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The Wise Mothman PIP

Other printings of "The Wise Mothman": PIP #4 PIP #343 PIP #532 PIP #871 PIP #1067

Card

id68925
artistSergei Leoluch Panin
artistIds6e8086fc-de93-4cbe-a93e-766b1c09279a
asciiName
attractionLights
availabilitymtgo, paper
boosterTypes
borderColorblack
colorIdentityB, G, U
colorIndicator
colorsB, G, U
defense
duelDeck
edhrecRank3747
edhrecSaltiness0.77
faceConvertedManaCost
faceFlavorName
faceManaValue
faceName
finishesetched
flavorName
flavorText
frameEffectslegendary, inverted, etched
frameVersion2015
hand
hasAlternativeDeckLimit
hasContentWarning
hasFoil0
hasNonFoil0
isAlternative
isFullArt
isFunny
isGameChanger
isOnlineOnly
isOversized
isPromo
isRebalanced
isReprint
isReserved
isStarter
isStorySpotlight
isTextless
isTimeshifted
keywordsFlying
languageEnglish
layoutnormal
leadershipSkills{'brawl': False, 'commander': True, 'oathbreaker': False}
life
loyalty
manaCost{1}{B}{G}{U}
manaValue4
nameThe Wise Mothman
number1067
originalPrintings
originalReleaseDate
originalText
otherFaceIds
power3
printingsPIP
promoTypesthick
raritymythic
rebalancedPrintings
relatedCards
securityStamptriangle
setCodePIP
side
signature
sourceProducts
subsets
subtypesInsect, Mutant
supertypesLegendary
textFlying
Whenever The Wise Mothman enters or attacks, each player gets a rad counter.
Whenever one or more nonland cards are milled, put a +1/+1 counter on each of up to X target creatures, where X is the number of nonland cards milled this way.
toughness3
typeLegendary Creature — Insect Mutant
typesCreature
uuid8386643b-e09f-5b9c-a06e-6ff60db6a0bb
variationsc9e712fb-2e1c-572e-be7a-815bf9582581, da614a4f-12c9-5130-a2b1-79ac4a68abd7, 185aef00-a64d-52e8-b9a2-6798f7e778e5, fff584d9-2778-52d3-9cb0-a561f284970d
watermark
setNameFallout

Identifiers

id68925
cardKingdomEtchedId
cardKingdomFoilId291532
cardKingdomId
cardsphereFoilId
cardsphereId
deckboxId
mcmId
mcmMetaId
mtgArenaId
mtgjsonFoilVersionId
mtgjsonNonFoilVersionId
mtgjsonV4Id8d348ef6-3cad-516f-aafc-31143e793e33
mtgoFoilId
mtgoId131479
multiverseId
scryfallCardBackId0aeebaf5-8c7d-4636-9e82-8c27447861f7
scryfallId28686dda-64b0-4ffe-b71a-58e7f901c4eb
scryfallIllustrationIdb5ee6b8c-a679-48f2-94cd-9112539ca6a6
scryfallOracleId7656f93b-336f-49cb-b8fe-c2b5c014258f
tcgplayerEtchedProductId523109
tcgplayerProductId
uuid8386643b-e09f-5b9c-a06e-6ff60db6a0bb

Legalities

id68925
alchemy
brawl
commanderLegal
duelLegal
future
gladiator
historic
legacyLegal
modern
oathbreakerLegal
oldschool
pauper
paupercommander
penny
pioneer
predh
premodern
standard
standardbrawl
timeless
uuid8386643b-e09f-5b9c-a06e-6ff60db6a0bb
vintageLegal

Purchase URLs

id68925
cardKingdom
cardKingdomEtched
cardKingdomFoilhttps://mtgjson.com/links/7e22b1277af93b5a
cardmarket
tcgplayer
tcgplayerEtchedhttps://mtgjson.com/links/66e518e7d879df65
uuid8386643b-e09f-5b9c-a06e-6ff60db6a0bb

Foreign Data (per language)

No foreign data.

Rulings

datetext
2024-03-08Any effects (such as proliferate) that interact with counters a player gets, has, or loses can interact with rad counters.
2024-03-08If a player has fewer cards remaining in their library than the number of rad counters they have when the triggered ability resolves, they’ll mill as many cards as they can.
2024-03-08If more than one player is instructed to mill at the same time (by the activated ability of Raul, Trouble Shooter, for example), as long as at least one nonland card is milled, The Wise Mothman’s last ability will trigger just once.
2024-03-08In a game using the shared team turns option, such as an Archenemy or Two-Headed Giant game, the inherent triggered ability associated with rad counters triggers once for each player on the active team that has rad counters. Each instance of that ability is controlled by one of those players.
2024-03-08Keep track of how many rad counters each player has. Potential ways to track this include writing them down on paper or using dice, but any method that is clear and mutually agreeable is fine.
2024-03-08Rad counters are a kind of counter that a player may have. They’re not associated with any specific permanents.
2024-03-08Rad counters don’t go away as steps, phases, or turns end. They only go away when an effect instructs a player to remove rad counters from themselves.
2024-03-08The cards are milled all at once, which means abilities that trigger “whenever one or more nonland cards are milled” will trigger exactly once as long as at least one nonland card was milled.
2024-03-08There is an inherent triggered ability associated with having rad counters. This triggered ability has no source and is controlled by the active player. The full text of this ability is “At the beginning of the precombat main phase of a player with rad counters, that player mills cards equal to the number of rad counters they have. For each nonland card milled this way, that player loses 1 life and removes one rad counter from themselves.”

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