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"Find me cards equivalent to: Captive Audience"

Cards similar to Captive Audience (Enchantment, Black/Red, punishing effects for opponents):
1. Cruel Reality – Black enchantment, forces opponents to sacrifice creatures or lose life.
2. Dreadhorde Invasion – Black enchantment, creates zombie tokens and drains life.
3. Painful Quandary – Black enchantment, punishes opponents for casting spells by forcing discard or life loss.
4. Sulfuric Vortex – Red enchantment, deals damage on upkeep and stops life gain.
5. Harsh Mentor (technically a creature, but similar effect flavor), punishes opponents for activating abilities.
6. Captive Audience – The card you searched for; unique win-con for punishing an opponent.


Reason: Very few multicolor (BR) enchantments match the exact Captive Audience effect, but these share punishing, unavoidable effects targeting opponents.

Found Cards

6 Results

Captive Audience

Cruel Reality

Dreadhorde Invasion

Harsh Mentor

Painful Quandary

Sulfuric Vortex

Captive Audience #160 Enchantment

Info

Color:
Identifies:
Cost:
Rarity: Mythic
Converted Cost: 7
Power/Toughness: /
Types:
  • Enchantment
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Rules

  • For a player’s life total to become 4, that player gains or loses the appropriate amount of life. For example, if a player’s life total is 20, Captive Audience will cause that player to lose 16 life; alternatively, if their life total is 1, it will cause them to gain 3 life. Other cards that interact with life gain or life loss will interact with this effect accordingly.
  • If all three modes have been chosen, Captive Audience’s triggered ability is removed from the stack with no effect, but Captive Audience remains on the battlefield.
  • In a Two-Headed Giant game, Captive Audience’s first mode causes its controller to gain or lose life so that their team’s life total becomes 4.
  • In a multiplayer game, if Captive Audience’s owner leaves the game, Captive Audience leaves the game with them. If Captive Audience’s controller leaves the game, Captive Audience is exiled (assuming that player wasn’t also Captive Audience’s owner).
  • Once Captive Audience is controlled by your opponent, its ability triggers during that player’s upkeep and that player makes all choices for it. That player is affected by its first two modes, and that player’s opponents create the tokens for its last mode.
  • You may choose Captive Audience’s first mode even if your life total is already 4. Similarly, you may choose its second mode even if you have no cards in hand.
  • Prices

    Seller Price
    Manapool 3.85 USD / 6.51 USD
    Cardkingdom / 12.99 USD 7.49 USD
    Tcgplayer / 6.95 USD 5.01 USD
    Cardmarket / 5.52 EUR 3.31 EUR

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    This enchantment enters under the control of an opponent of your choice. At the beginning of your upkeep, choose one that hasn't been chosen — • Your life total becomes 4. •Discardyour hand. • Each opponent creates five 2/2 black Zombie creature tokens.

    Cruel Reality #84s Enchantment — Aura Curse

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 7
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
  • Aura
  • Curse
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Enchant

    Rules

  • The enchanted player can’t choose to lose 5 life if they have a creature or planeswalker that can be sacrificed.
  • The enchanted player chooses a permanent to sacrifice from among the creatures and planeswalkers that player controls. You don’t choose which type of permanent the player has to sacrifice.
  • There are many important moments in the story, but the most crucial—called “story spotlights”—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.
  • Prices

    Seller Price
    Cardkingdom 7.49 USD
    Cardmarket 2.57 EUR
    Manapool 4.73 USD
    Tcgplayer 5 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Enchant player At the beginning of enchanted player's upkeep, that player sacrifices a creature or planeswalker of their choice. If the player can't, they lose 5 life.

