The Prima Vista wants a deck that fills the table with artifacts that make mana and draw cards. It also suits a deck that turns its Vehicles into creatures and attacks with them.
Mana cost
Blue ()
Power / toughness5 / 3
RarityUncommon
Flying
Whenever you cast a noncreature spell, if at least four mana was spent to cast it, The Prima Vista becomes an artifact creature until end of turn.
Crew 2 (Tap any number of creatures you control with total power 2 or more: This Vehicle becomes an artifact creature until end of turn.)
Picked for what they do in The Prima Vista's deck. When two cards do the same job, the one with the lower comes first. All of them fit The Prima Vista'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.Open the full glossary
explain how The Prima Vista 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 Coast6 Jun 2025
The Prima Vista's second ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered or otherwise leaves the stack.
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 glossaryUPlayers write colors as letters: U for blue. Blue is U because B was already taken by black.ArtifactsAn artifacts deck fills the battlefield with artifacts, cards like Sol Ring that stay in play and keep working turn after turn. Played together, they give you extra mana and extra cards. A handful of keywords turn up on artifacts again and again. Equip means you pay a cost to attach an Equipment such as Swiftfoot Boots to one of your creatures. If that creature dies, the Equipment does not go to your graveyard with it. It stays on the battlefield, and you can pay the cost again to attach it to another creature. Crew means you tap your own creatures with enough total power between them to turn a Vehicle such as Smuggler's Copter into a creature until the end of the turn. A Treasure is a token you can sacrifice (put into your graveyard on purpose) for one mana of any color. A token is a game piece that a card makes, not a card from your deck, and Pitiless Plunderer is one card that makes Treasures. Affinity makes a spell like Frogmite cheaper for each artifact you control. Unearth brings a card like Combat Courier back from your graveyard for one turn, and then it is exiled. Modular creatures like Arcbound Ravager enter with +1/+1 counters and pass them to another artifact creature when they die.Open the Artifacts pageAnimate ArtifactTurns artifacts into creatures so they can attack and block. It is a trade: they gain a body, and they become vulnerable to anything that destroys creatures. Mirage Mirror, Inkmoth NexusOpen the Animate Artifact 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 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 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 pageSpellslingerSpellslinger decks cast lots of instants and sorceries, one-time spells, and play creatures that reward every spell you cast. Instants and sorceries take effect once and then go to your graveyard, and an instant can even be cast during another player's turn.Open the Spellslinger pageSpellslingerRewards you for casting instants and sorceries, usually triggering each time you cast one. Storm-Kiln Artist, GuttersnipeOpen the Spellslinger pageVehiclesVehicles are artifacts that become creatures when you crew them by tapping your own creatures with enough total power.Open the Vehicles page
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