Wheel of Potential

Wheel of Potential

Sorcery

Oracle text (EN)

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.

Printing details

Set
MH3 · 336
Rarity
Rare
Language
EN
Artist
Olena Richards
Released
2024-06-14
Prices
€0.32 · $0.43

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
DateCardmarket, trendCardTrader, Near Mint minimum (EN)
October 28, 2026€0.32€0.22

Prices

SourceNon-foilFoil
Cardmarketlow €0.10 trend €0.32 30-day avg €0.35low €0.45 trend €0.95 30-day avg €1.13
CardTrader (EN)NM from €0.22 with Zero from €0.45NM from €1.30 with Zero from €1.30
CardTrader (any language)NM from €0.22 NM from €0.89

Cardmarket updated Nov 2, 2026 · CardTrader updated Nov 2, 2026

Legality

  • standard Not legal
  • pioneer Not legal
  • modern Legal
  • legacy Legal
  • vintage Legal
  • commander Legal
  • pauper Not legal
  • alchemy Not legal
  • brawl Legal
  • competitivebrawl Legal
  • duel Legal
  • future Not legal
  • gladiator Legal
  • historic Legal
  • oathbreaker Legal
  • oldschool Not legal
  • paupercommander Not legal
  • penny Legal
  • predh Not legal
  • premodern Not legal
  • standardbrawl Not legal
  • timeless Legal
  • tlr Legal

Rulings

  • 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.

  • 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.

  • 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.

  • 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.

  • 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}.

  • Energy counters are a kind of counter that a player may have. They're not associated with any specific permanents.

  • {E} is the energy symbol. It represents one energy counter.

  • 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.

  • 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.

  • 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.

  • 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.)

Printings

25 printings

SetNo.RarityLanguageEURUSDCMCT
MH3(Shown printing)336RareEN€0.32$0.43€0.10€0.22
MH3144RareZHS––€0.21€1.46
MH3422RareZHS––€0.05€4.14
MH3422RareES––€0.05€0.59
MH3336RareJA––€0.10€0.31
MH3336RareZHS––€0.10€1.46
PMH3144sRareEN€0.31$0.52€0.24–
MH3144RareIT––€0.21€0.11
MH3422RarePT––€0.05–
MH3144RareDE––€0.21€0.42
MH3144RareFR––€0.21€0.45
MH3144RareJA––€0.21€0.18
MH3336RareDE––€0.10€0.89
MH3422RareFR––€0.05€0.38
MH3422RareJA––€0.05€0.29
MH3336RarePT––€0.10–
MH3336RareES––€0.10–
MH3422RareEN€0.16$0.30€0.05€0.19
MH3336RareFR––€0.10–
MH3422RareDE––€0.05€0.75
MH3144RareEN€0.18$0.20€0.21€0.11
MH3144RarePT––€0.21–
MH3144RareES––€0.21€0.14
MH3422RareIT––€0.05€0.28
MH3336RareIT––€0.10€0.48

Keyboard shortcuts

/
Go to the search bar
j↓
Next card
k↑
Previous card
Enter
Open the selected card
v
Switch view (split, grid, text)
←→
Previous / next page
Esc
Leave the search bar; on a card, back to the results
?
Show this list