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Devil K. Nevil UNF

Other printings of "Devil K. Nevil": UNF #104 UNF #249 UNF #390 UNF #500

Card

id97981
artistPaolo Parente
artistIdsd48dd097-720d-476a-8722-6a02854ae28b
asciiName
attractionLights
availabilitypaper
boosterTypes
borderColorblack
colorIdentityR
colorIndicator
colorsR
defense
duelDeck
edhrecRank28669
edhrecSaltiness
faceConvertedManaCost
faceFlavorName
faceManaValue
faceName
finishesfoil
flavorName
flavorText"Danger is my middle name. Also, I don't know how to spell."
frameEffectslegendary
frameVersion2015
hand
hasAlternativeDeckLimit
hasContentWarning
hasFoil1
hasNonFoil0
isAlternative1
isFullArt
isFunny1
isGameChanger
isOnlineOnly
isOversized
isPromo
isRebalanced
isReprint
isReserved
isStarter1
isStorySpotlight
isTextless
isTimeshifted
keywordsHaste
languageEnglish
layoutnormal
leadershipSkills{'brawl': False, 'commander': True, 'oathbreaker': False}
life
loyalty
manaCost{2}{R}
manaValue3
nameDevil K. Nevil
number390
originalPrintings
originalReleaseDate
originalText
otherFaceIds
power2
printingsUNF
promoTypesgalaxyfoil, boosterfun
rarityrare
rebalancedPrintings
relatedCards
securityStampacorn
setCodeUNF
side
signature
sourceProducts{'foil': ['82b12384-1c83-548e-8866-7563857f09b6']}
subsets
subtypesDevil, Performer
supertypesLegendary
textHaste
When Devil K. Nevil enters, jump it over any number of creatures. If it clears those creatures, put that many +1/+1 counters on it. (You can see a jumping demonstration at DevilKNevil.com.)
toughness1
typeLegendary Creature — Devil Performer
typesCreature
uuid3574c497-dc4d-5fd8-9aab-cfa75b1efb94
variationsd1d1df68-eae4-5701-a2c2-9fdff7e21860, d28f6ced-770d-5114-bf3b-bbb4568fa9ef, e9694fbc-86c7-5ff6-8e70-717c69a53f41
watermark
setNameUnfinity

Identifiers

id97981
cardKingdomEtchedId
cardKingdomFoilId266679
cardKingdomId
cardsphereFoilId93863
cardsphereId
deckboxId69011
mcmId676261
mcmMetaId
mtgArenaId
mtgjsonFoilVersionId
mtgjsonNonFoilVersionId
mtgjsonV4Id1263f004-dbc8-5ab4-a045-a93e23037809
mtgoFoilId
mtgoId
multiverseId
scryfallCardBackId0aeebaf5-8c7d-4636-9e82-8c27447861f7
scryfallId24f0d1c7-4036-425e-8445-c3448c40ded2
scryfallIllustrationId870ad693-8715-449c-83f3-232b46a3796a
scryfallOracleId74858500-8943-4ea7-894f-0cd022510bbe
tcgplayerEtchedProductId
tcgplayerProductId287110
uuid3574c497-dc4d-5fd8-9aab-cfa75b1efb94

Legalities

id97981
alchemy
brawl
commander
duel
future
gladiator
historic
legacy
modern
oathbreaker
oldschool
pauper
paupercommander
penny
pioneer
predh
premodern
standard
standardbrawl
timeless
uuid3574c497-dc4d-5fd8-9aab-cfa75b1efb94
vintage

Purchase URLs

id97981
cardKingdom
cardKingdomEtched
cardKingdomFoilhttps://mtgjson.com/links/889ecb535e5d3365
cardmarket
tcgplayerhttps://mtgjson.com/links/b6d99d7262679d56
tcgplayerEtched
uuid3574c497-dc4d-5fd8-9aab-cfa75b1efb94

Foreign Data (per language)

No foreign data.

Rulings

datetext
2022-10-07For any card involved in the jump, the card sleeve it’s in is considered part of the card.
2022-10-07For anything involved in the jump that’s a token, including Devil K. Nevil itself, use a Magic card-sized card as a substitute. Magic cards are the most Magic card-sized thing we can think of.
2022-10-07If Devil K. Nevil is in a card sleeve, you may take it out of the sleeve if you’d like (assuming you own the card; ask permission if you don’t). However, no other modifications are allowed to the card. You can’t put anything into the sleeve to make it heavier, for example. You also can’t bend, fold, or do anything else to the card that would make it unplayable in your deck.
2022-10-07In case the video doesn’t clarify what jumping Devil K. Nevil over any number of creatures means, perhaps a lengthy text explanation will help. First, place Devil K. Nevil at the edge of the table such that about half the card vertically is sticking over the edge of the table. Then take any number of creatures on the battlefield and place them side-by-side on the table in front of Devil K. Nevil. Those creature cards should be horizontal to Devil K. Nevil’s vertical from your perspective (unless they’re not cards—see below). Ideally, the first creature card should be as close to Devil K. Nevil as it can be without touching it, but if you’d like to make the jump more difficult, we’re not going to stop you. To execute the jump, flick Devil K. Nevil from underneath to cause it to fly up into the air and forward, majestically flying over the line of creatures. You can’t just flick him horizontally. Devil craves hang time. If Devil comes to rest completely past the creatures without touching any of them, it has cleared those creatures and will earn those +1/+1 counters. If it touches any of the creatures during the jump, that’s okay, as long as Devil comes to rest past the creatures, not touching any of them. All of Devil K. Nevil must be past the farthest creature for the jump to be successful. If Devil veers off to the side and doesn’t get farther than the last creature, the jump is unsuccessful, even if it comes to rest not touching any of the creatures. An unsuccessful jump has no consequences other than shame. Shame and no +1/+1 counters.
2022-10-07The jump is considered attempted if your hand makes contact with Devil K. Nevil and it moves. You can’t use anything other than your hand to flick Devil K. Nevil. If you’re wearing gloves (which are basically card sleeves for hands), those count as part of your hand.
2022-10-07You may choose to jump over no creatures—and thus not attempt a jump—if you want. If there are no other creatures on the battlefield as the enters-the-battlefield ability resolves, Devil K. Nevil is a stunt devil without a stunt and there won’t be a jump.
2022-10-07You may use any creatures on the battlefield except Devil K. Nevil itself for the jump, including your opponent’s creatures. You are limited to the number of other creatures on the battlefield for the jump attempt.

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