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"Find me cards equivalent to: Hypergenesis"

Equivalent cards to Hypergenesis (green Sorcery, mass cheat-into-play effect) are rare, but here are some close options in green:
1. Genesis Wave — Green Sorcery; cheat cards from the top of your library into play.
2. Warp World — Red card, not mono-green (so does NOT fit your color restriction, but has a similar mass effect).
3. The Great Aurora — Green Sorcery; each player shuffles permanents into their library, then puts lands and draws cards.
4. Natural Order — Green Sorcery; cheat only for one creature (not mass effect, but similar cheat effect).
5. See the Unwritten — Green Sorcery; cheat creatures from top of the library onto battlefield.

Closest mono-green equivalent:
Genesis Wave — because it can put multiple permanents from your library onto the battlefield at once.

Found Cards

6 Results

Genesis Wave

Hypergenesis

Natural Order

See the Unwritten

The Great Aurora

Warp World

Genesis Wave #122 Sorcery

Info

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

    Rules

  • A permanent card is an artifact, battle, creature, enchantment, land, or planeswalker card.
  • All of the permanents put onto the battlefield this way enter at the same time. If any have triggered abilities that trigger on something else entering, they'll see each other.
  • If a card in a player's library has {X} in its mana cost, X is considered to be 0.
  • If a permanent card in your library has no mana symbols in its upper right corner (because it's a land card, for example), its mana value is 0. Such cards can always be put onto the battlefield with Genesis Wave.
  • If you have fewer than X cards in your library, you reveal all of them.
  • You don't have to put permanent cards revealed this way onto the battlefield if you choose not to, regardless of their mana values.
  • Prices

    Seller Price
    Tcgplayer / 5.41 USD 0.81 USD
    Cardmarket / 4.17 EUR 0.84 EUR
    Manapool / 5.51 USD 0.52 USD
    Cardkingdom / 3.49 USD 0.99 USD

    Legalities

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

    Text

    Reveal the top X cards of your library. You may put any number of permanent cards with mana value X or less from among them onto the battlefield. Then put all cards revealed this way that weren't put onto the battlefield into your graveyard.

    Hypergenesis #210 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 0
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Suspend

    Rules

  • Anything that triggers during the resolution of this will wait to be put on the stack until everything is put onto the battlefield and resolution is complete. The player whose turn it is will put all of their triggered abilities on the stack in any order, then each other player in turn order will do the same. (The last ability put on the stack will be the first one that resolves.)
  • Although originally printed with a characteristic-defining ability that defined its color, this card now has a color indicator. This color indicator can't be affected by text-changing effects (such as the one created by Crystal Spray), although color-changing effects can still overwrite it.
  • If a player chooses not to put a card onto the battlefield but the process repeats, that player may put a card onto the battlefield the next time the process gets around to them.
  • The permanents enter the battlefield sequentially. This means that ones put onto the battlefield earlier may affect how later ones enter and later ones may cause triggered abilities of earlier ones to trigger, but not vice versa.
  • The process ends when all players (starting with you) choose not to put a card onto the battlefield during one loop of the process. It doesn't end the first time one player chooses not to put a card onto the battlefield.
  • A card with no mana cost can't be cast normally; you'll need a way to cast it for an alternative cost or without paying its mana cost, such as by suspending it.
  • Cards exiled with suspend are exiled face up.
  • Due to a recent rules change to suspend, you are no longer required to cast the suspended card as the second triggered ability of suspend resolves. Instead, as the second triggered ability resolves, you may cast the card. Timing permissions based on the card's type are ignored. If you don't cast the card, it remains exiled with no time counters on it, and it's no longer suspended.
  • Exiling a card with suspend isn't casting that card. This action doesn't use the stack and can't be responded to.
  • If a card with no mana cost is given an alternative cost equal to its mana cost (by Snapcaster Mage, for example), that cost cannot be paid and the card cannot be cast this way.
  • If an effect refers to a "suspended card," that means a card that (1) has suspend, (2) is in exile, and (3) has one or more time counters on it.
  • If the card has {X} in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
  • If the first triggered ability of suspend (the one that removes time counters) is countered, no time counter is removed. The ability will trigger again at the beginning of the card's owner's next upkeep.
  • If the second triggered ability is countered, the card can't be cast. It remains exiled with no time counters on it, and it's no longer suspended.
  • If the spell requires any targets, those targets are chosen when the spell is finally cast, not when it's exiled.
  • If you cast a card "without paying its mana cost," such as with suspend, you can't choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, you must pay those if you want to cast the card.
  • Suspend is a keyword that represents three abilities. The first is a static ability that allows you to exile the card from your hand with the specified number of time counters (the number before the dash) on it by paying its suspend cost (listed after the dash). The second is a triggered ability that removes a time counter from the suspended card at the beginning of each of your upkeeps. The third is a triggered ability that gives you the option to cast the card when the last time counter is removed.
  • The mana value of a spell cast without paying its mana cost is determined by its mana cost, even though that cost wasn't paid.
  • When the last time counter is removed, the second triggered ability of suspend (the one that lets you cast the card) triggers. It doesn't matter why the last time counter was removed or what effect removed it.
  • You can exile a card in your hand using suspend any time you could cast that card. Consider its card type, any effects that modify when you could cast it (such as flash) and any other effects that stop you from casting it (such as from Meddling Mage's ability) to determine if and when you can do this. Whether you could actually complete all steps in casting the card is irrelevant. For example, you can exile a card with suspend that has no mana cost or that requires a target even if no legal targets are available at that time.
  • Prices

