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Peema Aether-SeerHow it works & interactions with other cards

By the ManaCount desk· 5 min read· Aether Revolt· January 20, 2017
Carte Magic Peema Aether-Seer

Peema Aether-Seer 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

When this creature enters, you get an amount of {E} (energy counters) equal to the greatest power among creatures you control. Pay {E}{E}{E}: Target creature blocks this turn if able.

How it works : Peema Aether-Seer

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

    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.

  3. #3· 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.

  4. #4· 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.

  5. #5· Wizards of the Coast

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

    No other card is named in this ruling.

  6. #6· 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.

  7. #7· 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.

  8. #8· 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.

  9. #9· 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.

  10. #10· Wizards of the Coast

    The target creature blocks only if it's able to do so as the declare blockers step begins. If, at that time, the creature is tapped, it's affected by a spell or ability that says it can't block, or no creatures are attacking its controller or a planeswalker controlled by that player, then it doesn't block. If there's a cost associated with having the creature block, the player isn't forced to pay that cost. If that cost isn't paid, the creature won't block.

    No other card is named in this ruling.

  11. #11· Wizards of the Coast

    The controller of the target creature chooses which attacking creature that creature blocks.

    No other card is named in this ruling.

  12. #12· Wizards of the Coast

    The amount of {E} you get is determined as Peema Aether-Seer's first ability resolves. If the greatest power among creatures you control is somehow negative, you don't get or lose any {E}.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Saheeli, Radiant Creator
+Lightning Runner
+Peema Aether-Seer
#1

Saheeli, Radiant Creator + Lightning Runner + Peema Aether-Seer

Infinite creature LTBInfinite creature ETBInfinite creature sacrifice triggersInfinite death triggers
  1. 1At the beginning of your combat phase, Saheeli triggers, causing you to pay {E}{E}{E} to create a token copy of Peema Aether-Seer with haste.
  2. 2When the Peema Aether-Seer token enters the battlefield, it triggers, causing you to get at least nine {E}.
  3. 3Declare Lightning Runner as an attacker, triggering its ability, causing you to get {E}{E} and then pay eight {E} to untap all creatures you control and to get an additional combat phase after this one.
  4. 4Repeat each combat phase.
Peema Aether-Seer
+Jumbo Cactuar
#2

Peema Aether-Seer + Jumbo Cactuar

Near-infinite energy counters
  1. 1Declare Jumbo Cactuar as an attacker, triggering its ability, giving it +9999/+0 until end of turn.
  2. 2Cast Peema Aether-Seer by paying {3}{G}.
  3. 3When Peema Aether-Seer enters the battlefield, it triggers, causing you to get 10,000 {E}.
Emiel the Blessed
+Lightning Runner
+Peema Aether-Seer
+Circle of Dreams Druid
#3

Emiel the Blessed + Lightning Runner + Peema Aether-Seer + Circle of Dreams Druid

Infinite combat phasesInfinite energy countersInfinite creature ETBInfinite creature LTB
  1. 1Declare Lightning Runner as an attacker, triggering its ability.
  2. 2Holding priority, activate Circle of Dreams Druid by tapping it, adding at least six {G}.
  3. 3Activate Emiel by paying {3}, blinking Peema Aether-Seer.
  4. 4Peema Aether-Seer enters the battlefield, causing you to get at least {E}{E}{E}{E}.
  5. 5Repeat from step 3 one additional time.
  6. 6Resolve the Lightning Runner ability from step 1, causing you to get {E}{E}, then pay eight {E} to untap all creatures you control, and to get an additional combat phase after this one.
  7. 7Repeat each combat phase.

Related cards and tokens

03

Legal formats

historictimelessgladiatorpioneermodernlegacyvintagecommanderoathbreakerbrawlcompetitivebrawlduel
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