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Ripples of Potential

Ripples of Potential Price

4 printings · 3 sets · first printed 2023

Cheapest $5.80
Median $6.75
Highest $9.42
EDHREC Rank #883

Ripples of Potential has been printed 4 times across 3 sets, first in 2023 and most recently in 2026. Right now the cheapest printing is Edge of Eternities Commander #77 at $5.80, while the most expensive is Secret Lair Drop #2453 at $9.42. The median across 4 priced printings is $6.75. Reprint risk: HIGH RISK — Reprinted 4x, including dedicated reprint sets like Edge of Eternities Commander, The Lost Caverns of Ixalan Commander.

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Every Ripples of Potential Printing, Compared

Cheapest first · unpriced last
Printing Year Price Dealer Buys
Edge of Eternities Commander #77 (R) Cheapest 2025 $5.80 —
The Lost Caverns of Ixalan Commander #45 (R) 2023 $6.62 $4.80
The Lost Caverns of Ixalan Commander #77 (R) 2023 $6.88 $3.25
Secret Lair Drop #2453 (R) 2026 $9.42 $6.00

Prices are the latest nightly market price; a printing with no tracked price shows a dash. Dealer buylist is Card Kingdom's current offer via MTGJSON, shown where one exists.

Oracle Text
Instant
Proliferate, then choose any number of permanents you control that had a counter put on them this way. Those permanents phase out. (To proliferate, choose any number of permanents and/or players, then give each another counter of each kind already there. Treat phased-out permanents and anything attached to them as though they don't exist until their controller's next turn.)
Legal In
Legacy Vintage Commander

Legality is a property of the card, not the printing, so it is identical for all 4 versions.

Official Judge Precedents

13 Precedents

Any continuous effects with a "for as long as" duration ignore phased-out objects. If ignoring those objects causes the effect's conditions to no longer be met, the duration will expire.

Choices made for permanents as they entered the battlefield are remembered even after they phase in.

Permanents phase back in during their controller's untap step, immediately before that player untaps their permanents. Creatures that phase in this way are able to attack and pay a cost of {T} during that turn. If a permanent had counters on it when it phased out, it will have those counters when it phases back in.

As a creature is phased out, Auras and Equipment attached to it also phase out at the same time. Those Auras and Equipment will phase in at the same time that creature does, and they'll phase in still attached to that creature.

To proliferate, you can choose any permanent that has a counter, including ones controlled by opponents. You can choose any player who has a counter, including opponents. You can't choose cards in any zone other than the battlefield, even if they have counters on them.

If a player or permanent has more than one kind of counter on it, and you choose for it to get additional counters, it must get one of each kind of counter it already has. You can't have it get just one kind of counter it already has and not the others.

Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it's too late for anyone to respond.

Phased-out permanents are treated as though they don't exist. They can't be the target of spells or abilities, their static abilities have no effect on the game, their triggered abilities can't trigger, they can't attack or block, and so on.

An attacking or blocking creature that phases out is removed from combat.

An ability that triggers "Whenever you proliferate" triggers even if you chose no permanents or players while doing so.

A phased-out token will phase in at the beginning of its controller's untap step just like a nontoken permanent would.

Phasing out doesn't cause any "leaves the battlefield" abilities to trigger. Similarly, phasing in won't cause any "enters the battlefield" abilities to trigger.

You don't have to choose every permanent or player that has a counter, only the ones you want to add another counter to. Since "any number" includes zero, you don't have to choose any permanents at all, and you don't have to choose any players at all.