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Wheel of Potential

two generic manaone red manaSorcery

Card text

You get an energy counteran energy counteran energy counter (three energy counters), then you may pay any amount of an energy counter.

Each player may exile their hand and draw a number of cards equal to the amount of an energy counter paid this way. If seven or more an energy counter was paid this way, you may play cards you own exiled this way until the end of your next turn.

The wheel only has one sure output: chaos.

Showing Modern Horizons 3#422

Price

0.29 $

Foil 0.43 $

25 printings · up to 0.45 $

Daily estimate from Scryfall, not a shop quote.

Wheel of Potential rulings

  • 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.

  • 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.

  • an energy counter is the energy symbol. It represents one energy counter.

  • Energy counters are a kind of counter that a player may have. They're not associated with any specific permanents.

  • 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.)

  • If an effect says you get one or more an energy counter, you get that many energy counters. To pay one or more an energy counter, you lose that many energy counters. You can't pay more energy counters than you have. Any effects that interact with counters a player gets, has, or loses can interact with energy counters.

  • 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 triggered abilities state that you "may pay" a certain amount of an energy counter. You can't pay that amount multiple times to multiply the effect. You simply choose whether or not to pay that amount of an energy counter as the ability resolves.

  • Some triggered abilities that state that you "may pay" a certain amount of an energy counter describe an effect that happens "If you do." In that case, no player may take actions to try to stop the ability's effect after you make your choice. If the payment is followed by the phrase "When you do," then you'll choose any targets for that reflexive triggered ability and put it on the stack before players can take actions.

  • If a spell or ability with one or more targets states that you "may pay" some amount of an energy counter, and each permanent that it targets has become an illegal target, the spell or ability won't resolve. You can't pay any an energy counter even if you want to.

  • Some spells and abilities that give you an energy counter may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't get any an energy counter.

Wheel of Potential format legality

Constructed

  • StandardNot legal
  • PioneerNot legal
  • ModernLegal
  • Future StandardNot legal

Eternal

  • LegacyLegal
  • VintageLegal
  • PauperNot legal
  • PremodernNot legal
  • Old SchoolNot legal
  • Penny DreadfulLegal

Commander

  • CommanderLegal
  • OathbreakerLegal
  • Pauper CommanderNot legal
  • Duel CommanderLegal
  • PreDHNot legal

Arena & online

  • HistoricLegal
  • TimelessLegal
  • AlchemyNot legal
  • GladiatorLegal
  • BrawlLegal
  • Standard BrawlNot legal
  • Competitive BrawlLegal

Other

  • TLRLegal

All printings of Wheel of Potential 25

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