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Rules guide · Vanguard

Ral's VanguardHow it works & interactions with other cards

By the ManaCount desk· 3 min read· Mystery Booster Playtest Cards 2021· August 20, 2021
Carte Magic Ral's Vanguard

Ral's Vanguard 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

Requirement — Your starting deck contains only instant, sorcery, and land cards. Starting hand size +1 Starting life total -5 If an instant or sorcery spell you cast would cause you to draw one or more cards, draw an additional card. If an instant or sorcery spell you cast would deal damage to a permanent or player, it deals 1 additional damage to that permanent or player.

How it works : Ral's Vanguard

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Vanguard cards can be used only in a format that allows them (such as Limited events using the Mystery Booster set). Each player may begin the game with up to one vanguard card they own in the command zone. This card doesn’t count towards the minimum deck size.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    Vanguard cards can’t be included in a deck or brought into the game from outside the game.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    Your starting and maximum hand size is modified by the vanguard as noted. Your starting life total is similarly modified.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    A vanguard with a requirement can’t be your vanguard unless its requirement is met as the game begins.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    Your starting deck includes only those cards that will be shuffled to become your library. It doesn’t include your sideboard or any other cards that begin the game outside the game.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    Copies of spells you control won’t cause you to draw additional cards or deal additional damage.

    No other card is named in this ruling.

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