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Rules guide · Artifact

Aethersphere HarvesterHow it works & interactions with other cards

By the ManaCount desk· 6 min read· Aether Revolt· January 20, 2017
Carte Magic Aethersphere Harvester

Aethersphere Harvester is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card 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.)

How it works : Aethersphere Harvester

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    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}.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

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

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

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

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    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.)

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    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.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    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.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    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.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    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.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    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.

    No other card is named in this ruling.

  10. #10· Wizards of the Coast

    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.

    No other card is named in this ruling.

  11. #11· Wizards of the Coast

    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.

    No other card is named in this ruling.

  12. #12· Wizards of the Coast

    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.

    No other card is named in this ruling.

  13. #13· Wizards of the Coast

    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.

    No other card is named in this ruling.

  14. #14· Wizards of the Coast

    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.

    No other card is named in this ruling.

  15. #15· Wizards of the Coast

    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.

    No other card is named in this ruling.

  16. #16· Wizards of the Coast

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

    No other card is named in this ruling.

  17. #17· Wizards of the Coast

    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.

    No other card is named in this ruling.

  18. #18· Wizards of the Coast

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

    No other card is named in this ruling.

  19. #19· Wizards of the Coast

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

    No other card is named in this ruling.

  20. #20· Wizards of the Coast

    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.

    No other card is named in this ruling.

  21. #21· Wizards of the Coast

    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.

    No other card is named in this ruling.

  22. #22· Wizards of the Coast

    Multiple instances of lifelink on the same creature are redundant.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Defiler of Vigor
+Spike Feeder
+Greenbelt Rampager
+Aethersphere Harvester
#1

Defiler of Vigor + Spike Feeder + Greenbelt Rampager + Aethersphere Harvester

Infinite +1/+1 counters on most creatures you controlInfinite creature ETBInfinite creature LTBInfinite storm count
  1. 1Cast Greenbelt Rampager by paying 2 life.
  2. 2Defiler of Vigor triggers, putting a +1/+1 counter on each creature you control.
  3. 3Activate Spike Feeder's second ability by removing a +1/+1 counter from it, causing you to gain two life.
  4. 4Greenbelt Rampager enters the battlefield, returning itself from the battlefield to your hand and causing you to get {E}.
  5. 5Activate Aethersphere Harvester by paying {E}, giving it lifelink until end of turn.
  6. 6Repeat.

Related cards and tokens

03

Legal formats

historictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerbrawlcompetitivebrawldueltlr
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