my Attraction deck?
Yes, similar to your Commander deck, you can rearrange the order of your Attraction deck between games. However, you cannot reorder the deck during a game, except through specific card effects that allow you to do so.
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What happens if an Attraction has no visit ability?
Some Attractions might have effects that happen regardless of whether you roll a matching number. Others might have abilities that trigger when they enter the battlefield or when they are destroyed. Even if they lack a visit ability, they can still contribute to your overall strategy.
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Can I use tokens to represent Attractions?
While you technically can use tokens to represent Attractions, it’s highly recommended to use the actual cards from the Unfinity set. This helps avoid confusion and makes it easier to track which Attractions are open and which have been sent to the junkyard.
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Are Attraction lands legal in Commander?
No, there are no lands with the Attraction type. Attractions are always nonland permanents that reside in the Attraction deck.
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What strategies work best with Attraction decks in Commander?
Strategies that excel with Attraction decks often involve manipulating dice rolls, generating multiple triggers, or benefitting from having a diverse range of permanents. Consider building your Commander deck to capitalize on the randomness and potential value generated by your Attractions. Also, remember to protect your opened attractions!
Final Thoughts
Attractions offer a unique and flavorful addition to Commander games. By understanding the rules governing the Attraction deck, how to Roll to Visit, and the management of the junkyard, you can add a layer of unpredictability and fun to your gameplay experience. Remember the Singleton rule and consider strategies that synergize with the random nature of these delightful carnival attractions!