- Commander Nexus
- Commanders
- Agent Frank Horrigan
Command zone
Agent Frank Horrigan
Legendary Creature — Mutant Warrior
Agent Frank Horrigan wants a deck that piles armor and magic onto one creature and attacks with it. It also suits a deck that keeps making its creatures bigger turn after turn.
- Mana cost
- Black, Green ()
- Power / toughness8 / 6
- RarityRare
Trample
Agent Frank Horrigan has indestructible as long as it attacked this turn.
Whenever Agent Frank Horrigan enters or attacks, proliferate twice. (To proliferate, choose any number of permanents and/or players, then give each another counter of each kind already there.)
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- Archetypes
- Themes
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- Mutants
- Warriors
Cards That Fit Agent Frank Horrigan
Picked for what they do in Agent Frank Horrigan's deck. When two cards do the same job, the one with the lower comes first. All of them fit Agent Frank Horrigan's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.
Open the full glossary
plan6
Rulings for Agent Frank Horrigan
explain how Agent Frank Horrigan works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary
If a player or permanent has more than one kind of counter on it, and you choose for it to get additional counters, it must get one of each kind of counter it already has. You can’t have it get just one kind of counter it already has and not the others.
If Agent Frank Horrigan enters the battlefield attacking, it doesn’t have indestructible since it was never declared as an attacker.
If you proliferate twice, you don’t have to choose the same set of players and/or permanents to get additional counters each time.
Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it’s too late for anyone to respond.
Some spells and abilities that cause you to proliferate may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won’t resolve. You won’t proliferate.
The ability that causes Agent Frank Horrigan to have indestructible starts to apply as soon as it’s declared as an attacker. It applies for the remainder of the turn. It doesn’t matter what happens to the player or permanent it attacked after that point.
While proliferating twice, players can’t respond between proliferating the first time and proliferating the second time.
You can choose any permanent that has a counter, including ones controlled by opponents. You can choose any player who has a counter, including opponents. You can’t choose cards in any zone other than the battlefield, even if they have counters on them.
You don’t have to choose every permanent or player that has a counter—only the ones you want to add counters to. Since “any number” includes zero, you don’t have to choose any permanents at all, and you don’t have to choose any players at all.
9 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗
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