For many people, Unfinity may be their first-ever Magic: The Gathering Un-set. Especially coming off the hyper-serious Dominaria United and the gimdark Warhammer 40,000 decks, getting to grips with what 'Acorn Magic' is all about is one hell of a change in tone.
Fortunately, day two of Unfinity's preview season helps us by giving us a deeper dive into what makes an Un-set an Un-set. Full of stickers, Attractions, phoning in friends, and keeping cards in places where cards really shouldn't be, today's spoilers really hammer home this is the same brand of Un-set we've always had. Here's everything revealed on day two.
Today's eternal format reveals are all about setting up Unfinity's three core mechanics for play in Commander, Vintage, Legacy, and Pauper.
There's lots of dice rolling, sticker-placing, and Attraction-visiting going on, especially with the two new commanders revealed. Ambassador Blorpityblorpbloop and Tusk and Whisker both use stickers to either buff up themselves (Ambassador) or other creaturs (Tusk and Whisker).
While lots of people have been concerned about the impact stickers are going to have on eternal formats, it's easy to see from these that, outside of Commander decks specifically geared to using them, it isn't going to be that big of a deal. They're highly random and the payoffs the Ambassador and Tusk and Whisker give are fairly small.
Instead, maybe it's the Attractions that should be causing more alarm. Things like Trash Bin and Spinny Ride are easy enough to get set up, and have powerful effects for a number of formats. Throw in some dice rolling synergies and there's a big chance that cards like these could be the ones to watch in Unfinity.
|Bioluminary||Two generic, one blue creature – Merfolk Performer – 1/3: |
Whenever Bioluminary deals combat damage to a player, you get two tickets, then you may put a sticker on a nonland permanent you own.
|Night Shift of the Living Dead||Three generic, one black enchantment: |
After you roll a die, you may pay one life. If you do, increase or decrease the result by one. Do this only once each turn.
Whenever you roll a six, create a 2/2 black Zombie Employee creature token.
|Scampire||Two generic, one black creature – Vampire Employee – 1/3: |
When Scampire enters the battlefield, you get a ticket, then you may put a sticker on a creature card in your graveyard.
Three generic, one black: Return target creature card with a sticker on it from your graveyard to the battlefield. That creature gains haste. Exile it at the beginning of the next end step. Activate only as a sorcery.
|Priority Boarding||Two generic, one red enchantment: |
Whenever you roll a die, you may reveal the top card of your library. Do this only once each turn. Whenever you reveal a card with mana value less than the result this way, you may exile it. If you do, you may play it this turn.
|Clandestine Chameleon||Three generic, one green creature – Lizard Guest – 4/3: |
When Clandestine Chameleon enters the battlefield, you get two tickets, then you may put a sticker on a nonland permanent you own.
Clandestine Chameleon has all abilities of ability stickers on other permanents you own and cards in your graveyard.
|Tusk and Whiskers||Whenever you put an ability sticker on a creature, put a +1/+1 counter on that creature. |
Two generic, one green, one white, tap: You get a ticket. You may put a sticker on a nonland permanent you control.
|Ambassador Blorpityblorpboop||Three generic, one green, one blue legendary creature – Alien Advisor Guest – 3/3: |
When Ambassador Blorpityblorpboop enters the battlefield, you get three tickets, then you may put a sticker on a nonland permanent you own.
At the beginning of each combat, you may have Ambassador Blorpityblorpboop’s base power and toughness become equal to the total power and toughness of all stickers on permanents you control.
|____ ____ Rocketship||Four generic artifact – Vehicle – 2/3: |
When this Vehicle enters the battlefield, you may put up to two name stickers on it.
Whenever this Vehicle attacks, choose a letter. This Vehicle gets +1/+1 until end of turn for each name sticker on it that begins with the chosen letter.
|Celebr-8000||Five generic artifact creature – Clown Robot – 3/3: |
At the beginning of combat on your turn, roll two six-sided dice. For each result of one, Celebr-8000 gets +1/+1 until end of turn. For each other result, it gains the indicated ability until end of turn. If you rolled doubles, it also gains double strike until end of turn.
|Costume Shop||Artifact – Attraction: |
Visit — You may put a sticker on a nonland permanent you own.
|Drop Tower||Artifact – Attraction: |
Visit — Target creature gains flying until end of turn, or until any player rolls a 1, whichever comes first.
|Roller Coaster||Artifact – Attraction: |
Visit — Creatures you control get +2/+0 until end of turn.
|Spinny Ride||Artifact – Attraction: |
Visit — Tap target creature an opponent controls.
|Trash Bin||Artifact – Attraction: |
Visit — Mill two cards, then return a card at random from your graveyard to your hand. (To mill a card, a player puts the top card of their library into their graveyard.)
Today's Acorn cards play up one of the things silver-bordered, or Acorn, Magic does best: drafting in outside help.
There are lots of cards here that require you to get someone not playing the game involved, like Phone a Friend, Ticking Mime Bomb, and Guess Your Fate. There's also a surprising amount of manual dexterity-focused cards here, such as Get Your Head in the Game, A Real Handful, and Squirrel Stack all needing you to either balance cards, hold them in weird places, or even stack dice up to make Squirrel tokens.
