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Acrobatic Cheerleader

Duskmourn: House of Horror (DSK)

{1}{W}

Creature — Human Survivor

Survival — At the beginning of your second main phase, if this creature is tapped, put a flying counter on it. This ability triggers only once.
Format legality

Constructed

StandardLegal
PioneerLegal
ModernLegal
LegacyLegal
VintageLegal
PauperLegal

Commander

CommanderLegal
Pauper CommanderLegal
Duel CommanderLegal
PreDHNot legal
OathbreakerLegal
Tiny LeadersLegal

Arena

AlchemyLegal
HistoricLegal
TimelessLegal
BrawlLegal
Standard BrawlLegal
Competitive BrawlLegal
GladiatorLegal

Other

PremodernNot legal
Old SchoolNot legal
Penny DreadfulLegal
Future StandardLegal

Versions

1 printing · from $0.06

Duskmourn: House of Horror
2024#1CheapestIn products

Rulings

6 · latest Sep 20, 2024
  • WotCSep 20, 2024

    If Acrobatic Cheerleader leaves the battlefield and then returns, it's a new object with no memory of its previous existence. Its ability will be able to trigger again.

  • WotCSep 20, 2024

    If a creature with a survival ability isn't tapped when your second main phase begins, the ability won't trigger at all. You won't be able to tap it during your second main phase in time to have that ability trigger.

  • WotCSep 20, 2024

    If a creature's survival ability triggers but that creature is untapped when the ability begins to resolve, that ability won't do anything.

  • WotCSep 20, 2024

    If a creature's survival ability triggers but the creature leaves the battlefield before the ability resolves, use its tapped or untapped status as it last existed on the battlefield to determine whether or not the ability will do anything.

  • WotCSep 20, 2024

    Once Acrobatic Cheerleader's ability triggers, it won't trigger again as long as it remains on the battlefield, even if the triggered ability is countered or the flying counter is somehow removed. If an effect would cause Acrobatic Cheerleader's ability to trigger again, that part of the effect won't do anything.

  • WotCSep 20, 2024

    Survival abilities (and other abilities that trigger at the beginning of your second main phase) will trigger at the beginning of the second main phase you take in a turn. They won't trigger during your third, fourth, or other additional main phases in a single turn, if effects somehow cause you to have more than two main phases.