Attraction light only take values from 1 to 6
50 cards found
Balloon Stand

Balloon Stand

Artifact - Attraction
Visit — Choose one.
• Create a 1/1 red Balloon creature token with flying.
• Sacrifice a Balloon. If you do, target creature gains flying until end of turn.
Buy enough balloons and it turns into a ride.
Attraction Lights: 2, 6
Bounce Chamber

Bounce Chamber

Artifact - Attraction
Visit — Return a creature you don't control with the lowest toughness among creatures you don't control to its owner's hand.
The Astrotorium bouncing record is three days, though setting it wasn't strictly intentional.
Attraction Lights: 2, 6
Bumper Cars

Bumper Cars

Artifact - Attraction
Visit — Target creature must be blocked this turn if able.
"These bumping cars remind me of the time your amusement park smashed into my planet."
—Ambassador Blorpityblorpboop
Attraction Lights: 2, 3, 6
Centrifuge

Centrifuge

Artifact - Attraction
Visit — Each player draws a card from the library of the player to their right. You create three Treasure tokens.
Originally, the rotors were used exclusively as particle accelerators for engine fuel, and they probably still should be.
Attraction Lights: 3, 6
Clown Extruder

Clown Extruder

Artifact - Attraction
Visit — Create a 1/1 white Clown Robot artifact creature token.
The sound it makes is indescribable and unsettling, but it does make a great clown.
Attraction Lights: 2, 6
Concession Stand

Concession Stand

Artifact - Attraction
Visit — Create a Food token.
Eating here is always a concession.
Attraction Lights: 2, 6
Costume Shop

Costume Shop

Artifact - Attraction
Visit — You may put a sticker on a nonland permanent you own.
Outfits you'll love at prices you'll tolerate.
Attraction Lights: 2, 3, 6
Cover the Spot

Cover the Spot

Artifact - Attraction
Visit — Drop three cards you own from outside the game one at a time onto the playing area from a height of at least one foot (about 0.3 meters). If those cards completely cover Cover the Spot, claim the prize!
Prize — You get {TK}{TK}{TK}{TK}, then you may put a sticker on a nonland permanent you own. Sacrifice Cover the Spot, then open an Attraction.
Attraction Lights: 2, 3, 4, 6
Dart Throw

Dart Throw

Artifact - Attraction
Visit — Throw a card you own from outside the game onto the playing area from a distance of three feet (about one meter). If that card touches Dart Throw, claim the prize!
Prize — Create two 2/2 pink Teddy Bear creature tokens. Sacrifice Dart Throw, then open an Attraction.
Attraction Lights: 2, 3, 4, 6
Drop Tower

Drop Tower

Artifact - Attraction
Visit — Target creature gains flying until end of turn, or until any player rolls a 1, whichever comes first.
"I can see the next star system from here!"
Attraction Lights: 2, 3, 6
Ferris Wheel

Ferris Wheel

Artifact - Attraction
Visit — Choose target creature that hasn't been phased out with Ferris Wheel. That creature phases out until you roll a 3 or less while rolling to visit your Attractions.
After a certain point, it becomes more of a prison than a ride.
Attraction Lights: 4, 5, 6
  • Unfinity
Foam Weapons Kiosk

Foam Weapons Kiosk

Artifact - Attraction
Visit — Put a +1/+1 counter on target creature you control. That creature gains vigilance until end of turn.
Nothing is safe in the hands of an eight-year-old.
Attraction Lights: 2, 6
Fortune Teller

Fortune Teller

Artifact - Attraction
Visit — Scry 1.
TODAY'S FORTUNE: YOU WILL REGRET SPENDING YOUR MONEY ON THIS FORTUNE.
Attraction Lights: 2, 3, 6
Gallery of Legends

Gallery of Legends

Artifact - Attraction
Visit — Exile cards from the top of your library until you exile a nonland card, then choose a legendary creature card name with the same mana value as that card. Create a token that's a copy of the card with the chosen name. That token gains haste. Exile it at the beginning of the next end step.
Attraction Lights: 3, 6
Gift Shop

