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Captain Rex Nebula

Captain Rex Nebula

Legendary Creature — Human Pilot Employee

Captain Rex Nebula wants a deck that turns its Vehicles into creatures and attacks with them. It also suits a deck that deals damage straight to its opponents.

  • Mana cost1 genericredwhite
  • White, Red ()
  • Power / toughness2 / 2
  • RarityRare

At the beginning of combat on your turn, choose target nonland permanent you control. Until end of turn, it becomes a Vehicle artifact with base power and toughness each equal to its mana value, and it gains 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, sacrifice this Vehicle, then it deals that much damage to any target."

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Archetypes

Cards That Fit Captain Rex Nebula

Picked for what they do in Captain Rex Nebula's deck. When two cards do the same job, the one with the lower comes first. All of them fit Captain Rex Nebula's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

plan6

The 6 Cards

plan6

The 6 Cards

Rulings for Captain Rex Nebula

explain how Captain Rex Nebula works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary

Wizards of the Coast 7 Oct 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.

Wizards of the Coast 7 Oct 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.

Wizards of the Coast 7 Oct 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.

Wizards of the Coast 7 Oct 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.

Wizards of the Coast 7 Oct 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.

Wizards of the Coast 7 Oct 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.

Wizards of the Coast 7 Oct 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.

Wizards of the Coast 7 Oct 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.

Wizards of the Coast 7 Oct 2022

The Crash Land ability will trigger whenever the Vehicle deals any damage, not only combat damage.

Wizards of the Coast 7 Oct 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.

Wizards of the Coast 7 Oct 2022

The Vehicle will retain any abilities it previously had, as well as gaining crew 2 and the ability to crash into stuff.

11 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗

Similar Commanders

Commanders that share the most with Captain Rex Nebula, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryWRPlayers write colors as letters: W for white, R for red.VehiclesVehicle decks use Vehicles, artifacts that become creatures when you tap your own creatures to crew them. A Vehicle is not a creature the rest of the time, so it survives spells that destroy all creatures and then turns into an attacker when you need it.Open the Vehicles pageVehicleAn artifact subtype that is not a creature until it is crewed. Crew N is an activated ability: tap any number of untapped creatures you control whose total power is N or more, and the Vehicle becomes an artifact creature until end of turn. The crewing creatures are only tapped: they are never sacrificed, they do not attack, and summoning sickness does not stop them from crewing. Smuggler's CopterOpen the Vehicle pageStat ScalingA creature whose power and toughness count something, so it grows as the game goes on. It might count lands you control or cards in your graveyard. Craterhoof Behemoth, Psychosis CrawlerOpen the Stat Scaling pageDamage RemovalRemoves creatures by dealing damage to them rather than by destroying them outright. This includes fight cards, where your creature deals the damage. Damage only kills a creature if it at least equals its toughness, so it can miss the biggest ones, and it does not kill a creature that cannot be destroyed. Lightning Bolt, Rabid Bite, PyroclasmOpen the Damage Removal pageSelf-SacrificeSacrifices itself as part of its own ability, trading the permanent away for what it does. Evolving Wilds, Mind StoneOpen the Self-Sacrifice pageBurnBurn decks win by dealing damage straight to opponents with spells and abilities, rather than by attacking with creatures. Damage that hits every opponent at once counts three times over at a four-player table.Open the Burn pageBurnDeals damage directly, to creatures or to players. Because it can hit a player as easily as a creature, the same card can remove a blocker or finish off an opponent. Lightning Bolt, Blasphemous ActOpen the Burn page