What are vehicles and crew?


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  • What are vehicles and crew?
  • What color are the vehicles?

Although not the most magical of all Magic the Gathering planes, Kaladesh is still an amazing world of technological engineering. With all manner of gadgets driven by the abundant aether that naturally traverses the world, the people of Kaladesh are master artificers to the point that they cannot need Magic.

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Some of Kaladesh’s greatest inventions are the many vehicles. Maps, airships, horse-drawn carriages and even mobile behemoths mechanics, they know how to travel in style. Using Magic’s vehicle and crew mechanics, you can requisition these inventions to aid you in your games.

What are vehicles and crew?

Skysovereign, flagship consul by Jung Park
Skysovereign, flagship consul by Jung Park

Vehicles are a type of artifact introduced to Kaladesh. Most vehicles don’t do anything on their own – they just remain artifacts, completely inert, until equipped.

Once crewed, a vehicle becomes an artifact creature until end of turn. It can do anything any other creature can, including attacking, blocking, being destroyed or exiled, and even, confusingly, being mutated.

You must engage as creatures with collective power equal to or greater than the listed crew cost to pilot a vehicle. For example, the Consulate Dreadnought has a crew cost of six, which means you can tap six creatures with one strength, three with two, two with three, and so on. Because it entered as a noncreature artifact, the vehicle will not have summon sickness, so you can equip it the same turn it enters the battlefield.

One weird thing about Crew is that the creatures you tap on the Crew aren’t the sources for it, the vehicle is. This means you can tap a creature that entered the battlefield this turn and is otherwise subject to summon sickness.


Try not to think of the crew as a mana cast. Any “excess” power from creatures you tap for the crew is lost and cannot be used to equip another vehicle. However, you can use a crewed vehicle for another one. This means that you can equip a Demolition Stomper and then use it to equip a Colossal Plow. Does that make sense? Not at all. Is it useful? Absolutely, because many vehicles have more horsepower than their crew cost, so you can go from a small crew cost to a big one.

Crew isn’t the only way to turn a vehicle into an attacker, it’s just the most common. For example, cards like Honeymoon Hearse and Dermotaxi only require you to tap two untapped creatures and have no crew costs listed. Meanwhile, Peacewalker Colossus lets you pay credits and blanks to turn a vehicle into an artifact creature without having to tap any creatures.

When something is crewed, he does not enter the battlefield. It was already on the battlefield as an unmanned vehicle; all he does is become a creature.

How to use the vehicles

Unattached Express by James Ryman
Unattached Express by James Ryman

Vehicles are a great way to do a lot of damage with relatively little power.

The most obvious place to include them is in artifact decks, where they play a role similar to that of more standard artifact creatures. Any spell that applies to artifacts, such as Etherium Sculptor, Foundry Inspector, Alibou Ancient Witness, or Osigir the Reconstructed also applies to vehicles. If you have other ways to animate them without a crew, like a Rise and Shine or a Sydri, Galvanic Genius, you can push them even further.

Note, keep in mind that copying a crewed vehicle with something like carving steel or a stolen identity habit make an artifact creature. Being in a crew does not change the text on the card or any of its “copiable values”. It’s a complete and complex rule involving the different “layers” of a map when it is edited, but all you really need to know is that the copied vehicles come in like simple artifacts and need to be. piloted before being able to attack.

Vehicles also work well with Creature Token decks. If you create a lot of creatures each turn, tapping a few to equip a more powerful hitter isn’t a bad idea. Not to mention some vehicles that directly care about creature tokens, like the Enchanted Coach (which makes two 1/1 white mice when it enters the battlefield), the Parhelion II (it makes 4/4 Angel tokens when it enters the battlefield). ‘he attacks) and Esika’s chariot (makes a copy of a token you control when he attacks).

Some creatures work well with vehicles. Most of them are given the Pilot creature type, like Veteran Motorist, Gearshift Ace, Aeronaut Admiral, Renagade Wheelsmith, and Depala, Pilot Exemplar.

Don’t forget the creatures that grant boons when tapping for whatever reason, like Archelos Lagoon Mystic, Fallowsage, Emmara Soul of the Accord, Immersturm Predator, and Stonybook Schoolmaster. With these, the cost of crew becomes an advantage for you by offering a free power outlet at instant speed.

What color are the vehicles?

Adam Paquette's Parhelia II
Adam Paquette’s Parhelia II

Because these are artifacts (mostly) built on a plane with weakened magical influence, the vehicles are, on the whole, colorless.

Of the 39 acornless vehicles in the game so far, 31 of them are colorless. Of the others, three are red, two are green, two are blue, and one is white. There are no black or multicolored vehicles.

There is a fourth red vehicle, but it is the illegal Mountain Mover. This card was created as part of the Wizards’s Heroes of the Realm program, where some Wizards employees were rewarded with exclusive cards (with non-standard media) to thank them for their service. These are not acorn cards, but they are not legal in any format.

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