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Vorinclex // The Grand EvolutionHow it works & interactions with other cards

By the ManaCount desk· 3 min read· March of the Machine· April 21, 2023
Carte Magic Vorinclex // The Grand Evolution

Vorinclex // The Grand Evolution 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

Reach, trample When Vorinclex enters, search your library for up to two Forest cards, reveal them, put them into your hand, then shuffle. {6}{G}{G}: Exile Vorinclex, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery. (As this Saga enters and after your draw step, add a lore counter.) I — Mill ten cards. Put up to two creature cards from among the milled cards onto the battlefield. II — Distribute seven +1/+1 counters among any number of target creatures you control. III — Until end of turn, creatures you control gain "{1}: This creature fights target creature you don't control." Exile this Saga, then return it to the battlefield (front face up).

How it works : Vorinclex // The Grand Evolution

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    The Forest cards you find can be any land cards with the Forest land type, not just ones named Forest.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    You choose how many targets the chapter II ability of The Grand Evolution has and how the counters are distributed as you put the ability onto the stack. Each target must receive at least one counter.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    If some of the creatures are illegal targets as the chapter II ability tries to resolve, the original distribution of counters still applies and the counters that would have been put on the illegal targets are lost. They won’t be put instead on a legal target.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    The set of creatures that gain the activated fight ability is determined as the chapter III ability resolves. Creatures you begin to control later in the turn and noncreature permanents that become creatures later in the turn won’t gain that ability. Notably, Vorinclex won’t be back on the battlefield yet, so it won’t gain the ability either.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Vorinclex // The Grand Evolution
+Hex Parasite
+Sage of Hours
#1

Vorinclex // The Grand Evolution + Hex Parasite + Sage of Hours

Infinite turnsLock
  1. 1At the beginning of your draw step, The Grand Evolution triggers, putting a lore counter on it, then putting five +1/+1 counters on Sage of Hours and two +1/+1 counters on any other creature you control.
  2. 2Activate Sage of Hours by removing all +1/+1 counters from it, causing you to take at least one extra turn after this one.
  3. 3Activate Hex Parasite by paying {1}{B/P}, removing a lore counter from The Grand Evolution and giving Hex Parasite +1/+0 until end of turn.
  4. 4Repeat each turn.
03

Legal formats

historictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerbrawlcompetitivebrawlduel
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