Welcome to . . . // Jurassic Park 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.
Official card text
(As this Saga enters and after your draw step, add a lore counter.) I — For each opponent, up to one target noncreature artifact they control becomes a 0/4 Wall artifact creature with defender for as long as you control this Saga. II — Create a 3/3 green Dinosaur creature token with trample. It gains haste until end of turn. III — Destroy all Walls. Exile this Saga, then return it to the battlefield transformed under your control. (Transforms from Welcome to ....) Each Dinosaur card in your graveyard has escape. The escape cost is equal to the card's mana cost plus exile three other cards from your graveyard. (You may cast cards from your graveyard for their escape cost.): Add
for each Dinosaur you control.
How it works : Welcome to . . . // Jurassic Park
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
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.
No other card is named in this ruling.
- #2· Wizards of the Coast
A noncreature permanent that turns into a creature can attack, and its
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.
No other card is named in this ruling.
- #3· Wizards of the Coast
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.
No other card is named in this ruling.
- #4· Wizards of the Coast
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.
No other card is named in this ruling.
- #5· Wizards of the Coast
Escape's permission doesn't change when you may cast the spell from your graveyard.
No other card is named in this ruling.
- #6· Wizards of the Coast
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.
No other card is named in this ruling.
- #7· Wizards of the Coast
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.
No other card is named in this ruling.
- #8· Wizards of the Coast
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.
No other card is named in this ruling.
- #9· Wizards of the Coast
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.
No other card is named in this ruling.
- #10· Wizards of the Coast
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.
No other card is named in this ruling.
- #11· Wizards of the Coast
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.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Welcome to . . . // Jurassic Park + Snubhorn Sentry + Altar of Dementia + Pitiless Plunderer
- 1Activate Altar of Dementia by sacrificing Snubhorn Sentry.
- 2When Snubhorn Sentry dies, Pitiless Plunderer triggers, creating a Treasure artifact token.
- 3Resolve the Altar of Dementia ability, causing you to mill cards equal to Snubhorn Sentry's power.
- 4Activate the Treasure by tapping and sacrificing it, adding
.
- 5Cast Snubhorn Sentry from your graveyard by paying
plus exiling three other cards from your graveyard.
- 6Repeat.
Related cards and tokens
Legal formats
Commentaires
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Meta decks with Welcome to . . . // Jurassic Park
No archived Top 8 deck with this card yet.







