Wyrm's Crossing Patrol 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
Myriad (Whenever this creature attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)
Complete guide
Wyrm's Crossing Patrol is an efficient one-drop that excels in multiplayer games like Commander. Thanks to its myriad ability, this humble Soldier can quickly multiply to pressure every opponent at once.
Understanding Myriad
Myriad is a triggered ability that triggers whenever Wyrm's Crossing Patrol is declared as an attacker. For every opponent other than the one you are currently attacking, you create a token copy of the Patrol. These tokens enter the battlefield already tapped and attacking those other opponents or planeswalkers they control. At the end of the combat phase, these temporary reinforcements are exiled.
Step-by-Step Resolution
First, you must declare Wyrm's Crossing Patrol as an attacker during your Declare Attackers step. This puts the myriad trigger on the stack. As it resolves, you check how many opponents you have other than the defending player. You then create the tokens; for each one, you choose if it is attacking that specific opponent or a planeswalker they control. These tokens are never 'declared' as attackers, so they bypass any costs to attack and do not trigger 'whenever a creature attacks' abilities.
Common Mistakes
A common misconception is that myriad tokens trigger their own myriad ability; they do not, as they enter the battlefield already attacking. Additionally, the tokens only copy the base card's attributes. If the original Wyrm's Crossing Patrol has a +1/+1 counter or an Aura attached to it, the tokens will not have those bonuses. Finally, remember that myriad only functions in games with three or more players; if you only have one opponent, no tokens are created.
When to Play It
Wyrm's Crossing Patrol is best utilized in aggressive decks that benefit from having multiple creatures enter the battlefield or attacking at once. Since the tokens are exiled at the end of combat, they are perfect for triggering 'Enters the Battlefield' effects or for being sacrificed to post-combat spells before they disappear.
Interaction examples
In a four-player game, you attack Player B with Wyrm's Crossing Patrol. The myriad trigger resolves, creating two Copy tokens: one tapped and attacking Player C, and one tapped and attacking Player D. After the combat damage step, both Copy tokens are exiled.
If Player C has an Ornithopter of Paradise back to block, you can choose to have your myriad token attack a planeswalker Player C controls instead of attacking the player directly. This forces your opponent to decide how to use their flying blocker effectively against your sudden influx of tokens.
While Wyrm's Crossing Patrol doesn't directly interact with Esper Sentinel's taxing ability, they represent a strong aggressive curve. If you attack with the Patrol while an opponent has an effect that requires you to pay mana to attack them, you only pay for the original Patrol. The myriad tokens enter the battlefield attacking for free, bypassing those tax effects.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Wyrm's Crossing Patrol
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
The term "defending player" in the myriad rules (or any other ability of an attacking creature) refers to the player the creature with myriad was attacking or the controller of the planeswalker it was attacking at the time the ability resolves. If that creature is no longer attacking, it refers to the player it was last attacking or the controller of the planeswalker it was last attacking.
No other card is named in this ruling.
- #2· Wizards of the Coast
If the defending player is your only opponent, no tokens are put onto the battlefield.
No other card is named in this ruling.
- #3· Wizards of the Coast
You choose whether each token is attacking the player or a planeswalker they control as the token is created. If it's attacking a planeswalker, you choose which one.
No other card is named in this ruling.
- #4· Wizards of the Coast
Although the tokens enter the battlefield attacking, they were never declared as attackers. Abilities that trigger whenever a creature attacks won't trigger, including the myriad ability of the tokens. If there are any costs to have a creature attack, those costs won't apply to the tokens.
No other card is named in this ruling.
- #5· Wizards of the Coast
The tokens all enter the battlefield at the same time.
No other card is named in this ruling.
- #6· Wizards of the Coast
Each token copies exactly what was printed on the original creature and nothing else. It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, and so on.
Card named in this ruling
- #7· Wizards of the Coast
Any enters-the-battlefield abilities of the copied creature will trigger when the tokens enter the battlefield. Any "as [this permanent] enters the battlefield" or "[this permanent] enters the battlefield with" abilities of the copied creature will also work.
No other card is named in this ruling.
- #8· Wizards of the Coast
If myriad creates more than one token for any given player (due to an effect such as the one Doubling Season creates), you may choose separately for each token whether it's attacking the player or a planeswalker they control.
No other card is named in this ruling.
Related cards and tokens
Legal formats
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Meta decks with Wyrm's Crossing Patrol
No archived Top 8 deck with this card yet.



Copy
Ornithopter of Paradise
Esper Sentinel