Proud Pack-Rhino (Modern Horizons 3 #41)

Proud Pack-Rhino {2}{W}

Creature — Rhino

When Proud Pack-Rhino enters the battlefield, choose one —

• Put a shield counter on target permanent. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)

• Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)

3/3

Illustrated by Ron Spears

Standard
Alchemy
Pioneer
Explorer
Modern
Historic
Legacy
Brawl
Vintage
Timeless
Commander
Pauper
Oathbreaker
Penny
Notes and Rules Information for Proud Pack-Rhino:
  • When comparing the stats of the two creatures for evolve, you always compare power to power and toughness to toughness. (2024-06-07)
  • Whenever a creature enters the battlefield under your control, check its power and toughness against the power and toughness of the creature with evolve. If neither stat of the new creature is greater, evolve won't trigger at all. (2024-06-07)
  • If evolve triggers, the stat comparison will happen again when the ability tries to resolve. If neither stat of the new creature is greater, the ability will do nothing. If the creature that entered the battlefield leaves the battlefield before evolve tries to resolve, use its last known power and toughness to compare the stats. (2024-06-07)
  • If a creature enters the battlefield with +1/+1 counters on it, consider those counters when determining if evolve will trigger. For example, a 1/1 creature that enters the battlefield with two +1/+1 counters on it will cause the evolve ability of a 2/2 creature to trigger. (2024-06-07)
  • If multiple creatures enter the battlefield at the same time, evolve may trigger multiple times, although the stat comparison will take place each time one of those abilities tries to resolve. For example, if you control a 2/2 creature with evolve and two 3/3 creatures enter the battlefield, evolve will trigger twice. The first ability will resolve and put a +1/+1 counter on the creature with evolve. When the second ability tries to resolve, neither the power nor the toughness of the new creature is greater than that of the creature with evolve, so that ability does nothing. (2024-06-07)
  • When comparing the stats as the evolve ability resolves, it's possible that the stat that's greater changes from power to toughness or vice versa. If this happens, the ability will still resolve and you'll put a +1/+1 counter on the creature with evolve. For example, if you control a 2/2 creature with evolve and a 1/3 creature enters the battlefield under your control, its toughness is greater, so evolve will trigger. In response, the 1/3 creature gets +2/-2. When the evolve trigger tries to resolve, its power is greater. You'll put a +1/+1 counter on the creature with evolve. (2024-06-07)
  • Multiple instances of evolve trigger separately and, similar to above, the stat comparison takes place for each one independently as they try to resolve. (2024-06-07)
  • hield counters don't prevent players from sacrificing creatures. (2024-06-07)
  • Removing a shield counter when a permanent would be dealt damage or destroyed isn't the same as regenerating that permanent. (2024-06-07)
  • If a permanent that would be dealt damage has more than one shield counter on it, that damage is prevented and only one shield counter is removed. (2024-06-07)
  • If a permanent with a shield counter is dealt unpreventable damage, that damage will be dealt and a shield counter will still be removed. (2024-06-07)
  • A creature with a shield counter on it may still be destroyed by state-based actions if it has damage marked on it equal to its toughness or has been dealt unpreventable damage by a source with deathtouch. (2024-06-07)
  • "Shield" is not an ability that creatures have and shield counters are not keyword counters. If a creature with a shield counter loses its abilities, the shield counter will still protect it as normal. (2024-06-07)
  • hen you proliferate, 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. (2024-06-07)
  • 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. (2024-06-07)
  • 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. (2024-06-07)
  • 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. (2024-06-07)