Modern Horizons 3 Commander (m3c) | ||
#110 ⸱ Rare ⸱ English |
![]() Variations— Parts : 1 | Overclocked Electromancer2 / 2 At the beginning of combat on your turn, you may pay Whenever this creature attacks, double its power until end of turn. Whenever this creature deals combat damage to a creature, if that creature was dealt excess damage this turn, you get X
LegalitiesLegal Duel Legacy Vintage Commander Oathbreaker Not Legal Brawl Penny Predh Future Modern Pauper Alchemy Pioneer Explorer Historic Standard Timeless Gladiator Oldschool Premodern Standardbrawl Paupercommander Rulings
To double Overclocked Electromancer's power, it gets +X/+0, where X is its power when its second ability resolves.
Keep track of how many energy counters each player has. Potential ways to track this include writing theme down on paper or using dice, but any method that is clear and mutually agreeable is fine. (At higher levels of tournament play, dice may not be allowed for tracking counters that players have.)
Some triggered abilities state that you "may pay" a certain amount of
Some triggered abilities that state that you "may pay" a certain amount of
Some spells and abilities that give you
Energy counters aren't mana. They don't go away as steps, phases, and turns end, and effects that add mana "of any type" can't give you energy counters.
If an effect says you get one or more
Energy counters are a kind of counter that a player may have. They're not associated with any specific permanents.
Excess damage has been dealt to a creature if the damage dealt to it is greater than lethal damage. Usually, this means damage greater than its toughness, although damage already marked on the creature is taken into account.
If a spell or ability with one or more targets states that you "may pay" some amount of
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