Modern Horizons 3 (mh3) | ||
#44 ⸱ Uncommon ⸱ English |
![]() Variations— Parts : 1 | Static PrisonWhen this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield. You get At the beginning of your first main phase, sacrifice this enchantment unless you pay
LegalitiesNot Legal Alchemy Explorer Future Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Legal Brawl Commander Duel Gladiator Historic Legacy Modern Oathbreaker Timeless Vintage RulingsIf an effect says you get one or more
If a token is exiled this way, it will cease to exist and won't return to the battlefield.
Some spells and abilities that give you
If Static Prison leaves the battlefield before its first triggered ability resolves, the target permanent won't be exiled.
Auras attached to the exiled permanent will be put into their owners' graveyards. Any Equipment will become unattached and remain on the battlefield. Any counters on the exiled permanent will cease to exist. When the card returns to the battlefield, it will be a new object with no connection to the card that was exiled.
If a spell or ability with one or more targets states that you "may pay" some amount of
Energy counters are a kind of counter that a player may have. They're not associated with any specific permanents.
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.
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 that state that you "may pay" a certain amount of
Some triggered abilities state that you "may pay" a certain amount of
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