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Lots ofMagic: The Gathering’sworlds can be described in one or two words. Innistrad? Horror. New Capenna? Mobsters. For Ixalan, that word is “Dinosaurs”, and for our return to the world in The Lost Caverns of Ixalan, Wizards is teaming up with Jurassic World for a whole host of new, Dinsoaur-themed cards.
Much like The Brother’s War and Transformers, Jurassic World cards can only be found in Set and Collector boosters of The Lost Caverns of Ixalan. They’re mechanically unique, with some real treats for lovers of Dinosaurs, keyword soup, or graveyard recursion.

Jurassic World’s previews are running concurrently with The Lost Caverns Of Ixalan’s. Check back each day to see what else has been revealed.
Jurassic World cards are legal in Commander, Oathbreaker, Vintage, and Legacy. Despite coming with The Lost Caverns of Ixalan, they’re not legal in Standard or the set’s limited environment.

Latest Reveals – June 26, 2025
It’s the final day of previews, and we still have a couple more cards to be revealed. Claire? The kids in the kitchen? Margarita Man? There’s lots more Jurassic World to bring to MTG, and not that many cards to do it in.
Savage Order
Two generic, two green sorcery - Rare
As an additional cost to cast this spell, sacrifice a creature with power 4 or greater.

Search your library for a Dinosaur creature card, put it onto the battlefield, then shuffle. It gains indestructible until your next turn.
Permission Denied
One white, one blue instant - Rare
Counter target noncreature spell. Your opponents can’t cast noncreature spells this turn.

Swooping Pteranodon
Three generic, one red, one white creature - Dinosaur - 3/3 - Rare
Flying, haste

When Swooping Pteranodon or another Dinosaur with flying enters the battlefield under your control, gain control of target creature an opponent controls until end of turn. Untap that creature. It gains flying and haste until end of turn. At the beginning of the next end step, target land deals 3 damage to that creature.
White
Here’s every white card in Jurassic World, including an excellent way to stop your opponents from swinging or tapping their creatures.
Don’t Move
Three generic, two white sorcery – Rare
Destroy all tapped creatures. Until your next turn, whenever a creature becomes tapped, destroy it.

Description
Cresting Mosasaurus
Six generic, two blue creature - Dinosaur - 4/8 - Rare
Emerge: six generic, one blue(You may cast this spell by sacrifice a creature and paying the emerge cost reduced by that creature’s mana value.)

When Cresting Mosasaurus enters the battlefield, if you cast it, return each non-Dinosaur creature to its owner’s hand.
Spitting Dilophosaurus
Two generic, one black creature - Dinosaur - 3/2 - Rare
When Spitting Dilophosaurus enters the battlefield or attacks, put a -1/-1 creature on up to one target creature.

Creatures your opponents control with -1/-1 counters on them can’t block.
Red
It wouldn’t be a Dinosaur release without some red cards, and Jurassic World is giving us a pack of hyper-intelligence velociraptors.
Hunting Velociraptor
Two generic, one red creature - Dinosaur - 3/2 - Rare
First strike

Dinosaur spells you cast have prowl two generic, one red.(You may cast a spell for its prowl cost if you dealt combat damage to a player this turn with a creature with any of its creature types.)
Green
Hold onto your butts, here is every green card in Universes Beyond: Jurassic World.
Life Finds A Way
Two generic, one green enchantment – Rare
Whenever a nontoken creature with power 4 or greater enters the battlefield under your control, populate.(Create a token that’s a copy of a creature token you control.)

Welcome to…
One generic, two green enchantment – Saga – Rare
(As this Saga enters and after your draw step, add a lore counter.)
Legendary Land
(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.)
Tap: Add one green mana for each Dinosaur you control.
Multicolor
Considering the Dinosaurs of Ixalan tend to fall into the red, green, and white colours, we can expect there to be plenty of multicoloured dinos and scientists running around in Jurassic World, too.
Owen Grady, Raptor Trainer
One generic, one red, one green legendary creature - Human Soldier Scientist - 3/2 - Rare
Partner with Blue, Loyal Raptor
Tap: Put your choice of a menace, trample, reach, or haste counter on target Dinosaur. Activate only as a sorcery.
Ravenous Tyrannosaurus
Four generic, one red, one green creature – Dinosaur – 6/6 – Rare
Devour 3(As this enters the battlefield, you may sacrifice any number of creatures. This creature enters the battlefield with three times that many +1/+1 counters on it for each of those creatures.)
Whenever Ravenous Tyrannosaurus attacks, it deals damage equal to its power to up to one other target creature. Excess damage is dealt to that creature’s controller instead.
Ian Malcolm, Chaotician
One generic, one blue, one red legendary creature – Human Scientist – 2/2 – Rare
Whenever a player draws their second card each turn, that player exiles the top card of their library.
During each player’s turn, that player may cast a spell from among the cards they don’t own exiled with Ian Malcolm, Chaotician, and mana of any type can be spent to cast it.
Compy Swarm
One generic, one black, one green creature – Dinosaur – 2/2 – Rare
At the beginning of your end step, if a creature died this turn, create a tapped token that’s a copy of Compy Swarm.
Blue, Loyal Raptor
Two generic, one green, one blue legendary creature - Dinosaur - 5/4 - Rare
Partner with Owen Grady, Raptor Trainer
For each kind of counter on Blue, Loyal Raptor, each other Dinosaur enters the battlefield with a counter of that kind on it.
Ellie and Alan, Paleontologists
Two generic, one green, one white, one blue legendary creature – Human Scientist – 2/5 – Rare
Tap, Exile a creature card from your graveyard: Discover X, where X is the mana value of the exiled card. Activate only as a sorcery.(Exile cards from the top of your library until you exile a nonland card with that mana value or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Indoraptor, the Perfect Hybrid
One generic, one black/green hybrid, one red legendary creature - Dinosaur Mutant - 3/1 - Rare
Bloodthirst X(If an opponent was dealt damage this turn, this permanent enters the battlefield with X +1/+1 counters on it.)
Menace
Enrage- Whenever Indoraptor, the Perfect Hybrid is dealt damage, choose an opponent at random. Indoraptor deals damage equal to its power to that player unless the sacrifice a nontoken creature.
Indominus Rex, Alpha
One generic, two blue/black hybrid, two green legendary creature – DInosaur Mutant – 6/6 – Rare
As Indominus Rex, Alpha enters the battlefield, discard any number of creature cards. It enters with a flying counter on it if a card discarded this way has flying. The same is true for first strike, double strike, deathtouch, hexproof, haste, indestructible, lifelink, menace, reach, trample, and vigilance.
When Indominus Rex enters the battlefield, draw a card for each counter on it.
Colorless
Here’s every colorless card in Jurassic World, including the technology and science of the series. Expect quite a bit of amber.
Dino DNA
One generic artifact – Rare
Imprint —One generic, Tap: Exile target creature card from a graveyard. Activate only as a sorcery.
Six generic: Create a token that’s a copy of target creature card exiled with Dino DNA, except it’s a 6/6 green Dinosaur creature with trample. Activate only as a sorcery.
Command Tower
Land - Common
Tap: Add one mana of any color in your commander’s color identity.