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Urza's Fun HouseHow it works & interactions with other cards

By the ManaCount desk· 4 min read· Unfinity· October 7, 2022
Carte Magic Urza's Fun House

Urza's Fun House 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.

01

Official card text

{T}: Add {C}. {T}: Add {∞}. Activate only once and only if you control an Urza's Mine, an Urza's Power-Plant, and an Urza's Tower. {7}, {T}: Head to AskUrza.com and click Urza's Fun House.

Complete guide

Welcome to the most chaotic plot of land in the Multiverse: Urza's Fun House. This Unfinity land takes the classic Urzatron synergy to a hilarious extreme, offering either a simple colorless mana or literal infinity. It even connects the physical game to the digital world through the AskUrza website.

Harnessing Infinite Power

Urza's Fun House has three distinct functions. While it primarily taps for a single colorless mana, its second ability is the star: it provides infinite colorless mana. To use this, you must control three specific land types: Urza's Mine, Urza's Power-Plant, and Urza's Tower. Note that you only need the types to be present on the battlefield under your control; you do not necessarily need three separate cards if a single permanent happens to have all three types.

Resolving the Fun House

When you activate the third ability by paying seven mana and tapping the land, the ability goes on the stack. Players can respond at this point. Once it starts to resolve, you go to AskUrza.com and click the designated button. The effect is determined right then. If the result requires a target, you choose it during resolution. If no legal targets exist for the specific result you rolled, you simply click again until you get a result that can be legally applied.

The One-Shot Restriction

The infinite mana ability is restricted to being activated only once. This isn't 'once per turn'—it is once for as long as that specific card remains on the battlefield. If the land is flickered or leaves and returns to play, it is considered a new object and the restriction resets. Once you have infinite mana, you keep it for the duration of the current step or phase, but it will vanish from your mana pool when the phase ends just like normal mana.

When to Enter the Fun House

You should activate the AskUrza ability when you have a stable board state or need a game-ending swing. Since all effects from the website are designed to be beneficial for you or detrimental to your opponents, there is very little risk in clicking the button. Just ensure you have the seven mana available and that your opponents haven't tapped you out of your Urzatron lands beforehand.

Interaction examples

Standard Mana Production

If you play Urza's Fun House as your land for turn and have no other Urza lands, you can simply tap it to add one colorless mana to your mana pool. It functions as a standard utility land until its requirements are met.

The AskUrza Resolve

You spend seven mana (using lands like Command Tower) and tap Urza's Fun House. While the ability is on the stack, your opponent can cast spells. Once resolution begins, you click the button on the site. If the site says 'Destroy target creature' and your opponent only has one creature, you must target it and destroy it even if they try to respond afterward—it's too late!

Infinite Mana Constraints

With a Mine, Tower, and Power-Plant in play, you tap the Fun House for infinite mana. You use this mana to cast a massive spell using mana from Exotic Orchard for color. However, if you pass the turn without spending that infinite mana, your mana pool empties and you cannot activate the Fun House for infinity again because you have already used that 'once per game' ability for this permanent.

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

How it works : Urza's Fun House

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    The middle ability can be activated only once. Not once per turn. Once. Okay, maybe more times. If Urza's Fun House leaves the battlefield and returns, it's a new object, so you can activate it again. You know, in case INFINITE MANA wasn't enough the first time.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    The mana added by the middle ability is colorless mana.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    Once you have infinite colorless mana, it doesn't matter how much mana you spend, you will still have infinite colorless mana. You will, however, lose infinite unspent mana as that step or phase ends.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    You can do a lot of cool stuff with infinite mana. And some situations may not be obvious. Rather than rehash everything ad infinitum, perhaps the Gatherer rulings on Infinity Elemental will help.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    The Urza's Mine, Urza's Power-Plant, and Urza's Tower required to activate the middle ability needn't be three separate permanents. If you happen to control a land that has those four land types (or perhaps one that has all land types . . . you know . . . glances up . . . it's a different card in this . . . Nearby Planet!), you can activate the ability.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    AskUrza.com, the web site that powers Urza, Academy Headmaster, has expanded to support Urza's Fun House. On that site you'll find a button that says "ENTER THE FUN HOUSE." As the last ability resolves, click it and find out what you paid seven mana for!

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    The last ability works a little differently with respect to targeting. Unlike other abilities, you may have to choose targets while that ability is resolving. If the effect that comes up requires a target and there are no legal targets available, click again until that's not true.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    If an effect comes up that requires a target and there are legal targets available, you must use that effect even though you may not want to. However, the effects are all good for you or bad for your opponent. In some cases, you may not be able to take advantage. For example, if it ends up that creatures you control get +3/+3 until end of turn but you don't control any creatures, you're out of luck. But nothing bad will happen.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    Players can respond to the activation of the last ability, but not after players know what effect is going to happen.

    No other card is named in this ruling.

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