41 – 60 of 75 cards where the cards are double-sided and the cards are tokens

Look at Us, We're R&D // Look at Us, We're R&D (cont'd) (The Brothers' War Minigames #3)
Look at Us, We're R&D // Look at Us, We're R&D (cont'd) (The Brothers' War Minigames #3)

Look at Us, We're R&D

Card

3+ players | 1 pack | 10 min | Pen & Paper

OBJECTIVE:

Magic _Magic_ takes a team!! Work together to design and illustrate a unique _Magic_ card.

GET READY:

Open a booster, remove all non-_Magic_ cards and shuffle the rest. Have one player be an artist and another be a writer, then the remaining players will be designers.

LET’S PLAY:

The designers take turns filling out the different parts of a card with pen and paper. To determine these, they draw a random card from the pack, pick one of the categories, and copy it from the card (if it’s missing the category you want, draw another). The designers continue until these are all filled in:

Look at Us, We're R&D (cont'd)

• Casting Cost

• Card Type

• Card Text

• Power & Toughness (if the card has a type that requires it)

Next, the artist draws what they think the card would look like. Finally, the writer gives the card a name and flavor text to bring it all together and finish the card. Rotate roles until everyone has had the chance to be an artist and writer.

TO WIN:

Once each player has had a chance to play each role, present your created cards. Players vote to nominate their favorites for the following categories: most powerful, least functional, and most flavorful.

Not Legal This card is memorabilia and not legal for play.

Magic and Minions // Magic and Minions (cont'd) (Adventures in the Forgotten Realms Minigames #3)
Magic and Minions // Magic and Minions (cont'd) (Adventures in the Forgotten Realms Minigames #3)

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!

Not Legal This card is memorabilia and not legal for play.

Merfolk // Treasure (Friday Night Magic 2018 #1)
Merfolk // Treasure (Friday Night Magic 2018 #1)

Merfolk

Token Creature — Merfolk

Hexproof (This creature can’t be the target of spells or abilities your opponents control.)

1/1

Treasure

Token Artifact — Treasure

{T}, Sacrifice this artifact: Add one mana of any color.

Illustrated by Randy Gallegos & Jason Felix

Token Tokens are gameplay markers and not used in deck construction.

Mimic Match // Mimic Match (cont'd) (Commander Legends: Battle for Baldur's Gate Minigames #2)
Mimic Match // Mimic Match (cont'd) (Commander Legends: Battle for Baldur's Gate Minigames #2)

Mimic Match

Card

2-4 players | 2+ packs | 10 minutes

OBJECTIVE: Match and collect the most treasure chests before someone uncovers the mimics hiding amongst the loot!

GET READY: Open one booster per player and remove any lands and cards without _Magic_ card backs, and then shuffle them together. Then put *two lands* back into the deck (to represent the mimics) and shuffle. Deal 16 cards face down in a *4x4 grid*. Randomly determine who goes first.

LET’S PLAY:

On your turn, secretly look at *two cards* from the grid. If they share a *color* or *mana value*, you may reveal them, announce what matches and take those cards, then take another turn.

Mimic Match (cont'd)

Otherwise, leave them in place, and the next player takes their turn.

NOTE: Colorless cards can be matched with other colorless cards, but mimics can only be matched with each other.

After a match has been made, replace the empty spaces with two new cards from the deck, face down.

The game ends when a player reveals the two mimics, uncovering them!

TO WIN:

At the end of the game, each player scores 1 point for every card they collected. The player who uncovered the mimics by matching the two lands scores an additional 2 points. If there is a tie, the player who uncovered the mimics decides who wins!

Not Legal This card is memorabilia and not legal for play.

Mini-Master // Mini-Master (cont'd) (Dominaria United Minigames #2)
Mini-Master // Mini-Master (cont'd) (Dominaria United Minigames #2)

Mini-Master

Card

2 players | 2 packs. 10 minutes | Basic Lands

OBJECTIVE:

Play a quick game of Magic using only the cards in a single pack. You may also know this game as Pack Wars!

GET READY:

Each player opens a pack and sets aside any cards without Magic card backs, trying not to look at the rest of the cards. Then they add three of each basic land (Plains, Island, Swamp, Mountain, and Forest) to their pack and shuffle. This becomes the player’s deck.