An interestingh inclusion to the Acorn cards are Grand Marshall Macie and Truss, Chief Engineer. While both are only for play in Un-set games, their designs don't feel too out there for black-border play. These are cards that could work in the main game with a few rules tweaks, and so maybe they are a test for future mechanics instead of the out-there designs we've been seeing for Acorn cards so far?
|Get Your Head in the Game||Two generic, one white enchantment: |
When Get Your Head in the Game enters the battlefield, exile target nonland permanent until it (this card) leaves the battlefield, then touch it (this card) with your head. When it (this card) stops touching it (your head), sacrifice it (the card, not your head).
|Phone a Friend||Three generic, two blue sorcery: |
Call someone and ask them to choose one. If they don’t answer, an opponent chooses one. (Don’t explain anything else. You choose targets.)
|A Real Handful||Three generic, one black creature – Alien Child Guest – 1/1: |
As long as one or more hands are touching A Real Handful, it gets +2/+2.
As long as two or more hands are touching A Real Handful, it has menace.
As long as three or more hands are touching, it has lifelink.
|Gray Merchant of Alphabet||Three generic, two black creature – Zombie Performer – 2/4: |
When Gray Merchant of Alphabet enters the battlefield, choose a letter. For each creature you control that has the chosen letter in its name, you gain one life and each opponent loses one life.
|Don't Try This At Home||One generic, one red enchantment: |
Whenever a hot source you control would deal damage, it deals that much damage plus one instead. (Something is hot if it has hot things in its art, like fire or explosion.)
One generic, one red, Sacrifice Don’t Try This at Home: It deals damage equal to twice the number of hot cards in your graveyard to target creature or planeswalker.
|Goblin Cruciverbalist||Two generic, one red creature – Goblin Wizard Guest – 1/4: |
When Goblin Cruciverbalist enters the battlefield, create a colorless artifact token named your choice of A, E, I, O, or U.
Whenever Goblin Cruciverbalist attacks, using the first letters of names of permanents you control, spell a word you haven’t spelled this game. It gets +1/+0 until end of turn for each letter in that word.
|Opening Ceremony||Four generic, two red sorcery: |
Add one white, one blue, one black, one red, and one green. You may open a sealed Magic booster pack. Until end of turn, you may cast spells from among cards in that booster pack.
|Ticking Mime Bomb||Three generic, one red artifact creature – Clown Robot Mime – 2/2: |
When Ticking Mime Bomb enters the battlefield, without speaking or indicating any specific creature, pantomime to a person outside the game, then they choose a creature you don’t control. Ticking Mime Bomb deals damage equal to twice the number of Robots you control to the chosen creature.
|Truss, Chief Engineer||One blue, one black legendary creature – Vedalken Rogue Employee – 1/3: |
Whenever Truss, Chief Engineer enters the battlefield or another creature dies, put a hack counter on Truss.
Two generic, tap, Remove X hack counters from Truss: Add or subtract X from a number or word on target spell or permanent until end of turn. This effect can’t reduce a number below one or a number word below one.
|Grand Marshal Macie||One generic, one white, one black legendary creature – Human Performer – 2/2: |
You may choose not to untap Grand Marshal Macie during your untap step. If you do, put a pause counter on it, then you lose one life for each pause counter on it.
Whenever Macie becomes untapped, remove all pause counters from it.
Two generic, tap: Choose an “until end of turn” or “this turn” effect. As long as Macie remains tapped, that effect doesn’t end.
|D00-DL, Caricaturist||Six generic legendary artifact creature – Robot – 1/1: |
When D00-DL, Caricaturist enters the battlefield, create a 4/4 colorless Sketch creature token, which you have fifteen seconds to draw. The token has flying if it has wings in its art. The same is true for first strike and a sword, vigilance and a shield, menace and mean eyes, trample and horns, deathtouch and claws, lifelink and fangs, and haste and footwear.
|Gallery of Legends||Artifact – Attraction: |
Visit — Exile cards from the top of your library until you exile a nonland card, then choose a legendary creature card name with the same mana value as that card. Create a token that’s a copy of the card with the chosen name. That token gains haste. Exile it at the beginning of the next end step.
|Gift Shop||Artifact – Attraction: |
Visit — Choose one that hasn’t been chosen.
|Guess Your Fate||Artifact – Attraction: |
Visit — Look at the bottom of your library, then give a person outside the game a one-word clue not on that card. They guess a word. If their guess appears in that card’s name, claim the prize!
Prize — Reveal the card, put it into your hand, then sacrifice Guess Your Fate and open an Attraction.
|Memory Test||Artifact – Attraction: |
When Memory Test enters the battlefield, target opponent exiles cards from the bottom of their library until they exile five nonland cards, then turn those nonland cards face down.
Visit — Name the exiled face-down cards, then look at them. If you named them correctly, turn them face up, then claim the prize!
Prize — Create three 1/1 red Balloon creature tokens with flying, then sacrifice Memory Test and open an Attraction.
|Squirrel Stack||Artifact – Attraction: |
Visit — You have five seconds to stack dice on top of one another. If you stack at least five dice, claim the prize.
Prize — Create a 1/1 green Squirrel creature token for each die you stack above the fourth, then sacrifice Squirrel Stack and open an Attraction.
NEXT: Magic: The Gathering Exclusive Unfinity Preview – Drop Tower