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Vorinclex // The Grand Evolution

Vorinclex // The Grand Evolution

Legendary Creature — Phyrexian Praetor // Enchantment — Saga

Vorinclex wants a deck that fills its discard pile and plays cards back out of it. It also works in a deck built around Phyrexians, Praetors or Sagas.

  • Mana cost3 genericgreengreen
  • Green ()
  • Power / toughness6 / 6
  • RarityMythic

Reach, trample

When Vorinclex enters, search your library for up to two Forest cards, reveal them, put them into your hand, then shuffle.

6 genericgreengreen: 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 generic: This creature fights target creature you don't control." Exile this Saga, then return it to the battlefield (front face up).

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Archetypes
Themes

Cards That Fit Vorinclex

Picked for what they do in Vorinclex's deck. When two cards do the same job, the one with the lower comes first. All of them fit Vorinclex's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

plan6

The 6 Cards

Sagas plan6

The 6 Cards

plan6

The 6 Cards

Rulings for Vorinclex

explain how Vorinclex works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary

Wizards of the Coast 14 Apr 2023

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.

Wizards of the Coast 14 Apr 2023

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

Wizards of the Coast 14 Apr 2023

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.

Wizards of the Coast 14 Apr 2023

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.

4 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Vorinclex, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryGPlayers write colors as letters: G for green.Graveyard/Self-MillGraveyard decks fill their own graveyard on purpose, then play cards from it as if it were a second hand. Moving cards from the top of your own deck straight into the graveyard is called self-mill.Open the Graveyard/Self-Mill pageSelf-MillPuts cards from your OWN library into your graveyard on purpose. Milling means moving cards off the top of a library into a graveyard. Aimed at an opponent that is an attack; aimed at yourself it is setup, filling the graveyard for the cards that want to use what is in it. Stitcher's Supplier, Hermit DruidOpen the Self-Mill pageMana SinkGives you somewhere useful to spend spare mana, usually through an ability you can activate again and again. Rogue's Passage, Mind StoneOpen the Mana Sink pageETB ValueDoes something useful the moment it arrives: an enter the battlefield ability, which players shorten to ETB. You keep that effect even if the card is removed straight afterwards, which is why these pair so well with flicker cards that make them enter again. Solemn Simulacrum, The One RingOpen the ETB Value page+1/+1 CountersPuts +1/+1 counters on creatures, permanently raising their power and toughness. Unlike a temporary boost that wears off at end of turn, these markers stay put and stack up over a long game. Hardened Scales, The Great HengeOpen the +1/+1 Counters pageTutors / ToolboxCards that search your deck for another card, each one called a tutor, so you can find the exact answer you need.Open the Tutors / Toolbox pageLand FetchSearches your deck for a land. That handles color fixing (making sure you can produce the specific colors of mana your cards ask for), and because it puts a real land onto the battlefield, it also switches on landfall. Cultivate, Farseek, Evolving WildsOpen the Land Fetch page