Amphin Mutineer (Commander Legends)
Amphin Mutineer back
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Amphin Mutineer

Creature — Salamander Pirate

When Amphin Mutineer enters the battlefield, exile up to one target non-Salamander creature. That creature's controller creates a 4/3 blue Salamander Warrior creature token.
Encore (, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)

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

If the target non-Salamander creature is an illegal target by the time Amphin Mutineer’s ability tries to resolve, the ability doesn’t resolve. No player creates a Salamander Warrior token.
Each token must attack the appropriate player if able.
The tokens copy only what’s on the original card. Effects that modified that creature when it was previously on the battlefield won’t be copied.
If one of the tokens somehow is under another player’s control as the delayed triggered ability resolves, you can’t sacrifice that token. It remains on the battlefield indefinitely, even if you regain control of it later.
If an effect stops a token from attacking a specific player, that token can attack any player or planeswalker, or not attack at all. If the effect stops the token from attacking a specific player unless a cost is paid, you don’t have to pay that cost unless you want to attack that player.
Exiling the card with encore is a cost to activate the ability. Once you announce that you’re activating it, no player may take actions until you’ve finished. They can’t try to remove the card from your graveyard to stop you from paying the cost.
If one of the tokens can’t attack for any reason (such as being tapped), then it doesn’t attack. If there’s a cost associated with having it attack, you aren’t forced to pay that cost, so it doesn’t have to attack in that case either.
Opponents who have left the game aren’t counted when determining how many tokens to create.
If the target non-Salamander creature is an illegal target by the time Amphin Mutineer’s ability tries to resolve, the ability doesn’t resolve. No player creates a Salamander Warrior token.
Each token must attack the appropriate player if able.
The tokens copy only what’s on the original card. Effects that modified that creature when it was previously on the battlefield won’t be copied.
If one of the tokens somehow is under another player’s control as the delayed triggered ability resolves, you can’t sacrifice that token. It remains on the battlefield indefinitely, even if you regain control of it later.
If an effect stops a token from attacking a specific player, that token can attack any player or planeswalker, or not attack at all. If the effect stops the token from attacking a specific player unless a cost is paid, you don’t have to pay that cost unless you want to attack that player.
Exiling the card with encore is a cost to activate the ability. Once you announce that you’re activating it, no player may take actions until you’ve finished. They can’t try to remove the card from your graveyard to stop you from paying the cost.
If one of the tokens can’t attack for any reason (such as being tapped), then it doesn’t attack. If there’s a cost associated with having it attack, you aren’t forced to pay that cost, so it doesn’t have to attack in that case either.
Opponents who have left the game aren’t counted when determining how many tokens to create.
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Value
0.30€


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