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Magic: The Gathering · Modern Horizons 3 · Uncommon

Amped Raptor

Creature — Dinosaur

—

Market price

$2.78

Foil

2

Public decks

Amped Raptor
$2.78
Buy @ TCGPlayer
ScryfallEDHREC

Rules Text

First strikeWhen this creature enters, you get (two energy counters). Then if you cast it from your hand, exile cards from the top of your library until you exile a nonland card. You may cast that card by paying an amount of equal to its mana value rather than paying its mana cost.

Card Facts

Mana value
2
Power / Toughness
2 / 1
Colors
Color identity
EDHREC rank
#7,811
Keywords
First Strike
Rarity
Related cards
Energy ReserveRelatedEnergy Reserve

Legality

Brawl

Legal

Commander

Legal

Competitive Brawl

Legal

Duel Commander

Legal

Gladiator

Legal

Historic

Legal

Legacy

Legal

Oathbreaker

Legal

Timeless

Legal

TLR

Legal

Vintage

Legal

Modern

Banned

Alchemy

Not legal

Future

Not legal

Old School

Not legal

Pauper

Not legal

Pauper Commander

Not legal

Penny Dreadful

Not legal

Pioneer

Not legal

PreDH

Not legal

Premodern

Not legal

Standard

Not legal

Standard Brawl

Not legal

Rulings

  1. Jun 7, 2024 · Wizards of the Coast

    Any land cards exiled with Amped Raptor's triggered ability will remain in exile. If you choose not to cast the exiled nonland card (either because you don't have enough {E} or you just don't want to), that card will remain in exile as well.

  2. Jun 7, 2024 · Wizards of the Coast

    You choose whether or not to cast the exiled nonland card as Amped Raptor's triggered ability resolves. If you do, you do so as part of the resolution of that ability. You can't wait to cast it later in the turn. Timing restrictions based on the card's type are ignored.

  3. Jun 7, 2024 · Wizards of the Coast

    If you cast a spell for another cost "rather than paying its mana cost," you can't choose to cast it for any alternative costs. You can, however, pay additional costs, such as kicker costs. If the spell has any mandatory additional costs, those must be paid to cast it.

  4. Jun 7, 2024 · Wizards of the Coast

    {E} is the energy symbol. It represents one energy counter.

  5. Jun 7, 2024 · Wizards of the Coast

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

  6. Jun 7, 2024 · Wizards of the Coast

    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.)

  7. Jun 7, 2024 · Wizards of the Coast

    If 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.

  8. Jun 7, 2024 · Wizards of the Coast

    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.

  9. Jun 7, 2024 · Wizards of the Coast

    Some 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.

  10. Jun 7, 2024 · Wizards of the Coast

    Some 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.

  11. Jun 7, 2024 · Wizards of the Coast

    If 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.

  12. Jun 7, 2024 · Wizards of the Coast

    Some 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}.

Printings

Every version

Each printing we have of this card; pick one to see its price and set.


2 printings
Modern Horizons 3
Modern Horizons 3MH3 · $0.20
Modern Horizons 3
Modern Horizons 3MH3 · $2.78
Community

Decks using this card

2 public decks run Amped Raptor.


MTGCommanderB2

Creative Energy Precon, Satya

Sambok
Sambok9 months ago
100