Countless Gears Renegade 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
Revolt — When this creature enters, if a permanent left the battlefield under your control this turn, create a 1/1 colorless Servo artifact creature token.
Complete guide
Countless Gears Renegade is a value-oriented creature from the Aether Revolt set that rewards you for being proactive. As a Dwarf Artificer, it brings along extra machinery if you have already set the stage by moving a permanent off your side of the board. This card is a staple for decks that utilize sacrifice outlets or flickering effects to gain incremental advantages.
What it Does
Countless Gears Renegade features the Revolt keyword, which is a triggered ability that checks if a permanent you controlled left the battlefield earlier in the current turn. If that condition is met when the Renegade enters the battlefield, you get a 1/1 colorless Servo artifact creature token. It serves as an efficient way to put two bodies on the board for just two mana.
How it Resolves Step by Step
When you cast Countless Gears Renegade, the game checks the Revolt condition the moment it enters the battlefield. First, the game looks at the history of the current turn to see if any permanent (creature, land, artifact, enchantment, planeswalker, or even a token) under your control moved from the battlefield to any other zone. Second, if this condition is true, the 'intervening if' clause allows the ability to trigger and go on the stack. Finally, when the ability resolves, you create the Servo token.
Common Mistakes
A common mistake is trying to trigger Revolt after the Renegade has already entered. Because of the 'intervening if' clause, if a permanent has not already left the battlefield by the time the Renegade enters, the ability never triggers at all. Additionally, remember that while tokens count, losing energy counters or having a spell countered does not satisfy Revolt, as these are not permanents leaving the battlefield.
When to Play it
You should play Countless Gears Renegade after you have attacked and lost a creature in combat, or after using a fetch land to search your library. It is also excellent in combinations where you can sacrifice a small artifact or creature for another benefit, ensuring you get the maximum value of two creatures for the price of one.
Interaction examples
If your opponent destroys a creature you control during their turn, and then you play Countless Gears Renegade on your following main phase, the Revolt condition is NOT met because the permanent must leave the battlefield during the SAME turn you play the Renegade. However, if you sacrifice a Servo token during your turn and then play the Renegade, you will successfully create a new Servo.
If you control Ornithopter of Paradise and your opponent casts a spell that destroys it, you can then cast Countless Gears Renegade during your post-combat main phase. Since the Ornithopter was a permanent you controlled that left the battlefield this turn, the Renegade's ability will trigger and grant you a Servo token.
Imagine your opponent casts a spell, triggering your Esper Sentinel, and in response, they also cast a spell to destroy your Sentinel. Once the Sentinel leaves the battlefield, you can cast Countless Gears Renegade. Because the Sentinel (a permanent you controlled) left the battlefield this turn, the Renegade's Revolt ability will trigger upon entry.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Countless Gears Renegade
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
Revolt abilities check only whether a permanent you controlled left the battlefield this turn or not. They don't apply multiple times if more than one permanent you controlled left the battlefield. They don't check whether the permanent that left the battlefield is still in the zone it moved to.
No other card is named in this ruling.
- #2· Wizards of the Coast
Revolt abilities don't care why the permanent left the battlefield, who caused it to move, or where it moved to. They're equally satisfied by an artifact you sacrificed to pay a cost, a creature you controlled that was destroyed by Murder, or an enchantment you returned to your hand with Leave in the Dust.
No other card is named in this ruling.
- #3· Wizards of the Coast
Tokens that leave the battlefield will satisfy a revolt ability.
No other card is named in this ruling.
- #4· Wizards of the Coast
Energy counters aren't permanents. Paying
won't satisfy a revolt ability.
No other card is named in this ruling.
- #5· Wizards of the Coast
All cards in the Aether Revolt set with triggered revolt abilities use an intervening "if" clause. A permanent you controlled must have left the battlefield earlier in the turn in order for these abilities to trigger; otherwise they do nothing. In other words, there's no way to have the ability trigger if no permanent you controlled has left the battlefield that turn, even if you intend to have one do so in response to the triggered ability.
No other card is named in this ruling.
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Meta decks with Countless Gears Renegade
No archived Top 8 deck with this card yet.



Servo
Ornithopter of Paradise
Esper Sentinel