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Chief Montgomery Scott

Chief Montgomery Scott

Legendary Creature — Human Artificer

Chief Montgomery Scott wants a deck that keeps making its creatures bigger turn after turn. It also works in a deck built around Artificers or Humans.

  • Mana cost2 genericgreenblue
  • Blue, Green ()
  • Power / toughness3 / 3
  • RarityRare

Strange new worlds — 6 generic, tap: You may put a creature or Spacecraft card from your hand onto the battlefield. It enters with X additional +1/+1 counters on it if it's a creature and X additional charge counters on it if it's a Spacecraft, where X is the number of differently named lands you control.

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Cards That Fit Chief Montgomery Scott

Picked for what they do in Chief Montgomery Scott's deck. When two cards do the same job, the one with the lower comes first. All of them fit Chief Montgomery Scott'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

Does what Chief Montgomery Scott does6

The 6 Cards

Similar Commanders

Commanders that share the most with Chief Montgomery Scott, 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 glossaryUGPlayers write colors as letters: U for blue, G for green. Blue is U because B was already taken by black.+1/+1 Counters+1/+1 counter decks put small markers on their creatures that make each one permanently bigger, and keep adding more every turn. Each +1/+1 counter adds one to a creature's power (the damage it deals) and toughness (the damage it can take).Open the +1/+1 Counters page+1/+1 CountersPuts +1/+1 counters on creatures, permanently raising their power and toughness. Unlike a temporary boost that wears off at end of turn, these markers stay put and stack up over a long game. Hardened Scales, The Great HengeOpen the +1/+1 Counters pageMana SinkGives you somewhere useful to spend spare mana, usually through an ability you can activate again and again. Rogue's Passage, Mind StoneOpen the Mana Sink page