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Escape to the Wilds

Escape to the Wilds

Sorcery

rare

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.

$0.32 ✦ $0.57View on Scryfall →

Semantic Tags

Impulse Drawmechanical

Exile-based card advantage — exile cards from the top of your library and cast them temporarily. Red's primary draw mechanic.

Exile-based card advantage — exile cards from the top of your library and cast them temporarily. Red's primary draw mechanic.

Land Rampmechanical

Puts additional lands onto the battlefield or searches for lands. Cultivate, Kodama's Reach, fetchlands.

Rampmechanical

Accelerates mana production beyond the one-land-per-turn baseline. Umbrella tag — see ramp subtypes for land ramp, mana dorks, mana rocks, and rituals.

Format Legality

commanderlegal
oathbreakerlegal
modernlegal
pioneerlegal
standardnot legal
legacylegal
vintagelegal
paupernot legal
historiclegal
explorernot legal
alchemynot legal

Price history

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Printings (10)

Rulings

2019-10-04

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

2019-10-04

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

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.