LET’S PLAY:

Randomly determine who goes first, then play a game of Magic! There are many variants of Mini-Master. The following are modified rules you can add to your game:

Mini-Master (cont'd)

Card

If you have two or more copies of any basic land, you can tap other lands as though they were lands of that type. This can help you pay costs with lots of mana symbols in them.

After the first game, add another pack to your deck, look at the contents, then cut cards until you have 30. Do this again for game three!

Not feeling your deck? Replace the whole thing with a new pack between games!

TO WIN:

The first player to win two games wins the match.

Not Legal This card is memorabilia and not legal for play.

Mishra's Manufactory // Mishra's Manufactory (cont'd) (The Brothers' War Minigames #1)
Mishra's Manufactory // Mishra's Manufactory (cont'd) (The Brothers' War Minigames #1)

Mishra's Manufactory

Card

2-4 players | 2-4 packs | 10 min

OBJECTIVE:

Take on the role of one of Mishra’s assembly workers and assemble the best invention from the mishmash of parts streaming down the conveyor belt. Strategically collect cards based on their color to win.

GET READY:

Open one booster for each player, remove all cards without _Magic_ card backs, and shuffle the rest together. Reveal four cards in a row stretching from the deck. These form the *conveyor belt*. The two cards closest to the deck are at the *back of the line* and the other two cards are at the *front*. Randomly determine who goes first.

LET’S PLAY:

On their turn, each player drafts one card from the conveyor belt. The two cards at the front of the line are free, but a player must discard a card they’ve already collected to draft a card from the back of the

Mishra's Manufactory (cont'd)

Card

line. Cards then slide forward to fill in the gap, and a card from the deck is added to the back of the line. Drafted cards are kept face up in front of each player, grouped by color (including colorless.) Play then passes clockwise.

Lands are wild (they count as any color, including colorless), and a multicolored card can be any of its colors. When you draft a wild or multicolored card, declare its color and place it in the corresponding group.

TO WIN:

The game ends when all cards have been collected. For each color, the player with the largest group of cards of that color gets *3 points*, and the player with the second largest group gets *2 points*. The card with the highest mana value breaks ties. If there is still a tie, each tied player gets half the points, rounded up.

Players also earn points for the number of groups they’ve collected: four groups = *2 points*, five groups = *4 points*, six groups = *6 points*.

The player with the most points wins!

Not Legal This card is memorabilia and not legal for play.

Monster of the Week // Monster of the Week (cont'd) (Innistrad: Crimson Vow Minigames #1)
Monster of the Week // Monster of the Week (cont'd) (Innistrad: Crimson Vow Minigames #1)

Monster of the Week

Card

1 player | 1 pack | 5 minutes

OBJECTIVE:

Survive the night by defeating the monster in your booster!

GET READY:

Open a booster and pick a double-faced card (DFC), then set it aside. This is the monster you will face. Discard all ad, token, and art cards. Shuffle the remaining cards into a stack and place it face down to create your library.

LET’S PLAY:

Play a game of Magic against the monster with the following rule modifications:

• You start with zero cards in hand and 20 life.

• At the beginning of your upkeep, create a Treasure token. (It’s an artifact with “{T}, Sacrifice this artifact: Add one mana of any color.”)

The monster doesn’t have a life total, mana, or library, and it can only be defeated by removing it from the battlefield twice: once on its front side and once on its transformed side.

Monster of the Week (cont'd)

Card

The monster behaves automatically as follows:

• It starts the game on the battlefield on its front side.

• It doesn’t attack until it has taken a number of turns equal to its mana value.

• It attacks you on each of its turns after it’s able to attack.

• The first time it leaves the battlefield for any reason, return it to the battlefield transformed. It can’t transform by any other means. (It now attacks during each of its turns regardless of if it could attack before it transformed.)

• If it leaves the battlefield for any reason while transformed, it is defeated.

Take turns with the monster, performing its actions for it.

Though you cannot attack the monster, you can block with your creatures when it attacks, and you can target it with spells that target any creature or a creature your opponent controls.

You lose if your life total reaches 0 or if you attempt to draw a card from an empty library.

TO WIN:

Defeat the transformed monster to win.

Not Legal This card is memorabilia and not legal for play.

