T-45 Power Armor Price
5 printings · 2 sets · first printed 2024
T-45 Power Armor has been printed 5 times across 2 sets, first in 2024 and most recently in 2026. Right now the cheapest printing is Fallout #145 at $0.29, while the most expensive is Fallout #673 at $2.95 — about 10× more. The median across 5 priced printings is $0.84. Reprint risk: HIGH RISK — Reprinted 5x, including dedicated reprint sets like Fallout.
Clicking links to purchase cards directly supports ManaBleed via affiliate commissions at no extra cost to you.
Every T-45 Power Armor Printing, Compared
Cheapest first · unpriced last| Printing | Year | Price | Dealer Buys |
|---|---|---|---|
| Fallout #145 (R) Cheapest | 2024 | $0.29 | $0.16 foil |
| Fallout #437 (R) | 2024 | $0.74 | $0.03 |
| Secret Lair Drop #2452 (R) | 2026 | $0.84 | $0.38 |
| Fallout #965 (R) Foil | 2024 | $2.25 | $0.45 foil |
| Fallout #673 (R) Foil | 2024 | $2.95 | $0.90 foil |
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.
Equipped creature gets +3/+3 and doesn't untap during its controller's untap step.
At the beginning of your upkeep, you may pay
Equip
Legality is a property of the card, not the printing, so it is identical for all 5 versions.
Official Judge Precedents
10 PrecedentsSome 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
.
Multiple instances of menace are redundant. The same is true for trample and lifelink.
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.
is the energy symbol. It represents one energy counter.
Keep track of how many energy counters each player has. Potential ways to track this include writing them 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.)
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.
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 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.
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 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.