Welcome to . . . // Jurassic Park (Jurassic World Collection #7)
Welcome to . . . // Jurassic Park (Jurassic World Collection #7)

Willkommen im … {1}{G}{G}

Verzauberung — Sage

(Je eine Sagenmarke beim Ins-Spiel-Kommen und nach deinem Ziehsegment.)

I — Für jeden Gegner wird bis zu ein Nichtkreatur-Artefakt deiner Wahl, das er kontrolliert, zu einer 0/4 Mauer-Artefaktkreatur mit Verteidiger, solange du diese Sage kontrollierst.

II — Erzeuge einen 3/3 grünen Dinosaurier-Kreaturenspielstein, der Trampelschaden verursacht. Er erhält Eile bis zum Ende des Zuges.

III — Zerstöre alle Mauern. Schicke diese Sage ins Exil und bringe sie dann transformiert unter deiner Kontrolle ins Spiel zurück.

Jurassic Park

Legendäres Land

(Transformiert von Willkommen im …)

Jede Dinosaurier-Karte in deinem Friedhof hat Befreiung. Die Befreiungskosten sind gleich den Manakosten der Karte plus „Schicke drei andere Karten aus deinem Friedhof ins Exil.“ (Du kannst Karten aus deinem Friedhof für ihre Befreiungskosten wirken.)

{T}: Erzeuge {G} für jeden Dinosaurier, den du kontrollierst.

Illustrated by Villarrte

Standard
Alchemy
Pioneer
Explorer
Modern
Historic
Legacy
Brawl
Vintage
Timeless
Commander
Pauper
Oathbreaker
Penny
Notes and Rules Information for Willkommen im … // Jurassic Park:
  • Only the English version of a Magic card receives Oracle updates and errata. View this card in English. (Scryfall note)
  • If Welcome to… leaves the battlefield before its first chapter ability resolves, that ability will have no effect. The target noncreature artifacts won't become Walls at all. (2023-11-10)
  • A noncreature permanent that turns into a creature can attack, and its {T} abilities can be activated, only if its controller has continuously controlled that permanent since the beginning of their most recent turn. It doesn't matter how long the permanent has been a creature. (2023-11-10)
  • If you're casting an adventurer card or split card with escape, you choose how you wish to cast it, then pay the appropriate cost (for the Adventure, the creature, or the half of the split card you chose) plus exiling three cards. (2023-11-10)
  • If a spell you're casting with escape has an additional cost of discarding cards or sacrificing permanents, you may exile cards discarded or sacrificed this way to pay that part of its escape cost. (2023-11-10)
  • Escape's permission doesn't change when you may cast the spell from your graveyard. (2023-11-10)
  • To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an escape cost), add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was and no matter whether an alternative cost was paid. (2023-11-10)
  • After an escaped spell resolves, it returns to its owner's graveyard if it's not a permanent spell. If it is a permanent spell, it enters the battlefield and will return to its owner's graveyard if it dies later. Perhaps it will escape again—good underworld security is so hard to come by these days. (2023-11-10)
  • If a card has multiple abilities giving you permission to cast it, such as two escape abilities or an escape ability and a flashback ability, you choose which one to apply. The others have no effect. (2023-11-10)
  • If you cast a spell with its escape permission, you can't choose to apply any other alternative costs or to cast it without paying its mana cost. If it has any additional costs, you must pay those. (2023-11-10)
  • If a card with escape is put into your graveyard during your turn, you'll be able to cast it right away if it's legal to do so, before an opponent can take any actions. (2023-11-10)
  • Once you begin casting a spell with escape, it immediately moves to the stack. Players can't take any other actions until you're done casting the spell. (2023-11-10)