    Dreadhorde Invasion #86 Enchantment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Amass

    Rules

  • If the token's power changes later in the turn after it has attacked, including while Dreadhorde Invasion's second ability is on the stack, it won't cause the token to gain or lose lifelink.
  • The power of the Zombie token is checked only immediately after it attacks. Any other abilities that trigger when creatures you control attack won't have resolved yet.
  • Amass Orcs works the same way, except you create a 0/0 black Orc Army creature token if you don't control an Army. If the Army creature you chose isn't already an Orc, it becomes an Orc in addition to its other types. By combining cards with amass Orcs and amass Zombies, you can end up with an Orc Zombie Army.
  • Amass abilities are now written as "amass [subtype] N." Previous cards with amass have received errata to say "amass Zombies N."
  • If you don't control an Army, the Zombie Army token you create enters the battlefield as a 0/0 creature before receiving counters. Any abilities that trigger when a creature with a certain power enters the battlefield, such as that of Mentor of the Meek, will see the token enter as a 0/0 creature before it gets +1/+1 counters.
  • In the rare case that you control multiple Army creatures (perhaps because you played a creature with changeling) while you amass Zombies, you choose which of your Army creatures to put the +1/+1 counters on. If that creature isn't a Zombie, it becomes a Zombie in addition to its other types.
  • Some cards refer to the "amassed Army." That means the Army creature you chose to receive counters, even if no counters were placed on it for some reason.
  • Some cards that cause you to amass Zombies also provide bonuses to "Zombie tokens." These affect any token that happens to be a Zombie, not just a Zombie Army you've amassed.
  • To amass Zombies N, if you don't control an Army creature, create a 0/0 black Zombie Army creature token. Then you choose an Army creature you control and put N +1/+1 counters on it. If that Army isn't already a Zombie, it becomes a Zombie in addition to its other types.
  • Prices

    Seller Price
    Cardmarket / 2.67 EUR 0.41 EUR
    Tcgplayer 0.7 USD / 4.91 USD
    Cardkingdom 0.99 USD / 5.99 USD
    Manapool 0.2 USD / 4.15 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    At the beginning of your upkeep, you lose 1 life and amass Zombies 1. (Put a +1/+1counteron an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.) Whenever a Zombie token you control with power 6 or greater attacks, it gains lifelink until end of turn.

    Harsh Mentor #135s Creature — Human Cleric

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 2
    Power/Toughness: 2/2
    Types:
  • Creature
  • SubTypes:
  • Human
  • Cleric
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Activated abilities contain a colon. They're generally written "[Cost]: [Effect]." Some keyword abilities (such as equip) are activated abilities and will have colons in their reminder text. An activated mana ability is one that produces mana as it resolves, not one that costs mana to activate. Notably, exerting a creature isn't an activated ability.
  • Harsh Mentor's ability doesn't trigger when an opponent activates an ability of a card in hand (such as cycling) or a card in a graveyard (such as embalm), even if that causes a card to be put onto the battlefield.
  • Harsh Mentor's ability resolves before the ability that caused it to trigger.
  • Prices

    Seller Price
    Manapool 3.63 USD
    Cardkingdom 6.99 USD
    Tcgplayer 5.1 USD
    Cardmarket 2.42 EUR

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Whenever an opponent activates an ability of an artifact, creature, or land on the battlefield, if it isn't a mana ability, this creature deals 2 damage to that player.

    Painful Quandary #73 Enchantment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 5
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Whenever an opponent casts a spell, Painful Quandary's ability triggers and goes on the stack on top of it. It will resolve before the spell does.
  • Whenever an opponent casts a spell, Painful Quandary's ability triggers and goes on the stack on top of it. It will resolve before the spell does.
  • Prices

    Seller Price
    Tcgplayer 1.75 USD / 20.26 USD
    Manapool / 5.1 USD 0.98 USD
    Cardkingdom / 14.99 USD 1.99 USD
    Cardmarket / 5.61 EUR 1.36 EUR

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Whenever an opponent casts a spell, that player loses 5 life unless theydiscarda card.

    Sulfuric Vortex #2210 Enchantment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • No entries
  • Prices

    Seller Price
    Cardmarket 2.62 EUR / 2.95 EUR
    Cardkingdom / 3.49 USD 2.49 USD
    Manapool / 1.91 USD 1.6 USD
    Tcgplayer / 2.31 USD 1.59 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    At the beginning of each player's upkeep, this enchantment deals 2 damage to that player. If a player would gain life, that player gains no life instead.