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Volatile StormdrakeHow it works & interactions with other cards

By the ManaCount desk· 4 min read· Modern Horizons 3· June 14, 2024
Carte Magic Volatile Stormdrake

Volatile Stormdrake 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, hexproof from activated and triggered abilities When this creature enters, exchange control of this creature and target creature an opponent controls. If you do, you get {E}{E}{E}{E}, then sacrifice that creature unless you pay an amount of {E} equal to its mana value.

How it works : Volatile Stormdrake

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Volatile Stormdrake can't be the target of any activated or triggered abilities your opponents control.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    The effect of Volatile Stormdrake's last ability lasts indefinitely. It doesn't wear off during the cleanup step, and it doesn't expire if Volatile Stormdrake leaves the battlefield.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    As Volatile Stormdrake's last ability resolves, Volatile Stormdrake must be on the battlefield and the target creature must be a legal target. If either of these things isn't true, the ability does nothing.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    In a multiplayer game, if a player leaves the game, all cards that player owns leave as well. If you leave the game, the effect giving you control of the target creature ends.

    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

    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.

  11. #11· 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.

  12. #12· 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.

  13. #13· 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.

Related cards and tokens

02

Legal formats

historictimelessgladiatormodernlegacyvintagepennycommanderoathbreakerbrawlcompetitivebrawldueltlr
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