Agent Frank Horrigan card image

Preview only. Your saved copies stay unchanged.

Fallout

Agent Frank Horrigan

Legendary Creature — Mutant Warrior

Trample Agent Frank Horrigan has indestructible as long as it attacked this turn. Whenever Agent Frank Horrigan enters or attacks, proliferate twice. (To proliferate, choose any number of permanents and/or players, then give each another counter of each kind already there.)

Color profile

Color identity

  • Black
  • Green

Format check

Legality

TLR
Duel
Brawl
Penny
PreDH
Future
Legacy
Modern
Pauper
Alchemy
Pioneer
Vintage
Historic
Standard
Timeless
Commander
Gladiator
Old School
Premodern
Oathbreaker
Standard Brawl
Pauper Commander
Competitive Brawl

Official notes

Rulings

9
  1. Wizards of the Coast

    The ability that causes Agent Frank Horrigan to have indestructible starts to apply as soon as it’s declared as an attacker. It applies for the remainder of the turn. It doesn’t matter what happens to the player or permanent it attacked after that point.

  2. Wizards of the Coast

    If Agent Frank Horrigan enters the battlefield attacking, it doesn’t have indestructible since it was never declared as an attacker.

  3. Wizards of the Coast

    While proliferating twice, players can’t respond between proliferating the first time and proliferating the second time.

  4. Wizards of the Coast

    If you proliferate twice, you don’t have to choose the same set of players and/or permanents to get additional counters each time.

  5. Wizards of the Coast

    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.

  6. Wizards of the Coast

    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.

  7. Wizards of the Coast

    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.

  8. Wizards of the Coast

    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.

  9. Wizards of the Coast

    Some spells and abilities that cause you to proliferate may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won’t resolve. You won’t proliferate.

Public deck signals

Often played with

0 results

Cards found together in sampled public decks. Lands are excluded and different printings count as one card. This suggests shared play, not a proven combo.

No sampled co-occurrences found

No other nonland cards were found alongside this card in the sampled public decks.

Same Oracle card

Other printings

3 results