metamox
Aetherworks Marvel
LEGENDARY ARTIFACT

Aetherworks Marvel

Whenever a permanent you control is put into a graveyard, you get (an energy counter). , Pay six : Look at the top six cards of your library. You may cast a spell from among them without paying its mana cost. Put the rest on the bottom of your library in a random order.
CMC
4
Set
KLD
Rarity
mythic
Price
$0.41
FORMATS
CommanderLEGAL
Brawl (Historic)LEGAL
DraftNOT LEGAL
StandardNOT LEGAL
ModernLEGAL
PioneerLEGAL
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  • WWizards of the Coast2016-09-20
    Official Ruling
    If the card has in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
  • WWizards of the Coast2016-09-20
    Official Ruling
    If you cast a card "without paying its mana cost," you can't choose to cast it for any alternative costs, such as emerge costs. You can, however, pay additional costs. If the card has any mandatory additional costs, such as that of Incendiary Sabotage, you must pay those to cast the card.
  • WWizards of the Coast2016-09-20
    Official Ruling
    The card cast with Aetherworks Marvel's second ability is cast from your library.
  • WWizards of the Coast2016-09-20
    Official Ruling
    Aetherworks Marvel's first ability triggers whenever any permanent you control is put into a graveyard from the battlefield, including Aetherworks Marvel itself and other permanents put into a graveyard at the same time as it.
  • WWizards of the Coast2016-09-20
    Official Ruling
    Tokens that are sacrificed or destroyed are put into their owner's graveyard before ceasing to exist. If you controlled the token, Aetherworks Marvel's first ability will trigger.
  • WWizards of the Coast2024-06-07
    Official Ruling
    Some triggered abilities that state that you "may pay" a certain amount of 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.
  • WWizards of the Coast2024-06-07
    Official Ruling
    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.
  • WWizards of the Coast2024-06-07
    Official Ruling
    Some triggered abilities state that you "may pay" a certain amount of . You can't pay that amount multiple times to multiply the effect. You simply choose whether or not to pay that amount of as the ability resolves.
  • WWizards of the Coast2024-06-07
    Official Ruling
    Some spells and abilities that give you 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 .
  • WWizards of the Coast2024-06-07
    Official Ruling
    If an effect says you get one or more , you get that many energy counters. To pay one or more , 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.
  • WWizards of the Coast2024-06-07
    Official Ruling
    If a spell or ability with one or more targets states that you "may pay" some amount of , and each permanent that it targets has become an illegal target, the spell or ability won't resolve. You can't pay any even if you want to.
  • WWizards of the Coast2024-06-07
    Official Ruling
    Energy counters are a kind of counter that a player may have. They're not associated with any specific permanents.
  • WWizards of the Coast2024-06-07
    Official Ruling
    is the energy symbol. It represents one energy counter.
  • WWizards of the Coast2024-06-07
    Official Ruling
    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.)

Rulings via Scryfall

COMMENTS · 2
  • WO
    Aetherworks Marvel was unbanned in brawl on May 10, 2018. Because of its singleton nature, we believe these cards will be less problematic in the Brawl environment. Part of what made these cards so powerful in Standard was the ability to play multiple copies and build highly efficient, consistent decks around them. Source: https://magic.wizards.com/en/news/news/future-brawl-2018-05-10
  • WO
    Wizards of the Coast2017-06-13 · edited
    Aetherworks Marvel was banned in standard on June 13, 2017. The Aetherworks Marvel deck has been the largest part of the competitive Standard metagame, and while not fundamentally broken, the card is "not healthy or fun for Standard." Its potential for unbeatable draws, such as a turn-four Ulamog, is "justifiably unpalatable to most players," as the best games involve counterplay on both sides. Source: https://magic.wizards.com/en/news/feature/june-13-2017-banned-and-restricted-announcement-2017-06-13