Unfinity (unf) | ||
#123 ⸱ Common ⸱ English |
![]() Variations : 1Parts— | Slight MalfunctionChoose one — • Destroy target artifact. • Roll a six-sided die. When you do, Slight Malfunction deals 1 damage to each of up to X target creatures, where X is the result.
LegalitiesLegal Duel Legacy Pauper Vintage Commander Oathbreaker Paupercommander Not Legal Brawl Penny Predh Future Modern Alchemy Pioneer Explorer Historic Standard Timeless Gladiator Oldschool Premodern Standardbrawl RulingsSome effects may modify the result of a die roll. This may be part of the instruction to roll a die, or it may come from other cards. Anything that references the "result" of a die roll is looking for the result after these modifications.
If an ability triggers "whenever you roll a die," it will trigger whenever you roll any die, including the planar die. This is a change from previous Un- rules. Some abilities use the result to determine part of the effect. If you get a non-numerical result (currently just the planar die, but the future is long), that part of the effect won't do anything.
Each die is identified by the number of faces it has. A six-sided die is a die with six equally likely outcomes: 1, 2, 3, 4, 5, and 6. The roll must be fair. Although physical dice are recommended, digital substitutes are allowed except in cases where the physical die is required for the effect.
Something in the game must tell you to roll a die. If you roll a die for any other reason (to simulate a coin flip, to choose pizza toppings, to create alternate timelines), that roll doesn't count.
If a die is rerolled, the original roll essentially never happened: it doesn't cause any abilities to trigger, and no effect that cares about die rolls will consider it.
If you choose the second mode, Slight Malfunction goes on the stack without any targets. As it resolves, you roll a six-sided die. This causes the reflexive triggered ability trigger. You choose the targets for that ability as it goes on the stack.
Results can be numbers not ordinarily possible on a six-sided die. Spells like Scooch can change the result to 0 or 7, for example.
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