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Are Attractions legal in Commander?

Most are! The ones that are not all carry a small symbol, and this guide shows how to spot it.

Most of them are actually! An is an artifact card from Unfinity, which is a set from 2022. Unfinity is one of Magic's "Un-sets", and some of its cards are only meant for casual play. There are 35 different Attractions cards, and the breakdown for Commander is:

  • 22 are legal.
  • 13 are not legal.
  • None are banned.

How to tell them apart

Every Attraction that is not legal has a small acorn symbol at the bottom of the card. The legal ones do not. The same is true across all of Unfinity cards! Every acorn card is not legal in Commander and every card without an acorn is legal.

The acorn marks a card as meant for casual play only (rule 100.7). When Unfinity came out, the Commander Rules Committee, the group that looked after the format then, said "Cards from Unfinity without acorn stamps are legal to play by default in Commander. Cards with acorn stamps are not." They also said "Attractions are legal." Your own group can still agree to play acorn cards though of course. In fact they state players using these cards should be "encouraged among playgroups".

Balloon Stand, Bumper Cars and Kiddie Coaster are legal. Whereas Dart Throw is not. Its text asks you to "Throw a card you own from outside the game onto the playing area from a distance of three feet (about one meter)." While it's very entertaining, that is a test of aim, and not a mechanic traditionally supported within the game.

How Attractions work

Attractions do not go in your 100-card deck but they do not count towards it either. They make a separate Attraction deck, which starts the game in the , the space next to the battlefield where your commander waits (rule 717.2). In Commander, as in any format where you build your deck ahead of time, it needs at least ten Attractions, each with a different name (rule 717.2a).

Some cards tell you to "open an Attraction". Their reminder text explains it: "Put the top card of your Attraction deck onto the battlefield."

Each Attraction has a column of numbers down its right side, and some of them are lit up (rule 717.1). Two copies of the same Attraction can have different numbers lit. If you have an Attraction on the battlefield, you roll a six-sided die on each of your turns, as your main phase before combat begins (rules 717.4 and 701.52a). If the roll matches a lit-up number, that Attraction's "Visit" ability happens (rule 717.5). Kiddie Coaster's reads "Creatures you control get +1/+0 until end of turn." That is one more each, so each of your creatures temporarily deals one more damage in combat.

Cards that open Attractions

Attractions reach the battlefield when another card tells you to open one (rule 717.3). As of the time of this article, there are 26 other Unfinity cards whose text mentions Attractions, and 24 of them are legal in Commander.

Four of those legal cards are creatures, so they can be your commander (rule 903.3). The Most Dangerous Gamer says "Whenever The Most Dangerous Gamer enters or attacks, open an Attraction." The others are Dee Kay, Finder of the Lost, Myra the Magnificent and Spinnerette, Arachnobat.

Other formats

Two smaller formats based on Commander treat them differently. Duel Commander is a version of Commander for two players, and Oathbreaker uses 60-card decks led by a planeswalker card. All 22 Commander-legal Attractions as banned in both of these sub formats. They are not legal in Legacy or Vintage either formats either

Find more

The Attraction tag lists every Attraction we track. To build around them, start with The Most Dangerous Gamer or Myra the Magnificent.

AttractionA card type from Unfinity, one of the joke "Un-" sets. Attractions are kept in their own small deck, apart from your library. When a card tells you to open an Attraction, you put the top one onto the battlefield, and each turn you roll a die to see whether it does something. Some Attractions are legal in Commander and some are not, so check each one.Balloon StandOpen the full glossaryCommand ZoneThe area where your commander sits outside the game. It starts there, and returns there whenever it would die, be exiled, or go to your hand or deck. That is why neutralising a commander is often better than destroying it.Open the full glossaryPowerThe first of the two numbers in a creature's bottom-right corner. It is how much damage that creature deals when it fights or attacks.Open the full glossaryLegendaryA word printed on some cards, as in Legendary Creature. Your commander is usually a legendary creature, and that is where the word matters most in Commander.Isamaru, Hound of KondaOpen the full glossary

