Modern Horizons 3 (mh3) | ||
#144 ⸱ Rare ⸱ English |
![]() Variations : 2Parts : 2 | Wheel of PotentialYou get Each player may exile their hand and draw a number of cards equal to the amount of
LegalitiesLegal Duel Brawl Penny Legacy Modern Vintage Historic Timeless Commander Gladiator Oathbreaker Not Legal Predh Future Pauper Alchemy Pioneer Explorer Standard Oldschool Premodern Standardbrawl Paupercommander RulingsSome triggered abilities state that you "may pay" a certain amount of
If a spell or ability with one or more targets states that you "may pay" some amount of
Players decide and announce in turn order, starting with the active player, whether or not they want to exile their hand. Then, all players who chose to do so exile their hands and draw X cards. Players later in the turn order will know if players before them are exiling their hands, but they don't get to see what those players will exile to help them decide whether to exile their hands themselves.
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.
Some spells and abilities that give you
Energy counters are a kind of counter that a player may have. They're not associated with any specific permanents.
You pay all costs and follow all normal timing rules for cards played this way. For example, if one of the exiled cards is a land card, you may play it only during your main phase while the stack is empty.
Some triggered abilities that state that you "may pay" a certain amount of
If an effect says you get one or more
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.)
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