Overclocked Electromancer(Extended Art)

Commander: Modern Horizons 3 Collectors
CT Min Price
CT Market Price
US Market Price
$0.13
TYPE
Creature — Lizard Wizard

ABILITY
At the beginning of combat on your turn, you may pay {E}{E}{E}. If you do, put a +1/+1 counter on Overclocked Electromancer. Whenever Overclocked Electromancer attacks, double its power until end of turn. Whenever Overclocked Electromancer deals combat damage to a creature, if that creature was dealt excess damage this turn, you get X {E}, where X is that excess damage.

POWER/TOUGHNESS
2/2

ILLUSTRATOR
Brent Hollowell

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 PT ZH-CN

RULINGS
  • 2024-06-07 {E} is the energy symbol. It represents one energy counter.
  • 2024-06-07 To double Overclocked Electromancer's power, it gets +X/+0, where X is its power when its second ability resolves.
  • 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 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 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.
  • 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 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 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 are a kind of counter that a player may have. They're not associated with any specific permanents.
  • 2024-06-07 Excess damage has been dealt to a creature if the damage dealt to it is greater than lethal damage. Usually, this means damage greater than its toughness, although damage already marked on the creature is taken into account.
  • 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.
Best Deal-Add item to your CardTrader Zero cart.
Filters

Price ($)

Condition

Language

Extra

Minimum Quantity