I tested but didn't really like it, if there's multiple bombs/keys in the room they become useless, sure you have infinite that floor but it's annoying to pick up 4 gold bombs and start the next floor with 0 bombs, which meant you would hold the card for a room that had only 1 bomb and key and if you got tired of waiting and spent it on a room with 1 key, then in the next room you get a key and a bomb it's annoying, maybe that makes it more balanced but I wanted to make something strong but rare, I wanted it to be a special reward, not annoying plus it was easy to get a ton of money by saving the card for a room with a lot of hearts in it, after testing a while I pretty much just used it that way not the way it was intended, since then I could get much more out of shops, maybe having a varying effectiveness based on how long you want to keep it is better but I decided to go with something that you shouldn't have to wait to use and would always be as effective regardless of the room Such a missed opportunity, you could have called it the golden Ace and make it turn every pick up in the room into its golden counterpart

Oh, and theres also tarot cards which alter the course of the game, and curse cards that can help players take out whoever is in the lead
Featuring 34 double-sided pages with 16 side-loading pockets per page
Jumpstart is a great sealed experience for everyone, from new players to long-time Magic fans
Former Surprises ($4 $6) Witchbane Orb $4 Bramblewood Paragon $5 Trailblazers Boots $5 Codex Shredder $5 Fungusaur $5 Drogskol Captain $5 Echoing Decay $5 Eidolon of Rhetoric $5 Kulrath Knight $6 Mind Funeral $6 Sosuke, Son of Seshiro $6 You know those foils that you pull out of your bulk and look up on a lark, only to be surprised to find out that theyre actually worth selling as singles
Acid Free/Non-PVC