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ATTRACTIONS RULINGS
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).
When told to open an Attraction, put the top card of your Attraction deck onto the battlefield face up under your control. Each Attraction has lights numbered 1–6 in the lower right corner. In fact, different versions of the same Attraction may have different lights lit up. The number 1 will never be lit up, and the number 6 will always be lit up.
At the beginning of your first main phase on each of your turns, you roll to visit your Attractions by rolling a six-sided die. If the result is lit up on an Attraction you control, you visit that Attraction, causing that Attraction's visit ability to trigger. You visit Attractions only for this special die roll or if a card specifically tells you to roll to visit your Attractions. Other die rolls caused by spells and abilities won't cause visit abilities to trigger.
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. Things that affect the graveyard do not affect the junkyard. You can exile Attractions just fine.
https://magic.wizards.com/en/articles/archive/feature/unfinity-mechanics-2022-09-20
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Name | Hand | Turn 1 | Turn 2 | Turn 3 | Turn 4 | Turn 5 | Turn 6 | Turn 7 | Turn 8 | Turn 9 | Turn 10 | |
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Additional Probabilities |
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