Captain Rex Nebula
 
Community Rating:
0.51.01.52.02.53.03.54.04.55.0
Community Rating: 5 / 5  (0 votes)
Card Name:
Captain Rex Nebula
Mana Cost:
1RedWhite
Mana Value:
3
Types:
Legendary Creature - Human Pilot Employee
Card Text:
At the beginning of combat on your turn, target nonland permanent you control becomes a Vehicle artifact until end of turn. Its base power and toughness are each equal to its mana value. It has crew 2 and “Crash Land — Whenever this Vehicle deals damage, roll a six-sided die. If the result is equal to this Vehicle’s mana value, it deals that much damage to any target, then sacrifice this Vehicle.”
P/T:
2 / 2
Expansion:
Rarity:
Rare
Card Number:
164
Language:
English
Rulings
10/7/2022 Captain Rex Nebula has received an update to its wording to clarify that the abilities it grants to the target nonland permanent last until end of turn. In addition, the Crash Land ability now causes the Vehicle to be sacrificed before it deals damage. The updated text appears above.
10/7/2022 The target of Rex Nebula's ability will become a Vehicle artifact until end of turn. It will lose all of its previous card types and subtypes, but it will keep any supertypes (such as legendary) it previously had. If the target of Rex Nebula's ability is a creature, it will lose all creature types (such as Zombie) it had until end of turn, and becoming crewed will not cause it to regain those subtypes.
10/7/2022 The Vehicle will retain any abilities it previously had, as well as gaining crew 2 and the ability to crash into stuff.
10/7/2022 The Crash Land ability will trigger whenever the Vehicle deals any damage, not only combat damage.
10/7/2022 The Crash Land ability will trigger once for each instance of damage, no matter how many players or permanents the Vehicle deals damage to. For example, if the Vehicle is blocked by two creatures and it deals damage to each of them at the same time, the Crash Land ability will trigger only once.
10/7/2022 Each die is identified by the number of faces it has. A six-sided die is a die with six equally likely outcomes: 1, 2, 3, 4, 5, and 6. The roll must be fair. Although physical dice are recommended, digital substitutes are allowed except in cases where the physical die is required for the effect.
10/7/2022 If an ability triggers "whenever you roll a die," it will trigger whenever you roll any die, including the planar die. This is a change from previous Un- rules. Some abilities use the result to determine part of the effect. If you get a non-numerical result (currently just the planar die, but the future is long), that part of the effect won't do anything.
10/7/2022 Something in the game must tell you to roll a die. If you roll a die for any other reason (to simulate a coin flip, to choose pizza toppings, to create alternate timelines), that roll doesn't count.
10/7/2022 Some effects may modify the result of a die roll. This may be part of the instruction to roll a die, or it may come from other cards. Anything that references the "result" of a die roll is looking for the result after these modifications.
10/7/2022 If a die is rerolled, the original roll essentially never happened: it doesn't cause any abilities to trigger, and no effect that cares about die rolls will consider it.
10/7/2022 Results can be numbers not ordinarily possible on a six-sided die. Spells like Scooch can change the result to 0 or 7, for example.
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