Yes Man, Personal Securitron 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
: Target opponent gains control of Yes Man. When they do, you draw two cards and put a quest counter on Yes Man. Activate only during your turn. Wild Card — When Yes Man leaves the battlefield, its owner creates a tapped 1/1 white Soldier creature token for each quest counter on it.
How it works : Yes Man, Personal Securitron
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
If Yes Man isn't on the battlefield as its first ability resolves, or if the target opponent is an illegal target as the ability tries to resolve, nothing will happen. You won't draw two cards, because that effect is part of a reflexive triggered ability that triggers only if the target opponent gains control of Yes Man.
No other card is named in this ruling.
- #2· Wizards of the Coast
When Yes Man's controller leaves the game, if that player wasn't its owner, the effect giving that player control of Yes Man ends. Yes Man will return to the control of the player still in the game who most recently controlled it, ignoring any control effects whose durations have already expired.
No other card is named in this ruling.
- #3· Wizards of the Coast
When Yes Man's owner leaves the game, Yes Man leaves the game along with that player. It's just doing what it's told.
No other card is named in this ruling.
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Meta decks with Yes Man, Personal Securitron
No archived Top 8 deck with this card yet.




