Commander 2011 (cmd)

#225 ⸱ Uncommon ⸱ Japanese
印章の隊長

Variations

Parts

印章の隊長

クリーチャー — サイ・兵士
3 / 3
クリーチャーが1体あなたのコントロール下で戦場に出るたび、そのクリーチャーが1/1である場合、それの上に+1/+1カウンターを2個置く。

 

「一つ目の印章は武勇を讃え、もう一つはヘルカイトの戦場を生き延びたことを讃えるものだ。」

 

 

 

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
Median
High
Market
Direct Low
 

Other Printings

 NormalFoil
Alara Reborn