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Enchantment — Saga
In your collection
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Welcome to . . .

rexJurassic World Collection#7rare
{1}{G}{G}
Treatments
BorderlessFull ArtFoil
Market price · TCGplayer
updated 2026-06-22
Nonfoil$25.19
Low $23.78Mid $28.24Buylist
Foil$38.44
Low $32.00Mid $44.25Buylist
All finishes · 30d
updated 7h ago
Nonfoil$25.19 -4.7%
Foil$38.44 +1.9%

All Printings

1 printings across 1 sets
Printings

This is the only printing — Jurassic World Collection #7.

Card details
Artist
Villarrte
Frame
legendary, inverted
Language
EN
Border
borderless
Security stamp
triangle
Format legality
AlchemyNot legal
BrawlNot legal
CommanderLegal
DuelLegal
Future StandardNot legal
GladiatorNot legal
HistoricNot legal
LegacyLegal
ModernNot legal
OathbreakerLegal
Old SchoolNot legal
PauperNot legal
Pauper CommanderNot legal
PennyNot legal
PioneerNot legal
PreDHNot legal
PremodernNot legal
StandardNot legal
Standard BrawlNot legal
TimelessNot legal
Tiny LeadersLegal
VintageLegal
Oracle text

Enchantment — Saga

(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.

Abilities
SagaI — 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.
SagaII — Create a 3/3 green Dinosaur creature token with trample. It gains haste until end of turn.
SagaIII — Destroy all Walls. Exile this Saga, then return it to the battlefield transformed under your control.
Plays as
Artifact AnimatorCreature Token MakerTribal Payoff
Flavor & art
Illustrated by
Villarrte
Rulings
  • WotCNov 10, 2023

    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.

  • WotCNov 10, 2023

    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.

  • WotCNov 10, 2023

    Escape's permission doesn't change when you may cast the spell from your graveyard.

  • WotCNov 10, 2023

    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.

  • WotCNov 10, 2023

    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.

  • WotCNov 10, 2023

    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.

  • WotCNov 10, 2023

    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.

  • WotCNov 10, 2023

    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.

  • WotCNov 10, 2023

    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.

  • WotCNov 10, 2023

    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.

  • WotCNov 10, 2023

    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.