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Moxonomy

Mobile Garrison

Artifact — Vehicle3 generic mana

The untap clause is the whole engine here, and it points in two directions at once. The obvious one is offense: attack, untap a creature you crewed with or a mana dork, and you have blockers back or extra mana on your own turn. The subtler one is that a Vehicle untapping another artifact or creature pairs naturally with anything that wants to tap as a cost: mana rocks, tap-to-activate artifacts, creatures with their own activated abilities. A 3/4 body crews cheaply and hits hard enough to matter, but the interesting part is the trigger, which quietly rewards a board built around tap effects rather than around the Vehicle itself. That makes it a different animal from the other Vehicles of its era, which mostly asked you to do nothing but attack with a big stat line. This one wants infrastructure around it: a creature worth untapping, a permanent worth tapping twice in a turn. It is a modest card whose ceiling is set entirely by what else you control, which is the kind of conditional value that reads as filler in a vacuum and as a genuine cog in a deck assembled to use it.

Mobile Garrison (aer)
AER · #165common
Pricing
Normal: $0.23
Foil: $1.38
Oracle Text

Rules text

Whenever this Vehicle attacks, untap another target artifact or creature you control. Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
Legalities

Format Status

Standard
N/A
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
Legal
Historic
Legal
Alchemy
N/A
Timeless
Legal
Standard Brawl
N/A
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
N/A
COMPETITIVEBRAWL
Legal
TLR
Legal
Printings elsewhere

Other printings

1 set
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