"Lifetime" Pass Holder enters the battlefield tapped.
When "Lifetime" Pass Holder dies, open an Attraction.
Whenever you roll to visit your Attractions, if you roll a 6, you may return "Lifetime" Pass Holder from your graveyard to the battlefield.
2/1
---
On powerlevel alone this is probably the best black one drop creature, has Gravecrawler and Recurring Nightmare synergy, and doesn't even have to come back into play to generate value.
With that said, I'm assuming the bigger discussion is going to be around whether people are willing to play with these legacy-legal Uncards, and specifically these Attractions at all. I think we're gonna play them unless it end up being absolutely unhinged (no pun intended), but there are some issues from the jump, like attractions with the same name having different numbers, or even though you only need at least 3 in the game, you might want access to more from the tokens pile. You can have multiple in play at a time and they never go away, so they essentially play as die-rolling Initiative that can't be stolen or completed. That's to say, they might end up being kinda nuts lmao
Going purely by the rules, since Cube is not a constructed format, you'd need to draft every attraction you want to play, and you need at least 3 to be able to use attractions. Unless you have at least 3, you don't even roll to visit attractions, reducing this card to just a weaker Diregraf Ghoul (thankfully).
If you change the rules to not require drafting attractions, this card is pretty busted. Some of the attractions like Haunted House seem extremely strong.
You can have multiple in play at a time and they never go away, so they essentially play as die-rolling Initiative that can't be stolen or completed. That's to say, they might end up being kinda nuts lmao
They are artifacts on the battlefield so can be blown up and otherwise interacted with. Aside from this, yes this card does look very good. Let's see what Attractions are printed, but some seem to have decent chance at accruing value over the game.
You can have multiple in play at a time and they never go away, so they essentially play as die-rolling Initiative that can't be stolen or completed. That's to say, they might end up being kinda nuts lmao
They are artifacts on the battlefield so can be blown up and otherwise interacted with. Aside from this, yes this card does look very good. Let's see what Attractions are printed, but some seem to have decent chance at accruing value over the game.
Ah, good catch! I completely missed that. Still, these remain pretty difficult to interact with, and that does result in some interesting artifact synergies with cards like Urza, Lord High Artificer, Tezzeret the Seeker, Tolarian Academy, etc.
I mean, I guess it kinda depends on how you/one would implement it. It’s a lawless landscape, cube.
As the Set intends it for limited, the opportunity cost is drafting the attractions, and that’s how it is meant to be balanced, with a threshold of 3 or more drafted attractions to be able to use the „open“ ability.
They balance it for constructed by requiring 10 unique named attractions as the „sideboard“ or „wish list“ for an attraction opener (widening the variance).
Either one of those options seems mediocre, and without bending/breaking those rules, I doubt this is really all that much more powerful than the rest of the options for black Aggro, and certainly not worth the headache to me of making an attraction sideboard for a B 2/1 ETB tapped. It’s a bit slow to do what it does, and relies on variance with dice rolling.
So in cube, would the attraction need to be drafted or can you access all of it which presumably cube owner have to provide?
The latter would be fine for me. But if it need to be drafted I would prefer so many conspiracy cards before them.
cube is a limited format, so the actual rules are that you would have to draft them and could only have an attraction deck at all if you drsft at least 3. But cube is also a casual format, so people can do what they want.
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I primarily play limited, so most of my spoiler season comments view cards through that lens.
If this went in my cube, I’d probably just take like 5-10 of the best attractions for a black aggro deck and whoever drafts this guy can just have those as their attraction deck.
So in cube, would the attraction need to be drafted or can you access all of it which presumably cube owner have to provide?
The rules card says that it's supposed to be drafted in limited (or opened from your packs in sealed) and that you need to get at least 3 in order to have a attraction deck for limited play. So this mechanic won't work for me and my playgroup. BUT, cube is cube, so if you want to house rule it so that people get a stack of free attractions when they draft this guy, go for it! It would be similar to getting extra Squadron Hawks or all the Tron pieces, or any of the other things that people do to customize their cube experiences. But according to the rules, they need to be drafted in limited.
I might try it out. I would be happy enough to have a 3-5 card pack that we draw one from any time an attraction is created, but it is alot of effort for 1 card so ideally 1-2 more cards like this will be cubeable.
As fun as it looks I could see it being like contraptions, too much support needed just to make a couple of cards work.
I'll pass on this card if the rule is like that then. Maybe when I bring back the mill package/lifegain package that I once had for the lol. But either way it's not going to be in the main cube.
The rules of booster limited have never fully applied to Cube, so I think that it doesn't work for you and your playgroup because it doesn't work for you not because one rules interpretation is more official (more equal) than other interpretations.
