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Nine Lives

Nine Lives

Enchantment

rare

Hexproof If a source would deal damage to you, prevent that damage and put an incarnation counter on this enchantment. When there are nine or more incarnation counters on this enchantment, exile it. When this enchantment leaves the battlefield, you lose the game.

$0.66 ✦ $0.83View on Scryfall →

Semantic Tags

Specifically destroys, exiles, or shuts down enchantments.

Cards that directly win the game or threaten to end it quickly. Includes 'you win the game' effects and massive threats.

Hexproofmechanical

A keyword ability that precludes a permanent or player from being targeted by an opponent. See rule 702.11, “Hexproof.”

Hexproofvector

A keyword ability that precludes a permanent or player from being targeted by an opponent. See rule 702.11, “Hexproof.”

Permanentmechanical

A card or token on the battlefield. See rule 110, “Permanents.”

Protectionmechanical

A keyword ability that provides a range of benefits against objects with a specific quality. See rule 702.16, “Protection.”

A keyword ability that provides a range of benefits against objects with a specific quality. See rule 702.16, “Protection.”

Format Legality

commanderlegal
oathbreakerlegal
modernlegal
pioneerlegal
standardnot legal
legacylegal
vintagelegal
paupernot legal
historiclegal
explorernot legal
alchemynot legal

Price history

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Printings (8)

SetRarityTCGplayerCard KingdomCardmarket
Marvel Universe#3mythic···
Through the Omenpaths Bonus Sheet#3rare···
Secret Lair Drop#793rare···
Magic Online Promos#81938rare···
Core Set 2021 Promos#28prare···
Core Set 2021#28rare···
Core Set 2021#344rare···
Core Set 2021 Promos#28srare···

Related Concepts

Hexproof

A keyword ability that precludes a permanent or player from being targeted by an opponent. See rule 702.11, “Hexproof.”

Related Rules

106.5

If an ability would produce one or more mana of an undefined type, it produces no mana instead.

106.7

Some abilities produce mana based on the type of mana another permanent or permanents “could produce.” The type of mana a permanent could produce at any time includes any type of mana that an ability of that permanent would produce if the ability were to resolve at that time, taking into account any applicable replacement effects in any possible order. Ignore whether any costs of the ability could or could not be paid. If that permanent wouldn’t produce any mana under these conditions, or no type of mana can be defined this way, there’s no type of mana it could produce.

106.12

To “tap [a permanent] for mana” is to activate a mana ability of that permanent that includes the {T} symbol in its activation cost. See rule 605, “Mana Abilities.”

106.12a

An ability that triggers whenever a permanent “is tapped for mana” or is tapped for mana of a specified type triggers whenever such a mana ability resolves and produces mana or the specified type of mana.

106.12b

A replacement effect that applies if a permanent “is tapped for mana” or tapped for mana of a specific type and/or amount modifies the mana production event while such an ability is resolving and producing mana or the specified type and/or amount of mana.

107.3m

If an object’s enters-the-battlefield triggered ability or replacement effect refers to X, and the spell that became that object as it resolved had a value of X chosen for any of its costs, the value of X for that ability is the same as the value of X for that spell, although the value of X for that permanent is 0. This is an exception to rule 107.3i.

107.5

The tap symbol is {T}. The tap symbol in an activation cost means “Tap this permanent.” A permanent that’s already tapped can’t be tapped again to pay the cost. A creature’s activated ability with the tap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since their most recent turn began. See rule 302.6.

107.6

The untap symbol is {Q}. The untap symbol in an activation cost means “Untap this permanent.” A permanent that’s already untapped can’t be untapped again to pay the cost. A creature’s activated ability with the untap symbol in its activation cost can’t be activated unless the creature has been under its controller’s control continuously since their most recent turn began. See rule 302.6.

Rulings

2020-06-23

If more than one source deals damage to you at once, prevent the damage from each of them and put that many incarnation counters on Nine Lives, even if this causes more than nine incarnation counters to be on Nine Lives. Leave it to cats to abuse loopholes.

2020-06-23

Once the first triggered ability is on the stack, it won't trigger again, even if more damage is prevented and more incarnation counters are put onto it.

2020-06-23

If you counter the first triggered ability or otherwise remove it from the stack, it will just trigger again immediately if Nine Lives still has nine or more incarnation counters on it.

2020-06-23

The last ability of Nine Lives triggers no matter how it leaves the battlefield.

2020-06-23

If damage that a source would deal to you can't be prevented, you still put an incarnation counter on Nine Lives.