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Booster Sleuth // Booster Sleuth (cont'd)
Common
Non-foil
EN
Released
- Booster breakdown not published yet Scryfall has not listed which products this set comes in.
What is this worth
Non-foil
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- 25 collections, any mix
- Card scanning, 100 AI reads a day
- Up to 15 price alerts
- 90 days of value history
- 5 imports a day
- A trade list of 1,000 cards
- 30 contact requests a month
- Trade alerts
A watched card never leaves the plane unnoticed.
Oracle text
2 players | 2 packs | 10 minutes
OBJECTIVE:
Unlike Jace, not all of us can rely on telepathy to solve a mystery. Using other cards as clues, discover all the facts about your opponent's mystery card.
GET READY:
Randomly determine who goes first—that player is the Secretkeeper, and their opponent is the Detective. First, the Secretkeeper opens a pack and removes any lands and cards without Magic card backs. Next, they shuffle the remaining cards and pick one at random. That card is the mystery card. Finally, the Secretkeeper gives the Detective the rest of the cards, and the game begins.
LET'S PLAY:
The Detective must correctly guess four facts
//
about the mystery card: converted mana cost, color, card type, and the number of words in its name. To do this, they choose and reveal cards one at a time.
When each card is revealed, the Secretkeeper tells the Detective how many of the four facts that card and the mystery card have in common. Then the Detective may either guess the four facts or reveal another card to get more clues.
The Detective gets only one guess, and they must guess all four facts correctly to win. Once the Detective has guessed, the round ends and the players switch roles with a new pack.
TO WIN:
Discover all four facts using as few cards as possible. The Detective who guesses correctly using the fewest clue cards wins! If neither player guessed correctly, or if there is a tie, play another round!
OBJECTIVE:
Unlike Jace, not all of us can rely on telepathy to solve a mystery. Using other cards as clues, discover all the facts about your opponent's mystery card.
GET READY:
Randomly determine who goes first—that player is the Secretkeeper, and their opponent is the Detective. First, the Secretkeeper opens a pack and removes any lands and cards without Magic card backs. Next, they shuffle the remaining cards and pick one at random. That card is the mystery card. Finally, the Secretkeeper gives the Detective the rest of the cards, and the game begins.
LET'S PLAY:
The Detective must correctly guess four facts
//
about the mystery card: converted mana cost, color, card type, and the number of words in its name. To do this, they choose and reveal cards one at a time.
When each card is revealed, the Secretkeeper tells the Detective how many of the four facts that card and the mystery card have in common. Then the Detective may either guess the four facts or reveal another card to get more clues.
The Detective gets only one guess, and they must guess all four facts correctly to win. Once the Detective has guessed, the round ends and the players switch roles with a new pack.
TO WIN:
Discover all four facts using as few cards as possible. The Detective who guesses correctly using the fewest clue cards wins! If neither player guessed correctly, or if there is a tie, play another round!
Legalities
Legal Not legal
Standard
Not legal
Pioneer
Not legal
Modern
Not legal
Legacy
Not legal
Vintage
Not legal
Pauper
Not legal
Premodern
Not legal
Old School
Not legal
Future
Not legal
Commander
Not legal
Duel Commander
Not legal
Oathbreaker
Not legal
Pauper Commander
Not legal
PreDH
Not legal
Brawl
Not legal
Standard Brawl
Not legal
Historic
Not legal
Timeless
Not legal
Alchemy
Not legal
Gladiator
Not legal
Penny Dreadful
Not legal
tlr
Not legal
competitivebrawl
Not legal
Identifiers and data
- Scryfall id
- 23b4a6d7-5492-4e5a-90c8-2c3bd8d5119a
- Oracle id
- 17df4eab-fd77-49bf-bad4-018516931b3e
- Set code
- MKHM
- Collector number
- 3
- Layout
- double_faced_token
- Frame
- 2015
- Border
- black
- Booster
- No
- Games
- paper
- Story spotlight
- No
- Reserved list
- No