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Escape to the Wilds
Price$0.29 – $9.45
Buy on TCGplayer

Escape to the Wilds

{3}{R}{G}

Sorcery

LegalRank #2,281

Exile the top five cards of your library. You may play cards exiled this way until the end of your next turn.

You may play an additional land this turn.

Why is this card good?

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Related cards

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Printings (10)

marMarvel Universe · #89M—Buy
eocEdge of Eternities Commander · #115R$0.34Buy
sldSecret Lair Drop · #1921R$3.96Buy
sldSecret Lair Drop · #1916R$9.45Buy
otcOutlaws of Thunder Junction Commander · #223R$0.37Buy
clbCommander Legends: Battle for Baldur's Gate · #843R$0.35Buy
eldThrone of Eldraine · #379R$2.35Buy
eldThrone of Eldraine · #189R$0.29Buy
Show all 10 printingsShow fewer
peldThrone of Eldraine Promos · #189sR$2.24Buy
peldThrone of Eldraine Promos · #189pR$1.24Buy

Played by these commanders

Hearthhull, the Worldseed100% of 1
Faldorn, Dread Wolf Herald100% of 1
Yuma, Proud Protector100% of 1

Rulings (4)

  • 2019-10-04

    Escape to the Wilds doesn't change when you can play the exiled cards. For example, if you exile a sorcery card, you can cast it only during your main phase when the stack is empty. If you exile a land card, you can play it only during your main phase and only if you have an available land play remaining.

  • 2019-10-04

    Casting an exiled card causes it to leave exile. You can't cast it multiple times.

  • 2019-10-04

    The additional land that you play doesn't have to be from among the exiled cards.

  • 2019-10-04

    If you don't play a card exiled this way, it remains in exile.

Discussion (0)