The Great Aurora
Magic Origins · #179 · Mythic

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Sorcery
Each player shuffles all cards from their hand and all permanents they own into their library, then draws that many cards. Each player may put any number of land cards from their hand onto the battlefield. Exile The Great Aurora.
Card details
- Shown printing
- Magic Origins (ORI)
- Artist
- Sam Burley
- Color identity
- Green
- Colors
- Green
- Mana value
- 9
- First released
- July 17, 2015
- Printings
- 2
- EDHREC rank
- #12197 on EDHREC
- Market price
- $0.45 (cheapest printing, updated weekly)
Legality
- StandardNot legal
- PioneerLegal
- ModernLegal
- LegacyLegal
- VintageLegal
- CommanderLegal
- PauperNot legal
- BrawlLegal
- Standard BrawlNot legal
- HistoricLegal
- TimelessLegal
- AlchemyNot legal
- GladiatorLegal
- OathbreakerLegal
- Pauper CommanderNot legal
- Duel CommanderLegal
- PreDHNot legal
- PremodernNot legal
- Old SchoolNot legal
- Penny DreadfulLegal
- FutureNot legal
Rulings (4)
A token is owned by the player under whose control it entered the battlefield. Tokens shuffled into a library count toward the number of cards drawn, though they cease to exist upon becoming part of a library. Regardless of what you’re using to represent tokens, you won’t shuffle that physical object into your library.
As The Great Aurora resolves, first you choose any number of land cards in your hand to put onto the battlefield, and then each other player in turn order does the same. The lands enter the battlefield simultaneously.
If a player is required to draw more cards than their library contains, that player loses the game. If all players lose the game this way, the game is a draw.
The number of cards you draw is equal to the number of permanents on the battlefield that you shuffle into your library plus the number of cards from your hand that you shuffle into your library.
All printings
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Card data and images from Scryfall.