
Description, catalog fields, rules text, and how it plays—in one place.
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Haste When Devil K. Nevil enters, jump it over any number of creatures. If it clears those creatures, put that many +1/+1 counters on it. (You can see a jumping demonstration at DevilKNevil.com.)
Abilities, attacks, weakness & resistance
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Devil K. It has haste and an enter-the-battlefield ability that instructs you to physically ‘jump’ the card over any number of creatures; if it clears them it gets that many +1/+1 counters. The card has detailed official rulings explaining how to perform the jump, what counts during the jump (sleeves, tokens), and legal limitations for tournament play.
Catalog pricing data as of 23 May 2026, 08:33