Step Between Worlds — Reorder Fate with a Plot Step Between Worlds is a compact refill for midgame decisions. At three and two blue this sorcery resets each player's hand and graveyard into their library then offers seven fresh draws to anyone who shuffled. The effect is symmetrical but never neutral; timing and information matter. Cast it when you control answers or when opponents have a thin graveyard to shift parity in your favor.
The card also carries Plot which lets you pay four and two blue from hand and exile this card to cast it later without paying its mana cost. That extra loop changes how you build turns. Use the printed draw and shuffle text to reset card advantage and to deny graveyard-based plans. In Outlaws of Thunder Junction lore the spell feels like stepping through a canyon breach to a new hand of possibilities rather than stealing inevitability outright.
Card Details:
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Mana Cost – {3}{U}{U}
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Card Type – Sorcery
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Subtypes –
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Card Text / Rules Text (Printed) – Each player may shuffle their hand and graveyard into their library. Each player who does draws seven cards. Exile Step Between Worlds. Plot 4U U (You may pay 4U U and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)