Oracle of the Alpha is a Magic: The Gathering card, an uncommon blue creature from Mystery Booster 2 (MB2), a Masters set released in August 2024. It is collector number 259 in that set, with art by Nino Vecia. It costs {2}{U} (two generic and one blue mana) to cast, for a mana value of 3. It is a 2/3 creature. Its colour identity is blue. It is legal in Brawl, Historic, Timeless and Gladiator. It has been printed in 3 sets, from Alchemy: Dominaria (2022) to Mystery Booster Commander Edition (2026). The latest aggregated market price for this printing is $155.17 (foil finish, as of 2026-10-23).
Card text
Flying
When Oracle of the Alpha enters the battlefield, conjure the Power Nine into your library, then shuffle.
Whenever Oracle of the Alpha attacks, scry 1.
Market price
Latest aggregated market price for the foil finish of this printing: $155.17 (as of 2026-10-23).
The figure covers this printing only; other printings carry their own price on their own page.
Format legality
Legality of Oracle of the Alpha by format. Formats in which it is not legal are not listed.
Brawl
Legal
Historic
Legal
Timeless
Legal
Gladiator
Legal
Other printings of Oracle of the Alpha
Oracle of the Alpha has been printed in 3 sets. The other printings are listed newest first, with the rarity and release year of each.
Printing
Rarity
Year
Mystery Booster Commander Edition (MBC) #64
Uncommon
2026
Alchemy: Dominaria (YDMU) #4
Mythic
2022
Official rulings
Seven official rulings apply to Oracle of the Alpha, newest first.
You do not need to own an actual copy of a card in order to conjure it, and a conjured card does not need to obey format legality or deckbuilding restrictions. For example, in a game of Mystery Booster 2 Limited, Toralf’s Disciple can conjure Lightning Bolts into your deck, even though the card Lightning Bolt isn’t found in Mystery Booster 2 and isn’t normally legal in the Limited format.
The “Power Nine” are Ancestral Recall, Black Lotus, Mox Emerald, Mox Jet, Mox Pearl, Mox Ruby, Mox Sapphire, Timetwister, and Time Walk.
Conjured cards are not tokens. Treat conjured cards just as you would treat regular cards. They can move between zones just like any other card and continue to exist for the duration of the game. At the end of the game, make sure to remove all conjured cards from your deck.
To conjure a card in a game of tabletop Magic, use the Gatherer card database at Gatherer.Wizards.com to find the official text for the card you’re conjuring. Then put the appropriate conjured card into the appropriate zone.
You might think Yargle, Glutton of Urborg is part of the “Power Nine” because he has a power of 9. You would be wrong, but we encourage you not to debate this in front of Yargle.
You can represent conjured cards using objects from outside the game so long as the game state remains clear and understandable to all players. You might need to get creative. For example, while a conjured card is in a public zone, you can represent it by writing on a piece of paper or using some kind of token. But if a conjured card is put into a hidden zone, you must add an object to that zone which, while face down, is indistinguishable from other cards in your deck.
A conjured card’s owner is the player who was instructed to conjure it.
Similar cards
Other creature cards with a blue colour identity, ranked by how often they appear in Commander decks.