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Step right up, boys and girls! This is a turns deck that uses Attractions that Myra produces that essentially function as Panoptic Mirrors in order to keep casting extra turn spells for free whenever you visit them to temporarily lock the game in your favor until you make it to a game winning combo.

Main combos include:

Urza, Lord High Artificer + Hullbreaker Horror

Lion's Eye Diamond + Underworld Breach + Brain Freeze

Dualcaster Mage + Molten Duplication, Heat Shimmer, Twinflame

Chromatic Orrery + Filigree Sages

Repercussion + Blasphemous Act

The site was having problems recognizing alternate printings for the Attraction cards, so the dice roll results I chose for each Attraction are as follows in alphabetical order:

Bumper Cars: 2 5

Costume Shop: 3 4

Drop Tower: 2 5

Ferris Wheel: 4 5

Fortune Teller: 3 4

Haunted House: 3

Kiddie Coaster: 2 5

Spinny Ride: 2 5

Storybook Ride: 3 4

Tunnel of Love: 3

The goal, ideally, is to match up your time spells with Attractions that have alternating lights so that you only fail a dice roll if you roll a 1.

The Tunnel of Love and Haunted House interact with each other if both are active at the same time in order to resurrect creatures from the graveyard with the Haunted House and then exile them to the Tunnel of Love so they won't exile at end of turn.


Bamboozling Beeble is essentially Krark's Other Thumb for rolling to visit Attractions.

Command Performance allows you to create and roll to visit your Attractions after your precombat main phase has already begun. Command Performance can also be used with sticker sheet #27 from a single cast. Command Performance goes wild when attached to an Attraction because you can keep visiting your Attractions if you keep getting lucky on dice rolls.

________ Goblin can produce up to 6R on a good day with the right name sticker. The stickers also scrape off and return to the sticker sheet whenever I bounce him back to my hand. I can best accomplish this using Hullbreaker Horror. The nice part about him is that he will always be mana positive because you are supposed to choose 3 random sticker sheets per match from a chosen stack of 10 (minimum) and 8 of them produce 4 or more.


To prevent any confusion, here are the rules you need to know regarding Attractions:

From the Comprehensive Rules (October 7, 2022—Unfinity)

  1. Attraction Cards

718.1. Attraction is an artifact subtype seen only on nontraditional Magic cards. Each Attraction has an “Astrotorium” card back rather than a traditional Magic card back and has a column of circled numbers on the right side of its text box. Numbers in white text on a brightly colored background are said to be “lit up” on those cards. Note that multiple Attraction cards with the same English name may have different numbers lit up. You can see each Attraction card’s possible combinations of lights at Gatherer.Wizards.com.

718.2. Attraction cards do not begin the game in a player’s deck and do not count toward maximum or minimum deck sizes. Rather, a player who chooses to play with Attraction cards begins the game with a supplementary Attraction deck that exists in the command zone. Each Attraction deck is shuffled before the game begins (see rule 103.3a).

718.2a In constructed play, an Attraction deck must contain at least ten Attraction cards and each card in an Attraction deck must have a different English name.

718.2b In limited play, an Attraction deck must contain at least three Attraction cards from that player’s card pool, and may contain multiple Attractions cards with the same English name.

718.3. Effects can cause an Attraction card to enter the battlefield from the command zone. See rule 701.48, “Open an Attraction.”

718.4. As a player’s precombat main phase begins, a player who controls one or more Attractions rolls to visit their Attractions. See rules 703.4g and 701.49, “Roll to Visit Your Attractions.” This turn-based action doesn’t use the stack.

718.5. Each Attraction card has an ability that begins with the word “Visit” followed by a long dash in its rules text. This is a visit ability. A visit ability triggers whenever you roll to visit your Attractions and the result matches one of the lit-up numbers. See rule 702.159, “Visit.”

718.6. If a card with an Astrotorium card back would be put into a zone other than the battlefield, exile, or the command zone from anywhere, instead its owner puts it into the command zone. This replacement effect may apply more than once to the same event. This is an exception to rule 614.5.

718.6a Each card owned by the same player that has been put in the command zone this way is kept in a single face-up pile separate from any player’s Attraction deck. This pile is informally referred to as that player’s “junkyard.” The pile is not its own zone.

701.48. Open an Attraction

701.48a A player may open an Attraction only during a game in which that player is playing with an Attraction deck (see rule 718, “Attraction Cards”).

701.48b To open an Attraction, move the top card of your Attraction deck off the Attraction deck, turn it face up, and put it onto the battlefield under your control.

701.48c An ability which triggers whenever a player opens an Attraction triggers when that player puts an Attraction card onto the battlefield while performing the instruction in the above rule. If an effect prevents that Attraction from entering the battlefield or replaces entering the battlefield with another event, that ability doesn’t trigger.

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