Gift Shop

Artifact - Attraction
Visit — Choose one that hasn't been chosen.
• Create a 1/1 red Balloon creature token with flying.
• Create a 2/2 pink Teddy Bear creature token.
• Create two Food tokens.
• You get {TK}{TK}{TK}.
• You may put a sticker on a nonland permanent you own.
Attraction Lights: 2, 3, 6
Guess Your Fate

Guess Your Fate

Artifact - Attraction
Visit — Look at the bottom of your library, then give a person outside the game a one-word clue not on that card. They guess a word. If their guess appears in that card's name, claim the prize!
Prize — Reveal the card, put it into your hand, then sacrifice Guess Your Fate and open an Attraction.
Attraction Lights: 2, 3, 4, 6
Hall of Mirrors

Hall of Mirrors

Artifact - Attraction
Visit — Choose target creature you control. Each other creature you control becomes a copy of that creature until end of turn, except it isn't legendary.
For a smaller fee, you can pop in quickly to try on a pair of jeans.
Attraction Lights: 2, 6
Haunted House

Haunted House

Artifact - Attraction
Visit — Return target creature card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of your next end step.
To build Sorin's Haunted Mansion, every detail of Markov Manor was painstakingly recreated, from the floating laser ghosts to the robot space gargoyles.
Attraction Lights: 3, 6
Information Booth

Information Booth

Artifact - Attraction
Visit — Draw a card.
"Sir, this may be the information booth, but I cannot answer ontological questions. It would be arrogant to assume I could describe the true nature of reality. Also there's a line."
Attraction Lights: 2, 6
Kiddie Coaster

Kiddie Coaster

Artifact - Attraction
Visit — Creatures you control get +1/+0 until end of turn.
The only ride that's never failed a safety inspection.
Attraction Lights: 2, 3, 6
Log Flume

Log Flume

Artifact - Attraction
Visit — Choose up to four creatures you control. Those creatures jump in a log until end of turn. (Creatures in a log together can't be blocked unless they're all blocked. If a spell or ability you control targets one of them, it targets all of them.)
"Keep your hands and feet inside me at all times and enjoy the glubbbbrbb! Glbbglubb! Glb!"
Attraction Lights: 3, 6
Memory Test

Memory Test

Artifact - Attraction
When Memory Test enters the battlefield, target opponent exiles cards from the bottom of their library until they exile five nonland cards, then turn those nonland cards face down.
Visit — Name the exiled face-down cards, then look at them. If you named them correctly, turn them face up, then claim the prize!
Prize — Create three 1/1 red Balloon creature tokens with flying, then sacrifice Memory Test and open an Attraction.
Attraction Lights: 4, 6
Merry-Go-Round

Merry-Go-Round

Artifact - Attraction
Visit — Creatures you control with power 2 or less gain horsemanship until end of turn.
Ensconced in a slow time bubble that makes a five-minute ride take nine hours, the carousel is a very popular childcare option.
Attraction Lights: 2, 6
Pick-a-Beeble

Pick-a-Beeble

Artifact - Attraction
Visit — Roll a six-sided die. Put a number of luck counters on Pick-a-Beeble equal to the result and create a Treasure token. Then if there are six or more luck counters on Pick-a-Beeble, claim the prize!
Prize — Create two Treasure tokens, then sacrifice Pick-a-Beeble and open an Attraction.
Attraction Lights: 2, 3, 6
Push Your Luck

Push Your Luck

Artifact - Attraction
Visit — Reveal cards from the top of your library until you decide to stop. If the total mana value of the cards revealed this way is 7 or less, create a 2/2 pink Teddy Bear creature token. If the total is exactly 7, claim the prize! Shuffle the revealed cards into your library.
Prize — Put five +1/+1 counters on a Teddy Bear you control. It gains haste. Sacrifice Push Your Luck and open an attraction.
Attraction Lights: 2, 3, 6