Gonti's Machinations {B}
Enchantment
Whenever you lose life for the first time each turn, you get {E}. (You get an energy counter. Damage causes loss of life.)
Pay {E}{E}, Sacrifice Gonti’s Machinations: Each opponent loses 3 life. You gain life equal to the life lost this way.
“I am confident that all our enterprises can benefit from this little revolution.”
Illustrated by Daarken
- Standard
- Not Legal
- Alchemy
- Not Legal
- Pioneer
- Legal
- Explorer
- Not Legal
- Modern
- Legal
- Historic
- Not Legal
- Legacy
- Legal
- Brawl
- Not Legal
- Vintage
- Legal
- Timeless
- Not Legal
- Commander
- Legal
- Pauper
- Not Legal
- Oathbreaker
- Legal
- Penny
- Not Legal
Faces, Tokens, & Other Parts |
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Gonti's Machinations, AER #63 |
Energy Reserve Card, TMH3 #36 |
Prints | USD | EUR | TIX |
---|---|---|---|
Aether Revolt | $0.19 | €0.15 | 0.03 |
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Notes and Rules Information for Gonti's Machinations:
- The triggered ability gives you at most one energy counter each turn, regardless of how much life you lost. (2017-02-09)
- In a Two-Headed Giant game, damage and life loss happen to individual players, and the result affects the team's life total. Combat damage is assigned and dealt to specific players. If your teammate is dealt damage or otherwise loses life, Gonti's Machinations doesn't trigger, even though your life total went down. (2017-02-09)
- In a Two-Headed Giant game, Gonti's Machinations's second ability causes the opposing team to lose a total of 6 life. (2017-02-09)
- {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)