The X-Files: I Want To Believe is a special one-time Old School Magic: the Gathering event. Players take on the role of an FBI Agent from the X-Files Unit, investigating seemingly inexplicable phenomena. Pogs are used as game pieces to represent the mysteries a player is pursuing, typically remaining face-down until a player uses a slammer to try to expose the mystery to the world.
Straight Swiss for 4-5 rounds (TBD). 50 minute rounds. No intentional draws. Players who would draw a match resolve the match with Orb flips.
A player's finish in the tournament is based on the number of Secrets they acquire. Secrets are victory points players earn by Exposing Mysteries in games they win: whenever a player wins a game, they acquire one Secret for each Mystery they Exposed during that game. At the end of the tournament, a player's final standing is calculated in descending order of the number of Secrets they acquired, with ties broken by standard ranking (match points, opponent match win percentage, match win percentage, opponent game win percentage, game win percentage).
Collusion for purposes of gaining Secrets will result in both players losing one million Secrets.
Prizes will be awarded based on finish and spice. All players who finish with an undefeated match record will win a prize, regardless of Secrets. Additional prizes awarded to any player who wins a game via the Full Investigation Win Condition.
Deck construction follows standard PAC rules, with these additions:
As an X-Files Agent, you go out into the Field to seek new Mysteries.
Think of the Field as your Library, except for pogs.
As an X-Files Agent, you keep the Mysteries you are working on in your Dossier.
Think of your Dossier as your hand of pogs, except you can't look at it. They're Mysteries after all.
When you want to investigate the Mysteries you have accumulated, you Probe the contents of your Dossier.
Once a Mystery is Exposed, its secrets are unleashed on the world.
Espionage abilities are special actions on X-Files Cards that may be activated once per X-Files Card permanent during a Probe action. They represent an important character interrupting the normal outcome of an investigation and influencing the results.
Once per Probe action, an X-Files Card's Espionage action can be used either:
Players follow normal priority rules (Active Player, Non-Active Player, or APNAP) when deciding to use Espionage abilities. Players may not cast spells or use any abilities other than Espionage abilities during a Probe action.
Within the "before" and "after" striking portions of a Probe Action, Espionage abilities form a mini-stack and resolve in last-in, first-out (LIFO) order. These mini-stacks work just like the normal Magic stack, except they only contain the activated Espionage abilities. You can think of them as similar to Interrupts in the original Magic rules.
X-Files Agents know the truth is out there. Players may Believe once per turn when they could cast an Instant:
Choose one:
Mulder never got to the bottom of everything, but you might. A player wins the game if all of the following occur at the same time:
Accidents happen. Un-Exposed Mysteries that are accidentally seen by any player are handled as follows:
If a Mystery becomes seen in a way not covered by the above, players should come to a mutually agreeable resolution. If they can't, both players have to sing a duet of their choosing to reestablish their friendship.
Name | Mana Cost | Type | Rules |
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Special Agent Dana Scully | Legendary Human Investigator | Banding, Plot Armor. Espionage: Expose the top or bottom Mystery of your Field or Dossier. 4/4 |
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Deep Throat | Legendary Syndicate Informant | Shroud. Espionage: Exile target Mystery. (If that Mystery was not Exposed, you may not look at it before targeting.) 4/4 |
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The Smoking Man | Legendary Syndicate Investigator | First Strike, Plot Armor. Espionage: You may look at target Mystery, and make all choices for it if it is Exposed this turn. (If that Mystery was not Exposed, you may not look at it before targeting.) 4/4 |
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Special Agent Fox Mulder | Legendary Human Investigator | Haste, Plot Armor. Espionage: Believe. You may spend {0} to activate its abilities. 4/4 |
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Assistant Director Walter Skinner | Legendary Human Director | Vigilance, Plot Armor. Espionage: Look at three un-Exposed Mysteries in target Dossier. You may exchange any number of them with Mysteries from the top of its owner's Field. Then, shuffle their Field. 4/4 |
Copies | Ability |
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Place three +1/+1 counters on up to one target creature. | |
Gain 3 life. | |
Deal 3 damage to any target. | |
Draw 3 cards. | |
Add 3 mana of any color to your mana pool. You do not lose life from mana burn this turn. | |
Target opponent discards 2 cards at random. | |
Exile up to one target permanent. | |
Put a 4/4 colorless Alien token with Flying into play. | |
Place up to one permanent from your hand into play. | |
Each player discards their hand and draws 7 cards. | |
Switch your life total with your opponent's. | |
Take an extra turn after this one. | |
Shuffle up to three Mysteries from your Field into your Dossier. Probe again. | |
Target opponent discards their hand. | |
Each player mills all but the bottom two cards from their library. | |
Exile all permanents, then exile all Mysteries in Dossiers. | |
Total |
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