1
/
of
7
Urza's Blueprints (minigame) // Urza's Blueprints (cont'd) (MMH2-004) - Modern Horizons 2 Minigames
Urza's Blueprints (minigame) // Urza's Blueprints (cont'd) (MMH2-004) - Modern Horizons 2 Minigames
Regular price
$0.00 NZD
Regular price
Sale price
$0.00 NZD
Unit price
/
per
Taxes included.
Shipping calculated at checkout.
Out of stock
Couldn't load pickup availability
We will notify you when this product becomes available.
NOT LEGAL
Standard
NOT LEGAL
Future
NOT LEGAL
Historic
NOT LEGAL
Timeless
NOT LEGAL
Gladiator
NOT LEGAL
Pioneer
NOT LEGAL
Explorer
NOT LEGAL
Modern
NOT LEGAL
Legacy
NOT LEGAL
Pauper
NOT LEGAL
Vintage
NOT LEGAL
Penny
NOT LEGAL
Commander
NOT LEGAL
Oathbreaker
NOT LEGAL
Standardbrawl
NOT LEGAL
Brawl
NOT LEGAL
Alchemy
NOT LEGAL
Pauper Commander
NOT LEGAL
Duel
NOT LEGAL
Oldschool
NOT LEGAL
Premodern
NOT LEGAL
Predh
2+ players | 2+ packs | 10 min
OBJECTIVE:
You've unearthed Urza's ancient blueprints for his Power Plant, Tower, and Mine! Race your fellow artificers to assemble all three iconic locations.
GET READY:
Open a booster for each player and remove any cards without _Magic_ card backs. Shuffle the remaining cards into a deck and deal five cards to each player. Randomly determine who goes first.
LET'S PLAY:
On each player's turn, they draw a card, then discard a card face up. Players may draw either the top card of the deck or the top card of the discard pile. If there are no cards left in the deck when a player tries to draw, shuffle the discard pile to form a new deck.
OBJECTIVE:
You've unearthed Urza's ancient blueprints for his Power Plant, Tower, and Mine! Race your fellow artificers to assemble all three iconic locations.
GET READY:
Open a booster for each player and remove any cards without _Magic_ card backs. Shuffle the remaining cards into a deck and deal five cards to each player. Randomly determine who goes first.
LET'S PLAY:
On each player's turn, they draw a card, then discard a card face up. Players may draw either the top card of the deck or the top card of the discard pile. If there are no cards left in the deck when a player tries to draw, shuffle the discard pile to form a new deck.
After discarding, if a player has all the cards required for a new location (see below), they may reveal those cards and note they have constructed their version of that location. They must then discard all cards in their hand and draw a new hand of five cards. Play then passes to the next player.
Foils are wild and can cont as any color, mana value, or card type.
TO WIN:
The first player to construct all three locations wins!
THE LOCATIONS:
*Mine:* Requires five cards with different card types. (Creature, artifact, land, etc.)
*Power Plant:* Requires one card of each color. (White, blue, black, red, and green. Multicolored cards count as one color of your choice. Lands are colorless.)
*Tower:* Requires five cards with different mana values. (Lands have mana value 0.)
Foils are wild and can cont as any color, mana value, or card type.
TO WIN:
The first player to construct all three locations wins!
THE LOCATIONS:
*Mine:* Requires five cards with different card types. (Creature, artifact, land, etc.)
*Power Plant:* Requires one card of each color. (White, blue, black, red, and green. Multicolored cards count as one color of your choice. Lands are colorless.)
*Tower:* Requires five cards with different mana values. (Lands have mana value 0.)
Share
