Volatile Stormdrake (Borderless) – MTG Proxy Modern Horizons 3

$3.00

Availability: 14 in stock

SKU: MTGBL-202 Category:

Helpful information

Shipping information   •   Contact us

Card information

Volatile Stormdrake

1 generic manaBlue mana

Mana value: 2 · Color identity: Blue

Creature — Drake

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.

Power / toughness: 3 / 2

Card format legality
Commander
Legal
Modern
Legal
Pioneer
Not legal
Standard
Not legal
Legacy
Legal
Vintage
Legal
Pauper
Not legal

Format status describes the underlying Magic card, not eligibility of this printed product for sanctioned play.

Updated

Card rulings 13
  1. Volatile Stormdrake can't be the target of any activated or triggered abilities your opponents control.
  2. 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.
  3. 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.
  4. 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.
  5. {E} is the energy symbol. It represents one energy counter.
  6. Energy counters are a kind of counter that a player may have. They're not associated with any specific permanents.
  7. 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.)
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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}.

Updated

Volatile Stormdrake can trade its small flying body for a much more useful opposing creature. Its entry trigger exchanges control with a targeted creature an opponent controls, then gives you four energy. You must spend energy equal to the acquired creature's mana value or sacrifice it, so the outcome depends on both the target and your energy reserve.

With no existing energy, a creature costing four or less can usually be kept using the energy supplied by the trigger. A more expensive creature can still be removed through the exchange and sacrifice, although the opponent receives your Stormdrake. Extra energy from other cards expands the range of creatures you can retain.

The exchange needs both creatures available for a legal exchange as the ability resolves. Removing the Stormdrake before resolution can prevent the intended swap. Its hexproof from activated and triggered abilities helps against some interaction, but spells can still target it. That protection also does not make the opposing target automatically legal.

Blink decks can use repeated entries to find new exchange opportunities, but ownership and control deserve attention when the Drake has changed sides. In a straightforward blue deck, the card offers a cheap way to take a useful creature or convert a large threat into a smaller opposing flyer. Choose based on the actual board: taking a modest value creature permanently can be better than spending the card merely to force an expensive creature into the graveyard.

Weight 0.0125 lbs
Dimensions 0.0 × 0.0 × 0.0 in
Shopping Cart
Scroll to Top