Skip to main content
Wheel of Potential

Wheel of Potential Price

4 printings · 2 sets · first printed 2024

Cheapest $0.19
Median $0.38
Highest $0.52
EDHREC Rank #10,107

Wheel of Potential has been printed 4 times across 2 sets, first in 2024. Right now the cheapest printing is Modern Horizons 3 #144 at $0.19, while the most expensive is Modern Horizons 3 Promos #144s at $0.52 — about 3× more. The median across 4 priced printings is $0.38. Reprint risk: HIGH RISK — Reprinted 4x, including dedicated reprint sets like Modern Horizons 3.

Clicking links to purchase cards directly supports ManaBleed via affiliate commissions at no extra cost to you.

Every Wheel of Potential Printing, Compared

Cheapest first · unpriced last
Printing Year Price Dealer Buys
Modern Horizons 3 #144 (R) Cheapest 2024 $0.19 —
Modern Horizons 3 #422 (R) 2024 $0.31 $0.20 foil
Modern Horizons 3 #336 (R) 2024 $0.44 $0.24
Modern Horizons 3 Promos #144s (R) Foil 2024 $0.52 $0.08 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.

Oracle Text
Sorcery
You get EEE (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.
Legal In
Modern Legacy Vintage Commander Brawl Penny Dreadful

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

Official Judge Precedents

11 Precedents

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.)