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Hildibrand Manderville // Gentleman's Rise

~$0.28 low · ~$2.92 high

White. Legendary Creature — Human Detective // Instant — Adventure

one generic manaone white mana // two generic manaone black mana

0083 · FIC · R · ENWhat the codes mean

Hildibrand Manderville // Gentleman's Rise

Final Fantasy Commander #83 · Illustrated by AKAGI

What is Hildibrand Manderville // Gentleman's Rise worth?

Cheapest copy

~$0.28

Surge Foil non-foil · Final Fantasy Commander #83

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Highest TCGplayer price

~$2.92

Extended Art foil · Final Fantasy Commander #173

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3 prices from $0.28 to $2.92. Every price is in the printings table below.

TCGplayer market prices in USD, updated October 14, 2026. Each price is for one printing and one finish.

Oracle text

Hildibrand Manderville

one generic manaone white mana

Legendary Creature — Human Detective

Creature tokens you control get +1/+1.

When Hildibrand Manderville dies, you may cast it from your graveyard as an Adventure until the end of your next turn.

2/2

Gentleman's Rise

two generic manaone black mana

Instant — Adventure

Create a 2/2 black Zombie creature token. (Then exile this card. You may cast the creature later from exile.)

All 2 printings of Hildibrand Manderville // Gentleman's Rise

PrintingRarityNon-foilFoilCardmarket (EUR)My collection
Final Fantasy Commander #173
Final Fantasy Commander
fic #173· 2025Extended Artrare· Cardmarket €0.54 · €2.35 foil
rare$0.40$2.92€0.54€2.35 foil

Prices are TCGplayer market prices in USD for each printing and finish, via Scryfall. They are a guide, not an appraisal.

Where to buy Hildibrand Manderville // Gentleman's Rise

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Card details

First printed
2025
Printings
2
Mana value
2
EDHREC rank
#10,300 on EDHREC (Commander popularity)
Artist
AKAGI

What the codes mean

The small print at the bottom of the Final Fantasy Commander card (#83).

0083 · FIC · R · EN

  • 0083Collector number: this card's place in the set list.
  • FICSet code for Final Fantasy Commander
  • RRare
  • ENPrinted in English

How to read a Magic card: every part and code, on real cards.

Card breakdown

The parts of Hildibrand Manderville // Gentleman's Rise (2 faces), read from the Final Fantasy Commander printing. How to read any Magic card.

Hildibrand Manderville

Mana cost
one generic manaone white manaWhat you pay to cast this face.
Type line
Legendary is a supertype. Creature is the card type. Human and Detective are subtypes, after the dash.
Text box
What the card does.
Power / toughness
2/2: power is the combat damage it deals; toughness is how much damage destroys it.

Gentleman's Rise

Mana cost
two generic manaone black manaWhat you pay to cast this face.
Type line
Instant is the card type. Adventure is the subtype, after the dash.
Text box
What the card does. Italic text in brackets is reminder text: it explains a rule and has no effect on the game.

This printing

Illustration
By AKAGI. The art has no effect on the game.
Set symbol
Final Fantasy Commander. Gold means rare.
Collector number
0083 = collector number: this card's place in the set list.
Rarity letter
R = rare
Set code
FIC = set code for Final Fantasy Commander
Language
EN = printed in English
Artist
AKAGI, after the paintbrush.
Copyright
Wizards of the Coast's copyright notice, with the year.
Holo stamp
The foil security stamp at the bottom center, on rares and mythic rares since 2014.

Rulings (13)

  1. 2025-06-06

    If you cast an adventurer card as an Adventure, use only its alternative characteristics to determine whether it's legal to cast that spell. For example, if you control Traveling Chocobo ("You may play lands and cast Bird spells from the top of your library.") and Jidoor, Aristocratic Capital is on top of your library, you can play Jidoor, Aristocratic Capital, but you can't cast Overture.

  2. 2025-06-06

    If an effect instructs you to choose a card name, you may choose the alternative Adventure name. Consider only the alternative characteristics to determine whether that is an appropriate name to choose.

  3. 2025-06-06

    If an effect copies an Adventure spell, that copy is exiled as it resolves. It ceases to exist as a state-based action; it's not possible to play the copy as a permanent.

  4. 2025-06-06

    You must follow the normal timing permissions and restrictions for Gentleman's Rise when casting it with the permission of Hildibrand Manderville's triggered ability. You must pay its mana cost (or, if another effect allows, an alternative cost).

  5. 2025-06-06

    If an effect refers to a card, spell, or permanent that has an Adventure, it won't find an instant or sorcery spell on the stack that's been cast as an Adventure.

  6. 2025-06-06

    An adventurer card uses only its non-Adventure characteristics in every zone except the stack, as well as while on the stack if not cast as an Adventure. Ignore its alternative characteristics in those cases. For example, while it's in your graveyard, Jidoor, Aristocratic Capital is a colorless Town land card whose mana value is 0. It can't be the target of Sorceress's Schemes, which reads in part "Return target instant or sorcery card from your graveyard or exiled card with flashback you own to your hand."

  7. 2025-06-06

    If a spell is cast as an Adventure, its controller exiles it instead of putting it into its owner's graveyard as it resolves. For as long as it remains exiled, that player may play it using its primary characteristics. If an Adventure spell leaves the stack in any way other than resolving (most likely by being countered or by failing to resolve because its targets have all become illegal), that card won't be exiled and the spell's controller won't be able to play that card from exile later.

  8. 2025-06-06

    When playing a card as an Adventure, use the alternative characteristics and ignore all of the card's normal characteristics. The resulting spell's color, mana cost, mana value, and so on are determined by only those alternative characteristics. If the spell leaves the stack, it immediately resumes using its normal characteristics.

  9. 2025-06-06

    An effect may refer to a card, spell, or permanent that "has an Adventure." This refers to a card, spell, or permanent that has an adventurer card's set of alternative characteristics, even if they're not being used and even if that card was never cast as an Adventure.

  10. 2025-06-06

    If an adventurer card ends up in exile for any other reason than by exiling itself while resolving, it won't give you permission to play it with its primary characteristics.

  11. 2025-06-06

    You must still follow any timing restrictions and permissions for the card you play from exile. In the case of any of the five lands in this release, you'll be able to play it only during your main phase while the stack is empty and only if you have an available land play remaining.

  12. 2025-06-06

    Casting a card as an Adventure isn't casting it for an alternative cost. Effects that allow you to cast a spell for an alternative cost or without paying its mana cost may allow you to apply those to the Adventure.

  13. 2025-06-06

    If an object becomes a copy of an object that has an Adventure, the copy also has an Adventure. If it changes zones, it will either cease to exist (if it's a token) or cease to be a copy (if it's a nontoken permanent), and so you won't be able to cast it as an Adventure.

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