Highspire Infusion (Aether Revolt #111)

Highspire Infusion {1}{G}

Instant

Target creature gets +3/+3 until end of turn. You get {E}{E} (two energy counters).

“If nothing else, the Inventors’ Fair taught us that we’re only beginning to discover aether’s true potential.”
—Kershan Danil, Highspire artisan

Illustrated by Anna Steinbauer

Standard
Alchemy
Pioneer
Explorer
Modern
Historic
Legacy
Brawl
Vintage
Timeless
Commander
Pauper
Oathbreaker
Penny
Notes and Rules Information for Highspire Infusion:
  • {E} is the energy symbol. It represents one energy counter. (2017-02-09)
  • If the target creature becomes an illegal target, the spell doesn’t resolve and none of its effects happen. You won’t get {E}{E}. (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)
  • 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)
  • 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)
  • 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. (2017-02-09)
  • You can’t pay more energy counters than you have. (2017-02-09)