Yes Man, Personal Securitron (Fallout #29)

Béni-oui-oui, securitron personnel {2}{W}

Créature-artefact légendaire — robot

{T} : Un adversaire ciblé acquiert le contrôle de Béni-oui-oui, securitron personnel. Quand il fait ainsi, vous piochez deux cartes et vous mettez un marqueur « quête » sur Béni-oui-oui. N'activez que pendant votre tour.

Électron libre — Quand Béni-oui-oui quitte le champ de bataille, son propriétaire crée un jeton de créature 1/1 blanche Soldat engagé pour chaque marqueur « quête » sur lui.

2/2

Illustrated by Dan Murayama Scott

Standard
Alchemy
Pioneer
Explorer
Modern
Historic
Legacy
Brawl
Vintage
Timeless
Commander
Pauper
Oathbreaker
Penny
Notes and Rules Information for Béni-oui-oui, securitron personnel:
  • Only the English version of a Magic card receives Oracle updates and errata. View this card in English. (Scryfall note)
  • If Yes Man isn’t on the battlefield as its first ability resolves, or if the target opponent is an illegal target as the ability tries to resolve, nothing will happen. You won’t draw two cards, because that effect is part of a reflexive triggered ability that triggers only if the target opponent gains control of Yes Man. (2024-03-08)
  • When Yes Man’s controller leaves the game, if that player wasn’t its owner, the effect giving that player control of Yes Man ends. Yes Man will return to the control of the player still in the game who most recently controlled it, ignoring any control effects whose durations have already expired. (2024-03-08)
  • When Yes Man’s owner leaves the game, Yes Man leaves the game along with that player. It’s just doing what it’s told. (2024-03-08)