Aetherwind Basker

Commander: Aetherdrift
CT Min Price
€0.11
CT Market Price
€0.15
US Market Price
€0.07
Created with Highstock 6.2.02 Apr4 Apr6 Apr8 Apr10 Apr12 Apr14 Apr18 Apr20 Apr22 Apr24 Apr26 Apr28 Apr2 May4 May6 May8 May10 May12 May14 May€0.05€0.075€0.1€0.125€0.15€0.175€0.2€0.225Highcharts.com
TYPE
Creature — Lizard

ABILITY
Trample Whenever this creature enters or attacks, you get {E} (an energy counter) for each creature you control. Pay {E}: This creature gets +1/+1 until end of turn.

POWER/TOUGHNESS
7/7

FLAVOR TEXT
Its frill inspired the design of efficient aether collectors.

ILLUSTRATOR
Svetlin Velinov

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

LANGUAGES
DE EN ES FR IT JP

RULINGS
  • 2017-02-09 Abilities that trigger "whenever you get one or more {E}," such as that of Fabrication Module from the Kaladesh set, trigger only once as Aetherwind Basker's triggered ability resolves.
  • 2017-02-09 The triggered ability triggers both when Aetherwind Basker enters the battlefield and whenever it attacks. You don't have to choose only one.
  • 2024-06-07 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.)
  • 2024-06-07 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}.
  • 2024-06-07 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.
  • 2024-06-07 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.
  • 2024-06-07 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.
  • 2024-06-07 {E} is the energy symbol. It represents one energy counter.
  • 2024-06-07 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.
  • 2024-06-07 Energy counters are a kind of counter that a player may have. They're not associated with any specific permanents.
  • 2024-06-07 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.
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