The Neutrinos 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
Flying Alliance — Whenever another creature you control enters, The Neutrinos get +1/+0 until end of turn. Whenever The Neutrinos attack, exile up to one target creature you own, then return it to the battlefield under your control tapped and attacking.
How it works : The Neutrinos
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
You choose the player, planeswalker, or battle the returned creature is attacking. It doesn't need to be the same player, planeswalker, or battle that The Neutrinos or any other attacking creatures are attacking.
No other card is named in this ruling.
- #2· Wizards of the Coast
Once a creature exiled this way returns, it's considered a new object with no relation to the object that it was. Auras attached to the exiled creature will be put into their owners' graveyards. Equipment attached to the exiled permanent will become unattached and remain on the battlefield. Any counters on the exiled creature will cease to exist.
No other card is named in this ruling.
- #3· Wizards of the Coast
If a token is exiled this way, it will cease to exist and won't return to the battlefield.
No other card is named in this ruling.
- #4· Wizards of the Coast
Although the creature you put onto the battlefield is attacking, it was never declared as an attacking creature. Abilities that trigger whenever a creature attacks won't trigger when that creature enters attacking. (Any abilities that triggered before The Neutrinos exiled the creature are unaffected, and the source of those abilities is that creature as it last existed on the battlefield, not the creature that's attacking now.)
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Aurelia, the Warleader + The Neutrinos
- 1Declare Aurelia and The Neutrinos as attackers, triggering their abilities.
- 2Resolve the Neutrinos trigger, blinking Aurelia and causing it to enter tapped and attacking.
- 3Resolve the Aurelia trigger, causing you to untap all creatures you control and to get an additional combat phase after this one.
- 4Repeat each combat phase.
The Neutrinos + Port Razer
- 1Declare The Neutrinos as an attacker, triggering its ability, blinking Port Razer and causing it to enter tapped and attacking.
- 2Deal combat damage using Port Razer, triggering its ability, causing you to untap all creatures you control and get an additional combat phase after this one.
- 3Repeat each combat phase.
The Neutrinos + Raphael, Tag Team Tough
- 1Declare The Neutrinos as an attacker, triggering its ability, blinking Raphael and causing it to enter tapped and attacking.
- 2Deal combat damage using Raphael, triggering its ability, causing you to untap all attacking creatures and get an additional combat phase after this one.
- 3Repeat each combat phase.
Medomai the Ageless + The Neutrinos
- 1Declare The Neutrinos as an attacker, triggering its second ability, blinking Medomai and causing it to enter tapped and attacking.
- 2Deal combat damage using Medomai, triggering its ability, causing you to take an extra turn after this one.
- 3Repeat each turn.
Akki Battle Squad + The Neutrinos
- 1Declare The Neutrinos as an attacker, triggering it and Akki Battle Squad.
- 2Resolve the Akki Battle Squad trigger, causing you to untap all modified creatures you control and to get an combat phase after this one.
- 3Resolve the Neutrinos trigger, blinking Akki Battle Squad and causing it to enter tapped and attacking.
- 4Repeat each combat phase.
Kirol, Attentive First-Year + The Neutrinos + Midnight Guard
- 1Declare The Neutrinos as attackers, triggering its ability.
- 2Holding priority, activate Kirol by tapping it and Midnight Guard. copying The Neutrinos's trigger, targeting Kirol.
- 3Resolve the copy of The Neutrinos's trigger, blinking Kirol.
- 4When Kirol enters, The Neutrinos and Midnight Guard trigger.
- 5Resolve the Midnight Guard trigger, untapping it.
- 6Resolve the Neutrinos trigger, giving it +1/+0 until end of turn.
- 7Repeat from step 2.
Kirol, Attentive First-Year + The Neutrinos + Sunstrike Legionnaire
- 1Declare The Neutrinos as attackers, triggering its ability.
- 2Holding priority, activate Kirol by tapping it and Sunstrike Legionnaire. copying The Neutrinos's trigger, targeting Kirol.
- 3Resolve the copy of The Neutrinos's trigger, blinking Kirol.
- 4When Kirol enters, The Neutrinos and Sunstrike Legionnaire trigger.
- 5Resolve the Sunstrike Legionnaire trigger, untapping it.
- 6Resolve the Neutrinos trigger, giving it +1/+0 until end of turn.
- 7Repeat from step 2.
Wormfang Manta + The Neutrinos + Karn, Argent Defender
- 1Declare The Neutrinos as an attacker, attacking a player who cannot kill it in combat.
- 2When The Neutrinos attacks, it triggers, exiling and returning (tapped and attacking) Wormfang Manta.
- 3When Wormfang Manta leaves the battlefield, its second ability triggers, causing you to take an extra turn after this one.
- 4Wormfang Manta entering does not cause its abillity to trigger due to Karn.
- 5Repeat each turn.
Legal formats
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Meta decks with The Neutrinos
No archived Top 8 deck with this card yet.














