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Heart of Kiran

Heart of Kiran

Legendary Artifact — Vehicle

Heart of Kiran wants a deck that plays lots of planeswalkers and keeps them safe. It also suits a deck that turns its Vehicles into creatures and attacks with them.

  • Mana cost2 generic
  • Colorless
  • Power / toughness4 / 4
  • RarityMythic

Flying, vigilance

Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)

You may remove a loyalty counter from a planeswalker you control rather than pay Heart of Kiran's crew cost.

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Themes

Cards That Fit Heart of Kiran

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

plan6

The 6 Cards

Rulings for Heart of Kiran

explain how Heart of Kiran 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 9 Feb 2017

Paying Heart of Kiran’s alternative crew cost isn’t a loyalty ability. It can be done even if you’ve already activated a loyalty ability of the planeswalker this turn, and it can be done any time you could activate Heart of Kiran’s crew ability.

Wizards of the Coast 29 Sep 2017

Any untapped creature you control can be tapped to pay a crew cost, even one that just came under your control.

Wizards of the Coast 29 Sep 2017

Creatures that crew a Vehicle aren’t attached to it or related in any other way. Effects that affect the Vehicle, such as by destroying it or giving it a +1/+1 counter, don’t affect the creatures that crewed it.

Wizards of the Coast 29 Sep 2017

Each Vehicle is printed with a power and toughness, but it’s not a creature. If it becomes a creature (most likely through its crew ability), it will have that power and toughness.

Wizards of the Coast 29 Sep 2017

For a Vehicle to be able to attack, it must be a creature as the declare attackers step begins, so the latest you can activate its crew ability to attack with it is during the beginning of combat step. For a Vehicle to be able to block, it must be a creature as the declare blockers step begins, so the latest you can activate its crew ability to block with it is during the declare attackers step. In either case, players may take actions after the crew ability resolves but before the Vehicle has been declared as an attacking or blocking creature.

Wizards of the Coast 29 Sep 2017

If a permanent becomes a copy of a Vehicle, the copy won’t be a creature, even if the Vehicle it’s copying has become an artifact creature.

Wizards of the Coast 29 Sep 2017

If an effect causes a Vehicle to become an artifact creature with a specified power and toughness, that effect overwrites the Vehicle’s printed power and toughness.

Wizards of the Coast 29 Sep 2017

Once a player announces that they are activating a crew ability, no player may take other actions until the ability has been paid for. Notably, players can’t try to stop the ability by changing a creature’s power or by removing or tapping a creature.

Wizards of the Coast 29 Sep 2017

Once a Vehicle becomes a creature, it behaves exactly like any other artifact creature. It can’t attack unless you’ve controlled it continuously since your turn began, it can block if it’s untapped, it can be tapped to pay a Vehicle’s crew cost, and so on.

Wizards of the Coast 29 Sep 2017

Vehicle is an artifact type, not a creature type. A Vehicle that’s crewed won’t normally have any creature type.

Wizards of the Coast 29 Sep 2017

When a Vehicle becomes a creature, that doesn’t count as having a creature enter the battlefield. The permanent was already on the battlefield; it only changed its types. Abilities that trigger whenever a creature enters the battlefield won’t trigger.

Wizards of the Coast 29 Sep 2017

You may activate a crew ability of a Vehicle even if it’s already an artifact creature. Doing so has no effect on the Vehicle. It doesn’t change its power and toughness.

Wizards of the Coast 29 Sep 2017

You may tap more creatures than necessary to activate a crew ability.

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

Similar Commanders

Commanders that share the most with Heart of Kiran, 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 glossarySuperfriendsSuperfriends decks play lots of planeswalkers and protect them so they can use their abilities turn after turn. A planeswalker stays in play and uses one ability each turn by adding or removing loyalty counters; opponents can attack it to knock those counters off.Open the Superfriends pagePlaneswalker PayoffRewards you for having planeswalkers. A planeswalker is an ally that stays in play and uses one ability each turn by adding or removing loyalty counters. These cards protect your planeswalkers, give them extra loyalty, or let you use their abilities more often.Open the Planeswalker Payoff pageVehiclesVehicle 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 pageEvasionAn ability that makes a creature hard to block, so its attacks reach the player. Flying, menace, landwalk and plain 'can't be blocked' are the common kinds.Open the Evasion pageCounter ManipulationAdds, moves or multiplies counters already on permanents. It works on any kind (+1/+1, loyalty, charge), so the same card can serve very different decks. Karn's Bastion, Doubling SeasonOpen the Counter Manipulation pageVehiclesVehicles are artifacts that become creatures when you crew them by tapping your own creatures with enough total power.Open the Vehicles page