Jacob Frye (Assassin's Creed #27)

Jacob Frye {2}{B}

Legendary Creature — Human Assassin

Partner with Evie Frye (When this creature enters, target player may put Evie into their hand from their library, then shuffle.)

Whenever one or more Assassins you control deal combat damage to a player, exile up to one target Assassin card or card with freerunning from your graveyard. If you do, copy it. You may cast the copy.

3/2

Illustrated by Lie Setiawan

Standard
Alchemy
Pioneer
Explorer
Modern
Historic
Legacy
Brawl
Vintage
Timeless
Commander
Pauper
Oathbreaker
Penny
Notes and Rules Information for Jacob Frye:
  • “Partner with [name]” represents two abilities. The first is a triggered ability: “When this permanent enters the battlefield, target player may search their library for a card named [name], reveal it, put it into their hand, then shuffle their library.” (2024-07-05)
  • Note that the target player searches their library (which may be affected by effects such as that of Stranglehold) and that the card they find is revealed, even though these words aren’t included in the ability’s reminder text. (2024-07-05)
  • The second ability represented by the “partner with [name]” keyword modifies the rules for deck construction in the Commander variant and has no function outside of that variant. If a legendary creature card with “partner with [name]” is designated as your commander, the named legendary creature card can also be designated as your commander. (2024-07-05)
  • If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders’ combined color identities. If Evie Frye and Jacob Frye are your commanders, your deck may contain cards with blue and/or black in their color identity, but not white, red, or green. (2024-07-05)
  • 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. (2024-07-05)
  • To have two commanders, both must have the partner ability or corresponding “partner with” abilities as the game begins. A creature with a “partner with” ability can’t partner with any creature other than its designated partner. Losing a partner ability during the game doesn’t cause either to cease to be your commander. (2024-07-05)
  • Once the game begins, your two commanders are tracked separately. If you cast one, you won’t have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 damage from one of them, not from both of them combined. Command Beacon’s effect puts one into your hand from the command zone, not both. (2024-07-05)
  • An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders. (2024-07-05)
  • The triggered ability of the “partner with” keyword still triggers in a Commander game. If your other commander has somehow ended up in your library, you can find it. You can also target another player, whether or not they have that card in their library. (2024-07-05)
  • You cast the copy while the ability is resolving and still on the stack. You can’t wait to cast it later in the turn. (2024-07-05)
  • Because you’re paying the spell’s costs, if the spell has {X} in its mana cost, you may choose its value as normal. (2024-07-05)
  • If you don’t want to cast the copy, you can choose not to; the copy ceases to exist the next time state-based actions are performed. (2024-07-05)