The questions to ask are "What do the powers provide?" and "What do the powers require?"
Trade operates because people want or need things that others have.
If matter creators can trivially create anything that they want, they won't need much of anything except luxuries like art and metaphysical goods like love... or safety.
In the real world, there already are those with the capacity to convert lead into gold and make pretty much any object man can make, but they need time and materials. If your matter dudes create whatever they want but need energy of a particular sort and extensive knowledge of the design, well, they could get rich but would still need physical and intellectual goods. Certain patterns might be hard for one to duplicate due to rare energy or matter requirements or difficulty concieving. (Clever mints might employ particularly crafty ones to make it hard to duplicate and keep such currencies active.)
Fundamentally, though, for an economy to remain without automatically putting those matter guys on top, they need to want something that others can provide better. Whether modern fiat currencies survive is a very distinct question from whether or not trade survives in a meaningful form.
Powers that allow trivial slaughter or protection can become critical to those who would otherwise have it all. A guy who can create toys from nothing would still fear those who can destroy him with a thought. Point being: Even if one group can create everything that another wants doesn't mean that they can create everything that they want.
Healers, for example, would have to trade their powers pretty restrictively, to make up for the fact that most people don't need healing on a daily basis, yet really need it when they do. That's just how they have to trade unless there is some constant stream of damage to heal and/or people cover their needs in a slump. Healers that can grant temporary regeneration have a thing that people would like to buy even if healthy. Delayed healing, such that the next X amount of injury heals faster, but can wait indefinitely, would have to cost differently.
If the magical power source funding this stuff has availability limitations, it can become the fungible exchange commodity.
If juju trickles in to recharge, and the more expensive tricks cost significant juice, a refreshing beverage could be made from fluby dust or, perhaps, donated from the personal stores of others. (In this case, recharge juice represents time and, perhaps, increased capacity.)
If the power simply falls on their heads in a lump, (whomp. puberty says "Have hair in weird places. Oh, and here's your lifetime supply of juju.") and that's it, the ability to recharge any of it would be extremely valuable. Recharging is extending capacity in this case. Presuming power use is a skill, this would allow experts to continue.
If the power itself is granted to all, can be transferred, but not otherwise replenished, you have a conflict brewing. Since people wouldn't want to waste their limited juice, once they figure that out, most will conserve it. If transfer and theft are possible, some coercion will happen.
Of course, how do people come to know any of these things? What if recharge juice is hard to figure out, so people think they have a limited supply of juju, and the discoverers hide that from the public and attempt to capitalize on the edge? Wrecking the economy might be a painful side effect, but that's unlikely to be their goal; more likely a group would intend to create a utopia or take over the world. (or just a country; modesty, after all.)
You need to define the rules before any particular effects can be sussed out. If you have desired outcomes, list 'em and we can probably help you achieve them.