Overclocked Electromancer: Creature - Lizard Wizard, Modern Horizons 3 Commander. MTG card printings, market prices, rulings, and format legality on Mana Grove.
Mana cost
{2}{R}
Mana value
3
Type
Creature - Lizard Wizard
Colour identity
Red (R)
Power / toughness
2/2
Rarity
Rare
Set
Modern Horizons 3 Commander (M3C)
Released
2024-06-14
Collector number
110
Artist
Brent Hollowell
Commander rank
11,077 (by how often it appears in Commander decks)
Overclocked Electromancer is a Magic: The Gathering card, a rare red creature from Modern Horizons 3 Commander (M3C), a Commander product released in June 2024. It is collector number 110 in that set, with art by Brent Hollowell. It costs {2}{R} (two generic and one red mana) to cast, for a mana value of 3. It is a 2/2 creature. Its colour identity is red. It is legal in Legacy, Vintage, Commander, Duel Commander and Oathbreaker. Modern Horizons 3 Commander is its only printing so far. The latest aggregated market price for this printing is $0.28 (normal finish, as of 2026-11-11).
Card text
At the beginning of combat on your turn, you may pay {E}{E}{E}. If you do, put a +1/+1 counter on this creature.
Whenever this creature attacks, double its power until end of turn.
Whenever this creature deals combat damage to a creature, if that creature was dealt excess damage this turn, you get X {E}, where X is that excess damage.
Market price
Latest aggregated market price for the normal finish of this printing: $0.28 (as of 2026-11-11).
The figure covers this printing only; other printings carry their own price on their own page.
Format legality
Legality of Overclocked Electromancer 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 Commander (M3C) #58
Rare
2024
Official rulings
The 8 most recent official rulings for Overclocked Electromancer, newest first.
{E} is the energy symbol. It represents one energy counter.
To double Overclocked Electromancer's power, it gets +X/+0, where X is its power when its second 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 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.
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}.
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 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.
Similar cards
Other creature cards with a red colour identity, ranked by how often they appear in Commander decks.