Sigil Captain 



Creature — Rhino Soldier3/3
Oracle text (EN)
Creature — Rhino Soldier
Whenever a creature you control enters, if that creature is 1/1, put two +1/+1 counters on it.
Printing details
- Set
- CMD · 225
- Rarity
- Uncommon
- Language
- EN
- Artist
- Howard Lyon
- Released
- 2011-06-17
- Prices
- €0.28 · $0.39
Prices
| Source | Non-foil | Foil |
|---|---|---|
| Cardmarket | low – trend €0.28 30-day avg €0.24 | low – trend €0.32 30-day avg €0.30 |
| CardTrader (EN) | NM from €0.54 with Zero from €0.54 | NM from – |
| CardTrader (any language) | NM from €0.22 | NM from – |
Cardmarket updated Oct 29, 2026 · CardTrader updated Oct 29, 2026
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Legality
- standard Not legal
- pioneer Not legal
- modern Legal
- legacy Legal
- vintage Legal
- commander Legal
- pauper Not legal
- alchemy Not legal
- brawl Not legal
- competitivebrawl Not legal
- duel Legal
- future Not legal
- gladiator Not legal
- historic Not legal
- oathbreaker Legal
- oldschool Not legal
- paupercommander Not legal
- penny Legal
- predh Legal
- premodern Not legal
- standardbrawl Not legal
- timeless Not legal
- tlr Not legal
Rulings
-
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.
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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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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.
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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.