Commander 2011 (cmd)

#225 ⸱ Uncommon ⸱ English
Sigil Captain

Variations

Parts

Sigil Captain

Creature — Rhino Soldier
3 / 3
Whenever a creature you control enters, if that creature is 1/1, put two +1/+1 counters on it.

 

"One sigil awarded for valor, the other awarded for surviving Hellkite's Pass."

 

 

 

Legalities

Legal
Duel
Predh
Legacy
Modern
Vintage
Commander
Oathbreaker
Not Legal
Brawl
Penny
Future
Pauper
Alchemy
Pioneer
Explorer
Historic
Standard
Timeless
Gladiator
Oldschool
Premodern
Standardbrawl
Paupercommander

Rulings

2009-05-01

Sigil Captain's ability checks a creature's initial power and toughness upon being put on the battlefield, so it will take into account counters that it enters with and static abilities that may give it a continuous power boost once it's on the battlefield (such as the one on Glorious Anthem). After the creature is already on the battlefield, changing its power and toughness to 1/1 with a spell, activated ability, or triggered ability won't allow this ability to trigger; it's too late by then.

 

2009-05-01

Sigil Captain's ability has an "intervening 'if' clause." That means (1) the ability won't trigger at all unless the creature that enters under your control is 1/1, and (2) the ability will do nothing unless that creature is still 1/1 at the time the ability resolves.

 

2009-05-01

For that reason, two Sigil Captains don't work well together. When a 1/1 creature enters under your control, the abilities of both Sigil Captains will trigger. When the first resolves, two +1/+1 counters are put on the 1/1 creature. When the second resolves, it will do nothing because the creature that entered is now 3/3.

 

2009-05-01

If, for some reason, Sigil Captain enters as a 1/1 creature (due to a pair of Engineered Plagues, for example), it will cause its own ability to trigger.

 

Market Pricing

 NormalFoil
Low$0.16
Median$0.35
High$9.99
Market$0.26
Direct Low
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Other Printings

 NormalFoil
Alara Reborn$0.23

Pricing data provided by TCGPlayer