Beta
Core32FT Power
EDH34FT Power
1v130FT Power
  • etb-trigger
  • interaction
  • removal
  • soft-removal
standardNot legal
pioneerNot legal
modernNot legal
legacyLegal
vintageLegal
commanderLegal
pauperNot legal
brawlNot legal
15 more formats
alchemyNot legal
competitivebrawlNot legal
duelLegal
futureNot legal
gladiatorNot legal
historicNot legal
oathbreakerLegal
oldschoolNot legal
paupercommanderNot legal
pennyNot legal
predhNot legal
premodernNot legal
standardbrawlNot legal
timelessNot legal
tlrLegal
First printed in Jurassic World Collection (2023)
Ways to find this card →

Confidence:StrongSolidPlausibleTentativeSpeculative

  • Legendary Creature — Human SamuraiBRW

    Isshin, Two Heavens as One makes Spitting Dilophosaurus's triggered ability trigger an additional time — each time it fires, you get it twice. Value, not a loop.

  • Legendary Planeswalker — ChandraR

    Copy engine: one card makes copies of a creature — once a turn, or once for each time you pay its cost — and each copy pays off: the creature's enter-the-battlefield effect fires again, or the hasty copy uses its tap ability. Real, repeatable value — every copy has its turn or its price, so it never goes infinite on its own.

  • EnchantmentRW

    Windcrag Siege makes Spitting Dilophosaurus's triggered ability trigger an additional time — each time it fires, you get it twice. Value, not a loop.

  • Legendary Creature — Human God HeroUW

    Blink engine: one card blinks creatures — once a turn, once a combat, or each time you pay — and the other's enter-the-battlefield effect fires again on every blink. Real, repeatable value — never infinite on its own.

  • Legendary Enchantment Creature — GodU

    Blink engine: one card blinks creatures — once a turn, once a combat, or each time you pay — and the other's enter-the-battlefield effect fires again on every blink. Real, repeatable value — never infinite on its own.

  • Legendary Artifact — Infinity StoneW

    Blink engine: one card blinks creatures — once a turn, once a combat, or each time you pay — and the other's enter-the-battlefield effect fires again on every blink. Real, repeatable value — never infinite on its own.

  • Creature — SpiritUW

    Blink engine: one card blinks creatures — once a turn, once a combat, or each time you pay — and the other's enter-the-battlefield effect fires again on every blink. Real, repeatable value — never infinite on its own.

  • Legendary Creature — Mutant Ninja TurtleUW

    Blink engine: one card blinks creatures — once a turn, once a combat, or each time you pay — and the other's enter-the-battlefield effect fires again on every blink. Real, repeatable value — never infinite on its own.

  • Legendary Creature — Human BarbarianGR

    Wulfgar of Icewind Dale makes Spitting Dilophosaurus's triggered ability trigger an additional time — each time it fires, you get it twice. Value, not a loop.

  • Enchantment — Saga // Legendary Creature — AvatarW

    Blink engine: one card blinks creatures — once a turn, once a combat, or each time you pay — and the other's enter-the-battlefield effect fires again on every blink. Real, repeatable value — never infinite on its own.

  • Artifact — EquipmentC

    Blink engine: one card blinks creatures — once a turn, once a combat, or each time you pay — and the other's enter-the-battlefield effect fires again on every blink. Real, repeatable value — never infinite on its own.

  • Legendary Planeswalker — SaheeliRU

    Copy engine: one card makes copies of a creature — once a turn, or once for each time you pay its cost — and each copy pays off: the creature's enter-the-battlefield effect fires again, or the hasty copy uses its tap ability. Real, repeatable value — every copy has its turn or its price, so it never goes infinite on its own.

  • Artifact Creature — GolemC

    Roaming Throne makes Spitting Dilophosaurus's triggered ability trigger an additional time — each time it fires, you get it twice. Value, not a loop.

  • Legendary Creature — Elf RebelRW

    Blink engine: one card blinks creatures — once a turn, once a combat, or each time you pay — and the other's enter-the-battlefield effect fires again on every blink. Real, repeatable value — never infinite on its own.

  • Legendary ArtifactR

    Copy engine: one card makes copies of a creature — once a turn, or once for each time you pay its cost — and each copy pays off: the creature's enter-the-battlefield effect fires again, or the hasty copy uses its tap ability. Real, repeatable value — every copy has its turn or its price, so it never goes infinite on its own.

  • Legendary Creature — Human HeroW

    Blink engine: one card blinks creatures — once a turn, once a combat, or each time you pay — and the other's enter-the-battlefield effect fires again on every blink. Real, repeatable value — never infinite on its own.

  • Legendary Creature — Human WizardR

    Copy engine: one card makes copies of a creature — once a turn, or once for each time you pay its cost — and each copy pays off: the creature's enter-the-battlefield effect fires again, or the hasty copy uses its tap ability. Real, repeatable value — every copy has its turn or its price, so it never goes infinite on its own.

  • EnchantmentW

    Blink engine: one card blinks creatures — once a turn, once a combat, or each time you pay — and the other's enter-the-battlefield effect fires again on every blink. Real, repeatable value — never infinite on its own.

  • Enchantment — Room // Enchantment — RoomU

    Mirror Room makes Spitting Dilophosaurus's triggered ability trigger an additional time — each time it fires, you get it twice. Value, not a loop.

  • Creature — Cat BeastU

    Blink engine: one card blinks creatures — once a turn, once a combat, or each time you pay — and the other's enter-the-battlefield effect fires again on every blink. Real, repeatable value — never infinite on its own.

