Dynavolt Tower (KLR)
Artifact
Whenever you cast an instant or sorcery spell, you get (two energy counters).
, Pay : Dynavolt Tower deals 3 damage to any target.
Titus Lunter
235/301
uuid: 057fd915-939d-5c2d-b62f-8d2603d79040
Legalities
- brawl: banned
- commander: legal
- legacy: legal
- modern: legal
- pauper: legal
- standard: banned
- vintage: legal
- pioneer: legal
Rulings
- 2016-09-20:
Dynavolt Tower's triggered ability resolves before the spell that caused it to trigger.
- 2017-02-09:
{E} is the energy symbol. It represents one energy counter.
- 2017-02-09:
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. Any effects that interact with counters a player gets, has, or loses can interact with energy counters.
- 2017-02-09:
Keep careful track of how many energy counters each player has. You may do so by keeping a running count on paper, by using a die, or by any other clear and mutually agreeable method.
- 2017-02-09:
Energy counters are a kind of counter that a player may have. They're not associated with specific permanents. (Other kinds of counters that players may have include poison and experience.)
- 2017-02-09:
You can't pay more energy counters than you have.
- 2017-02-09:
Energy counters aren't mana. They don't go away as steps, phases, and turns end, and effects that add mana “of any type” to your mana pool can't give you energy counters.