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Moxonomy

Mobilizer Mech

Artifact — Vehicle1 generic manaBlue mana

Vehicles solved a real problem: cards that get to be creatures when you want them and dodge sorcery-speed removal when you don't. But crewing costs bodies, and the classic knock on a Vehicle deck is that once you tap creatures to power one up, the rest sit inert. This design answers that specifically. The crew-triggered clause animates a second Vehicle for the turn without asking you to find crew for it, so a single crew activation can wake two attackers off one commitment of power. That is the crux: it turns crew from a per-Vehicle tax into a shared switch, paying off a board that leans hard on the mechanic rather than splashing one big Vehicle around a creature package. The flying 3/4 does its own work as an evasive body that trades up in the air, but the enabler line is the point of the card. Note the timing wrinkle too: because the trigger fires whenever it becomes crewed, and because a Vehicle only stays a creature until end of turn, the animation it grants is a combat-window effect, not a permanent state. It exists to make a wide Vehicle board attack as a unit on the turn you choose, then recede back into artifact-land where removal has trouble reaching it.

Mobilizer Mech (neo)
NEO · #65uncommon
Pricing
Normal: $0.23
Foil: $0.31
Oracle Text

Rules text

Flying Whenever this Vehicle becomes crewed, up to one other target Vehicle you control becomes an artifact creature until end of turn. 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.)
Legalities

Format Status

Standard
N/A
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
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
N/A
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
Legal
TLR
Legal
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