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Peema Aether-Seer

Peema Aether-Seer

{3}{G}
Creature — Elf Druid

When this creature enters, you get an amount of {E} (energy counters) equal to the greatest power among creatures you control.

Pay {E}{E}{E}: Target creature blocks this turn if able.

"The Great Conduit connects us all."

3/2

Illustrated by Howard Lyon

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

This printing

Number#113
RarityUncommon
ReleasedFeb 14, 2025
EDHREC rank#12,915

Prices

USD$0.25
EUR€0.11
MTGO0.10 tix
Rulings (12)
  • The target creature blocks only if it's able to do so as the declare blockers step begins. If, at that time, the creature is tapped, it's affected by a spell or ability that says it can't block, or no creatures are attacking its controller or a planeswalker controlled by that player, then it doesn't block. If there's a cost associated with having the creature block, the player isn't forced to pay that cost. If that cost isn't paid, the creature won't block.

    Feb 9, 2017 · Wizards of the Coast
  • The amount of {E} you get is determined as Peema Aether-Seer's first ability resolves. If the greatest power among creatures you control is somehow negative, you don't get or lose any {E}.

    Feb 9, 2017 · Wizards of the Coast
  • The controller of the target creature chooses which attacking creature that creature blocks.

    Feb 9, 2017 · Wizards of the Coast
  • {E} is the energy symbol. It represents one energy counter.

    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
  • 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
  • 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 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
  • 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
  • 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
  • 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

Printings (3)

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