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Moxonomy

Sentinel Dispatch

Conspiracy

Conspiracies occupy a seam of the rules most cards never touch: they never go in the deck, they start face up in the command zone, and they reach into the game from outside it. Most of the cycle uses that vantage to interfere across the table, renaming creatures, granting evasion, hiding a hidden pick. This one asks almost nothing and returns nearly as little: one 1/1 colorless Construct with defender, materializing at the first upkeep. The design interest is in the restraint. Here is a start-the-game effect calibrated to the floor of what such an effect can do while still doing something concrete. The body arrives for free (no card slot, no mana, just a deckbuilding choice locked in before the shuffle), and it functions as a chump blocker, sacrifice fodder, or a spare artifact on the board. What the card really demonstrates is the mechanic's minimum viable promise. Where flashier conspiracies bend the game's information or its combat math, this one proves that a face-up command-zone card can be worth building around even when its payoff is a single wall. It is closer to a piece of the rules apparatus than a card you reach for on its own merits: a study in how little a start-the-game design can guarantee and still deliver a real, if modest, tempo advantage on turn one.

Sentinel Dispatch (cns)
CNS · #11common
Pricing
Normal: $0.12
Foil: $0.40
Oracle Text

Rules text

(Start the game with this conspiracy face up in the command zone.) At the beginning of the first upkeep, create a 1/1 colorless Construct artifact creature token with defender.
Legalities

Format Status

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