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Rules guide · Sorcery

Step Right UpHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Unfinity· October 7, 2022
Carte Magic Step Right Up

Step Right Up is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

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Official card text

Open two Attractions. (Put the top two cards of your Attraction deck onto the battlefield.)

Complete guide

Step Right Up is a flavorful Un-set sorcery that lets you expand your midway by opening two Attractions at once. For four mana, this card bypasses the usual requirement of rolling to visit or waiting for specific triggers to build your board. It is the perfect way to rapidly increase your board presence and unlock powerful game-warping effects.

Opening the Gates

When you cast Step Right Up, you follow the instructions to 'Open two Attractions.' This means you take the top two cards of your separate Attraction deck and put them directly onto the battlefield. Unlike normal permanents, these cards have no mana cost and cannot exist in your hand or library; they only exist on the battlefield or in your Attraction deck/junkyard.

Resolution Step-by-Step

First, Step Right Up is placed on the stack and players may respond. Once it resolves, you take the top card of your Attraction deck and place it onto the battlefield, then take the second card and do the same. If these Attractions have 'enters the battlefield' triggers, they will trigger separately. Finally, the sorcery is placed in your graveyard.

Attraction Logistics

A common mistake is forgetting that Attractions are permanents but not spells. You do not 'cast' the Attractions opened by Step Right Up, so they cannot be countered by effects that target spells. Additionally, if an Attraction would leave the battlefield for any zone other than the exile zone, it is instead put into the Attraction junkyard, which is a specific discard pile for your Attraction deck.

Strategic Timing

You should play Step Right Up early in your turn before your main phase ends if you have a way to roll a die. Since most Attractions trigger when you 'roll to visit' at the beginning of your first main phase, opening them with this sorcery means you will likely have to wait until your next turn to reap the rewards unless you have additional cards that trigger a visit.

Interaction examples

Building the Board

You cast Step Right Up. You reveal the top two cards of your Attraction deck. You place both onto the battlefield. You now have two new locations that can trigger benefits whenever you successfully roll to visit them during your future main phases.

Managing Resources

After using Step Right Up to open two Attractions, you might find yourself needing to recover creatures. While Victimize requires you to sacrifice a creature to return two from the graveyard, remember that Attractions are not creatures. You cannot sacrifice an Attraction to pay for Victimize's additional cost.

Survival of the Midway

If your opponent casts Toxic Deluge to clear the board, your Attractions opened by Step Right Up will remain safe. Because Attractions are not creatures, the -X/-X effect from Toxic Deluge does not affect them, allowing your carnival to stay open even after a total creature wipe.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Step Right Up

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

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