Raiders' Allegiance 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
Raid — At the beginning of your second main phase, for each player dealt combat damage this turn, you get a point counter and create a 2/2 black Pirate creature token with menace. Whenever you planeswalk away from here, each player with the most point counters or tied for the most point counters creates three Treasure tokens and draws three cards. Then remove all point counters from each player. Whenever Chaos ensues, proliferate for each Pirate you control.
Complete guide
Welcome to Ixalan, where the seas are dangerous and alliances are forged in gold. Raiders' Allegiance is a Plane card that rewards aggressive playstyles by handing out point counters and Pirate tokens. In Planechase, navigating this card's unique mechanics can lead to a sudden influx of resources for the most daring captains.
Claiming Your Points
The Raid ability triggers at the beginning of your second main phase. It checks how many different players were dealt combat damage during your turn. For each unique player hit, you receive one point counter and one 2/2 black Pirate creature token with menace. Note that hitting the same player with multiple creatures only counts as one player, but hitting three different opponents will net you three counters and three Pirates.
The Spoils of War
When any player rolls the Planeswalk symbol on the planar die, the second ability triggers before you move to a new plane. The game identifies which players hold the highest number of point counters. All players tied for this lead create three Treasure tokens and draw three cards. Finally, all point counters are removed from the game, resetting the race for the next plane.
Chaos and Proliferation
If Chaos ensues (by rolling the chaos symbol on the planar die), the Pirate crew you have built becomes incredibly valuable. You proliferate once for each Pirate you control. This allows you to increase the number of point counters on yourself, or even add more counters to permanents like Planeswalkers or artifacts, potentially securing your lead for the Planeswalk trigger.
Common Pitfalls
A common mistake is forgetting that point counters are placed on the player, not on a permanent. These counters have no inherent effect other than being tracked for the 'Planeswalk away' trigger. Additionally, the Raid trigger only counts players dealt combat damage; damage from spells or abilities will not count toward your Pirate recruitment.
Interaction examples
You use Command Tower to cast a small creature and attack two different opponents. At the start of your second main phase, Raiders' Allegiance triggers twice because two players were hit. You receive two point counters and two 2/2 Pirate tokens with menace.
You currently have three point counters, while your opponents have zero. Another player rolls the planar die and gets a Planeswalk result. Because you have the most point counters, you create three Treasure tokens and draw three cards. You can then use Sol Ring and your new Treasures to cast the spells you just drew.
You control four Pirate tokens and have one point counter on yourself. You roll the planar die and Chaos ensues. You proliferate four times. Each time, you choose to add a point counter to yourself, ending with five point counters total.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Raiders' Allegiance
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
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Meta decks with Raiders' Allegiance
No archived Top 8 deck with this card yet.



Command Tower
Sol Ring