Sigil Captain

Sigil Captain

View Cropped Image
Download Full Image ( Card | Crop )

Show All Legalities >>
Commander Legal
Duel Legal
Legacy Legal
Modern Legal
Oathbreaker Legal
Predh Legal
Vintage Legal
Card Set Commander 2011
Card Type Creature — Rhino Soldier
Rarity   Uncommon  
Mana Cost     
Card Stats 3 / 3
Card Text Whenever a creature you control enters, if that creature is 1/1, put two +1/+1 counters on it.
Flavor Text "One sigil awarded for valor, the other awarded for surviving Hellkite's Pass."
Card Number #225
Artist Howard Lyon
Subtypes Rhino , Soldier
Card Languages English , French , German , Italian , Japanese , Spanish
Frame Version 2003
Border Color Black
EDHREC Rank 13502
Has Foil? No
Reprint? Yes
Is Promo? No
Oversized? No
Joke Card? No
In Starter? No
Time Shifted? No
Show More >>

Other Printings



Currently no one is offering this product for sale on mtgcardsbuy.com. Be the first by signing up as a vendor!

Card Rulings

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.

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.