Ace, Fearless Rebel
Legendary Creature — Human RebelPower and toughness2/2
Card text
Nitro-9 — Whenever Ace attacks, you may sacrifice an artifact. When you do, put a +1/+1 counter on Ace, then it fights up to one target creature defending player controls.
Doctor's companion (You can have two commanders if the other is the Doctor.)
"Wicked!"
Showing Doctor Who#98
Price
0.21 $
Foil 0.22 $
8 printings · up to 0.30 $
Daily estimate from Scryfall, not a shop quote.
Ace, Fearless Rebel rulings
If you choose no target for Ace's Nitro-9 ability, you will put a +1/+1 counter on it. However, if you choose a target and it is an illegal target as the ability tries to resolve, you won't put a +1/+1 counter on Ace. In either case, no fight will happen and no creature will deal or be dealt damage.
The Doctor's companion ability allows you to have two commanders if one has the ability and the other is a legendary creature that is a Time Lord Doctor and has no other creature types. Creatures with the changeling ability, for example, can't be a second commander this way.
Although Doctor's companion is a new variant of the partner ability, the rules for partner have not otherwise changed. Notably, Time Lord Doctors and cards with Doctor's companion do not interact with cards which have another partner ability.
If your Commander deck has two commanders, you can include only cards whose own color identities are also found in your commanders' combined color identities.
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.
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 combat damage from any one of them, not from both of them combined.
If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
Ace, Fearless Rebel keyword rules
Fight Rule 701.12
A spell or ability may instruct a creature to fight another creature or it may instruct two creatures to fight each other. Each of those creatures deals damage equal to its power to the other creature.
If one or both creatures instructed to fight are no longer on the battlefield or are no longer creatures, neither of them fights or deals damage. If one or both creatures are illegal targets for a resolving spell or ability that instructs them to fight, neither of them fights or deals damage.
If a creature fights itself, it deals damage to itself equal to twice its power.
The damage dealt when a creature fights isn’t combat damage.
Ace, Fearless Rebel format legality
Constructed
- StandardNot legal
- PioneerNot legal
- ModernNot legal
- Future StandardNot legal
Eternal
- LegacyLegal
- VintageLegal
- PauperNot legal
- PremodernNot legal
- Old SchoolNot legal
- Penny DreadfulNot legal
Commander
- CommanderLegal
- OathbreakerLegal
- Pauper CommanderNot legal
- Duel CommanderLegal
- PreDHNot legal
Arena & online
- HistoricNot legal
- TimelessNot legal
- AlchemyNot legal
- GladiatorNot legal
- BrawlNot legal
- Standard BrawlNot legal
- Competitive BrawlNot legal
Other
- TLRNot legal
All printings of Ace, Fearless Rebel 8
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