Search

Glimmer of Genius
Instant
uncommon
Scry 2, then draw two cards. You get (two energy counters).
Semantic Tags
Puts additional cards into your hand. Includes direct draw, 'look/reveal and put into hand' effects, and conditional draw triggers.
Uses the energy counter mechanic from Kaladesh and related sets.
Cares about or manipulates the top card(s) of your library. Includes scry, surveil, and top-deck payoffs.
Cares about or manipulates the top of library — Sensei's Top, miracles, Future Sight.
Format Legality
Price history
Loading price history…
Printings (6)
| Set | Rarity | TCGplayer | Card Kingdom | Cardmarket |
|---|---|---|---|---|
| Aetherdrift Commander#78 | uncommon | · | · | · |
| Modern Horizons 3 Commander#187 | uncommon | · | · | · |
| Fallout#704 | uncommon | · | · | · |
| Fallout#176 | uncommon | · | · | · |
| Kaladesh Remastered#49 | uncommon | · | · | · |
| Kaladesh#49 | uncommon | · | · | · |
Related Concepts
Related Rules
A Shard token is a colorless Shard enchantment token with “{2}, Sacrifice this token: Scry 1, then draw a card.”
A Sorcerer Role token is a colorless Aura Role enchantment token named Sorcerer with enchant creature and “Enchanted creature gets +1/+1 and has ‘Whenever this creature attacks, scry 1.’”
Scry
To “scry N” means to look at the top N cards of your library, then put any number of them on the bottom of your library in any order and the rest on top of your library in any order.
If a player is instructed to scry 0, no scry event occurs. Abilities that trigger whenever a player scries won’t trigger.
If multiple players scry at once, each of those players looks at the top cards of their library at the same time. Those players decide in APNAP order (see rule 101.4) where to put those cards, then those cards move at the same time.
Rulings
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}.
{E} is the energy symbol. It represents one energy counter.
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.
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.
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.
Energy counters are a kind of counter that a player may have. They're not associated with any specific permanents.
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.)