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Creature — Skeleton Noble2/2

At the beginning of combat on your turn, exile up to one target card from a graveyard.
: Adapt 2.
Whenever one or more +1/+1 counters are put on this creature, put a creature card exiled with this creature onto the battlefield under your control with a finality counter on it. It gains haste. Sacrifice it at the beginning of the next end step.

ILLUSTRATED BY: Josh Hass

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Growth Value

TODAY

YESTERDAY

1 WEEK

1 MONTH

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Legalities

Standard

not legal

Modern

legal

Pauper

not legal

Legacy

legal

Vintage

legal

Commander

legal

Pioneer

not legal

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Copy-Pasteable

RULINGS

2024-06-07

If any permanent with a finality counter on it would go to a graveyard from the battlefield, exile it instead.

2024-06-07

Multiple finality counters on a single permanent are redundant.

2024-06-07

Finality counters aren't keyword counters, and a finality counter doesn't give any abilities to the permanent it's on. If that permanent loses its abilities and then would go to a graveyard, it will still be exiled instead.

2024-06-07

You can always activate an ability that will cause a creature to adapt. As that ability resolves, if the creature has a +1/+1 counter on it for any reason, you simply won't put any +1/+1 counters on it.

2024-06-07

Finality counters don't stop permanents from going to zones other than the graveyard from the battlefield. For example, if a permanent with a finality counter on it would be put into its owner's hand from the battlefield, it does so normally.

2024-06-07

If a creature somehow loses all of its +1/+1 counters, it can adapt again and get more +1/+1 counters.