You could just as easily say that the attraction deck falls under deck building and not drafting and thus require 10 unique contraptions be used. This is in no way the same as extra Squadron Hawks or Tron lands, which is a more direct circumvention of commonly adopted Cube tenets.
If I were going to run attraction cards, I would just have a full attraction deck (one of each that exists) and have the player use that. There's probably not going to be any way to manipulate the deck itself, so there's no real reason two players couldn't share an attraction deck.
That said, it's a bit much to add to cube. This card is good, but there are a lot of recurring 2 power 1 drops in black now. You would only need to run it if you actually like attractions.
At this point, you could make a mini-games cube including all the mini-games: contraptions, attractions, dungeon, initiative, and monarch. Contraptions and attractions share artifact ground. Dungeons and initiative share "if you've completed a dungeon". Initiative and monarch share a trigger. So there's plenty of cross-between.
A stack of powerful Un-cards in the same sleeves, shuffled into the chunk of cube that will become our packs
A stack of Contraptions in different sleeves, added 2 to each pack, bringing the total to 17 cards per pack
This way, Contraptions can be drafted correctly without "wasting" picks; you are given 2 bonus picks from the get-go.
There was still the issue of assembling. Unstable only printed 1-2 high power level assemblers, so we workshopped a house rule:
"At the beginning of your end step, roll 1d6. If you rolled a 5 or 6, assemble a Contraption."
-------
Time will tell if we get enough playable Attraction openers to avoid a house rule. But once an Attraction is opened, it has a built-in method of being triggered, like Contraptions. So the only issue here is openers.
Ok, so for those, like me, who had no idea how attractions work, once this guy puts one into play:
"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."
So, you're rolling 1 d6 a turn and 1/6th of the time you get to return this guy to play (plus you get some random benefit from the attraction - I suppose if you're letting people add attractions for free they will just always pick the best 3 to put in their attraction "deck"). I don't think I'd think an etb tapped 2/1 for B that let you roll once a turn to return it to the battlefield for free and you had to hit a 6 would be even close to good enough for modern cube. I'd put it below basically every recursive black 1 and 2-drops that are seeing any cube play, and I think I like it less than some other no-longer-playable 2/1's in black that weren't recurrable but had other upside (the bestow one, for instance). So you're only really playing this because it's an ok aggro creature that gives you a benefit from cards you didn't draft and lets you occasionally spike a lucky roll and get 2 of the attractions in play.
Even if I didn't hate the theme of this set (I do), even if I didn't hate what WOTC did with legality in this set (I do), I have 0 interest in including a card that people will really only draft because it gives them access to cards from outside the drafting process that are good if they roll a certain number on a die at the start of each of their turns. Ugh.
On a side note, everything about the design of this set feels clunky and awful. Stickers? More annoying versions of contraptions/venture into the dungeon? Quadrupling down on caring what people are wearing? Just the easiest pass ever.
A viable draft option is to seed every pack an attraction and you get the attraction as the “0th pick” much like stickers. Overall this is equivalent to just getting 3 random attractions. Or you can draft it according to rules. You will probably get the attractions as last/late picks anyway.
I have a soft rule against card text beyond 1 card face (DFCs, Monarch, Day/Night and Dungeons). So even if it works it is a pass for me.
"Lifetime" Pass Holder
Creature – Zombie Guest
"Lifetime" Pass Holder enters the battlefield tapped.
When "Lifetime" Pass Holder dies, open an Attraction.
Whenever you roll to visit your Attractions, if you roll a 6, you may return "Lifetime" Pass Holder from your graveyard to the battlefield.
2/1
---
On powerlevel alone this is probably the best black one drop creature, has Gravecrawler and Recurring Nightmare synergy, and doesn't even have to come back into play to generate value.
With that said, I'm assuming the bigger discussion is going to be around whether people are willing to play with these legacy-legal Uncards, and specifically these Attractions at all. I think we're gonna play them unless it end up being absolutely unhinged (no pun intended), but there are some issues from the jump, like attractions with the same name having different numbers, or even though you only need at least 3 in the game, you might want access to more from the tokens pile. You can have multiple in play at a time and they never go away, so they essentially play as die-rolling Initiative that can't be stolen or completed. That's to say, they might end up being kinda nuts lmao
If you change the rules to not require drafting attractions, this card is pretty busted. Some of the attractions like Haunted House seem extremely strong.
They are artifacts on the battlefield so can be blown up and otherwise interacted with. Aside from this, yes this card does look very good. Let's see what Attractions are printed, but some seem to have decent chance at accruing value over the game.
On spoiled card wishlisting and 'should-have-had'-isms:
Ah, good catch! I completely missed that. Still, these remain pretty difficult to interact with, and that does result in some interesting artifact synergies with cards like Urza, Lord High Artificer, Tezzeret the Seeker, Tolarian Academy, etc.
