Aethersphere Harvester - Aether Revolt (#142) - Illustrated by Christine Choi - Magic: The Gathering Card
Aether Revolt Rare #142 Christine Choi
Flying Crew

Aethersphere Harvester

Card Rules and Details

Card Type: Artifact — Vehicle

Mana Cost: {3}

Oracle Rules Text: Flying When this Vehicle enters, you get {E}{E} (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.)

Set: Aether Revolt (#142), Rarity: Rare, Artist: Christine Choi

Artifact Colorless Rare Evasion
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Historical Printings & Sets (1)
1 Languages
en English Viewing Here
1 Printing
Thumbnail Set Name Code Rarity Artist Released
Aethersphere Harvester - Aether Revolt MTG card scan Aethersphere Harvester Aether Revolt Viewing AER Rare Christine Choi 2017-01-20

Official Rulings (22)

2017-02-09
Multiple instances of lifelink on the same creature are redundant.
2017-09-29
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.
2017-09-29
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.
2017-09-29
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.
2017-09-29
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.
2017-09-29
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.
2017-09-29
Any untapped creature you control can be tapped to pay a crew cost, even one that just came under your control.
2017-09-29
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.
2017-09-29
Vehicle is an artifact type, not a creature type. A Vehicle that's crewed won't normally have any creature type.
2017-09-29
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.
2017-09-29
You may tap more creatures than necessary to activate a crew ability.
2017-09-29
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.
2017-09-29
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.
2024-06-07
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}.
2024-06-07
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.
2024-06-07
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.
2024-06-07
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.
2024-06-07
{E} is the energy symbol. It represents one energy counter.
2024-06-07
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.
2024-06-07
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.)
2024-06-07
Energy counters are a kind of counter that a player may have. They're not associated with any specific permanents.
2024-06-07
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.

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