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Multiform Wonder

Multiform Wonder

{5}
Artifact Creature — Construct

When this creature enters, you get {E}{E}{E} (three energy counters).

Pay {E}: This creature gains your choice of flying, vigilance, or lifelink until end of turn.

Pay {E}: This creature gets +2/-2 or -2/+2 until end of turn.

3/3

Illustrated by Daarken

Formats
Not Legalstandard
Not Legalhistoric
Not Legaltimeless
Legalpioneer
Legalmodern
Legallegacy
Not Legalpauper
Legalvintage
Legalpenny
Legalcommander
Legaloathbreaker
Not Legalbrawl
Not Legalalchemy

This printing

Number#223
RarityRare
ReleasedSep 30, 2016
EDHREC rank#19,788

Prices

USD$0.29
USD foil$0.32
EUR€0.13
EUR foil€0.29
MTGO0.02 tix
Rulings (11)
  • Multiple instances of flying, vigilance, or lifelink on the same creature are redundant.

    Sep 20, 2016 · Wizards of the Coast
  • As you activate one of Multiform Wonder's two activated abilities, you must announce which one you're activating. However, you don't choose that ability's effect until it resolves. For example, you must announce that you're activating Multiform Wonder's middle ability specifically, but you don't choose which of the keywords it gains until the ability resolves.

    Sep 20, 2016 · Wizards of the Coast
  • Energy counters are a kind of counter that a player may have. They're not associated with any specific permanents.

    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.)

    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.

    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}.

    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.

    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.

    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.

    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.

    Jun 7, 2024 · Wizards of the Coast
  • {E} is the energy symbol. It represents one energy counter.

    Jun 7, 2024 · Wizards of the Coast

Printings (2)

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