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Rakish Crew
Enchantment
uncommon
When this enchantment enters, create a 1/1 red Mercenary creature token with ": Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery." Whenever an outlaw you control dies, each opponent loses 1 life and you gain 1 life. (Assassins, Mercenaries, Pirates, Rogues, and Warlocks are outlaws.)
Semantic Tags
Benefits from creatures dying — drain effects, death triggers, and sacrifice-for-value payoffs.
Benefits from creatures or permanents dying — death triggers, blood artist effects.
A card that makes a strategy possible or consistent without being the payoff itself.
Cards that directly win the game or threaten to end it quickly. Includes 'you win the game' effects and massive threats.
Cares about cards in the graveyard, puts cards into the graveyard, or benefits from things dying.
Gains you life. Relevant for lifegain-matters strategies and general survivability.
A permanent with a repeatable activated ability that converts excess mana into value.
A card or token on the battlefield. See rule 110, “Permanents.”
A spell or ability that gives a temporary power/toughness boost.
Creates creature tokens, Treasure tokens, Food tokens, Clue tokens, or other token types.
Cares about creature types — lords, type-matters effects, and changeling.
Format Legality
Price history
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Printings (1)
| Set | Rarity | TCGplayer | Card Kingdom | Cardmarket |
|---|---|---|---|---|
| Outlaws of Thunder Junction#99 | uncommon | · | · | · |
Related Rules
If an ability would produce one or more mana of an undefined type, it produces no mana instead.
Some abilities produce mana based on the type of mana another permanent or permanents “could produce.” The type of mana a permanent could produce at any time includes any type of mana that an ability of that permanent would produce if the ability were to resolve at that time, taking into account any applicable replacement effects in any possible order. Ignore whether any costs of the ability could or could not be paid. If that permanent wouldn’t produce any mana under these conditions, or no type of mana can be defined this way, there’s no type of mana it could produce.
To “tap [a permanent] for mana” is to activate a mana ability of that permanent that includes the {T} symbol in its activation cost. See rule 605, “Mana Abilities.”
An ability that triggers whenever a permanent “is tapped for mana” or is tapped for mana of a specified type triggers whenever such a mana ability resolves and produces mana or the specified type of mana.
A replacement effect that applies if a permanent “is tapped for mana” or tapped for mana of a specific type and/or amount modifies the mana production event while such an ability is resolving and producing mana or the specified type and/or amount of mana.
If an object’s enters-the-battlefield triggered ability or replacement effect refers to X, and the spell that became that object as it resolved had a value of X chosen for any of its costs, the value of X for that ability is the same as the value of X for that spell, although the value of X for that permanent is 0. This is an exception to rule 107.3i.
The tap symbol is {T}. The tap symbol in an activation cost means “Tap this permanent.” A permanent that’s already tapped can’t be tapped again to pay the cost. A creature’s activated ability with the tap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since their most recent turn began. See rule 302.6.
The untap symbol is {Q}. The untap symbol in an activation cost means “Untap this permanent.” A permanent that’s already untapped can’t be untapped again to pay the cost. A creature’s activated ability with the untap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since their most recent turn began. See rule 302.6.
Rulings
If an ability refers to an outlaw or whether a player controls an outlaw, it’s referring only to permanents with one or more of the creature types specified above. Notably, it’s not referring to any spell or card not on the battlefield. However, other abilities may refer to an “outlaw spell” or “outlaw card” in a zone other than the battlefield. Those abilities refer to spells and cards with one or more of the specified creature types.
Outlaw is not a creature type. If an effect asks you to choose a creature type, you can’t choose outlaw.
A card, spell, or permanent is an outlaw if it has the Assassin, Mercenary, Pirate, Rogue, or Warlock creature type. It doesn’t matter if it has more than one of those creature types; as long as it has at least one, it’s an outlaw.
If one or more outlaws you control die at the same time that Rakish Crew leaves the battlefield, its last ability triggers for each of those outlaws.