Urban Evolution
New Capenna Commander · #355 · Uncommon

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Sorcery
Draw three cards. You may play an additional land this turn.
As the Simic released more of their krasis experiments, they required new habitats, always at the expense of the locals.
Card details
- Shown printing
- New Capenna Commander (NCC)
- Artist
- Eytan Zana
- Color identity
- Green, Blue
- Colors
- Green, Blue
- Mana value
- 5
- First released
- February 1, 2013
- Printings
- 10
- EDHREC rank
- #2469 on EDHREC
- Market price
- $0.14 (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 DreadfulNot legal
- FutureNot legal
Rulings (3)
If you somehow manage to cast Urban Evolution when it's not your turn, you'll draw three cards when it resolves, but you won't be able to play a land that turn.
The effects of multiple Urban Evolutions in the same turn are cumulative. They're also cumulative with other effects that let you play additional lands, such as the one from Explore.
Urban Evolution's effect allows you to play an additional land during your main phase. Doing so follows the normal timing rules for playing lands. In particular, you don't get to play a land as Urban Evolution resolves; Urban Evolution fully resolves first and you draw three cards, perhaps including a land you'll play later.
All printings
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Card data and images from Scryfall.