← MTG Rules

Rules guide · Enchantment

Yet Another Night in VegasHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Unknown Event· June 20, 2025
Carte Magic Yet Another Night in Vegas

Yet Another Night in Vegas 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

At the beginning of your upkeep, choose one that hasn't been chosen— • See the sights — Surveil 3. • Cause trouble — Target creature gets +1/+0 and gains menace until end of turn. • Get lost — Each player exiles a creature they control until this enchantment leaves the battlefield. • I'm fine! Let's go again! — All modes reset and can be chosen again. You lose 5 life. • Go to bed — Sacrifice this enchantment.

Complete guide

Yet Another Night in Vegas is a versatile black enchantment that offers a suite of recurring effects through a modal choice system. It rewards players who can navigate its various options while managing their life total and board state. This card brings the unpredictable spirit of a long night out to your Magic: The Gathering table.

Choosing Your Path

At the beginning of your upkeep, you must choose one of the five available modes. The catch is that you cannot pick a mode that has already been chosen in previous turns unless you reset the enchantment using the 'I'm fine! Let's go again!' option. You must choose a mode if you can, meaning eventually you will be forced to either lose life to reset the cycle or sacrifice the enchantment using 'Go to bed'.

Resolving the Modes

When 'See the sights' is chosen, you look at the top three cards of your library and put any number of them into your graveyard and the rest on top in any order. 'Cause trouble' targets a creature to buff its power and grant evasion. 'Get lost' creates a temporary exile effect for all players, where the creatures return to the battlefield once the enchantment is sacrificed or leaves play. The reset mode allows you to start the list over at the cost of life, and the final mode ends the party by sacrificing the card.

Common Mistakes

A frequent error is forgetting that the 'Get lost' mode exiles creatures until the enchantment leaves the battlefield, not just for one turn. Additionally, players often forget that the modes reset only when specifically choosing the fourth mode; you cannot simply skip to the top of the list after picking the third one without paying the 5-life penalty.

Strategic Timing

Wait to use 'Get lost' until your opponents have high-value threats that you want to temporarily remove. If you have extra life to spare, using the reset mode allows you to repeatedly utilize 'See the sights' for card selection, which pairs excellently with other upkeep-based resource engines.

Interaction examples

The Ultimate Upkeep Routine

At the start of your upkeep, both enchantments trigger. You can stack them so that you draw a card from Phyrexian Arena first, or use Yet Another Night in Vegas to 'See the sights' (Surveil 3) to ensure you draw the specific card you need from the Arena trigger.

Managing Resources

During your turn, Yet Another Night in Vegas will trigger in the Upkeep step, potentially costing you life or exiling creatures. Immediately after, in your First Main Phase, Black Market Connections triggers. You must be careful with your life total, as picking 'I'm fine! Let's go again!' followed by multiple modes on the Connections can result in a significant loss of life in a single turn.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Yet Another Night in Vegas

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

0 Image

Commentaires

  • Sois le premier à commenter cette carte.

Read next

Meta decks with Yet Another Night in Vegas

No archived Top 8 deck with this card yet.

Explore the meta
Official source