Every Card in This Article

printingThe same card can be printed in many sets. Each one is a printing, with its own art and price.CombosTwo or more cards that, put together, do something far bigger than either of them does alone, often ending the game on the spot. Sanguine Bond and Exquisite Blood are a well-known pair: together they drain every opponent to zero.Open the full glossaryAttractionAttractions are carnival rides from Magic's Unfinity set, kept in a separate deck of their own. They are legal in Commander unless they carry an acorn stamp. The same goes for the cards that open an Attraction, such as Coming Attraction. An Attraction never goes in your 100-card deck. "Open an Attraction" puts the top card of your Attraction deck onto the battlefield, where it stays. When a card tells you to roll to visit your Attractions, you roll a six-sided die, and every Attraction you control with that number lit up on its side does what it says. Commanders built to use them include Dee Kay, Finder of the Lost and Myra the Magnificent.Open the Attraction pageCombat TrickAn instant you cast during a fight to change how it ends: making a creature bigger or smaller, or keeping your creatures from dying. Boros Charm, Flawless ManeuverOpen the Combat Trick pageEvasionAn ability that makes a creature hard to block, so its attacks reach the player. Flying, menace, landwalk and plain 'can't be blocked' are the common kinds.Open the Evasion pageToken MakerCreates one or more tokens. Different cards make very different ones: creatures Grave Titan, Treasures Smothering Tithe, Clues Tireless Tracker or Food Gilded Goose. This is one of our largest tags, so pair it with an archetype or theme when you are hunting a specific kind.Open the Token Maker pageForced CombatForces creatures to attack, or decides who they attack, often with goad. In multiplayer it points other people's creatures at each other instead of at you. Bident of Thassa, Toski, Bearer of SecretsOpen the Forced Combat pagePoliticsPolitics decks turn opponents against each other, making their creatures attack someone else or letting the whole table vote. Goad is the most common tool: a goaded creature must attack, and must attack someone other than you if it can.Open the Politics pageOverrunMakes your whole team bigger at once, usually with trample or another way past blockers. It turns a big group of creatures into a winning attack. Craterhoof Behemoth, Akroma's WillOpen the Overrun pageTokensToken decks fill the battlefield with small creatures made by their cards, then attack with all of them or make them all bigger at once. A token is a creature (or other object) that a card creates, not a card from your deck.Open the Tokens pageAggroAggro decks play cheap creatures early and attack every turn, trying to knock opponents out before their bigger plans come together.Open the Aggro pageAcornA joke card, marked with an acorn-shaped stamp at the bottom. Acorn cards are made for laughs, so they are only allowed in Bracket 1 (Exhibition) games, where a deck's theme comes before the rules.Open the Acorn page+1/+1 CountersPuts +1/+1 counters on creatures, permanently raising their power and toughness. Unlike a temporary boost that wears off at end of turn, these markers stay put and stack up over a long game. Hardened Scales, The Great HengeOpen the +1/+1 Counters pageAttack TriggerTriggers when a creature attacks, so the reward comes from declaring the attack. You get it even if the creature is blocked. Sword of the Animist, Adeline, Resplendent CatharOpen the Attack Trigger pageCounter EngineAdds +1/+1 counters over and over rather than once. A counter here is a small permanent marker that raises a creature's power and toughness for good. It is not a counterspell, which is a different thing entirely. Something that adds them every turn makes your whole board bigger and keeps it that way. Hardened Scales, Corpsejack MenaceOpen the Counter Engine pageTarget RemovalRemoves a single chosen permanent by destroying it, exiling it or returning it to its owner's hand, however big it is. It is the precise answer to one problem, as opposed to a board wipe that hits everything. Damage and -X/-X can miss a big creature, so they are Damage Removal and -X/-X Removal instead. Swords to Plowshares, Beast WithinOpen the Target Removal pageCoin Flip / Die RollLeaves part of the outcome to chance: a coin flip, a die roll, or a choice made at random. A flip that can only hurt you, like the one on Mana Crypt, does not count, because no deck is built around it. Ancient Copper Dragon, Delina, Wild MageOpen the Coin Flip / Die Roll pageETB ValueDoes something useful the moment it arrives: an enter the battlefield ability, which players shorten to ETB. You keep that effect even if the card is removed straight afterwards, which is why these pair so well with flicker cards that make them enter again. Solemn Simulacrum, The One RingOpen the ETB Value pageFreeze / Tap LockKeeps permanents tapped, or stops them untapping normally. It denies opponents their mana and attackers, and on your own cards it is the drawback you pay for a burst of power. Basalt Monolith, Intruder AlarmOpen the Freeze / Tap Lock pageLife DrainAn opponent loses life and you gain that life from the same effect. Blood Artist, Zulaport Cutthroat. It lets Aristocrats decks win without ever attacking. Every drain card is also tagged Life Gain; this tag is the part where the life comes out of somebody.Open the Life Drain pageLife GainGains you life, once or over and over. Soul Warden, The Great Henge. In Commander life is something to spend, not just a cushion, and many of these cards also set off others that reward gaining life.Open the Life Gain pageLifegain EngineGains you life again and again, on a trigger that keeps happening, rather than once. You start at 40 life in Commander, so life is something to spend as well as a cushion, and a card like this sets off every card that rewards you for gaining it. Soul Warden, Trostani, Selesnya's VoiceOpen the Lifegain Engine pageRecursionBrings cards back from the graveyard: to your hand, to the battlefield, or letting them be cast again from where they lie. Eternal Witness, Reanimate, VictimizeOpen the Recursion pageUntapperUntaps permanents. Untapping a land or a mana-producing artifact effectively lets you spend that mana twice in a turn, which is why untap effects turn up in so many infinite combos. Seedborn MuseOpen the Untapper pageCounter ManipulationAdds, moves or multiplies counters already on permanents. It works on any kind (+1/+1, loyalty, charge), so the same card can serve very different decks. Karn's Bastion, Doubling SeasonOpen the Counter Manipulation pageFree CastCan be cast without paying its mana cost when a condition is met, often "if you control your commander". Because it costs nothing, you can still answer something after your mana is already spent. Fierce Guardianship, Deflecting SwatOpen the Free Cast pageMana SinkGives you somewhere useful to spend spare mana, usually through an ability you can activate again and again. Rogue's Passage, Mind StoneOpen the Mana Sink pageSpellslingerRewards you for casting instants and sorceries, usually triggering each time you cast one. Storm-Kiln Artist, GuttersnipeOpen the Spellslinger pageStatic BuffGives creatures a lasting bonus to power and toughness while it remains on the battlefield, rather than a boost that wears off at end of turn. Garruk's Uprising, Patchwork BannerOpen the Static Buff page

Where This Came From

Portions of Commander Nexus are unofficial Fan Content permitted under the Fan Content Policy. Not approved or endorsed by Wizards. Literal and graphical information about Magic: The Gathering, including card images and mana symbols, is copyright Wizards of the Coast, LLC.

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