Jack Be Nimble

Jack Be Nimble (Red)

When this attacks, you may banish a Nimblism from your graveyard. If you do, this gets +1power and go again.

When this hits a hero, steal an item they control until the end of this action phase.

Rulings

From the High Seas release notes · June 6 2025
  • Jack Be Nimble’s first ability triggers when it resolves on the stack and becomes an attacking card. This is an optional effect: You choose whether or not to banish a Nimblism from your graveyard at the time the triggered effect resolves. If you banish a Nimblism from your graveyard this way, Jack Be Nimble will get +1power and go again.
  • Jack Be Nimble’s second ability triggers when it hits a hero. You will select which item you will steal at the time the triggered effect resolves and will steal (gain control) of it until the end of this action phase.
  • The item stolen by Jack Be Nimble’s effect must be returned to its previous controller at the end of the action phase in its current state (e.g. tapped/untapped, existing counters, etc.). This does not satisfy any conditions nor trigger any effects that look at when the item enters the arena or is played because the item is already in the arena and the control of the object is simply changing.

Keyword notes

Go again - Go again allows multiple actions to be played in a turn when usually playing an action with use up your action point, and therefore end your turn. A card with go again gives the controller of that card or activated ability 1 action point when it resolves.
  • When an action with go again resolves, its controller gains 1 action point.
  • Multiple instances of go again on the same card or activated ability do not stack. If a card or activated ability has multiple instances of go again when it resolves its controller gains 1 action point only.
  • If an action with go again does not resolve, its controller does not gain 1 action point.
  • You cannot reveal a card with no power to Belittle. The card must have a value to its power that is 3 or less. (0 is a value)
All keywords
Steal
  • Steal is an effect keyword.
  • When a player is instructed to steal something from another player, they choose what to steal and they gain control of it.
  • Any objects stolen from the other player will remain in its current state (e.g. tapped/untapped, existing counters, etc.).
  • If a player is instructed to steal an object that is equipped, that player must have a respective empty zone and must be able to equip that object to that zone. If that player does not have the required empty zone and/or the zone already has another object equipped to it, the steal effect will fail and the object will stay where it is.
  • Stealing an equipped object from another player will equip the object. This can satisfy any conditions and can trigger any effects that specifically look at when the object is equipped.
  • The effect of stealing an object does not satisfy any conditions nor trigger any effects that specifically look at when the object enters the arena or is played because the object is already in the arena and the control of the object is simply changing.
  • Stealing an object does not count as giving control of an object for the purposes of rules or effects.
  • Stealing an object counts as gaining control of an object for the purposes of rules or effects; however, gaining control of an object does not count as stealing for the purposes of rules or effects.
All keywords

Versions

Price history

SEA201

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