Slip the Rift
Step Between Worlds is a Sorcery that trades hands and graveyards for fresh libraries and new lines of play. Cast for {3}{U}{U} to give every player the option to shuffle their hand and graveyard into their library and then draw seven cards. The immediate effect clears sticky situations and refills resources while exiling Step Between Worlds to prevent recursion. In practical decks this reads as a reset for stalled late games and a way to disrupt opponents who rely on graveyard chains.
The card also features Plot {4}{U}{U} which lets you pay the plot cost and exile this card from your hand so you may cast it later as a sorcery without paying its mana cost. That secondary route enables strategic timing and deception across turns. In the Outlaws of Thunder Junction context this feels like a controlled reset you can bait opponents into playing around or force them to reveal their endgame plans. Use it when you need to reframe the full game state rather than simply answering a single threat.
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 {4}{U}{U} (You may pay {4}{U}{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.)
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Power / Toughness –
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Loyalty –