Mowu // Mowu (Global Series Jiang Yanggu & Mu Yanling #T1)
Mowu // Mowu (Global Series Jiang Yanggu & Mu Yanling #T1)

Mowu

Token Legendary Creature — Dog

3/3

Mowu

Token Legendary Creature — Dog

3/3

Illustrated by XiaoDi Jin

Token Tokens are gameplay markers and not used in deck construction.

Pirate // Treasure (Friday Night Magic 2017 #12)
Pirate // Treasure (Friday Night Magic 2017 #12)

Pirate

Token Creature — Pirate

Menace

2/2

Treasure

Token Artifact — Treasure

{T}, Sacrifice this artifact: Add one mana of any color.

Illustrated by Matt Stewart & Milivoj Ćeran

Token Tokens are gameplay markers and not used in deck construction.

Roil Royale // Roil Royale (cont'd) (Zendikar Rising Minigames #4)
Roil Royale // Roil Royale (cont'd) (Zendikar Rising Minigames #4)

Roil Royale

Card

2-6 players | 1 pack | 5 minutes

OBJECTIVE:

Ancient Kor ruins are being discovered across Zendikar! Be the first player to locate the ruins while avoiding the wrath of the Roil!

GET READY:

Open a pack and remove any cards without Magic card backs, then place all the cards face down on the table and randomize them. Whoever went camping most recently goes first.

LET’S PLAY:

Players take turns revealing one of the cards on the table. Each card has unique properties that may help the player on their way to the ruins:

Commons are campsites. Once revealed, they are discarded.

Uncommons, rares, and mythics are guides.

Roil Royale (cont'd)

Card

When a player reveals a guide, they keep that card.

Foils are maps. When a player reveals a map, they keep that card. Players can use maps to peek at one of the cards on the table before choosing a card to reveal. The map is then put back onto the table face down, the cards are randomized, and play continues. (Foil uncommons, rares, and mythics can be used as either a map or a guide!)

The basic land is the location of the ruins. When a player reveals the land, if they have no guides, they are killed by the Roil and eliminated from the game. If that player has one guide, they survive. In either case, the ruins (and the guide) are put back onto the table face down, the cards are randomized, and play continues.

TO WIN:

The first player to collect two guides and find the ruins—or the last player standing—wins!

Not Legal This card is memorabilia and not legal for play.

Roll for Initiative // Roll for Initiative (cont'd) (Commander Legends: Battle for Baldur's Gate Minigames #1)
Roll for Initiative // Roll for Initiative (cont'd) (Commander Legends: Battle for Baldur's Gate Minigames #1)

Roll for Initiative

Card

2+ players | 1+ packs | 5 minutes | d20

OBJECTIVE:

As you enter the room, the terrible dragon opens its eyes and lets out a roar. Everybody… roll for initiative! Roll a d20 and modify the result with some _Magic_ cards to get the highest initiative!

GET READY:

Open a booster and remove all cards without _Magic_ card backs. Use an additional booster for groups of five players or more. Shuffle, then deal the same number of cards to each player. If there are extra cards after dealing, set them aside. Each player then rolls a d20 to determine their *initiative*. In case of a tie, the tied players roll again. The player with the lowest starting initiative goes first.

LET’S PLAY:

On each player’s turn, they play a card to modify a player’s initiative (see reverse side for card effects). Cards with effects that will be counted at the end of the game should be placed in front of the target player. All other cards go into the discard pile.

Roll for Initiative (cont'd)

Play continues until all players are out of cards.

*White Card*: At the end of the game, increase a player’s roll by 2.

*Blue Card*: Reroll another player’s die, but use the new result only if it’s lower.

*Black Card*: At the end of the game, decrease a player’s roll by 2.

*Red Card*: Reroll another player’s die. They must use the new result.

*Green Card*: Reroll your own die, but use the new result only if it’s higher.

*Colorless Card*: Each player may reroll their die. if they do, they must use the new result.

*Multicolored Card*: Apply the effects of each of the card’s colors. Each effect can target a different player.

*Any Card Played Face Down*: At the end of the game, increase or decrease a player’s die roll by 1.

TO WIN:

Once everyone is out of cards, check to see who has the highest roll. That player wins initiative!

Not Legal This card is memorabilia and not legal for play.

Saproling // Elf Knight (GRN Guild Kit Tokens #8)
Saproling // Elf Knight (GRN Guild Kit Tokens #8)

Saproling

Token Creature — Saproling

1/1

Elf Knight

Token Creature — Elf Knight

Vigilance

2/2

Watermark: Selesnya

Illustrated by Brad Rigney & Tomasz Jedruszek

Token Tokens are gameplay markers and not used in deck construction.

