Urza's Blueprints (minigame)
Card
MBROThe Brothers' War Minigames#2common
- Finishes
- Nonfoil · Foil
- Border
- black
- Frame
- 2015
CommanderNot legalModernNot legalStandardNot legal
Format legality
Constructed
StandardNot legal
PioneerNot legal
ModernNot legal
LegacyNot legal
VintageNot legal
PauperNot legal
Commander
CommanderNot legal
Pauper CommanderNot legal
Duel CommanderNot legal
PreDHNot legal
OathbreakerNot legal
Tiny LeadersNot legal
Arena
AlchemyNot legal
HistoricNot legal
TimelessNot legal
BrawlNot legal
Standard BrawlNot legal
Competitive BrawlNot legal
GladiatorNot legal
Other
PremodernNot legal
Old SchoolNot legal
Penny DreadfulNot legal
Future StandardNot legal
Urza's Blueprints (minigame)
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.
Urza's Blueprints (cont'd)
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.)
Static After discarding, if a player has all the cards required for a new location, 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.
Plays as:
LootingColor Matters
Market · per finish
No market data for this printing yet.