  • Creature — DogW

    Blink engine: one card blinks creatures — once a turn, once a combat, or each time you pay — and the other's enter-the-battlefield effect fires again on every blink. Real, repeatable value — never infinite on its own.

  • Legendary Creature — Cat DruidU

    Blink engine: one card blinks creatures — once a turn, once a combat, or each time you pay — and the other's enter-the-battlefield effect fires again on every blink. Real, repeatable value — never infinite on its own.

  • Legendary Artifact — EquipmentC

    Copy engine: one card makes copies of a creature — once a turn, or once for each time you pay its cost — and each copy pays off: the creature's enter-the-battlefield effect fires again, or the hasty copy uses its tap ability. Real, repeatable value — every copy has its turn or its price, so it never goes infinite on its own.

  • Legendary Creature — Spirit NobleUW

    Blink engine: one card blinks creatures — once a turn, once a combat, or each time you pay — and the other's enter-the-battlefield effect fires again on every blink. Real, repeatable value — never infinite on its own.

  • Legendary Creature — Bird SoldierU

    Blink engine: one card blinks creatures — once a turn, once a combat, or each time you pay — and the other's enter-the-battlefield effect fires again on every blink. Real, repeatable value — never infinite on its own.

  • Death replacement: a death-replacement grant on one card lets the other repeatedly die-and-return for combo (Mikaeus + Walking Ballista class). The pair can't keep the loop going alone — this card supplies the missing piece.

  • Death replacement: a death-replacement grant on one card lets the other repeatedly die-and-return for combo (Mikaeus + Walking Ballista class). The pair can't keep the loop going alone — this card supplies the missing piece.

  • Death replacement: a death-replacement grant on one card lets the other repeatedly die-and-return for combo (Mikaeus + Walking Ballista class). The pair can't keep the loop going alone — this card supplies the missing piece.

  • Death replacement: a death-replacement grant on one card lets the other repeatedly die-and-return for combo (Mikaeus + Walking Ballista class). The pair can't keep the loop going alone — this card supplies the missing piece.

  • Death replacement: a death-replacement grant on one card lets the other repeatedly die-and-return for combo (Mikaeus + Walking Ballista class). The pair can't keep the loop going alone — this card supplies the missing piece.

  • Death replacement: a death-replacement grant on one card lets the other repeatedly die-and-return for combo (Mikaeus + Walking Ballista class). The pair can't keep the loop going alone — this card supplies the missing piece.

  • Death replacement: a death-replacement grant on one card lets the other repeatedly die-and-return for combo (Mikaeus + Walking Ballista class). The pair can't keep the loop going alone — this card supplies the missing piece.

  • Death replacement: a death-replacement grant on one card lets the other repeatedly die-and-return for combo (Mikaeus + Walking Ballista class). The pair can't keep the loop going alone — this card supplies the missing piece.

  • Death replacement: a death-replacement grant on one card lets the other repeatedly die-and-return for combo (Mikaeus + Walking Ballista class). The pair can't keep the loop going alone — this card supplies the missing piece.

  • Death replacement: a death-replacement grant on one card lets the other repeatedly die-and-return for combo (Mikaeus + Walking Ballista class). The pair can't keep the loop going alone — this card supplies the missing piece.

  • Death replacement: a death-replacement grant on one card lets the other repeatedly die-and-return for combo (Mikaeus + Walking Ballista class). The pair can't keep the loop going alone — this card supplies the missing piece.

  • Death replacement: a death-replacement grant on one card lets the other repeatedly die-and-return for combo (Mikaeus + Walking Ballista class). The pair can't keep the loop going alone — this card supplies the missing piece.

  • Death replacement: a death-replacement grant on one card lets the other repeatedly die-and-return for combo (Mikaeus + Walking Ballista class). The pair can't keep the loop going alone — this card supplies the missing piece.

  • Death replacement: a death-replacement grant on one card lets the other repeatedly die-and-return for combo (Mikaeus + Walking Ballista class). The pair can't keep the loop going alone — this card supplies the missing piece.

  • Death replacement: a death-replacement grant on one card lets the other repeatedly die-and-return for combo (Mikaeus + Walking Ballista class). The pair can't keep the loop going alone — this card supplies the missing piece.

  • Death replacement: a death-replacement grant on one card lets the other repeatedly die-and-return for combo (Mikaeus + Walking Ballista class). The pair can't keep the loop going alone — this card supplies the missing piece.

  • Death replacement: a death-replacement grant on one card lets the other repeatedly die-and-return for combo (Mikaeus + Walking Ballista class). The pair can't keep the loop going alone — this card supplies the missing piece.

  • Death replacement: a death-replacement grant on one card lets the other repeatedly die-and-return for combo (Mikaeus + Walking Ballista class). The pair can't keep the loop going alone — this card supplies the missing piece.

  • Death replacement: a death-replacement grant on one card lets the other repeatedly die-and-return for combo (Mikaeus + Walking Ballista class). The pair can't keep the loop going alone — this card supplies the missing piece.

  • Death replacement: a death-replacement grant on one card lets the other repeatedly die-and-return for combo (Mikaeus + Walking Ballista class). The pair can't keep the loop going alone — this card supplies the missing piece.

  • Death replacement: a death-replacement grant on one card lets the other repeatedly die-and-return for combo (Mikaeus + Walking Ballista class). The pair can't keep the loop going alone — this card supplies the missing piece.