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Magic and Minions

Magic and Minions

Card

common

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.)

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Format Legality

commandernot legal
oathbreakernot legal
modernnot legal
pioneernot legal
standardnot legal
legacynot legal
vintagenot legal
paupernot legal
historicnot legal
explorernot legal
alchemynot legal

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Printings (1)

SetRarityTCGplayerCard KingdomCardmarket
Adventures in the Forgotten Realms Minigames#3common···