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Aetherworks Marvel

~$0.26 low · ~$6.62 high

Colorless. Legendary Artifact

four generic mana

Aetherworks Marvel

Aetherdrift Commander #123 · Illustrated by James Paick

What is Aetherworks Marvel worth?

Cheapest copy

~$0.26

Non-foil · Aetherdrift Commander #123

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Highest TCGplayer price

~$6.62

Promo foil · Kaladesh Promos #193s

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5 prices from $0.26 to $6.62. Every price is in the printings table below.

TCGplayer market prices in USD, updated October 14, 2026. Each price is for one printing and one finish.

Oracle text

Whenever a permanent you control is put into a graveyard, you get an energy counter (an energy counter).

tap this permanent, Pay six an energy counter: Look at the top six cards of your library. You may cast a spell from among them without paying its mana cost. Put the rest on the bottom of your library in a random order.

All 4 printings of Aetherworks Marvel

PrintingRarityNon-foilFoilCardmarket (EUR)My collection
Modern Horizons 3 Commander #281
Modern Horizons 3 Commander
m3c #281· 2024Ripple Foilmythic· Cardmarket €0.31 · €0.02 foil
mythic$0.32—€0.31€0.02 foil
Kaladesh #193
Kaladesh
kld #193· 2016mythic· Cardmarket €0.32 · €2.92 foil
mythic$0.32$1.84€0.32€2.92 foil
Kaladesh Promos #193s
Kaladesh Promos
pkld #193s· 2016Promomythic· Cardmarket €5.27 foil
mythicNo non-foil printing$6.62€5.27 foil

Prices are TCGplayer market prices in USD for each printing and finish, via Scryfall. They are a guide, not an appraisal.

Where to buy Aetherworks Marvel

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Card details

First printed
2016
Printings
4
Mana value
4
EDHREC rank
#3,574 on EDHREC (Commander popularity)
Artist
James Paick

Rulings (14)

  1. 2016-09-20

    If the card has X generic mana in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.

  2. 2016-09-20

    If you cast a card "without paying its mana cost," you can't choose to cast it for any alternative costs, such as emerge costs. You can, however, pay additional costs. If the card has any mandatory additional costs, such as that of Incendiary Sabotage, you must pay those to cast the card.

  3. 2016-09-20

    The card cast with Aetherworks Marvel's second ability is cast from your library.

  4. 2016-09-20

    Aetherworks Marvel's first ability triggers whenever any permanent you control is put into a graveyard from the battlefield, including Aetherworks Marvel itself and other permanents put into a graveyard at the same time as it.

  5. 2016-09-20

    Tokens that are sacrificed or destroyed are put into their owner's graveyard before ceasing to exist. If you controlled the token, Aetherworks Marvel's first ability will trigger.

  6. 2024-06-07

    Some triggered abilities that state that you "may pay" a certain amount of an energy counter 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.

  7. 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.

  8. 2024-06-07

    Some triggered abilities state that you "may pay" a certain amount of an energy counter. You can't pay that amount multiple times to multiply the effect. You simply choose whether or not to pay that amount of an energy counter as the ability resolves.

  9. 2024-06-07

    Some spells and abilities that give you an energy counter 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 an energy counter.

  10. 2024-06-07

    If an effect says you get one or more an energy counter, you get that many energy counters. To pay one or more an energy counter, 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.

  11. 2024-06-07

    If a spell or ability with one or more targets states that you "may pay" some amount of an energy counter, and each permanent that it targets has become an illegal target, the spell or ability won't resolve. You can't pay any an energy counter even if you want to.

  12. 2024-06-07

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

  13. 2024-06-07

    an energy counter is the energy symbol. It represents one energy counter.

  14. 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.)

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