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Wheel of Potential PMH3

Other printings of "Wheel of Potential": MH3 #144 PMH3 #144s MH3 #336 MH3 #422

Card

id75607
artistDrew Baker
artistIdsa8c4ef83-94ad-41c7-861f-95debea16868
asciiName
attractionLights
availabilitypaper
boosterTypes
borderColorblack
colorIdentityR
colorIndicator
colorsR
defense
duelDeck
edhrecRank9274
edhrecSaltiness0.23
faceConvertedManaCost
faceFlavorName
faceManaValue
faceName
finishesfoil
flavorName
flavorTextThe wheel only has one sure output: chaos.
frameEffects
frameVersion2015
hand
hasAlternativeDeckLimit
hasContentWarning
hasFoil1
hasNonFoil0
isAlternative
isFullArt
isFunny
isGameChanger
isOnlineOnly
isOversized
isPromo1
isRebalanced
isReprint1
isReserved
isStarter1
isStorySpotlight
isTextless
isTimeshifted
keywords
languageEnglish
layoutnormal
leadershipSkills
life
loyalty
manaCost{2}{R}
manaValue3
nameWheel of Potential
number144s
originalPrintings
originalReleaseDate
originalText
otherFaceIds
power
printingsMH3, PMH3
promoTypesprerelease, datestamped
rarityrare
rebalancedPrintings
relatedCards
securityStampoval
setCodePMH3
side
signature
sourceProducts
subsets
subtypes
supertypes
textYou get {E}{E}{E} (three energy counters), then you may pay any amount of {E}.
Each player may exile their hand and draw a number of cards equal to the amount of {E} paid this way. If seven or more {E} was paid this way, you may play cards you own exiled this way until the end of your next turn.
toughness
typeSorcery
typesSorcery
uuid828d6b45-2824-5d2e-b82f-4904dc52eb0c
variations
watermark
setNameModern Horizons 3 Promos

Identifiers

id75607
cardKingdomEtchedId
cardKingdomFoilId298046
cardKingdomId
cardsphereFoilId122832
cardsphereId
deckboxId92473
mcmId
mcmMetaId
mtgArenaId
mtgjsonFoilVersionId
mtgjsonNonFoilVersionId
mtgjsonV4Id5ce70540-2faa-53f7-a6cf-221f36a6149c
mtgoFoilId
mtgoId
multiverseId
scryfallCardBackId0aeebaf5-8c7d-4636-9e82-8c27447861f7
scryfallId151eeadc-2cff-47db-8cd3-48f1005534cc
scryfallIllustrationId8de429de-f4e4-4078-bf77-b38feb053ed0
scryfallOracleId95a7db5d-26f6-4192-9dc7-4342f7e0e9c5
tcgplayerEtchedProductId
tcgplayerProductId554230
uuid828d6b45-2824-5d2e-b82f-4904dc52eb0c

Legalities

id75607
alchemy
brawlLegal
commanderLegal
duelLegal
future
gladiatorLegal
historicLegal
legacyLegal
modernLegal
oathbreakerLegal
oldschool
pauper
paupercommander
pennyLegal
pioneer
predh
premodern
standard
standardbrawl
timelessLegal
uuid828d6b45-2824-5d2e-b82f-4904dc52eb0c
vintageLegal

Purchase URLs

id75607
cardKingdom
cardKingdomEtched
cardKingdomFoilhttps://mtgjson.com/links/3ee993803e4fc4ae
cardmarket
tcgplayerhttps://mtgjson.com/links/d43c986af57b7149
tcgplayerEtched
uuid828d6b45-2824-5d2e-b82f-4904dc52eb0c

Foreign Data (per language)

No foreign data.

Rulings

datetext
2024-06-07Energy counters are a kind of counter that a player may have. They're not associated with any specific permanents.
2024-06-07Energy 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.
2024-06-07If a spell or ability with one or more targets states that you "may pay" some amount of {E}, and each permanent that it targets has become an illegal target, the spell or ability won't resolve. You can't pay any {E} even if you want to.
2024-06-07If an effect says you get one or more {E}, you get that many energy counters. To pay one or more {E}, 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.
2024-06-07Keep 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.)
2024-06-07Players 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.
2024-06-07Some spells and abilities that give you {E} 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 {E}.
2024-06-07Some triggered abilities state that you "may pay" a certain amount of {E}. You can't pay that amount multiple times to multiply the effect. You simply choose whether or not to pay that amount of {E} as the ability resolves.
2024-06-07Some triggered abilities that state that you "may pay" a certain amount of {E} 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.
2024-06-07You 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.
2024-06-07{E} is the energy symbol. It represents one energy counter.

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