Conqueror's Galleon // Conqueror's Foothold 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
When this Vehicle attacks, exile it at end of combat, then return it to the battlefield transformed under your control. Crew 4 (Tap any number of creatures you control with total power 4 or more: This Vehicle becomes an artifact creature until end of turn.) (Transforms from Conqueror's Galleon.): Add
.
,
: Draw a card, then discard a card.
,
: Draw a card.
,
: Return target card from your graveyard to your hand.
How it works : Conqueror's Galleon // Conqueror's Foothold
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
Conqueror's Galleon won't be exiled if it doesn't survive combat.
No other card is named in this ruling.
- #2· Wizards of the Coast
Unlike the other double-faced cards in the Ixalan set, Conqueror's Galleon is exiled and then returned to battlefield transformed. It will be considered a new object entering the battlefield. Notably, it will return to the battlefield untapped.
No other card is named in this ruling.
- #3· Wizards of the Coast
Each Vehicle is printed with a power and toughness, but it's not a creature. If it becomes a creature (most likely through its crew ability), it will have that power and toughness.
No other card is named in this ruling.
- #4· Wizards of the Coast
If an effect causes a Vehicle to become an artifact creature with a specified power and toughness, that effect overwrites the Vehicle's printed power and toughness.
No other card is named in this ruling.
- #5· Wizards of the Coast
Vehicle is an artifact type, not a creature type. A Vehicle that's crewed won't normally have any creature type.
No other card is named in this ruling.
- #6· Wizards of the Coast
Once a player announces that they are activating a crew ability, no player may take other actions until the ability has been paid for. Notably, players can't try to stop the ability by changing a creature's power or by removing or tapping a creature.
No other card is named in this ruling.
- #7· Wizards of the Coast
Any untapped creature you control can be tapped to pay a crew cost, even one that just came under your control.
No other card is named in this ruling.
- #8· Wizards of the Coast
You may tap more creatures than necessary to activate a crew ability.
No other card is named in this ruling.
- #9· Wizards of the Coast
Creatures that crew a Vehicle aren't attached to it or related in any other way. Effects that affect the Vehicle, such as by destroying it or giving it a +1/+1 counter, don't affect the creatures that crewed it.
No other card is named in this ruling.
- #10· Wizards of the Coast
Once a Vehicle becomes a creature, it behaves exactly like any other artifact creature. It can't attack unless you've controlled it continuously since your turn began, it can block if it's untapped, it can be tapped to pay a Vehicle's crew cost, and so on.
No other card is named in this ruling.
- #11· Wizards of the Coast
You may activate a crew ability of a Vehicle even if it's already an artifact creature. Doing so has no effect on the Vehicle. It doesn't change its power and toughness.
No other card is named in this ruling.
- #12· Wizards of the Coast
For a Vehicle to be able to attack, it must be a creature as the declare attackers step begins, so the latest you can activate its crew ability to attack with it is during the beginning of combat step. For a Vehicle to be able to block, it must be a creature as the declare blockers step begins, so the latest you can activate its crew ability to block with it is during the declare attackers step. In either case, players may take actions after the crew ability resolves but before the Vehicle has been declared as an attacking or blocking creature.
No other card is named in this ruling.
- #13· Wizards of the Coast
When a Vehicle becomes a creature, that doesn't count as having a creature enter the battlefield. The permanent was already on the battlefield; it only changed its types. Abilities that trigger whenever a creature enters the battlefield won't trigger.
No other card is named in this ruling.
- #14· Wizards of the Coast
If a permanent becomes a copy of a Vehicle, the copy won't be a creature, even if the Vehicle it's copying has become an artifact creature.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Conqueror's Galleon // Conqueror's Foothold + Time Warp
- 1Cast Time Warp by paying its mana cost, causing you to take an extra turn after this one.
- 2Activate Conqueror's Foothold's fourth ability by paying
and tapping it, returning Time Warp from your graveyard to your hand.
- 3Repeat each turn.
Conqueror's Galleon // Conqueror's Foothold + Time Stretch
- 1Cast Time Stretch by paying
, causing you to take two extra turns after this one.
- 2Move to your first extra turn.
- 3Activate Conqueror's Foothold's fourth ability by paying
and tapping it, returning Time Stretch from your graveyard to your hand.
- 4Move to your second extra turn.
- 5Repeat.
Conqueror's Galleon // Conqueror's Foothold + Temporal Manipulation
- 1Cast Temporal Manipulation by paying its mana cost, causing you to take an extra turn after this one.
- 2Activate Conqueror's Foothold's fourth ability by paying
and tapping it, returning Temporal Manipulation from your graveyard to your hand.
- 3Repeat each turn.
Conqueror's Galleon // Conqueror's Foothold + Notorious Throng
- 1Deal combat damage to an opponent using a Rogue.
- 2Cast Notorious Throng for its prowl cost by paying
, causing you to take an extra turn after this one.
- 3Activate Conqueror's Foothold's fourth ability by paying
and tapping it, returning Notorious Throng from your graveyard to your hand.
- 4Repeat each turn.
Turnabout + Conqueror's Galleon // Conqueror's Foothold
- 1Activate any number of lands you control except Conqueror's Foothold by tapping them, adding at least
.
- 2Cast Turnabout by paying
, untapping all lands you control.
- 3Activate Conqueror's Foothold's fourth ability by paying
and tapping it, returning Turnabout from your graveyard to your hand.
- 4Repeat.
Conqueror's Galleon // Conqueror's Foothold + Walk the Aeons
- 1Cast Walk the Aeons by paying its mana cost, causing you to take an extra turn after this one.
- 2Activate Conqueror's Foothold's fourth ability by paying
and tapping it, returning Walk the Aeons from your graveyard to your hand.
- 3Repeat each turn.
Conqueror's Galleon // Conqueror's Foothold + Capture of Jingzhou
- 1Cast Capture of Jingzhou by paying its mana cost, causing you to take an extra turn after this one.
- 2Activate Conqueror's Foothold's fourth ability by paying
and tapping it, returning Capture of Jingzhou from your graveyard to your hand.
- 3Repeat each turn.
Rude Awakening + Conqueror's Galleon // Conqueror's Foothold
- 1Activate any number of lands you control except Conqueror's Foothold by tapping them, adding at least
.
- 2Cast Rude Awakening by paying
, untapping all lands you control.
- 3Activate Conqueror's Foothold's fourth ability by paying
and tapping it, returning Rude Awakening from your graveyard to your hand.
- 4Repeat.
Related cards and tokens
Legal formats
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