The latter would be fine for me. But if it need to be drafted I would prefer so many conspiracy cards before them.
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As the Set intends it for limited, the opportunity cost is drafting the attractions, and that’s how it is meant to be balanced, with a threshold of 3 or more drafted attractions to be able to use the „open“ ability.
They balance it for constructed by requiring 10 unique named attractions as the „sideboard“ or „wish list“ for an attraction opener (widening the variance).
Either one of those options seems mediocre, and without bending/breaking those rules, I doubt this is really all that much more powerful than the rest of the options for black Aggro, and certainly not worth the headache to me of making an attraction sideboard for a B 2/1 ETB tapped. It’s a bit slow to do what it does, and relies on variance with dice rolling.
Un-Spiracy Module - http://www.cubetutor.com/viewcube/63204
Utility Land Module - http://www.cubetutor.com/viewcube/53258
cube is a limited format, so the actual rules are that you would have to draft them and could only have an attraction deck at all if you drsft at least 3. But cube is also a casual format, so people can do what they want.
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(filter->rarity to see in set rarity).
The rules card says that it's supposed to be drafted in limited (or opened from your packs in sealed) and that you need to get at least 3 in order to have a attraction deck for limited play. So this mechanic won't work for me and my playgroup. BUT, cube is cube, so if you want to house rule it so that people get a stack of free attractions when they draft this guy, go for it! It would be similar to getting extra Squadron Hawks or all the Tron pieces, or any of the other things that people do to customize their cube experiences. But according to the rules, they need to be drafted in limited.
My 630 Card Powered Cube
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My 50th Set (P)review - Discusses my top 20 Cube cards from OTJ!
As fun as it looks I could see it being like contraptions, too much support needed just to make a couple of cards work.
My cube
My cube on Cube tutor
I'm OP_Forever. I'll be putting this in my signature for a while so everyone know I change my nickname.
You could just as easily say that the attraction deck falls under deck building and not drafting and thus require 10 unique contraptions be used. This is in no way the same as extra Squadron Hawks or Tron lands, which is a more direct circumvention of commonly adopted Cube tenets.
That said, it's a bit much to add to cube. This card is good, but there are a lot of recurring 2 power 1 drops in black now. You would only need to run it if you actually like attractions.
At this point, you could make a mini-games cube including all the mini-games: contraptions, attractions, dungeon, initiative, and monarch. Contraptions and attractions share artifact ground. Dungeons and initiative share "if you've completed a dungeon". Initiative and monarch share a trigger. So there's plenty of cross-between.
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My 1570 card cube (no longer updated)
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Ever-Expanding "Just throw it in" cube.
There was still the issue of assembling. Unstable only printed 1-2 high power level assemblers, so we workshopped a house rule:
"At the beginning of your end step, roll 1d6. If you rolled a 5 or 6, assemble a Contraption."
-------
Time will tell if we get enough playable Attraction openers to avoid a house rule. But once an Attraction is opened, it has a built-in method of being triggered, like Contraptions. So the only issue here is openers.
This is still the best place for high-power-level cube chat & debate.
Here's to many more years at MTGS *clink*
"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."
So, you're rolling 1 d6 a turn and 1/6th of the time you get to return this guy to play (plus you get some random benefit from the attraction - I suppose if you're letting people add attractions for free they will just always pick the best 3 to put in their attraction "deck"). I don't think I'd think an etb tapped 2/1 for B that let you roll once a turn to return it to the battlefield for free and you had to hit a 6 would be even close to good enough for modern cube. I'd put it below basically every recursive black 1 and 2-drops that are seeing any cube play, and I think I like it less than some other no-longer-playable 2/1's in black that weren't recurrable but had other upside (the bestow one, for instance). So you're only really playing this because it's an ok aggro creature that gives you a benefit from cards you didn't draft and lets you occasionally spike a lucky roll and get 2 of the attractions in play.
Even if I didn't hate the theme of this set (I do), even if I didn't hate what WOTC did with legality in this set (I do), I have 0 interest in including a card that people will really only draft because it gives them access to cards from outside the drafting process that are good if they roll a certain number on a die at the start of each of their turns. Ugh.
On a side note, everything about the design of this set feels clunky and awful. Stickers? More annoying versions of contraptions/venture into the dungeon? Quadrupling down on caring what people are wearing? Just the easiest pass ever.
375 unpowered cube - https://cubecobra.com/cube/list/601ac624832cdf1039947588
I have a soft rule against card text beyond 1 card face (DFCs, Monarch, Day/Night and Dungeons). So even if it works it is a pass for me.