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Alternate-win cards provide additional means for winning the game. They are generally permanents, with triggered abilities which explicitly state that their controller wins if certain conditions are met. Some such cards instead state that another player loses the game, which may not immediately end a multiplayer game. Alternate-win cards tend to be printed at rare, but never at mythic rare.[1][2]

A related set of alternate-loss cards describe conditions under which their controller loses the game.

Last Updated for Unstable

List of alternate-win cards

Card Color(s) Set Condition(s)
Amulet of Quoz {C} Ice Age Target opponent may ante the top card of his or her library. If he or she doesn't, you flip a coin. If you win the flip, that player loses the game. If you lose the flip, you lose the game. Activate this ability only during your upkeep.
Approach of the Second Sun {W} Amonkhet If Approach of the Second Sun was cast from your hand and you cast another spell named Approach of the Second Sun this game, you win the game.
As Luck Would Have It {G} Unstable If there are 100 or more luck counters on As Luck Would Have It, you win the game.
Azor's Elocutors {W/U} Return to Ravnica At the beginning of your upkeep, put a filibuster counter on Azor's Elocutors. Then if Azor's Elocutors has five or more filibuster counters on it, you win the game.
Barren Glory {W} Future Sight At the beginning of your upkeep, if you control no permanents other than Barren Glory and have no cards in hand, you win the game.
Battle of Wits {U} Odyssey At the beginning of your upkeep, if you have 200 or more cards in your library, you win the game.
Biovisionary {G}{U} Gatecrash At the beginning of the end step, if you control four or more creatures named Biovisionary, you win the game.
Celestial Convergence {W} Prophecy At the beginning of your upkeep, remove an omen counter from Celestial Convergence. If there are no omen counters on Celestial Convergence, the player with the highest life total wins the game. If two or more players are tied for highest life total, the game is a draw.
Chance Encounter {R} Odyssey At the beginning of your upkeep, if Chance Encounter has ten or more luck counters on it, you win the game.
Coalition Victory Template:WUBRG Invasion You win the game if you control a land of each basic land type and a creature of each color.
Darksteel Reactor {C} Darksteel When Darksteel Reactor has twenty or more charge counters on it, you win the game.
Door to Nothingness {C}
+ Template:WUBRG
Fifth Dawn Target player loses the game.
Epic Struggle {G} Judgment At the beginning of your upkeep, if you control twenty or more creatures, you win the game.
Felidar Sovereign {W} Zendikar At the beginning of your upkeep, if you have 40 or more life, you win the game.
Hedron Alignment {U} Oath of the Gatewatch At the beginning of your upkeep, you may reveal your hand. If you do, you win the game if you own a card named Hedron Alignment in exile, in your hand, in your graveyard, and on the battlefield.
Helix Pinnacle {G} Eventide At the beginning of your upkeep, if there are 100 or more tower counters on Helix Pinnacle, you win the game.
Hellkite Tyrant {R} Gatecrash At the beginning of your upkeep, if you control twenty or more artifacts, you win the game.
Laboratory Maniac {U} Innistrad If you would draw a card while your library has no cards in it, you win the game instead.
Mayael's Aria {R}{G}{W} Alara Reborn At the beginning of your upkeep, put a +1/+1 counter on each creature you control if you control a creature with power 5 or greater. Then you gain 10 life if you control a creature with power 10 or greater. Then you win the game if you control a creature with power 20 or greater.
Maze's End {C} Dragon's Maze If you control ten or more Gates with different names, you win the game.
Mechanized Production {U} Aether Revolt At the beginning of your upkeep, create a token that's a copy of enchanted artifact. Then if you control eight or more artifacts with the same name as one another, you win the game.
Mortal Combat {B} Torment At the beginning of your upkeep, if twenty or more creature cards are in your graveyard, you win the game.
Near-Death Experience {W} Rise of the Eldrazi At the beginning of your upkeep, if you have exactly 1 life, you win the game.
Now I Know My ABC's {U} Unhinged At the beginning of your upkeep, if you control permanents with names that include all twenty-six letters of the English alphabet, you win the game.
Phage the Untouchable {B} Legions Whenever Phage deals combat damage to a player, that player loses the game.
Revel in Riches {B} Ixalan At the beginning of your upkeep, if you control ten or more Treasures, you win the game.
Test of Endurance {W} Judgment At the beginning of your upkeep, if you have 50 or more life, you win the game.
The Cheese Stands Alone {W} Unglued If you control no cards in play other than The Cheese Stands Alone and have no cards in your hand, you win the game.
Vraska the Unseen {B}{G} Return to Ravnica -7: Put three 1/1 black Assassin creature tokens onto the battlefield with "Whenever this creature deals combat damage to a player, that player loses the game."
^† Oracle text as at April 2013.
^‡ This card causes a player to lose the game, an effect that is generally only tantamount to causing a player to win the game in two-player games.

List of alternate-loss cards

Card Color(s) Set Condition(s)
Amulet of Quoz {C} Ice Age Target opponent may ante the top card of his or her library. If he or she doesn't, you flip a coin. If you win the flip, that player loses the game. If you lose the flip, you lose the game. Activate this ability only during your upkeep.
Demonic Pact {B} Magic Origins At the beginning of your upkeep, choose one that hasn't been chosen —
• Demonic Pact deals 4 damage to target creature or player and you gain 4 life.
• Target opponent discards two cards.
• Draw two cards.
• You lose the game.
Final Fortune {R} Mirage Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.
Forbidden Crypt {B} Mirage If you would draw a card, return a card from your graveyard to your hand instead. If you can't, you lose the game.
Form of the Squirrel {G} Unhinged As Form of the Squirrel comes into play, put a 1/1 green Squirrel creature token into play. You lose the game when it leaves play.
Glorious End {R} Amonkhet End the turn. At the beginning of your next end step, you lose the game.
Immortal Coil {B} Shards of Alara When there are no cards in your graveyard, you lose the game.
Last Chance {R} Portal Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.
Lich {B} Limited Edition Whenever you're dealt damage, sacrifice that many nontoken permanents. If you can't, you lose the game.

When Lich is put into a graveyard from the battlefield, you lose the game.
Nefarious Lich {B} Odyssey If damage would be dealt to you, exile that many cards from your graveyard instead. If you can't, you lose the game.

When Nefarious Lich leaves the battlefield, you lose the game.
Pacts from Future Sight One in each color Future Sight At the beginning of your next upkeep, pay [cost]. If you don't, you lose the game.
Phage the Untouchable {B} Legions When Phage the Untouchable enters the battlefield, if you didn't cast it from your hand, you lose the game.
Rocket-Powered Turbo Slug {R} Unhinged Super haste (This may attack the turn before you play it. (You may put this card into play from your hand, tapped and attacking, during your declare attackers step. If you do, you lose the game at the end of your next turn unless you pay this card's mana cost during that turn.))
Transcendence {W} Torment When you have 20 or more life, you lose the game.
Triskaidekaphobia {B} Shadows over Innistrad At the beginning of your upkeep, every player with exactly 13 life loses the game.
Warrior's Oath {R} Portal Three Kingdoms Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.
^† Oracle text as at April 2013.

External links

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