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Moxonomy

H.E.R.B.I.E. Scout Unit

Artifact Creature — Robot Scout4 generic mana

Four mana for a 2/1 flier reads as underpowered until you count what the enters trigger actually buys: a fresh card in hand plus a land drop out of hand, tapped. That second clause is the interesting part, because it doesn't replace your normal land for turn; it stacks on top of it, turning a single creature into a burst of two lands in a turn while the draw refills the hand it just spent. The design lineage here is the value-flier that pays its own way: bodies whose combat relevance is almost incidental to the card advantage and ramp stapled to the front. The flying matters less as a clock than as insurance that a 2/1 with a spent ability still trades up or chips in when the game grinds. What keeps the package from being oppressive is the body itself: a 2/1 dies to nearly everything, so the value is front-loaded into the ETB and the creature that remains is a liability as often as a threat. The tapped land is the other governor; you get the acceleration, but not the same turn, so it smooths a curve rather than launching an explosive one. It is a smoothing engine wearing a creature's clothes, built for decks that want to hit land drops and see more cards without giving up a body on the board.

H.E.R.B.I.E. Scout Unit (msh)
MSH · #247common
Pricing
Normal: $0.08
Foil: $0.28
Oracle Text

Rules text

Flying When this creature enters, draw a card, then you may put a land card from your hand onto the battlefield tapped.
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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