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Urza's Blueprints (Magic Minigame) [Modern Horizons 2 Minigame]

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Urza's Blueprints (Magic Minigame) [Modern Horizons 2 Minigame]

Set: Modern Horizons 2 Minigame
Type: Card // Card — Magic Minigame
Rarity: Common
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.

After discarding, if a player has all the cards required for a new location (see below), they may reveal those cards and not 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.)
Set: Modern Horizons 2 Minigame
Type: Card // Card — Magic Minigame
Rarity: Common
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.

After discarding, if a player has all the cards required for a new location (see below), they may reveal those cards and not 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.)
Select Title
From $0.20

Original: $0.58

-66%
Urza's Blueprints (Magic Minigame) [Modern Horizons 2 Minigame]

$0.58

$0.20

Description

Set: Modern Horizons 2 Minigame
Type: Card // Card — Magic Minigame
Rarity: Common
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.

After discarding, if a player has all the cards required for a new location (see below), they may reveal those cards and not 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.)

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