← MTG Rules

Rules guide · Sorcery

Call the CrashHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Alchemy: Tarkir· April 29, 2025
Carte Magic Call the Crash

Call the Crash 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.

01

Official card text

Suspend 2—{1}{W}{B}{G} Conjure two cards named Siege Rhino onto the battlefield.

Complete guide

Call the Crash is a powerful sorcery that brings the classic powerhouse Siege Rhino to the digital battlefield in duplicate. Whether you cast it for its full mana cost or wait for it to arrive via Suspend, it provides an immediate board presence and a significant life swing.

What Call the Crash Does

This sorcery uses the Conjure keyword to create two Siege Rhino cards and place them directly onto the battlefield. Unlike tokens, conjured cards act like actual cards in every zone, meaning they can go to the graveyard or hand and still function as Siege Rhino. The spell also features Suspend 2, allowing you to pay a lower cost upfront and have the Rhinos arrive automatically after two turns.

How it Resolves Step by Step

First, the spell is cast or its last time counter is removed from exile. Upon resolution, the game engine creates two copies of the card Siege Rhino and puts them into play simultaneously. Because these creatures enter the battlefield at the same time, both of their 'enters' abilities trigger. You will gain a total of 6 life, and each opponent will lose 6 life, assuming both triggers resolve successfully.

Common Mistakes

A common mistake is treating the conjured Rhinos as tokens. If an opponent uses an effect that returns a creature to its owner's hand, a conjured Siege Rhino stays in your hand and can be recast later. Another mistake is forgetting that because they are cards, they contribute to the 'mana value' of the board; each Rhino has a mana value of 4, which is relevant for various board wipes.

When to Play It

You should play Call the Crash when you need to stabilize against an aggressive opponent or apply pressure to a control deck. Suspending it on turn four is often the most efficient play, setting up a massive turn six where you get two 4/5 Trample creatures and a 6-point life lead without spending any mana on that specific turn.

Interaction examples

The Double Drain

When Call the Crash resolves, it places two cards named Siege Rhino onto the battlefield. Each Rhino's ability triggers separately. You stack the triggers, gaining 3 life and dealing 3 damage twice, resulting in a 6-life swing in your favor while gaining two 4/5 bodies with Trample.

Surviving the Command

If an opponent casts Austere Command choosing to 'Destroy all creatures with mana value 4 or greater,' your conjured Siege Rhinos will be destroyed because their mana value is 4. However, because they are conjured cards and not tokens, they will briefly exist in your graveyard like normal cards before the game continues.

Dealing with Total Exile

If you have conjured your Rhinos and an opponent casts Farewell choosing to 'Exile all creatures,' your Rhinos are exiled. Unlike tokens, which would simply cease to exist, these conjured cards remain in the exile zone as cards named Siege Rhino unless an effect moves them elsewhere.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Call the Crash

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

Related cards and tokens

02

Legal formats

historictimelessgladiatorbrawlcompetitivebrawlalchemy
0 Image

Commentaires

  • Sois le premier à commenter cette carte.

Read next

Meta decks with Call the Crash

No archived Top 8 deck with this card yet.

Explore the meta
Official source