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- Yes Man, Personal Securitron
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Yes Man, Personal Securitron
Legendary Artifact Creature — Robot
Yes Man wants a deck that makes an army of small creatures and attacks with all of them. It also works in a deck built around Artifact Creatures or Robots.
- Mana cost
- White ()
- Power / toughness2 / 2
- RarityRare
: Target opponent gains control of Yes Man. When they do, you draw two cards and put a quest counter on Yes Man. Activate only during your turn.
Wild Card — When Yes Man leaves the battlefield, its owner creates a tapped 1/1 white Soldier creature token for each quest counter on it.
Build a deck with Yes Man Find it in the app
- Archetypes
- Themes
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- Artifact Creatures
- Robots
Cards That Fit Yes Man, Personal Securitron
Picked for what they do in Yes Man's deck. When two cards do the same job, the one with the lower comes first. All of them fit Yes Man'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
plan6
Does what Yes Man, Personal Securitron does6
Rulings for Yes Man, Personal Securitron
explain how Yes Man 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
If Yes Man isn't on the battlefield as its first ability resolves, or if the target opponent is an illegal target as the ability tries to resolve, nothing will happen. You won't draw two cards, because that effect is part of a reflexive triggered ability that triggers only if the target opponent gains control of Yes Man.
When Yes Man's controller leaves the game, if that player wasn't its owner, the effect giving that player control of Yes Man ends. Yes Man will return to the control of the player still in the game who most recently controlled it, ignoring any control effects whose durations have already expired.
When Yes Man's owner leaves the game, Yes Man leaves the game along with that player. It's just doing what it's told.
3 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗
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