Sigil Captain
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Magic: The Gathering
Mana cost
- Card type
- Creature — Rhino Soldier
- Rarity
- Uncommon
- Indicative price
- 0.26 € · ★ 0.61 € · 0.22 $ · ★ 0.78 $
- Mana value
- 4
- Power
- 3
- Toughness
- 3
- Colour
- White Green
Card text
Whenever a creature you control enters, if that creature is 1/1, put two +1/+1 counters on it.
Format legality
- CommanderLegal
- DuelLegal
- LegacyLegal
- ModernLegal
- OathbreakerLegal
- PennyLegal
- PredhLegal
- VintageLegal
Legalities follow the imported catalogue; check format rules before a tournament.
Data imported on 2026-10-06 (UTC).
Indicative Scryfall prices, updated daily. ★: foil; ★ E: etched foil. EUR and USD represent different markets.
Printing information
- Illustrator
- Howard Lyon
- Card language
- English
- Release date
- 2009-04-30
Flavour text
"One sigil awarded for valor, the other awarded for surviving Hellkite's Pass."
Rulings
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.
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.
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.
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.