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Aethersphere Harvester

Aether Revolt #142 rare
Artifact — Vehicle |
mana symbol
Aethersphere Harvester

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Live Value $0.20
Foil Multiplier: 1.4x
Reprint Profile:
Printed 4 times HIGH RISK

Reprinted 4x, including dedicated reprint sets like Modern Horizons 3 Commander, Kaladesh Remastered.

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30-Day Market Trend

Rarity
rare
Set Origin
Daily Shift
+5.26%
EDHREC Rank
#13,819
Mana Cost
mana symbol

Oracle Data

Card Type Artifact — Vehicle
Color Identity Colorless
Power / Toughness 3 / 5
🖋️ Curator's Notes
Flying

When this Vehicle enters, you get EE (two energy counters).

Pay E: This Vehicle gains lifelink until end of turn.

Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
⚖️

Official Judge Precedents

22 Precedents

Multiple instances of lifelink on the same creature are redundant.

If an effect causes a Vehicle to become an artifact creature with a specified power and toughness, that effect overwrites the Vehicle's printed power and toughness.

When a Vehicle becomes a creature, that doesn't count as having a creature enter the battlefield. The permanent was already on the battlefield; it only changed its types. Abilities that trigger whenever a creature enters the battlefield won't trigger.

If a permanent becomes a copy of a Vehicle, the copy won't be a creature, even if the Vehicle it's copying has become an artifact creature.

For a Vehicle to be able to attack, it must be a creature as the declare attackers step begins, so the latest you can activate its crew ability to attack with it is during the beginning of combat step. For a Vehicle to be able to block, it must be a creature as the declare blockers step begins, so the latest you can activate its crew ability to block with it is during the declare attackers step. In either case, players may take actions after the crew ability resolves but before the Vehicle has been declared as an attacking or blocking creature.

Each Vehicle is printed with a power and toughness, but it's not a creature. If it becomes a creature (most likely through its crew ability), it will have that power and toughness.

Any untapped creature you control can be tapped to pay a crew cost, even one that just came under your control.

Once a Vehicle becomes a creature, it behaves exactly like any other artifact creature. It can't attack unless you've controlled it continuously since your turn began, it can block if it's untapped, it can be tapped to pay a Vehicle's crew cost, and so on.

Vehicle is an artifact type, not a creature type. A Vehicle that's crewed won't normally have any creature type.

You may activate a crew ability of a Vehicle even if it's already an artifact creature. Doing so has no effect on the Vehicle. It doesn't change its power and toughness.

You may tap more creatures than necessary to activate a crew ability.

Creatures that crew a Vehicle aren't attached to it or related in any other way. Effects that affect the Vehicle, such as by destroying it or giving it a +1/+1 counter, don't affect the creatures that crewed it.

Once a player announces that they are activating a crew ability, no player may take other actions until the ability has been paid for. Notably, players can't try to stop the ability by changing a creature's power or by removing or tapping a creature.

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}.

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 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.

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.

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

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.

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.)

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

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.

📜 Technical Attributes
Release Date: 2017-01-20
Set Name: Aether Revolt
Artist Reference: Christine Choi
Border Profile: black
✨ Variants & Finishes
Available Finishes Standard • Traditional Foil
Promo Status NO
Edition Status Original Printing

Sanctioned Formats

standard not_legal
modern legal
legacy legal
commander legal
pioneer legal
pauper not_legal
vintage legal
brawl legal
explorer not_legal
penny legal
predh not_legal
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