There are many important moments in the story, but the most crucialâ€”called â€œstory spotlightsâ€â€”are shown on cards. These cards have the Planeswalker symbol in their text box; this symbol has no effect on gameplay. You can read more about these events in the official Magic fiction at http://www.mtgstory.com.
You canâ€™t pay more energy counters than you have.
Keep careful track of how many energy counters each player has. You may do so by keeping a running count on paper, by using a die, or by any other clear and mutually agreeable method.
If an effect says you get one or more , you get that many energy counters. To pay one or more , you lose that many energy counters. Any effects that interact with counters a player gets, has, or loses can interact with energy counters.
Energy counters arenâ€™t mana. They donâ€™t go away as steps, phases, and turns end, and effects that add mana â€œof any typeâ€ to your mana pool canâ€™t give you energy counters.
Energy counters are a kind of counter that a player may have. Theyâ€™re not associated with specific permanents. (Other kinds of counters that players may have include poison and experience.)
is the energy symbol. It represents one energy counter.
You choose the target artifact or creature as you cast Confiscation Coup. You donâ€™t choose whether or not to pay an amount of until Confiscation Coup resolves. If the target becomes an illegal target, Confiscation Coup wonâ€™t resolve and you wonâ€™t get .
The converted mana cost of a token that isnâ€™t a copy of another object is 0. A token that is a copy of another object has the same mana cost as that object.
In a multiplayer game, if a permanentâ€™s owner leaves the game after youâ€™ve gained control of it, the permanent leaves with that player. If you leave the game before that player, the control-change effect ends.
If the target artifact or creature has a converted mana cost of 0, you may choose to pay zero energy and gain control of it.
If a permanent has in its mana cost, X is considered to be 0.