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Alan Turing V 2.0
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Alan Turing V 2.0
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Alan Turing V 2.0

When Alan Turing enters, draw two cards, exile each card from your hand in a random order beneath him as a program, then draw that many cards minus two. Whenever an opponent casts a spell with mana value equal to the program position of a spell exiled with Alan Turing, you may • Cast it without paying its mana cost if it has mana value 4 or less • Cast it by paying its mana cost • Cast it by paying {3} instead of its mana cost Whenever Alan Turing deals combat damage to a player, you may rearrange the order of the program. At the beginning of your upkeep, exile a land you control and a card from your hand into the first two positions of the program. When Alan Turing leaves the battlefield, or you lose control of him, return all lands exiled by him to the battlefield tapped under your control and shuffle all nonland cards exiled by him into their owner’s library.

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