Gyre Sage | RNA Guild Kit (GK2) #112 – Non-Foil

$3.30

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Gyre Sage

GK2, RNA Guild Kit Nonfoil.


Creature — Elf Druid.

Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
{T}: Add {G} for each +1/+1 counter on Gyre Sage.

P/T: 1/2.

Specs

SKU: 78e7ce1d-15f3-5eae-abf8-ca1b3b3172cd Set: Card: Availability:

Out of stock

Card Info

Card Name: Gyre Sage {1}{G}

Card Type: Creature — Elf Druid

Card Text: Evolve (Whenever a creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
{T}: Add {G} for each +1/+1 counter on Gyre Sage.


Colour: Green.

Set Code: GK2.

Set Name: RNA Guild Kit.

Illustrated By: Tyler Jacobson.

Number: 112.

Rarity: Rare.

Card Finish: Nonfoil.

Language: English.


Rulings:

2013-01-24
Gyre Sage’s last ability is a mana ability. It doesn’t use the stack and can’t be responded to.
2013-04-15
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.
2013-04-15
When comparing the stats of the two creatures for evolve, you always compare power to power and toughness to toughness.
2013-04-15
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.
2013-04-15
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, it 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.
2013-04-15
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.
2013-04-15
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.


Legalities:

Commander – Legal | Duel – Legal | Legacy – Legal | Modern – Legal | Penny – Legal | Pioneer – Legal | Vintage – Legal |

Additional information

Artist

Tyler Jacobson

Number

112

Colour Identity

G

Card Finish

Nonfoil

Card Type

Creature

Subtypes

Druid, Elf

Converted Mana Cost

2

Promotional

No

Rarity

Rare

Card Frame

Standard

Reprint

Reprint

Card Abilities

Evolve

Reserved

No

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Card Quality Information

Near Mint

All Near Mint cards are shipped in individual penny sleeves to ensure the highest quality. All near mint cards are inspected for quality to ensure excellent condition of each card and very minor markings that have come straight from the pack. In most cases our Near Mint cards have gone from pack directly to sleeve.

Excellent - LP (light play)

All cards advertised in excellent-LP should be of excellent condition or higher, showing few signs of light play and very minor markings on the surface or edges of the cards. Excellent-LP cards are shipped together in penny sleeves of up to 5 cards per sleeve.

Very good - MP (moderate play)

All cards in Very Good-MP condition should be in very good condition showing signs of moderate pay. This can include some surface markings, minor scuffs and edge markings. Overall markings should be minor, reflecting a condition between Excellent and Average.

Average - HP (heavy play)

All cards in Average-HP condition will show some significant signs of wear on the surface and/or edges of a card which has had significant play. Average condition cards should not be damaged in any way, have corners cut, bends, tears or any identifiable malformations of the card itself. Apart from heavy wear, all aspects of the card should be complete without any signs of physical and/or water damage.

Damaged

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