MTG Copilot
← Back to search
Volt Charge

Volt Charge

Instant

common

Volt Charge deals 3 damage to any target. Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)

$0.09 ✦ $0.34View on Scryfall →

Semantic Tags

Burnmechanical

A spell that deals direct damage to creatures or players.

Cares about +1/+1 counters — places, moves, doubles, or benefits from counters on creatures.

Specifically removes planeswalkers.

Proliferatemechanical

Proliferate-focused strategy — adds counters of all types.

Proliferate-focused strategy — adds counters of all types.

Removalmechanical

Answers an opponent's threat by destroying, exiling, bouncing, or otherwise removing a permanent or spell.

Format Legality

commanderlegal
oathbreakerlegal
modernlegal
pioneerlegal
standardnot legal
legacylegal
vintagelegal
pauperlegal
historiclegal
explorernot legal
alchemynot legal

Price history

Loading price history…

Printings (3)

SetRarityTCGplayerCard KingdomCardmarket
Phyrexia: All Will Be One#155common···
Duel Decks: Heroes vs. Monsters#68common···
New Phyrexia#100common···

Related Concepts

Proliferate

To give an additional counter to any number of players and/or permanents of each kind they already have. See rule 701.34, “Proliferate.”

Related Rules

701.34

Proliferate

701.34a

To proliferate means to choose any number of permanents and/or players that have a counter, then give each one additional counter of each kind that permanent or player already has.

Rulings

2011-06-01

If the permanent or player is an illegal target when Volt Charge tries to resolve, it won't resolve and none of its effects will happen. You won't proliferate.

2023-02-04

If a player or permanent has more than one kind of counter on it, and you choose for it to get additional counters, it must get one of each kind of counter it already has. You can't have it get just one kind of counter it already has and not the others.

2023-02-04

You don't have to choose every permanent or player that has a counter, only the ones you want to add another counter to. Since "any number" includes zero, you don't have to choose any permanents at all, and you don't have to choose any players at all.

2023-02-04

If a permanent ever has both +1/+1 counters and -1/-1 counters on it at the same time, they're removed in pairs as a state-based action so that the permanent has only one of those kinds of counters on it.

2023-02-04

An ability that triggers "Whenever you proliferate" triggers even if you chose no permanents or players while doing so.

2023-02-04

To proliferate, you can choose any permanent that has a counter, including ones controlled by opponents. You can choose any player who has a counter, including opponents. You can't choose cards in any zone other than the battlefield, even if they have counters on them.

2023-02-04

Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it's too late for anyone to respond.