

Welcome to . . . // Jurassic Park
Card Information
Type (Front): Enchantment — Saga
Type (Back): Legendary Land
Mana Cost (Front): 1
CMC: 3
Part of the Reserved List: No
Color Identity:
Set: Jurassic World Collection (REX)
Rarity: Rare
Collector Number: 7
Oracle Text
Welcome to . . .
(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.
Jurassic Park
(Transforms from Welcome to ....) Each Dinosaur card in your graveyard has escape. The escape cost is equal to the card's mana cost plus exile three other cards from your graveyard. (You may cast cards from your graveyard for their escape cost.) {T}: Add {G} for each Dinosaur you control.
Keywords
Format Legalities
Related Cards
Card Rulings
- November 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.
Source: wotc - November 10, 2023
Escape's permission doesn't change when you may cast the spell from your graveyard.
Source: wotc - November 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.
Source: wotc - November 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.
Source: wotc - November 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.
Source: wotc - November 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.
Source: wotc - November 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.
Source: wotc - November 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.
Source: wotc - November 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.
Source: wotc - November 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.
Source: wotc - November 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.
Source: wotc
Price History

To study a single card is to glimpse the heart of a spell - a frozen moment of ambition, artistry, and arcane intent. Within each glyph lies a spark: a story untold, a duel turned, a destiny altered. Treat it not as mere parchment, dear seeker, but as a shard of the Multiverse itself.