Call the Coppercoats is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
Strive — This spell costsmore to cast for each target beyond the first. Choose any number of target opponents. Create X 1/1 white Human Soldier creature tokens, where X is the number of creatures those opponents control.
Complete guide
Call the Coppercoats is a versatile Instant that turns your opponents' wide boards into your own private army. Thanks to the Strive keyword, you can scale this spell to match the number of threats across the entire table.
What It Does
Call the Coppercoats allows you to target any number of opponents. For each target, the spell checks how many creatures they control at the moment of resolution and gives you that many 1/1 white Human Soldier tokens. While the base cost is low, you must pay an additional {1}{W} for each target opponent beyond the first one you choose.
How It Resolves Step by Step
First, you declare how many opponents you are targeting and pay the total cost. When the spell resolves, the game checks each target opponent to see if they are still legal targets. If a target is still legal, the game counts the creatures they currently control. Finally, you create a batch of tokens equal to the sum of those counts. If an opponent gained hexproof or left the game before resolution, their creatures are not counted.
Common Mistakes
A common misconception is that the Strive cost increases the spell's mana value; it does not. The mana value remains 3. Additionally, remember that you cannot target the same opponent multiple times to get extra tokens. If you cast this spell without paying its mana cost (via an effect), you still have to pay the {1}{W} Strive cost for any extra targets.
When to Play It
This spell is best used as a reactive measure when an opponent moves to attack, or at the end of the turn before yours. Since it counts creatures on resolution, wait for your opponents to commit their creatures to the board to maximize your token count.
Interaction examples
If you target one opponent who controls five creatures, you pay {2}{W}. Upon resolution, you create five 1/1 white Human Soldier tokens. If you target two opponents who each control five creatures, you pay {3}{WW} and create ten tokens.
If you target an opponent who casts Teferi's Protection in response, all of their permanents phase out. Since phased-out permanents are treated as though they don't exist, Call the Coppercoats will count zero creatures for that opponent, resulting in zero tokens from that target.
If you cast Call the Coppercoats targeting an opponent, and in response you use Generous Gift to destroy their only creature, they will receive a 3/3 Elephant token. When Call the Coppercoats resolves, it will count that new Elephant, and you will still receive one Human Soldier token.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Call the Coppercoats
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
Any target opponents that are no longer legal targets by the time Call the Coppercoats resolves won't have their creatures counted when determining how many tokens you create.
No other card is named in this ruling.
- #2· Wizards of the Coast
You choose how many targets each spell with a strive ability has and what those targets are as you cast it. It's legal to cast such a spell with no targets, although this is rarely a good idea. You can't choose the same target more than once for a single strive spell.
No other card is named in this ruling.
- #3· Wizards of the Coast
The mana value of a strive spell doesn't change no matter how many targets it has.
No other card is named in this ruling.
- #4· Wizards of the Coast
If this spell is copied and the effect that copies the spell allows a player to choose new targets for the copy, the number of targets can't be changed. The player may change any number of the targets, including all of them or none of them. If, for one of the targets, the player can't choose a new legal target, then it remains unchanged (even if the current target is illegal).
No other card is named in this ruling.
- #5· Wizards of the Coast
If a spell or ability allows you to cast a strive spell without paying its mana cost, you must pay the additional cost for any targets beyond the first.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Mayael's Aria + Devilish Valet + Call the Coppercoats
- 1At the beginning of your upkeep, Mayael's Aria triggers.
- 2Holding priority, cast Call the Coppercoats by paying
, plus
any number of times as necessary, targeting any opponent(s) who collectively control five or more creatures.
- 3Resolve Call the Coppercoats, creating at least five 1/1 Human Soldier creature tokens.
- 4When the Human Soldiers enter the battlefield, Devilish Valet triggers that many times, doubling its power that many times, causing its power to be at least 32 until end of turn.
- 5Resolve the Mayael's Aria trigger, causing you to put a +1/+1 counter on each creature you control, gain 10 life and win the game.
Related cards and tokens
Legal formats
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Meta decks with Call the Coppercoats
No archived Top 8 deck with this card yet.



Human Soldier
Teferi's Protection
Generous Gift
