Recruiter of the Guard and CDAs

That's right, kids, today we're dipping our toes into Legacy (or Commander, I guess)! is a nifty little sort-of-color-shift of that was released in Conspiracy 2: Electric Boogaloo (Also known as Take The Crown). Both of them work along the same lines- they're 3 mana 1/1s that fetch small creatures from your library. Imperial Recruiter finds things with POWER 2 or less, while the Guard recruits need TOUGHNESS 2 or less. Either way, they dig for an appropriate creature, have you reveal it, and put

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Tournament Tuesday: The Rules vs. Can’t Lose Effects

Welcome back to the Rules Blog! Today we'll be going over something that's occasionally misunderstood: effects that prevent you from losing the game. The ur-example of this is good old , but there's been others- most recently, the emblem from . So long as you have that Emblem, and a Planeswalker with the "Gideon" subtype, you can't lose and your opponents can't win. That means you'll stay alive even with 0 or less life, 10 or more poison counters, or having tried to draw from an empty library. Any

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Aether Revolt Prerelease Week: Vehicle Refresher

Welcome back to Aether Revolt Prerelease Week! Today we're going over Vehicles, a returning card type and mechanic from Kaladesh. Vehicles have a unique card frame, including a Power and Toughness box on the bottom right, even though they aren't creatures... normally. All Vehicles have an ability called "Crew", which is always followed by a number. "Crew N" is an activated ability that lets you tap any number of creatures you control, so long as their total power is at least N, to 'crew' the vehicle.

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Burning the Midnight Oil

Good morning and welcome back! Today we're covering the Little Draw Engine That Could: . Midnight Oil gives you access to an extra card every turn, but your industrious card drawing comes at a price: Each time you draw via that trigger, you lose 2 hours! Well, 2 hour counters, anyway. And since your maximum hand size is equal to the number of Hour counters, that means you've got to make quick use of those cards every turn (especially since you lose life for discarding while Oil is on board). So what

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Crewing Cultivator’s Caravan

Welcome back to the Rules Tip Blog! We sure missed you. Today we'll be starting on our tips from Kaladesh! To start with, we'll cover crewing, and crewing a specific card: . Every Vehicle has the Crew ability, which is followed by a number (in this case, Crew 3). That means that anytime you have priority, you can tap any number of creatures you control with total power 3 or more to Crew that vehicle; it becomes a creature, and has Power and Toughness as printed in the lower-right of the card.

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