
Overview
Legality, special rules, and flavor text
Rules
If you would get one or more {E} (energy counters), you get that many plus one {E} instead. {T}: Draw a card. Activate only if you've paid or lost four or more {E} this turn.
Rulings
Energy counters are a kind of counter that a player may have. They're not associated with any specific permanents. — 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. — 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. — 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. — If you control two Izzet Generatoriums (Generatoria?), the number of {E} you get is the original number plus two. Three Izzet Generatoriums adds three to the original number, and so on. — 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.) — 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}. — 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. — 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. — {E} is the energy symbol. It represents one energy counter.
Flavor text
Hard hats are required. Shock-resistant coveralls aren't, but are highly recommended.
Card details
Printing, type line, and catalog data
Identity & printing
- Card ID
- MH3-191--foil
- Name
- Izzet Generatorium (Foil)
- Number
- 191
- Rarity
- Uncommon
- Variant
- Foil
Type line & Magic stats
- Types
- Artifact
- Mana cost
- {U}{R}
- Mana value
- 2
Set, artist & references
- Artist
- Yeong-Hao Han
- Language
- English
- Set name
- Modern Horizons 3
- Game name
- Magic: The Gathering
Battle
Abilities, attacks, weakness & resistance
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More in this set
Other cards from Modern Horizons 3

Twisted Landscape (Foil)#521

Tranquil Landscape (Foil)#520

Solar Transformer (Foil)#519

Titans' Vanguard (Foil)#518

Snapping Voidcraw (Foil)#517

Scurry of Gremlins (Foil)#516

Izzet Generatorium (Foil)#515

Unstable Amulet (Foil)#514

Amped Raptor (Foil)#513

Accursed Marauder (Foil)#512

Roil Cartographer (Foil)#511

Bespoke Battlewagon (Foil)#510
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