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Moxonomy

Clamorous Ironclad

Artifact — Vehicle3 generic manaRed mana

The problem with attack Vehicles has always been the dead draw: a big artifact body that sits in your hand doing nothing when you have nothing to crew it with, or that clogs the top of your deck in the late game when you would rather have gas. The cycling clause is the answer, and it is what makes this crewable at all without downside. Draw it when your board is stalled or empty and it becomes a card, no crewing required; draw it when you have a creature or two to spare and it turns into a 6/3 with menace that demands two blockers to stop. Crew 3 keeps the tax honest: you are committing real power to swing, so the Vehicle earns its evasion rather than getting it for free. That combination (a 6/3 evasive threat that is never a blank) is the whole design pitch, and it reflects how far Vehicle construction has matured since the mechanic first appeared, when a strong body and a crew number were considered a complete card. The interesting tension is between the two modes: the more you value the beater, the less you want to cash it in, but knowing you always can is precisely what lets you run it without hedging your creature count.

Clamorous Ironclad (dft)
DFT · #117common
Pricing
Normal: $0.13
Foil: $0.12
Oracle Text

Rules text

Menace (This creature can't be blocked except by two or more creatures.) Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.) Cycling Red mana (Red mana, Discard this card: Draw a card.)
Legalities

Format Status

Standard
Legal
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
Legal
Historic
Legal
Alchemy
Legal
Timeless
Legal
Standard Brawl
Legal
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
Legal
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
Legal
COMPETITIVEBRAWL
Legal
TLR
N/A
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