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Magic Minigame: Magic & Minions
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Aug 1Aug 31
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$0.20 – $0.25 · from live price snapshots
Jun 2Aug 31
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$0.20 – $0.25 · from live price snapshots
Mar 4Aug 31
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$0.20 – $0.66 · from live market sales
Aug 31Aug 31
Sale priceItems sold
$0.20 – $0.66 · from live market sales
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Magic Minigame: Magic & Minions
Magic: The Gathering
Special
#3
No listings yet
Card details
• 4 players • 2 packs • 45 min • 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 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.)
Let's Play:
First, each player describes their character based on the 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 results 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!
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 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.)
Let's Play:
First, each player describes their character based on the 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 results 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!
Set
Adventures in the Forgotten Realms
Card Number
3
Rarity
Special
Card Type
—
Energy
—
Released
Jul 23, 2021
Printings
Normal
Recent sales Live market data
Lightly played · ×1$0.20Aug 13
Near mint · ×4$0.30Jul 13
Near mint · ×1$0.66May 13
$0.20
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Market data
Market Price$0.40
Most recent sale$0.20
Listed median$0.37
Market listings45
Listings on Rippr0
3-mo low sale
$0.20
3-mo high sale
$0.30
Total sold (3 mo)
5
Avg daily sold
0.1
All listings
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