Devil K. Nevil MTG Card


Offers card advantage and mana efficiency, elevating your hand while pressuring your opponent. Instant-speed flexibility allows for strategic maneuvers during your opponent’s turn. Demands precise mana management and hand strategy, potentially challenging deck building.
Card setsReleased in 4 setsSee all
Mana cost
Converted mana cost3
RarityRare
TypeLegendary Creature — Devil Performer
Abilities Haste
Power 2
Toughness 1
Un-set :-)This card is part of an Un-set

Text of card

Haste When Devil K. Nevil enters the battlefield, 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.)


Cards like Devil K. Nevil

Devil K. Nevil stands out in the world of Magic: The Gathering as a remarkable card for its unique abilities. When drawing parallels to similar cards, we might compare it to Rakdos Cackler, another devilish creature known for a solid early-game impact. Rakdos Cackler offers a different kind of flexibility with its unleash ability, allowing for a potentially more aggressive early stance.

Another card that comes to mind is Slaughter-Priest of Mogis which, like Devil K. Nevil, has abilities that are centered around sacrificing other creatures to get a benefit. However, what differentiates Devil K. Nevil is its balanced mix of offense and defense, enabling not just aggressive strategies but also offering the player crucial defensive options throughout the duel.

In terms of devil-themed cards, Hellrider encapsulates a swift attack tactic which, akin to Devil K. Nevil, capitalizes on each attacking creature. Yet, Devil K. Nevil allows for a broader range of strategies with its added ability to impact the board beyond mere attacking, positioning it as a versatile choice in MTG decks themed around sacrifice and opportunistic plays.

Rakdos Cackler - MTG Card versions
Slaughter-Priest of Mogis - MTG Card versions
Hellrider - MTG Card versions
Rakdos Cackler - MTG Card versions
Slaughter-Priest of Mogis - MTG Card versions
Hellrider - MTG Card versions

Cards similar to Devil K. Nevil by color, type and mana cost

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Wall of Lava - MTG Card versions
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Stinkdrinker Daredevil - MTG Card versions
Blind-Spot Giant - MTG Card versions
Mudbutton Torchrunner - MTG Card versions
Dwarven Warriors - MTG Card versions
Raging Bull - MTG Card versions
Wall of Lava - MTG Card versions
Brassclaw Orcs - MTG Card versions
Imperial Recruiter - MTG Card versions
Uthden Troll - MTG Card versions
Hobgoblin Bandit Lord - MTG Card versions
Goblin Rabblemaster - MTG Card versions
Nosy Goblin - MTG Card versions
Goblin Sky Raider - MTG Card versions
Cosmic Larva - MTG Card versions
Mannichi, the Fevered Dream - MTG Card versions
Ghost-Lit Raider - MTG Card versions
Goblin Chariot - MTG Card versions
Balduvian Barbarians - MTG Card versions
Basalt Gargoyle - MTG Card versions
Orcish Artillery - MTG Card versions
Stinkdrinker Daredevil - MTG Card versions
Blind-Spot Giant - MTG Card versions
Mudbutton Torchrunner - MTG Card versions

Card Pros

Card Advantage: Devil K. Nevil is keenly crafted to disrupt the opponent’s hand while simultaneously refueling your own, ensuring you’re always a step ahead in the dance of resources.

Resource Acceleration: With an ability that potentially reduces the casting cost of your next spell, Devil K. Nevil ensures that your mana goes further, faster, propelling your game plan into action swiftly.

Instant Speed: The flexibility of acting at instant speed cannot be overstated. With Devil K. Nevil, you can navigate the complex battlefield by making pivotal decisions even during the most unexpected moments your adversary might present.


Card Cons

Discard Requirement: The gameplay strategy around Devil K. Nevil involves a prerequisite discard action. This can disrupt your hand economy, particularly when you’re strategizing for future turns or if your resources are already stretched thin.

Specific Mana Cost: This card demands a specific mana allocation, red mana in this case. This requirement can complicate deck building, especially for those that feature a more diverse mana base, rendering it less versatile across various deck archetypes.

Comparatively High Mana Cost: Devil K. Nevil’s mana cost can be a setback when compared to other options in the game. For the abilities it provides, there are alternatives that offer similar benefits at a lower mana investment, therefore potentially hindering its efficiency within the current meta.


Reasons to Include in Your Collection

Versatility: Devil K. Nevil is a card that can adapt to various playing styles. Its ability to disrupt opponents while offering card advantage makes it a valuable asset in diverse archetypes.

Combo Potential: Its multiple modes and interactions with discards and instant-speed spells amplify synergy with decks looking to exploit these elements for powerful combinations.

Meta-Relevance: Given its capacity to answer prominent threats and provide strategic depth, Devil K. Nevil remains pertinent in an ever-shifting competitive scene.


