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Moxonomy

Duelists' Convocation International

Enchantment2 generic manaBlue mana

The name spells out DCI, the numbering system every tournament player once memorized off the back of a matchslip, and the alternate win condition is that ten-digit registration number rendered as a mechanic: enter, roll a random ten-digit target, and cross off a digit each time you play a land or cast a spell whose mana value matches. It is parody design in which the flavor and the rules are the same object; the gag only reads if you know what a DCI number is, and the payoff is the deckbuilding equivalent of completing every field on a form. The math underneath is quietly real. A random ten-digit target repeats most of its digits, so the practical set of mana values you need is smaller than ten, and every matching cast crosses one off and refills your hand. That makes the enchantment a repeatable draw engine long before anything else happens: you want lands and spells spread across a spectrum of mana values, and you want to keep deploying them, because each hit is a free card. The literal victory is almost beside the point. Assembling all ten values in a single game is a tall order, and the card earns its slot as card advantage well before the improbable win arrives. A curve exercise disguised as a lottery ticket, dressed up as organized-play bureaucracy.

Duelists' Convocation International (mb2)
MB2 · #529rare
Pricing
Normal: $0.26
Foil:
Oracle Text

Rules text

When Duelists' Convocation International enters the battlefield, choose a 10-digit number at random and write it down. Whenever you play a land or cast a spell, if it shares a mana value with one or more uncrossed digits in the chosen number, cross out one of those digits and draw a card. Then if all ten digits are crossed out, you win the game.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
N/A
Legacy
N/A
Vintage
N/A
Commander
N/A
Pauper
N/A
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
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