We Ride at Dawn (Outlaws of Thunder Junction Commander #48)

We Ride at Dawn {2}{W}

Enchantment

Legendary creature spells you cast have convoke. (Your creatures can help cast those spells. Each creature you tap while casting a legendary creature spell pays for {1} or one mana of that creature’s color.)

Whenever your commander attacks, create a 1/1 red Mercenary creature token with “{T}: Target creature you control gets +1/+0 until end of turn. Activate only as a sorcery.”

Illustrated by Miguel Mercado

Standard
Alchemy
Pioneer
Explorer
Modern
Historic
Legacy
Brawl
Vintage
Timeless
Commander
Pauper
Oathbreaker
Penny
Notes and Rules Information for We Ride at Dawn:
  • You can tap any untapped creature you control to convoke a spell, even one you haven’t controlled continuously since the beginning of your most recent turn. (2024-04-12)
  • When calculating a spell’s total cost, include any alternative costs, additional costs, or anything else that increases or reduces the cost to cast the spell. Convoke applies after the total cost is calculated. Convoke doesn’t change a spell’s mana cost or mana value. (2024-04-12)
  • If a creature you control has a mana ability with {T} in the cost, activating that ability while casting a spell with convoke will result in the creature being tapped before you pay the spell’s costs. You won’t be able to tap it again for convoke. Similarly, if you sacrifice a creature to activate a mana ability while casting a spell with convoke, that creature won’t be on the battlefield when you pay the spell’s costs, so you won’t be able to tap it for convoke. (2024-04-12)
  • If you control another player’s commander, you won’t create a Mercenary when you attack with that creature. However, if another player controls your commander, you’ll create a Mercenary when it attacks. (2024-04-12)
  • If you have two commanders and they’re both declared as attackers, We Ride at Dawn’s last ability will trigger twice. (2024-04-12)