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Rules guide · Sorcery

You Meet in a TavernHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Commander Legends: Battle for Baldur's Gate· June 10, 2022
Carte Magic You Meet in a Tavern

You Meet in a Tavern 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

Choose one — • Form a Party — Look at the top five cards of your library. You may reveal any number of creature cards from among them and put them into your hand. Put the rest on the bottom of your library in a random order. • Start a Brawl — Creatures you control get +2/+2 until end of turn.

Complete guide

You Meet in a Tavern is a versatile sorcery that perfectly captures the flavor of a Dungeons & Dragons adventure. Whether you need to gather your allies for the journey ahead or lead them into a chaotic fray, this card offers the flexibility every green deck craves. It provides a choice between card advantage and a powerful combat boost.

Choosing Your Path

As you cast You Meet in a Tavern, you must choose one of its two modes: Form a Party or Start a Brawl. This decision is made during the casting process, and once the spell is on the stack, you cannot change your mind. The first mode focuses on searching your library for creatures, while the second mode buffs your existing board for a decisive strike.

Resolving the Spell

If you choose 'Form a Party,' you look at the top five cards of your library, reveal any number of creature cards found there, and put those into your hand. The remaining cards, including any creatures you chose not to reveal, go to the bottom of your library in a random order. If you choose 'Start a Brawl,' all creatures you currently control gain +2/+2 until the end of the turn. Note that this bonus only applies to creatures you control at the moment the spell resolves; creatures that enter the battlefield later in the turn will not receive the buff.

Strategic Considerations

A common mistake is forgetting that 'Start a Brawl' does not grant keywords like Trample or Vigilance. It is purely a stat boost. Additionally, when using 'Form a Party,' you are not forced to take every creature you see; you may choose to leave specific creatures on the bottom of your library if you prefer to hide them or keep your hand size manageable. Because this is a sorcery, you cannot use it as a combat trick during your opponent's turn.

When to Cast It

Cast this card early or mid-game using 'Form a Party' if your hand is running low on threats. If you already have a wide board of creatures, 'Start a Brawl' acts as a finisher to push through lethal damage. It is an excellent tool for recovering after a board wipe or for closing out a game where your opponent is low on health.

Interaction examples

Digging for Resources

After using Cultivate or Kodama's Reach to accelerate your mana production, you may find your hand empty of actual threats. You cast You Meet in a Tavern, choosing 'Form a Party.' You look at the top five cards. If you find multiple creatures, you add them all to your hand, effectively turning your excess mana into a fresh army ready for the next turn.

The Alpha Strike

You have four 1/1 tokens on the battlefield. You cast You Meet in a Tavern and choose 'Start a Brawl.' As the spell resolves, each of your tokens becomes a 3/3 until the end of the turn. You then move to your combat phase and attack, dealing 12 damage instead of 4. If you had cast a creature after the spell resolved, that new creature would remain its original size.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : You Meet in a Tavern

Original English text — Wizards of the Coast / Scryfall

No additional ruling has been published for this card.

02

Legal formats

historictimelessgladiatorpioneermodernlegacypaupervintagecommanderoathbreakerbrawlcompetitivebrawlpaupercommanderduel
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