

Vorinclex // The Grand Evolution
When Vorinclex enters, search your library for up to two Forest cards, reveal them, put them into your hand, then shuffle.
{6}{G}{G}: Exile Vorinclex, then return it to the battlefield transformed under its owner's control. Activate only as a sorcery.
Finish | Market Price | Lowest Price | Highest Price | Average Price |
---|---|---|---|---|
Normal | $4.98 | $4.47 | $7.53 | $6.20 |
Foil | $6.14 | $6.08 | $8.83 | $7.50 |
Alchemy | Brawl | ||
Commander | Duel | ||
Gladiator | Historic | ||
Legacy | Modern | ||
Oathbreaker | Pauper | ||
Pauper Commander | Penny | ||
Pioneer | Standard | ||
Timeless |
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.
The Forest cards you find can be any land cards with the Forest land type, not just ones named Forest.
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.
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.