Couple that with the random nature of the mechanic and it's more than likely this one doesn't see play. Many of the enablers are very weak cards and aren't very good on their own. Thankfully for Vintage there doesn't seem to actually be any good ways to make Attractions playable. If you have multiples in play and hit 6 you will Visit all of them. In general though, 1 on these is never lit, and 6 is always lit. Each Attraction has a number of variants that have different lights lit up, so you can build your Attraction deck to maximize that.
If you roll one of the lit up numbers on the card, you Visit and perform the triggered ability found there. It's just an Artifact on the battlefield at this point.Īt the beginning of your precombat main phase, you roll to see if you Visit an Attraction. These cards are indeed Eternal legal, and the way they work is that when an effect instructs you to Open an Attraction, you put the top card of the Attraction deck into play. In Constructed play, you have to build a minimum 10-card Attraction deck that is separate from the main deck, and that deck must have 10 uniquely named Attractions in it.
AttractionsĪttractions are a unique mechanic in Unfinity that works much like how Contraptions worked in Unstable. In addition, the goofiness that could be had with Auriok Salvagers in a Bomberman combo list are absolutely absurd. This does work very well with Arcbound Ravager though as the tokens it makes are Artifacts. This one has the awkward downside of having to roll dice to get to its effect, so if you are making this very large that's a lot of dice. Scalable threats in Vintage are usually pretty reasonable enough. Golos is probably the better five mana value artifact in Vintage, but guaranteed this will show up for a good joke. Just because I know someone will play this in a deck and call it Clown Shops (our second card here will further this joke for sure), this card is ultimately very reminiscent of something like Crystalline Giant but its effects only last until end of turn. With that said, let's look at the few cards that could maybe see Vintage play. There's also quite a bit to unpack with some of the new mechanics for this set, so I'll be devoting specific sections to those mechanics. Thankfully Vintage seems to absorb card designs like this better than most other formats, so I doubt much of this actually really breaks the format. This set is highly polarizing because of this and definitely lends itself to a conversation about the legality of products for formats like Commander and how they impact other formats. The big reason we have to cover this for this column is due to the fact that this set is split between cards that would normally be silver-bordered (now Acorn) and cards that are fully Eternal legal, making them legal in Vintage, Legacy, etc. Without further ado, let's dive right in! Sticker Shock!Ī new un-set, named Unfinity, is upon us as spoilers have wound down for it this past week. In addition we've got some Challenge data to talk about. There's a lot to unpack with this for sure. Howdy folks! It's time yet again for another edition of Vintage 101! I'm your host, Joe Dyer, and this week we're going to be taking a look at Unfinity and what this set means for Vintage.