Highspire Infusion

Aether Revolt
#111
Highspire Infusion Card BackHighspire Infusion Card Front
CT Min Price
CT Market Price
US Market Price
$0.03
TYPE
Instant

ABILITY
Target creature gets +3/+3 until end of turn. You get {E}{E} (two energy counters).

FLAVOR TEXT
"If nothing else, the Inventors' Fair taught us that we're only beginning to discover aether's true potential." —Kershan Danil, Highspire artisan

ILLUSTRATOR
Anna Steinbauer

LEGALITIES
Standard Future Historic Timeless Gladiator Pioneer Explorer Modern Legacy Pauper Vintage Penny Commander Oathbreaker Standardbrawl Brawl Alchemy Paupercommander Duel Oldschool Premodern Predh

LANGUAGES
EN FR DE IT JP KR PT RU ES ZH-CN ZH-TW

RULINGS
  • 2017-02-09 {E} is the energy symbol. It represents one energy counter.
  • 2017-02-09 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. Any effects that interact with counters a player gets, has, or loses can interact with energy counters.
  • 2017-02-09 Keep careful track of how many energy counters each player has. You may do so by keeping a running count on paper, by using a die, or by any other clear and mutually agreeable method.
  • 2017-02-09 You can’t pay more energy counters than you have.
  • 2017-02-09 Energy counters aren’t mana. They don’t go away as steps, phases, and turns end, and effects that add mana “of any type” to your mana pool can’t give you energy counters.
  • 2017-02-09 Energy counters are a kind of counter that a player may have. They’re not associated with specific permanents. (Other kinds of counters that players may have include poison and experience.)
  • 2017-02-09 If the target creature becomes an illegal target, the spell doesn’t resolve and none of its effects happen. You won’t get {E}{E}.
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