Amped Raptor: Creature - Dinosaur, Modern Horizons 3. First strike. When this creature enters, you get Energy Energy . Prices and printings on Mana Grove.
Mana cost
{1}{R}
Mana value
2
Type
Creature - Dinosaur
Colour identity
Red (R)
Power / toughness
2/1
Rarity
Uncommon
Set
Modern Horizons 3 (MH3)
Released
2024-06-14
Collector number
114
Artist
Alex Konstad
Commander rank
7,507 (by how often it appears in Commander decks)
Amped Raptor is a Magic: The Gathering card, an uncommon red creature from Modern Horizons 3 (MH3), a draft-focused set released in June 2024. It is collector number 114 in that set, with art by Alex Konstad. It costs {1}{R} (one generic and one red mana) to cast, for a mana value of 2. It is a 2/1 creature. Its colour identity is red. It is legal in Legacy, Vintage, Commander, Duel Commander, Oathbreaker, Brawl, Historic, Timeless and Gladiator. It is banned in Modern. Modern Horizons 3 is its only printing so far. The latest aggregated market price for this printing is $0.22 (normal finish, as of 2026-11-12).
Card text
First strike
When this creature enters, you get {E}{E} (two energy counters). Then if you cast it from your hand, exile cards from the top of your library until you exile a nonland card. You may cast that card by paying an amount of {E} equal to its mana value rather than paying its mana cost.
Market price
Latest aggregated market price for the normal finish of this printing: $0.22 (as of 2026-11-12).
The figure covers this printing only; other printings carry their own price on their own page.
Format legality
Legality of Amped Raptor by format. Formats in which it is not legal are not listed.
The other printings are listed newest first, with the rarity and release year of each.
Printing
Rarity
Year
Modern Horizons 3 (MH3) #513
Uncommon
2024
Official rulings
The 8 most recent official rulings for Amped Raptor, newest first.
Any land cards exiled with Amped Raptor's triggered ability will remain in exile. If you choose not to cast the exiled nonland card (either because you don't have enough {E} or you just don't want to), that card will remain in exile as well.
Energy counters are a kind of counter that a player may have. They're not associated with any specific permanents.
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.
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.
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 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.
If you cast a spell for another cost "rather than paying its mana cost," you can't choose to cast it for any alternative costs. You can, however, pay additional costs, such as kicker costs. If the spell has any mandatory additional costs, those must be paid to cast it.
{E} is the energy symbol. It represents one energy counter.
Similar cards
Other creature cards with a red colour identity, ranked by how often they appear in Commander decks.