Jacob Frye (Assassin's Creed)
Jacob Frye back
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Jacob Frye

Créature légendaire — humain et assassin

Partenariat avec Evie Frye (Quand cette créature arrive sur le champ de bataille, un joueur ciblé peut mettre Evie dans sa main depuis sa bibliothèque, puis mélanger.)
À chaque fois qu'au moins un assassin que vous contrôlez inflige des blessures de combat à un joueur, exilez jusqu'à une carte d'assassin ciblée ou jusqu'à une carte avec la course libre ciblée de votre cimetière. Si vous faites ainsi, copiez-la. Vous pouvez lancer la copie.

3/2
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standard future historic gladiator pioneer explorer modern legacy pauper vintage penny commander brawl alchemy paupercommander duel oldschool premodern
Rulings

Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
Note that the target player searches their library (which may be affected by effects such as that of Stranglehold) and that the card they find is revealed, even though these words aren’t included in the ability’s reminder text.
“Partner with [name]” represents two abilities. The first is a triggered ability: “When this permanent enters the battlefield, target player may search their library for a card named [name], reveal it, put it into their hand, then shuffle their library.”
The second ability represented by the “partner with [name]” keyword modifies the rules for deck construction in the Commander variant and has no function outside of that variant. If a legendary creature card with “partner with [name]” is designated as your commander, the named legendary creature card can also be designated as your commander.
You cast the copy while the ability is resolving and still on the stack. You can’t wait to cast it later in the turn.
Because you’re paying the spell’s costs, if the spell has in its mana cost, you may choose its value as normal.
Once the game begins, your two commanders are tracked separately. If you cast one, you won’t have to pay an additional the first time you cast the other. A player loses the game after having been dealt 21 damage from one of them, not from both of them combined. Command Beacon’s effect puts one into your hand from the command zone, not both.
If you don’t want to cast the copy, you can choose not to; the copy ceases to exist the next time state-based actions are performed.
To have two commanders, both must have the partner ability or corresponding “partner with” abilities as the game begins. A creature with a “partner with” ability can’t partner with any creature other than its designated partner. Losing a partner ability during the game doesn’t cause either to cease to be your commander.
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 Evie Frye and Jacob Frye are your commanders, your deck may contain cards with blue and/or black in their color identity, but not white, red, or green.
The triggered ability of the “partner with” keyword still triggers in a Commander game. If your other commander has somehow ended up in your library, you can find it. You can also target another player, whether or not they have that card in their library.
An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
Note that the target player searches their library (which may be affected by effects such as that of Stranglehold) and that the card they find is revealed, even though these words aren’t included in the ability’s reminder text.
“Partner with [name]” represents two abilities. The first is a triggered ability: “When this permanent enters the battlefield, target player may search their library for a card named [name], reveal it, put it into their hand, then shuffle their library.”
The second ability represented by the “partner with [name]” keyword modifies the rules for deck construction in the Commander variant and has no function outside of that variant. If a legendary creature card with “partner with [name]” is designated as your commander, the named legendary creature card can also be designated as your commander.
You cast the copy while the ability is resolving and still on the stack. You can’t wait to cast it later in the turn.
Because you’re paying the spell’s costs, if the spell has in its mana cost, you may choose its value as normal.
Once the game begins, your two commanders are tracked separately. If you cast one, you won’t have to pay an additional the first time you cast the other. A player loses the game after having been dealt 21 damage from one of them, not from both of them combined. Command Beacon’s effect puts one into your hand from the command zone, not both.
If you don’t want to cast the copy, you can choose not to; the copy ceases to exist the next time state-based actions are performed.
To have two commanders, both must have the partner ability or corresponding “partner with” abilities as the game begins. A creature with a “partner with” ability can’t partner with any creature other than its designated partner. Losing a partner ability during the game doesn’t cause either to cease to be your commander.
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 Evie Frye and Jacob Frye are your commanders, your deck may contain cards with blue and/or black in their color identity, but not white, red, or green.
The triggered ability of the “partner with” keyword still triggers in a Commander game. If your other commander has somehow ended up in your library, you can find it. You can also target another player, whether or not they have that card in their library.
An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
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Value
0.40€


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