Consulate Surveillance 

Enchantment
Oracle text (EN)
Enchantment
When this enchantment enters, you get (four energy counters).
Pay
: Prevent all damage that would be dealt to you this turn by a source of your choice.
Printing details
- Set
- KLD · 10
- Rarity
- Uncommon
- Language
- EN
- Artist
- Daniel Ljunggren
- Released
- 2016-09-30
- Prices
- €0.12 · $0.27
Price history
The trend shows with at least 7 days of history.
- Cardmarket, trend
- CardTrader, Near Mint minimum (EN)
The history starts on October 28, 2026 and grows every day.
Show the data
| Date | Cardmarket, trend | CardTrader, Near Mint minimum (EN) |
|---|---|---|
| October 30, 2026 | €0.12 | €0.13 |
| October 28, 2026 | €0.11 | €0.13 |
Prices
| Source | Non-foil | Foil |
|---|---|---|
| Cardmarket | low – trend €0.12 30-day avg €0.15 | low – trend €0.50 30-day avg €0.43 |
| CardTrader (EN) | NM from €0.13 with Zero from €0.18 | NM from €0.34 with Zero from €0.34 |
| CardTrader (any language) | NM from €0.11 | NM from €0.34 |
Cardmarket updated Nov 2, 2026 · CardTrader updated Nov 2, 2026
Buy and look up
Legality
- standard Not legal
- pioneer Legal
- modern Legal
- legacy Legal
- vintage Legal
- commander Legal
- pauper Not legal
- alchemy Not legal
- brawl Not legal
- competitivebrawl Not legal
- duel Legal
- future Not legal
- gladiator Not legal
- historic Not legal
- oathbreaker Legal
- oldschool Not legal
- paupercommander Not legal
- penny Not legal
- predh Not legal
- premodern Not legal
- standardbrawl Not legal
- timeless Not legal
- tlr Not legal
Rulings
-
If the chosen source would deal damage to you and one or more other players or permanents, only the damage that would be dealt to you is prevented.
-
Consulate Surveillance's second ability doesn't target anything. You choose a source of damage as it resolves.
-
If multiple prevention and/or replacement effects are trying to apply to the same damage, the player who would be dealt damage chooses the order in which to apply them.
-
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.
-
Energy counters are a kind of counter that a player may have. They're not associated with any specific permanents.
-
is the energy symbol. It represents one energy counter.
-
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.
-
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.
-
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
.
-
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.
-
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.)
-
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.