Rules for the use of Attractions and Contraptions together in limited formats such as cube

One challenge of making an un-cube is that there just aren't that many cards to choose from, and a lot of the mechanics are rather parasitic and need a lot of support to be viable. Contraptions and Attractions are extreme versions of this, each requiring their own decks. This ruleset is intended to be used when drafting Unstable and Unfinity together, and will allow some cards from each archetype to support each other while still hopefully keeping them distinct.

Here are the rules:

-You have a secondary "Doodad Deck" consisting of at least three Attractions and/or Contraptions. If you don't draft at least three, you can't have this deck. If all the cards in your Doodad Deck have the same card back, you don't need sleeves, but otherwise you do.

-Assemble a Contraption and open an Attraction are the same keyword action. If a you or a permanent you control would assemble a Contraption or if you would open an Attraction, reveal the top card of your Doodad Deck. If it's a Contraption, put it onto the battlefield on one of your sprockets. If it's an Attraction, just put it onto the battlefield. Cards that care if you open Attractions or assemble Contraptions don't see a distinction between the two. Cards that care about whether it's you or a Rigger you control do still see that distinction, though.

-The Scrapyard and the Junkyard are the same zone. If a Contraption or an Attraction would leave the battlefield, it goes to that zone.

-Contraption and Attraction are NOT the same artifact type. Cards that care about Contraptions you control don't care about Attractions, and vice versa.

-The rules for cranking sprockets are unchanged, and only affect Contraptions.

-The rules for visiting Attractions are unchanged, and only affect Attractions.

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