Visit: MTG Mechanic Guide to Attraction Cards
If you've ever wanted your Magic game to feel like a trip to a carnival midway, Visit is the mechanic for you. Found exclusively on Attraction cards from Unfinity (2022), Visit is the keyword that makes those amusement-park-themed permanents actually do something - but only when the dice roll your way.
What is Visit?
Visit is a keyword ability found on Attraction cards. Every Attraction has at least one ability that begins with the word "Visit" followed by a long dash, like this:
**Visit - ** [Effect]
That ability triggers whenever you roll to visit your Attractions and the result matches one of the lit-up numbers printed on that specific Attraction card. Think of it like a slot machine bolted to a carnival booth: you pull the lever every turn, and if the wheel lands on your number, you get the prize.
The lit-up numbers are part of the card's physical design - a row of numbered lights along the bottom of the card, some of which appear illuminated. Different Attractions have different numbers lit up, which means some are easier to trigger than others. An Attraction with three lit numbers fires off more often than one with only a single lit number.
How the rules work
Let's break down the two pieces that make Visit tick.
Rolling to visit your Attractions
"Roll to visit your Attractions" is a keyword action (CR 701.52). When you perform this action, you roll a six-sided die and check the result against each Attraction you control. If the result matches a lit-up number on a given Attraction, that Attraction's Visit ability triggers.
One roll covers all of your Attractions at once - you don't roll separately for each one. So if you control three different Attractions and roll a 4, every Attraction with 4 lit up gets its Visit trigger simultaneously.
The Visit ability itself
Under CR 702.159, a Visit ability reads: "Whenever you roll to visit your Attractions, if the result is equal to a number that is lit up on this Attraction, [effect]."
This is a triggered ability. It goes on the stack like any other trigger, which means it can be responded to. It also means that if something causes your die result to change after the roll - unlikely in most game states, but Magic is Magic - what matters is the final result when the trigger checks.
Rules note: Visit abilities only trigger for you rolling to visit your Attractions. If an opponent rolls to visit their Attractions, your Attractions don't care.
When do you roll?
Attractions don't come with a built-in "roll every turn" clause baked into the Visit rules themselves. Instead, other cards and mechanics tell you when to roll to visit your Attractions. In Unfinity, a variety of cards and abilities instruct you to take this action - typically once per turn, often at the beginning of your main phase or as part of an ability cost.
Opening an Attraction
Attractions don't sit in your main deck. They live in a separate Attraction deck (think of it like a Contraption deck from Unstable). When a card tells you to "open an Attraction," you take the top card of your Attraction deck and put it onto the battlefield. Attractions are artifacts, and like other permanents they can be destroyed or otherwise removed.
When an Attraction leaves the battlefield, it goes to your Attraction discard pile rather than your main graveyard.
Format check: Attraction cards and the Visit mechanic are part of Magic's "acorn" design space - they are not legal in sanctioned Eternal formats like Modern, Legacy, or Vintage. They are legal in casual play and in formats that specifically allow Unfinity cards with the acorn symbol.
Strategy
Building your Attraction deck
Because Attractions come from a separate deck, you're essentially building two decks at once when you include Attraction-opening cards. That's an unusual deckbuilding puzzle, and it's a fun one.
The core tension is between consistency and power. Attractions with only one or two lit numbers hit less often but might have more impactful effects when they do trigger. Attractions with four or five lit numbers are practically guaranteed to fire every time you roll, but their effects tend to be more modest.
In my experience, leaning toward Attractions with three lit numbers is a reasonable middle ground - they hit roughly half the time, and you can plan around that cadence.
Rolling more often
Visit abilities only matter when you're actually rolling. The more often you can roll to visit your Attractions, the more value you squeeze out of your Attraction deck. Look for cards that let you roll multiple times per turn, or that grant additional roll triggers. Each extra roll is another chance for every lit-up Attraction you control to fire.
Stacking Attractions
You can control multiple Attractions simultaneously, and a single roll checks against all of them. If you've managed to open three or four Attractions, a single good roll could trigger two or three Visit abilities at once. The cumulative value from that kind of turn can spiral quickly.
Some Attractions even reward you for how many Attractions you control, so the engine can be self-reinforcing if you build around it intentionally.
Playing against Visit
If you're on the other side of the table from an Attraction-heavy deck, the cleanest answer is artifact removal. Attractions are artifacts, so any answer that deals with artifacts clears the board of potential Visit triggers. Prioritise the Attractions with the most lit-up numbers first - those are the ones generating the most consistent value.
Notable cards with Visit
Because Visit is exclusive to Unfinity (2022) and lives in a niche corner of casual Magic, the card pool is relatively contained. A few standout examples illustrate the range of the mechanic:
- Ferris Wheel - A good example of an Attraction with a high-frequency trigger and a modest but steady effect, showing how the mechanic rewards repeated visits over time.
- Balloon Stand - Illustrates the tradeoff between lit numbers and effect power; fewer lights, bigger payoff when it connects.
- Bumper Cars - Demonstrates how Visit effects can be offensive, giving the mechanic reach beyond simple resource generation.
Lore aside: The Attractions in Unfinity are literally the rides and stalls at Myra the Magnificent's Intergalactic Astrotorium of Fun - a space carnival that's crashed on an alien world. The Visit mechanic is, narratively speaking, you and your creatures wandering over to the booths and seeing what prizes you can win. It's delightfully on-theme.
History
Visit was introduced in Unfinity, released in October 2022. It's the spiritual successor to the Contraption mechanic from Unstable (2017), which similarly used a separate deck of cards that you "assembled" onto the battlefield and triggered on a fixed schedule.
Where Contraptions triggered on your sprocket symbols during your upkeep, Attractions use dice rolls - adding a layer of randomness that fits the carnival aesthetic perfectly. It's a more dynamic system: every roll is a small moment of tension, a tiny gamble at each booth.
Unfinity was also notable for splitting its cards between "acorn" cards (silver-bordered in spirit, not legal in Eternal formats) and non-acorn cards that are actually Eternal-legal. Visit abilities appear on acorn-stamped Attraction cards, keeping the mechanic squarely in the realm of casual and novelty play.
Whether Attractions ever return in a future set is anyone's guess - Wizards has revisited the "separate deck" concept a few times now, and each iteration has gotten a little more refined. I'd love to see what a second pass at Visit could look like. ✨