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Magic: The Gathering · Modern Horizons 3 · Rare

Wheel of Potential

Sorcery

$0.20

Market price

$0.37

Foil

0

Public decks

Wheel of Potential
$0.20$0.37
Buy @ TCGPlayerBuy @ Card Kingdom
ScryfallEDHREC

Rules Text

You get (three energy counters), then you may pay any amount of .Each player may exile their hand and draw a number of cards equal to the amount of paid this way. If seven or more 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.

Card Facts

Mana value
3
Colors
Color identity
EDHREC rank
#10,197
Rarity
Rare
Related cards
Energy ReserveRelatedEnergy Reserve

Legality

Brawl

Legal

Commander

Legal

Competitive Brawl

Legal

Duel Commander

Legal

Gladiator

Legal

Historic

Legal

Legacy

Legal

Modern

Legal

Oathbreaker

Legal

Penny Dreadful

Legal

Timeless

Legal

TLR

Legal

Vintage

Legal

Alchemy

Not legal

Future

Not legal

Old School

Not legal

Pauper

Not legal

Pauper Commander

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

    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.

  2. Jun 7, 2024 · Wizards of the Coast

    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.

  3. Jun 7, 2024 · Wizards of the Coast

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

  4. 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.

  5. 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.)

  6. 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.

  7. 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.

  8. 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.

  9. 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.

  10. 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.

  11. 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.


4 printings
Modern Horizons 3 Promos
Modern Horizons 3 PromosPMH3 · $0.52
Modern Horizons 3
Modern Horizons 3MH3 · $0.20
Modern Horizons 3
Modern Horizons 3MH3 · $0.43
Modern Horizons 3
Modern Horizons 3MH3 · $0.29
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