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Sengir, the Dark Baron
RareColour IDMV 6
Legendary Creature — Vampire Noble
Flying
Whenever another creature dies, put two +1/+1 counters on Sengir.
Whenever another player loses the game, you gain life equal to that player's life total as the turn began.
Partner (You can have two commanders if both have partner.)
4 / 4
Keywords
FlyingPartner
Card capabilities
CreatureLegendary creature
Derived deterministically from card types, Oracle text and keywords. Not a strategic evaluation.
Format legality
Primary formats
Eternal formats
Digital formats
Other printings
4 other English printingsEarliest 2020-11-20Newest 2020-12-15Cheapest priced $0.28 in CMR
Rulings (10)
wotc10 Nov 2020
To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.
wotc10 Nov 2020
Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.
wotc10 Nov 2020
If Sengir, the Dark Baron is dealt lethal damage at the same time as other creatures, they die at the same time. The second ability won't resolve in time to save Sengir, the Dark Baron.
wotc10 Nov 2020
If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.
wotc10 Nov 2020
If you and another player lose the game at the same time, the third ability won't resolve in time to save you.
wotc10 Nov 2020
Sengir, the Dark Baron's third ability will trigger no matter how the player lost the game: due to a state-based action (having 0 or less life, trying to draw a card from an empty library, having 10 or more poison counters), because of a spell or effect that states they lose the game, because your awesome might has left them with no choice other than concession, or for any other reason.
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