Wheel of Potential (Modern Horizons 3 #144)

Wheel of Potential {2}{R}

Sorcery

You get {E}{E}{E} (three energy counters), then you may pay any amount of {E}.

Each player may exile their hand and draw a number of cards equal to the amount of {E} paid this way. If seven or more {E} was paid this way, you may play cards you own exiled this way until the end of your next turn.

The wheel only has one sure output: chaos.

Illustrated by Drew Baker

Standard
Alchemy
Pioneer
Explorer
Modern
Historic
Legacy
Brawl
Vintage
Timeless
Commander
Pauper
Oathbreaker
Penny
Faces, Tokens, & Other Parts
Wheel of Potential, MH3 #422
Energy Reserve Card, TMH3 #36
Prints USD EUR TIX
Modern Horizons 3 Promos ✶ $0.87
Modern Horizons 3 #144 $0.11 €0.11 0.02
Modern Horizons 3 #336 $0.51 0.02
Modern Horizons 3 #422 $0.13 0.02
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The original version of Wheel of Potential had a loophole: you could choose any value for X, and get the benefits without having to spend the energy. On 2024-07-27 it received errata to fix that issue.
Notes and Rules Information for Wheel of Potential:
  • Players decide and announce in turn order, starting with the active player, whether or not they want to exile their hand. Then, all players who chose to do so exile their hands and draw X cards. Players later in the turn order will know if players before them are exiling their hands, but they don't get to see what those players will exile to help them decide whether to exile their hands themselves. (2024-06-07)
  • You pay all costs and follow all normal timing rules for cards played this way. For example, if one of the exiled cards is a land card, you may play it only during your main phase while the stack is empty. (2024-06-07)
  • {E} is the energy symbol. It represents one energy counter. (2024-06-07)
  • Energy counters are a kind of counter that a player may have. They're not associated with any specific permanents. (2024-06-07)
  • 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.) (2024-06-07)
  • 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. (2024-06-07)
  • 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. (2024-06-07)
  • 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. (2024-06-07)
  • 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. (2024-06-07)
  • 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. (2024-06-07)
  • 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}. (2024-06-07)