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Rules guide · Creature

Crimson Honor GuardHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Crimson Vow Commander· November 19, 2021
Carte Magic Crimson Honor Guard

Crimson Honor Guard 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

Trample At the beginning of each player's end step, this creature deals 4 damage to that player unless they control a commander.

Complete guide

Crimson Honor Guard is a formidable Vampire Knight that ensures players are showing proper respect to their commanders. In the world of Commander, this creature punishes anyone who has lost their leader or failed to bring them to the battlefield. With its trample ability and consistent damage output, it puts a strict clock on every player at the table.

The Price of Absence

Crimson Honor Guard features a triggered ability that triggers at the beginning of every player's end step. This includes your own end step as well as each of your opponents'. When the ability resolves, the game checks if the active player—the player whose turn it is—controls at least one commander. If they do not, the Honor Guard deals 4 damage directly to that player. Note that it does not matter whose commander it is; as long as the player controls a creature that is a commander, they are safe from the damage.

Step-by-Step Resolution

The process follows a specific sequence. First, the end step begins, and the Honor Guard's ability is placed on the stack regardless of the board state. Second, players have a chance to respond with spells or abilities. Third, as the ability resolves, the game performs a check: 'Does this player control a commander?' If the answer is no, the player is dealt 4 damage. If they managed to put a commander into play or gain control of one before this moment, no damage is dealt.

Common Misconceptions

A common mistake is thinking the ability only triggers if you don't have a commander. In reality, it triggers every turn, and the check happens only upon resolution. Additionally, remember that damage dealt by Crimson Honor Guard is not 'commander damage'—even though it relates to commanders, it is ability damage from a non-commander creature. Finally, remember that 'until end of turn' control effects usually last through the end step, meaning if you steal an opponent's commander for the turn, you are protected during your end step.

When to Deploy the Guard

This card is most effective in decks that can protect their own commander or in games where opponents rely on non-creature strategies that keep their commanders in the command zone. It serves as a punisher for decks that have high mana-cost commanders or those that have been repeatedly removed, forcing them to pay 4 life every round just for playing the game.

Interaction examples

Double the Discipline

If you control Roaming Throne and chose 'Vampire' as it entered, Crimson Honor Guard's ability will trigger twice at the beginning of every end step. If a player does not control a commander, they will be checked twice and potentially dealt a total of 8 damage.

No Protection from Golems

Even though Solemn Simulacrum is a valuable creature on the battlefield, it is not a commander. If a player controls only Solemn Simulacrum and no other creatures when the Honor Guard's ability resolves on their turn, they will still take 4 damage because the 'control a commander' condition is not met.

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

How it works : Crimson Honor Guard

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Crimson Honor Guard's last ability triggers at the beginning of each player's end step whether that player controls a commander or not. Whether that player controls a commander is checked only as the ability resolves.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    Crimson Honor Guard will deal 4 damage to you, too, if you don't control a commander.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    The player could control any player's commander to satisfy Crimson Honor Guard's ability. If a player gains control of another player's commander “until end of turn,” the player who gained control of it will still control that commander during the end step.

    No other card is named in this ruling.

02

Legal formats

legacyvintagecommanderoathbreakerduel
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