Devil K. Nevil
Current paper retail
Card Kingdom$0.49
Cardmarket€0.26
ManaPool$0.17
TCGplayer$0.27
90-day paper retail (USD)
3 providers
This printing
SetUNF
Collector #500
Released2022-10-07
Rarityrare
ArtistDavid Semple
LanguageEN
Layoutnormal
ScryfallOpen ↗

Devil K. Nevil

RareColour IDMV 3
Legendary Creature — Devil Performer
Haste
When Devil K. Nevil enters, jump it over any number of creatures. If it clears those creatures, put that many +1/+1 counters on it. (You can see a jumping demonstration at DevilKNevil.com.)
2 / 1
Keywords
Haste
Card capabilities
CreatureLegendary creature
Derived deterministically from card types, Oracle text and keywords. Not a strategic evaluation.
Format legality
Other printings
3 other English printingsEarliest 2022-10-07Newest 2022-10-07Cheapest priced $0.15 in UNF
Rulings (7)
wotc7 Oct 2022
In case the video doesn’t clarify what jumping Devil K. Nevil over any number of creatures means, perhaps a lengthy text explanation will help. First, place Devil K. Nevil at the edge of the table such that about half the card vertically is sticking over the edge of the table. Then take any number of creatures on the battlefield and place them side-by-side on the table in front of Devil K. Nevil. Those creature cards should be horizontal to Devil K. Nevil’s vertical from your perspective (unless they’re not cards—see below). Ideally, the first creature card should be as close to Devil K. Nevil as it can be without touching it, but if you’d like to make the jump more difficult, we’re not going to stop you. To execute the jump, flick Devil K. Nevil from underneath to cause it to fly up into the air and forward, majestically flying over the line of creatures. You can’t just flick him horizontally. Devil craves hang time. If Devil comes to rest completely past the creatures without touching any of them, it has cleared those creatures and will earn those +1/+1 counters. If it touches any of the creatures during the jump, that’s okay, as long as Devil comes to rest past the creatures, not touching any of them. All of Devil K. Nevil must be past the farthest creature for the jump to be successful. If Devil veers off to the side and doesn’t get farther than the last creature, the jump is unsuccessful, even if it comes to rest not touching any of the creatures. An unsuccessful jump has no consequences other than shame. Shame and no +1/+1 counters.
wotc7 Oct 2022
For anything involved in the jump that’s a token, including Devil K. Nevil itself, use a Magic card-sized card as a substitute. Magic cards are the most Magic card-sized thing we can think of.
wotc7 Oct 2022
If Devil K. Nevil is in a card sleeve, you may take it out of the sleeve if you’d like (assuming you own the card; ask permission if you don’t). However, no other modifications are allowed to the card. You can’t put anything into the sleeve to make it heavier, for example. You also can’t bend, fold, or do anything else to the card that would make it unplayable in your deck.
wotc7 Oct 2022
You may use any creatures on the battlefield except Devil K. Nevil itself for the jump, including your opponent’s creatures. You are limited to the number of other creatures on the battlefield for the jump attempt.
wotc7 Oct 2022
For any card involved in the jump, the card sleeve it’s in is considered part of the card.
wotc7 Oct 2022
You may choose to jump over no creatures—and thus not attempt a jump—if you want. If there are no other creatures on the battlefield as the enters-the-battlefield ability resolves, Devil K. Nevil is a stunt devil without a stunt and there won’t be a jump.