Kylox's Voltstrider 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
Collect evidence 6: This Vehicle becomes an artifact creature until end of turn. Whenever this Vehicle attacks, you may cast an instant or sorcery spell from among cards exiled with it. If that spell would be put into a graveyard, put it on the bottom of its owner's library instead. Crew 2
Complete guide
Kylox's Voltstrider is a versatile Izzet Vehicle that offers a unique way to reuse your graveyard through the collect evidence mechanic. By exiling powerful spells to animate the machine, you gain the ability to cast those very same spells every time you charge into battle. This engine provides both a solid offensive body and repeatable card advantage in a single package.
Activating the Voltstrider
You have two ways to turn Kylox's Voltstrider into a creature. You can use the standard Crew 2 ability by tapping creatures with total power 2 or greater, or you can use its unique 'Collect evidence 6' ability. When you collect evidence, you exile cards from your graveyard with a total mana value of 6 or more. Choosing this second option is what fuels the Voltstrider's second ability, as it 'remembers' which cards were exiled to pay that cost.
Attacking and Casting Spells
When Kylox's Voltstrider attacks, its triggered ability goes on the stack. As it resolves, you may choose one instant or sorcery card currently exiled with it and cast it without paying its mana cost. Because this happens during the resolution of the ability, you ignore normal timing restrictions, allowing you to cast sorceries during the combat phase. If the spell resolves or is countered, it is placed on the bottom of its owner's library instead of the graveyard.
Strategic Timing and Crewing
A common mistake is forgetting that you only get to cast spells exiled specifically by the 'Collect evidence' cost of that specific permanent. If you crew the Vehicle normally, you can still attack, but you won't have any cards exiled with it to cast unless you used the evidence ability earlier in the turn. Note that if the Voltstrider leaves the battlefield and returns, it is a new object and will no longer have access to cards exiled by its previous existence.
Interaction examples
If you play Kylox's Voltstrider and equip it with Swiftfoot Boots, you can immediately activate its 'Collect evidence 6' ability. Because the Boots grant haste, the newly animated Vehicle can attack the same turn it was played. Upon attacking, you can cast one of the cards you just exiled to pay for the evidence cost.
While Arcane Signet doesn't help you collect evidence, it provides the blue or red mana needed to cast Kylox's Voltstrider early. Once the Voltstrider is on the board, you can use the mana from the Signet to pay for other spells that you intend to put into your graveyard, effectively setting up the 'fuel' you need to exile later for the Vehicle's animation ability.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Kylox's Voltstrider
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
You choose whether or not to cast a spell from among the exiled cards as Kylox's Voltstrider's triggered ability resolves. If you do, you do so as part of the resolution of that ability. You can't wait to cast it later in the turn. Timing restrictions based on the card's type are ignored.
No other card is named in this ruling.
- #2· Wizards of the Coast
If you can't exile enough cards to meet or exceed the required mana value, you can't choose to collect evidence at all.
No other card is named in this ruling.
- #3· Wizards of the Coast
Once you've announced that you're casting a spell, players can't take actions until you've finished doing so. Notably, opponents can't try to remove cards from your graveyard to stop you from collecting evidence.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
River Song + Kylox's Voltstrider + Walk the Aeons
- 1Cast Walk the Aeons by paying
, causing you to take an extra turn after this one.
- 2Move to your next turn.
- 3Activate Kylox's Voltstrider's first ability by exiling Walk the Aeons from your graveyard, causing Kylox's Voltstrider to become an artifact creature until end of turn.
- 4Declare Kylov's Voltstrider as an attacker.
- 5Kylox's Voltstrider triggers, causing you to pay
to cast Walk the Aeons from exile.
- 6Resolve Walk the Aeons, causing you to take an extra turn after this one, and put Walk the Aeons on the bottom of your library.
- 7Move to your next turn, drawing Walk the Aeons from the bottom of your library due to River Song.
- 8Repeat.
River Song + Kylox's Voltstrider + Time Stretch
- 1Cast Time Stretch by paying
, causing you to take two extra turns after this one.
- 2Move to your second extra turn.
- 3Activate Kylox's Voltstrider's first ability by exiling Time Stretch from your graveyard, causing Kylox's Voltstrider to become an artifact creature until end of turn.
- 4Declare Kylov's Voltstrider as an attacker.
- 5Kylox's Voltstrider triggers, causing you to pay
to cast Time Stretch from exile.
- 6Resolve Time Stretch, causing you to take two extra turns after this one, and put Time Stretch on the bottom of your library.
- 7Move to your first extra turn, drawing Time Stretch from the bottom of your library due to River Song.
- 8Move to your second extra turn.
Legal formats
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Meta decks with Kylox's Voltstrider
No archived Top 8 deck with this card yet.



Swiftfoot Boots
Arcane Signet

