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Crew

168 commander-legal cards

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What it does

Crew is an activated ability on Vehicle artifacts. To "crew" a Vehicle, you tap any number of untapped creatures whose combined power is at least the crew number (e.g., "Crew 3"). Doing so turns the Vehicle into an artifact creature until end of turn, letting it attack, block, and use tap abilities. The biggest misconception: crewing isn't restricted to your main phase or sorcery speed—it's an activated ability, so you can crew at instant speed, even during combat or on an opponent's turn to block. Also, the creatures you tap don't need to share any colors or types; only total power matters, and a single big creature can crew a high-cost Vehicle alone. Tapped creatures don't deal damage—they're just paying a cost. In Commander, Vehicles dodge most board wipes that target creatures (they're noncreatures when uncrewed) and aren't summoning-sick themselves, making them resilient, recurring threats.

Iconic cards with Crew

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Hedge Shredder
Smuggler's Copter
Imposter Mech
The Indomitable
Shorikai, Genesis Engine
Weatherlight
Skysovereign, Consul Flagship
Cultivator's Caravan
The Regalia
Esika's Chariot
Reaver Titan
Nautiloid Ship
Parhelion II
Thunderhawk Gunship