Saproling // Insect (GRN Guild Kit Tokens #5)
Saproling // Insect (GRN Guild Kit Tokens #5)

Saproling

Token Creature — Saproling

1/1

Insect

Token Creature — Insect

1/1

Illustrated by Raoul Vitale & Ben Wootten

Token Tokens are gameplay markers and not used in deck construction.

Saproling // Saproling (Unstable Tokens #14)
Saproling // Saproling (Unstable Tokens #14)

Saproling

Token Creature — Saproling

1/1

Saproling

Token

Illustrated by Brad Rigney

Token Tokens are gameplay markers and not used in deck construction.

Servo // Thopter (League Tokens 2016 #5)
Servo // Thopter (League Tokens 2016 #5)

Servo

Token Artifact Creature — Servo

1/1

Thopter

Token Artifact Creature — Thopter

Flying

1/1

Illustrated by Victor Adame Minguez & Richard Wright

Token Tokens are gameplay markers and not used in deck construction.

Snake // Zombie (Commander Collection: Black #9)
Snake // Zombie (Commander Collection: Black #9)

Snake

Token Creature — Snake

Deathtouch

1/1

Zombie

Token Creature — Zombie

2/2

Illustrated by Caroline Gariba & Xavier Ribeiro

Token Tokens are gameplay markers and not used in deck construction.

Soldier // Goblin (GRN Guild Kit Tokens #6)
Soldier // Goblin (GRN Guild Kit Tokens #6)

Soldier

Token Creature — Soldier

1/1

Goblin

Token Creature — Goblin

1/1

Illustrated by David Palumbo & Mark Zug

Token Tokens are gameplay markers and not used in deck construction.

Soldier // Soldier (GRN Guild Kit Tokens #2)
Soldier // Soldier (GRN Guild Kit Tokens #2)

Soldier

Token Creature — Soldier

Lifelink

1/1

Soldier

Token Creature — Soldier

1/1

Illustrated by John Severin Brassell & David Palumbo

Token Tokens are gameplay markers and not used in deck construction.

Spirit // Spirit (Unstable Tokens #3)
Spirit // Spirit (Unstable Tokens #3)

Spirit

Token Creature — Spirit

Flying

1/1

Spirit

Token

Illustrated by Jason A. Engle

Token Tokens are gameplay markers and not used in deck construction.

Strictly Better // Strictly Better (cont'd) (Phyrexia: All Will Be One Minigames #4)
Strictly Better // Strictly Better (cont'd) (Phyrexia: All Will Be One Minigames #4)

Strictly Better

Card

3-6 players | 3-6 packs | 15 minutes

OBJECTIVE:

Some cards are strong in Standard, others shine in Draft, but which card looks the tastiest? Take turns being the Judge and decide which Magic card is the best of the best in each wacky category.

GET READY:

Randomly determine who will be the first Judge. Each player then opens a pack, removes any cards without Magic backs, and looks at their cards.

LET’S PLAY:

The Judge chooses a category from the list on the back of this card (either their favorite or at random). The other players each secretly submit a card from their pack that they think fits the category.

When the Judge has collected all the cards, they reveal each card, read it aloud, then choose the winner.

The Judge role then passes to the next player, and they select a different category.

Strictly Better (cont'd)

Card

TO WIN:

The first player to win three categories is the winner!

CATEGORIES:

1. Best vacation spot

2. First pick in Draft

3. Grossest

4. Cutest

5. Shiniest

6. Best rock band name

7. Most likely to eat a hedron

8. Best party leader

9. Most inept

10. Coolest treasure

11. Most heroic

12. Most likely to split the party

13. Loudest

14. The next Planeswalker

15. The next fad diet

16. Best mystery novel title

17. Best birthday gift

18. Best win condition

19. Worst weather

20. Worst way to die

21. Best flavor text

22. Best dinner date

23. Most likely to steal your date

24. Best dressed

25. Tastiest

26. Hottest

27. Biggest

28. Smallest

29. Most dangerous job

30. Dream job

31. Most colorful

32. Colossal Dreadmaw’s dinner

33. Last picked in dodgeball

34. Best pet

Not Legal This card is memorabilia and not legal for play.