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Tenth District Hero

one generic manaone white manaCreature — HumanPower and toughness2/3

Card text

one generic manaone white mana, Collect evidence 2: This creature becomes a Human Detective with base power and toughness 4/4 and gains vigilance.

two generic manaone white mana, Collect evidence 4: If this creature is a Detective, it becomes a legendary creature named Mileva, the Stalwart, it has base power and toughness 5/5, and it gains "Other creatures you control have indestructible."

Showing Murders at Karlov Manor#34

Price

0.13 $

Foil 0.30 $

15 printings · up to 0.25 $

Daily estimate from Scryfall, not a shop quote.

Tenth District Hero rulings

  • Neither of these abilities have durations. If one of them resolves, it will remain in effect until the game ends, Tenth District Hero leaves the battlefield, or some subsequent effect changes its characteristics, whichever comes first.

  • Typically, Tenth District Hero's abilities are activated in the order they appear on the card. However, if Tenth District Hero is a 5/5 legendary Human Detective named Mileva, the Stalwart with vigilance and "Other creatures you control have indestructible" and you activate its first ability again, it will become a 4/4 legendary Human Detective named Mileva, the Stalwart with the same abilities, plus an additional (and almost certainly redundant) instance of vigilance.

  • You can activate Tenth District Hero's second ability regardless of what creature types it is. The ability checks Tenth District Hero's creature types when it resolves. If Tenth District Hero isn't a Detective at that time, the ability does nothing.

  • Tenth District Hero's second ability checks whether it's a Detective. It doesn't matter how it became a Detective.

  • The effects from Tenth District Hero's abilities overwrite other effects that set power and/or toughness if and only if those effects existed before the ability resolved. They will not overwrite effects that modify power or toughness without setting it (whether from a static ability, counters, or a resolved spell or ability), nor will they overwrite effects that set power and toughness which come into existence after they resolve. Effects that switch the creature's power and toughness are always applied after any other power or toughness changing effects, including these two, regardless of the order in which they are created.

  • If you can't exile enough cards to meet or exceed the required mana value, you can't choose to collect evidence at all.

  • Once you've announced that you're casting a spell, players can't take actions until you've finished doing so. Notably, opponents can't try to remove cards from your graveyard to stop you from collecting evidence.

Tenth District Hero keyword rules

Collect evidence Rule 701.57

To “collect evidence N” means to exile any number of cards from your graveyard with total mana value N or greater.

If a player is given the choice to collect evidence but is unable to exile cards with total mana value N or greater from their graveyard (usually because there aren’t enough cards to do so) they can’t choose to collect evidence.

A spell that has an ability that allows a player to collect evidence as an additional cost to cast it may have another ability that refers to whether evidence was collected. These abilities are linked. See rule , “Linked Abilities.”

Tenth District Hero format legality

Constructed

  • StandardLegal
  • PioneerLegal
  • ModernLegal
  • Future StandardLegal

Eternal

  • LegacyLegal
  • VintageLegal
  • PauperNot legal
  • PremodernNot legal
  • Old SchoolNot legal
  • Penny DreadfulLegal

Commander

  • CommanderLegal
  • OathbreakerLegal
  • Pauper CommanderNot legal
  • Duel CommanderLegal
  • PreDHNot legal

Arena & online

  • HistoricLegal
  • TimelessLegal
  • AlchemyNot legal
  • GladiatorLegal
  • BrawlLegal
  • Standard BrawlLegal
  • Competitive BrawlLegal

Other

  • TLRLegal

All printings of Tenth District Hero 15

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Card data

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