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Moxonomy

Crimson Honor Guard

Creature — Vampire Knight3 generic manaRed manaRed mana

A card that only makes sense in one place. The end-step clock it pins on every player is a punishment tuned for a single omission: not controlling a commander. In any other context that condition is trivially met by nobody, which turns the ability into a symmetrical four-damage-a-turn threat against the whole table, its controller included. But this was built for a format where every player has a commander in the zone by default, so the trigger reads as a leash rather than a beating: keep your general on the battlefield and you take nothing, tuck it or leave it in the command zone and the guard starts collecting. That inversion is the whole design idea. It punishes the very act of hiding a commander from combat or removal, discouraging the safe-but-durdly plan of parking a commander in the command zone while grinding value elsewhere. The 4/5 trample body is almost incidental; the card's real function is to tax a specific defensive posture that the format's most cautious players lean on. It belongs to that small class of cards that check for commander presence and behave nonsensically without it, which is why it lives in the corners of Magic reserved for the multiplayer generals-and-politics table rather than any constructed pool.

Crimson Honor Guard (c17)
C17 · #23rare
Pricing
Normal: $0.23
Foil:
Oracle Text

Rules text

Trample At the beginning of each player's end step, this creature deals 4 damage to that player unless they control a commander.
Legalities

Format Status

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

Other printings

2 sets
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