Magic and Minions // Magic and Minions (cont'd)
MAFRAdventures in the Forgotten Realms Minigames/#3/2021Common
MV 0
Back face (default printing artwork)
Current paper retail
ManaPool$0.52
Paper retail history (USD)
1 provider
Latest $0.52High $0.61Low $0.36▲ 44.4%
Market and collecting
No priced observations on the TCGplayer USD retail basis for this card yet. Try switching your valuation basis on your account, or check other printings below.
Collect
Play
Other printings
This is the only English printing.
Gameplay and rules
Two faced. Transforms during play
Magic and Minions
Card
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.)
Magic and Minions (cont'd)
LET'S PLAY:
First, each player describes their character based on the most powerful action or actions they have, including a name and backstory. The DM secretly picks a card from their hand to represent the first encounter, using the name and art of the card as inspiration for storytelling. They note the *Difficulty Class* (DC) for the encounter, which is *6 plus the mana value of the card.*
Players use their actions to try to overcome the encounter. One player reveals a card and describes what their character does, using the color, name, and art of the card as inspiration. Then they roll a six-sided die and add the result to the mana value of their chosen action.
If the total is greater than or equal to the DC, the players overcome the encounter, and the DM describes their success! If the total is lower than the DC, the DM describes their failure, and other players may use additional actions, adding their mana value and dice roll to the total until they overcome the encounter.
After the players overcome the encounter, the DM reveals the encounter card and sets up the next encounter using another card from their hand.
TO WIN:
If the players can overcome all six encounters without running out of actions, they win!
Format legality
Primary formats
Eternal formats
Digital formats
Rulings
No rulings recorded for this card.
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Ranked by shared capabilities, colour identity, mana value and type. Never by strategic judgement.
About this card
Magic and Minions // Magic and Minions (cont'd)
Magic and Minions // Magic and Minions (cont'd) is a Card (mana value 0).
Format legality: Commander: not_legal, Modern: not_legal, Standard: not_legal, Pioneer: not_legal, Legacy: not_legal, Pauper: not_legal.
Frequently asked
Magic and Minions // Magic and Minions (cont'd) FAQ
What set was Magic and Minions // Magic and Minions (cont'd) first printed in?
The earliest English paper printing that MTGPrices tracks is from MAFR #3, released 2021-07-23.
Is Magic and Minions // Magic and Minions (cont'd) legal in Commander?
Magic and Minions // Magic and Minions (cont'd) is not currently legal in Commander per Scryfall's legality feed.
Is Magic and Minions // Magic and Minions (cont'd) legal in Modern?
Magic and Minions // Magic and Minions (cont'd) is not currently legal in Modern per Scryfall's legality feed.
Is Magic and Minions // Magic and Minions (cont'd) legal in Standard?
Magic and Minions // Magic and Minions (cont'd) is not currently legal in Standard per Scryfall's legality feed.