How to beat

Devil K. Nevil is a potent adversary in Magic: The Gathering, capable of wreaking havoc on the battlefield with its cascade of damaging effects. To successfully tackle this challenge, players should consider ramping up their creature removal strategies. Focusing on instant-speed spells allows you to react during your opponent’s turn and minimize the impact of Devil K. Nevil’s abilities.

Enchantment-based removal like ‘Banishing Light’ can also provide a robust solution, effectively neutralizing Devil K. Nevil without triggering any of its destructive death throes. Additionally, utilizing cards with exile effects circumvents its potential recursion, ensuring that once dealt with, it stays out of play. Strategic planning and precise timing are crucial when facing off against this formidable card. Keeping the pressure with consistent threat management will often tip the scales in your favor, allowing you to emerge victorious in the fiery dance with Devil K. Nevil.


Where to buy

If you're looking to purchase Devil K. Nevil MTG card by a specific set like Unfinity and Unfinity, there are several reliable options to consider. One of the primary sources is your local game store, where you can often find booster packs, individual cards, and preconstructed decks from current and some past sets. They often offer the added benefit of a community where you can trade with other players.

For a broader inventory, particularly of older sets, online marketplaces like TCGPlayer, Card Kingdom and Card Market offer extensive selections and allow you to search for cards from specific sets. Larger e-commerce platforms like eBay and Amazon also have listings from various sellers, which can be a good place to look for sealed product and rare finds.

Additionally, Magic’s official site often has a store locator and retailer lists for finding Wizards of the Coast licensed products. Remember to check for authenticity and the condition of the cards when purchasing, especially from individual sellers on larger marketplaces.

Below is a list of some store websites where you can buy the Devil K. Nevil and other MTG cards:

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Printings

The Devil K. Nevil Magic the Gathering card was released in 1 different sets between 2022-10-07 and 2022-10-07. Illustrated by 2 different artists.

#ReleasedNameCodeSymbolNumberFrameLayoutBorderArtist
12022-10-07UnfinityUNF 5002015NormalBlackDavid Semple
22022-10-07UnfinityUNF 3902015NormalBlackPaolo Parente
32022-10-07UnfinityUNF 1042015NormalBlackPaolo Parente
42022-10-07UnfinityUNF 2492015NormalBlackDavid Semple

Rules and information

The reference guide for Magic: The Gathering Devil K. Nevil card rulings provides official rulings, any errata issued, as well as a record of all the functional modifications that have occurred.

Date Text
2022-10-07 For any card involved in the jump, the card sleeve it’s in is considered part of the card.
2022-10-07 For anything involved in the jump that’s a token, including Devil K. Nevil itself, use a Magic card-sized card as a substitute. Magic cards are the most Magic card-sized thing we can think of.
2022-10-07 If Devil K. Nevil is in a card sleeve, you may take it out of the sleeve if you’d like (assuming you own the card; ask permission if you don’t). However, no other modifications are allowed to the card. You can’t put anything into the sleeve to make it heavier, for example. You also can’t bend, fold, or do anything else to the card that would make it unplayable in your deck.
2022-10-07 In case the video doesn’t clarify what jumping Devil K. Nevil over any number of creatures means, perhaps a lengthy text explanation will help. First, place Devil K. Nevil at the edge of the table such that about half the card vertically is sticking over the edge of the table. Then take any number of creatures on the battlefield and place them side-by-side on the table in front of Devil K. Nevil. Those creature cards should be horizontal to Devil K. Nevil’s vertical from your perspective (unless they’re not cards—see below). Ideally, the first creature card should be as close to Devil K. Nevil as it can be without touching it, but if you’d like to make the jump more difficult, we’re not going to stop you. To execute the jump, flick Devil K. Nevil from underneath to cause it to fly up into the air and forward, majestically flying over the line of creatures. You can’t just flick him horizontally. Devil craves hang time. If Devil comes to rest completely past the creatures without touching any of them, it has cleared those creatures and will earn those +1/+1 counters. If it touches any of the creatures during the jump, that’s okay, as long as Devil comes to rest past the creatures, not touching any of them. All of Devil K. Nevil must be past the farthest creature for the jump to be successful. If Devil veers off to the side and doesn’t get farther than the last creature, the jump is unsuccessful, even if it comes to rest not touching any of the creatures. An unsuccessful jump has no consequences other than shame. Shame and no +1/+1 counters.
2022-10-07 The jump is considered attempted if your hand makes contact with Devil K. Nevil and it moves. You can’t use anything other than your hand to flick Devil K. Nevil. If you’re wearing gloves (which are basically card sleeves for hands), those count as part of your hand.
2022-10-07 You may choose to jump over no creatures—and thus not attempt a jump—if you want. If there are no other creatures on the battlefield as the enters-the-battlefield ability resolves, Devil K. Nevil is a stunt devil without a stunt and there won’t be a jump.
2022-10-07 You may use any creatures on the battlefield except Devil K. Nevil itself for the jump, including your opponent’s creatures. You are limited to the number of other creatures on the battlefield for the jump attempt.