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Sigil Captain
UncommonColour IDMV 4
Creature — Rhino Soldier
Whenever a creature you control enters, if that creature is 1/1, put two +1/+1 counters on it.
3 / 3
Card capabilities
Creature
Derived deterministically from card types, Oracle text and keywords. Not a strategic evaluation.
Format legality
Primary formats
Eternal formats
Digital formats
Other printings
1 other English printingEarliest 2009-04-30Newest 2009-04-30Cheapest priced $0.21 in ARB
Rulings (4)
wotc1 May 2009
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.
wotc1 May 2009
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.
wotc1 May 2009
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.
wotc1 May 2009
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.
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