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Agent Frank Horrigan

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 cost5 genericblackgreen
  • 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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Themes

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.Sol RingOpen the full glossary

plan6

The 6 Cards

plan6

The 6 Cards

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

Wizards of the Coast 8 Mar 2024

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.

Wizards of the Coast 8 Mar 2024

If Agent Frank Horrigan enters the battlefield attacking, it doesn’t have indestructible since it was never declared as an attacker.

Wizards of the Coast 8 Mar 2024

If you proliferate twice, you don’t have to choose the same set of players and/or permanents to get additional counters each time.

Wizards of the Coast 8 Mar 2024

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.

Wizards of the Coast 8 Mar 2024

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.

Wizards of the Coast 8 Mar 2024

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.

Wizards of the Coast 8 Mar 2024

While proliferating twice, players can’t respond between proliferating the first time and proliferating the second time.

Wizards of the Coast 8 Mar 2024

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.

Wizards of the Coast 8 Mar 2024

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 ↗

Similar Commanders

Commanders that share the most with Agent Frank Horrigan, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryBGPlayers write colors as letters: B for black, G for green.VoltronVoltron decks load one creature, usually the commander, with Equipment and Auras until it can win by attacking on its own. In Commander, a player dealt 21 or more combat damage by the same commander over the game loses, so one huge commander can knock a player out.Open the Voltron pageVoltron CommanderA legendary creature that can carry the whole game plan by itself. It protects itself, grows with what is attached to it, or rewards attacking alone. The deck piles Auras and Equipment onto it and wins with commander damage, since 21 or more combat damage from one commander knocks a player out. Named for the toy robot built from smaller pieces. Zurgo Helmsmasher, Uril, the Miststalker, Sigarda, Host of HeronsOpen the Voltron Commander pageAttack TriggerTriggers when a creature attacks, so the reward comes from declaring the attack. You get it even if the creature is blocked. Sword of the Animist, Adeline, Resplendent CatharOpen the Attack Trigger pageCounter EngineAdds +1/+1 counters over and over rather than once. A counter here is a small permanent marker that raises a creature's power and toughness for good. It is not a counterspell, which is a different thing entirely. Something that adds them every turn makes your whole board bigger and keeps it that way. Hardened Scales, Corpsejack MenaceOpen the Counter Engine pageProtectionA creature with protection from something, like a color, is safe from anything with that quality. It cannot be damaged, enchanted or equipped, blocked, or targeted by it, and players remember the four with the word DEBT. It does not stop effects that neither target nor damage, like a board wipe that destroys every creature. ProgenitusOpen the Protection page+1/+1 Counters+1/+1 counter decks put small markers on their creatures that make each one permanently bigger, and keep adding more every turn. Each +1/+1 counter adds one to a creature's power (the damage it deals) and toughness (the damage it can take).Open the +1/+1 Counters pageCounter ManipulationAdds, moves or multiplies counters already on permanents. It works on any kind (+1/+1, loyalty, charge), so the same card can serve very different decks. Karn's Bastion, Doubling SeasonOpen the Counter Manipulation page