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Harold and Bob, First Numens
Legendary Creature — Treefolk Mutant
rare
Reach, vigilance When Harold and Bob dies, if it was a creature, return it to the battlefield. It's an Aura enchantment with enchant Forest you control and "Enchanted Forest has ': Add three mana of any one color. You get two rad counters.'" Harold and Bob loses all other abilities.
3/3
Semantic Tags
Suited for blocking and defense. Includes defender, reach, vigilance, and cards that incentivize blocking.
Benefits from creatures or permanents dying — death triggers, blood artist effects.
Helps produce colors you need. Includes multicolor lands, color filtering, and 'any color' mana sources.
A permanent with a repeatable activated ability that converts excess mana into value.
A card or token on the battlefield. See rule 110, “Permanents.”
A keyword ability that allows a creature to block an attacking creature with flying. See rule 702.17, “Reach.” See also Flying.
A keyword ability that lets a creature attack without tapping. See rule 702.20, “Vigilance.”
Format Legality
Price history
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Printings (4)
| Set | Rarity | TCGplayer | Card Kingdom | Cardmarket |
|---|---|---|---|---|
| Fallout#926 | rare | · | · | · |
| Fallout#78 | rare | · | · | · |
| Fallout#398 | rare | · | · | · |
| Fallout#606 | rare | · | · | · |
Related Concepts
Related Rules
If an ability would produce one or more mana of an undefined type, it produces no mana instead.
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.
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.”
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.
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.
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.
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.
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
A token that's a copy of Harold and Bob won't return to the battlefield from its owner's graveyard.
Rad counters are a kind of counter that a player may have. They're not associated with any specific permanents.
Rad counters don't go away as steps, phases, or turns end. They only go away when an effect instructs a player to remove rad counters from themselves.
If there's nothing for Harold and Bob to legally enchant, it remains in its owner's graveyard instead of returning to the battlefield.
The cards are milled all at once, which means abilities that trigger "whenever one or more nonland cards are milled" will trigger exactly once as long as at least one nonland card was milled.
If you control Harold and Bob, you'll return it to the battlefield when it dies while it's a creature. It doesn't matter who owns the card. You'll choose which Forest you control it will enchant as it returns to the battlefield.
If a nontoken permanent that's a copy of Harold and Bob dies while it's a creature, it will return to the battlefield as an Aura with only the abilities granted by the effect that returned it to the battlefield. It will also retain its name, colors, and supertypes, but it will be an Aura enchantment with no other types or subtypes.
If a player has fewer cards remaining in their library than the number of rad counters they have when the triggered ability resolves, they'll mill as many cards as they can.
Any effects (such as proliferate) that interact with counters a player gets, has, or loses can interact with rad counters.
There is an inherent triggered ability associated with having rad counters. This triggered ability has no source and is controlled by the active player. The full text of this ability is "At the beginning of the precombat main phase of a player with rad counters, that player mills cards equal to the number of rad counters they have. For each nonland card milled this way, that player loses 1 life and removes one rad counter from themselves."
Keep track of how many rad counters each player has. Potential ways to track this include writing them down on paper or using dice, but any method that is clear and mutually agreeable is fine.
In a game using the shared team turns option, such as an Archenemy or Two-Headed Giant game, the inherent triggered ability associated with rad counters triggers once for each player on the active team that has rad counters. Each instance of that ability is controlled by one of those players.