Pir, Imaginative Rascal is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.
Official card text
Partner with Toothy, Imaginary Friend (When this creature enters, target player may put Toothy into their hand from their library, then shuffle.) If one or more counters would be put on a permanent your team controls, that many plus one of each of those kinds of counters are put on that permanent instead.
How it works : Pir, Imaginative Rascal
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
If a permanent your team controls would enter the battlefield with one or more counters of any kind on it, it enters with that many plus one instead.
No other card is named in this ruling.
- #2· Wizards of the Coast
If an effect includes multiple instructions to put one or more counters on a permanent, such as Lifecrafter's Gift does, Pir's effect applies to each of those instructions.
No other card is named in this ruling.
- #3· Wizards of the Coast
Pir's effect can't apply to itself as it's entering the battlefield or to any other permanent entering the battlefield at the same time as it.
No other card is named in this ruling.
- #4· Wizards of the Coast
"Partner with [name]" represents two abilities. The first is a triggered ability: "When this permanent enters the battlefield, target player may search their library for a card named [name], reveal it, put it into their hand, then shuffle their library."
No other card is named in this ruling.
- #5· Wizards of the Coast
Note that the target player searches their library (which may be affected by effects such as that of Stranglehold) and that the card they find is revealed, even though these words aren't included in the ability's reminder text.
No other card is named in this ruling.
- #6· Wizards of the Coast
The second ability represented by the "partner with [name]" keyword modifies the rules for deck construction in the Commander variant and has no function outside of that variant. If a legendary creature card with "partner with [name]" is designated as your commander, the named legendary creature card can also be designated as your commander. For more information on the Commander variant, please visit Wizards.com/Commander.
No other card is named in this ruling.
- #7· Wizards of the Coast
If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Khorvath and Sylvia are your commanders, your deck may contain cards with red and/or white in their color identity, but not blue, black, or green.
No other card is named in this ruling.
- #8· Wizards of the Coast
Both commanders start in the command zone, and the remaining 98 cards of your deck are shuffled to become your library.
No other card is named in this ruling.
- #9· Wizards of the Coast
To have two commanders, both must have the partner ability (featured in the Magic: The Gathering—Commander™ (2016 Edition) set) or corresponding "partner with" abilities as the game begins. A creature with a "partner with" ability can't partner with any creature other than its designated partner. Losing a partner ability during the game doesn't cause either to cease to be your commander.
No other card is named in this ruling.
- #10· Wizards of the Coast
Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional
the first time you cast the other. A player loses the game after having been dealt 21 damage from one of them, not from both of them combined. Command Beacon's effect puts one into your hand from the command zone, not both.
No other card is named in this ruling.
- #11· Wizards of the Coast
An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
No other card is named in this ruling.
- #12· Wizards of the Coast
The triggered ability of the "partner with" keyword still triggers in a Commander game. If your other commander has somehow ended up in your library, you can find it. You can also target another player who might have that card in their library.
No other card is named in this ruling.
Popular combos
Real combos played by the community, sorted by popularity.
Vigor + Pir, Imaginative Rascal + Walking Ballista
- 1Activate Walking Ballista by removing a +1/+1 counter on it, targeting itself, but putting two +1/+1 counters on it due to Vigor.
- 2Activate Walking Ballista by removing a +1/+1 counter on it, dealing 1 damage to any target.
- 3Repeat.
Crystalline Crawler + Simic Ascendancy + Branching Evolution + Pir, Imaginative Rascal
- 1Activate Simic Ascendancy by paying
, putting four +1/+1 counters on Crystalline Crawler.
- 2Simic Ascendancy triggers, putting growth counters on it.
- 3Activate Crystalline Crawler's second ability by removing three +1/+1 counters from it, adding
.
- 4Repeat.
- 5At the beginning of your next upkeep, Simic Ascendancy triggers, causing you to win the game.
Crystalline Crawler + Simic Ascendancy + Corpsejack Menace + Pir, Imaginative Rascal
- 1Activate Simic Ascendancy by paying
, putting four +1/+1 counters on Crystalline Crawler.
- 2Simic Ascendancy triggers, putting growth counters on it.
- 3Activate Crystalline Crawler's second ability by removing three +1/+1 counters from it, adding
.
- 4Repeat.
- 5At the beginning of your next upkeep, Simic Ascendancy triggers, causing you to win the game.
Crystalline Crawler + Simic Ascendancy + Pir, Imaginative Rascal + Doubling Season
- 1Activate Simic Ascendancy by paying
, putting four +1/+1 counters on Crystalline Crawler.
- 2Simic Ascendancy triggers, putting growth counters on it.
- 3Activate Crystalline Crawler's second ability by removing three +1/+1 counters from it, adding
.
- 4Repeat.
- 5At the beginning of your next upkeep, Simic Ascendancy triggers, causing you to win the game.
Pir, Imaginative Rascal + Magistrate's Scepter + Contagion Engine
- 1Activate Contagion Engine by paying
and tapping it, putting four charge counters on Magistrate's Scepter.
- 2Activate Magistrate's Scepter's second ability by tapping it and removing three charge counters from it, causing you to take an extra turn after this one.
- 3Repeat each turn.
Crystalline Crawler + Simic Ascendancy + Pir, Imaginative Rascal + Innkeeper's Talent
- 1Activate Simic Ascendancy by paying
, putting four +1/+1 counters on Crystalline Crawler.
- 2Simic Ascendancy triggers, putting growth counters on it.
- 3Activate Crystalline Crawler's second ability by removing three +1/+1 counters from it, adding
.
- 4Repeat.
- 5At the beginning of your next upkeep, Simic Ascendancy triggers, causing you to win the game.
Crystalline Crawler + Simic Ascendancy + Vorinclex, Monstrous Raider + Pir, Imaginative Rascal
- 1Activate Simic Ascendancy by paying
, putting four +1/+1 counters on Crystalline Crawler.
- 2Simic Ascendancy triggers, putting growth counters on it.
- 3Activate Crystalline Crawler's second ability by removing three +1/+1 counters from it, adding
.
- 4Repeat.
- 5At the beginning of your next upkeep, Simic Ascendancy triggers, causing you to win the game.
Pir, Imaginative Rascal + Ichormoon Gauntlet + Jace, Cunning Castaway
- 1Activate Jace's third loyalty ability by removing five loyalty counters from it, creating two token copies of it that aren't legendary.
- 2Activate a Jace token using the first ability from Ichormoon Gauntlet by putting zero loyalty counters on it, proliferating and putting two loyalty counters onto each Jace.
- 3Activate the second Jace token's third ability by removing five loyalty counters from it, creating two token copies of itself that aren't legendary.
- 4Repeat from step 2.
- 5Once you have infinite Jace tokens with infinite loyalty counters, starting on your next turn, you may activate any number of instances of the second ability granted by Ichormoon Gauntlet by removing loyalty counters from Jace tokens to take infinite turns.
Interactions with other cards
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