    Seller Price
    Cardmarket 0.5 EUR / 1.96 EUR
    Cardkingdom 1.49 USD
    Manapool / 25.83 USD 0.78 USD
    Tcgplayer 1.55 USD / 3.81 USD

    Legalities

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

    Text

    Suspend 3— Starting with you, each player may put an artifact, creature, enchantment, or land card from their hand onto the battlefield. Repeat this process until no one puts a card onto the battlefield.

    Natural Order #54 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 4
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Players can respond to this spell only after it's been cast and all its costs have been paid. No one can try to destroy the creature you sacrificed to stop you from casting this spell or to make you sacrifice a different one.
  • Sacrificing a green creature is part of Natural Order's cost. You can't sacrifice more creatures to search for more creature cards, and you can't cast Natural Order at all if you control no green creatures.
  • Prices

    Seller Price
    Manapool 38.62 USD 30.48 USD 38.62 USD
    Cardkingdom 44.99 USD 49.99 USD 34.99 USD
    Tcgplayer 40.01 USD 39 USD 28.55 USD
    Cardmarket 23.18 EUR / 18.86 EUR

    Legalities

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

    Text

    As an additional cost to cast this spell,sacrificea green creature. Search your library for a green creature card, put it onto the battlefield, thenshuffle

    See the Unwritten #149 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 6
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Rules

  • Because you’re not casting the creature cards, you can’t pay any additional or alternative costs. You can’t put the cards onto the battlefield face down.
  • Ferocious abilities of instants and sorceries that don’t use the word “instead” will provide an additional effect if you control a creature with power 4 or greater as they resolve.
  • If a card you put onto the battlefield this way has {X} in its mana cost, X is considered to be 0.
  • Some ferocious abilities that appear on instants and sorceries use the word “instead.” These spells have an upgraded effect if you control a creature with power 4 or greater as they resolve. For these, you only get the upgraded effect, not both effects.
  • You determine whether the ferocious ability applies before any creature cards are put onto the battlefield. If you put two creature cards onto the battlefield this way, those creatures enter the battlefield at the same time.
  • Prices

    Seller Price
    Manapool 0.41 USD / 1.18 USD
    Cardkingdom 0.99 USD / 2.49 USD
    Tcgplayer / 2.48 USD 0.53 USD
    Cardmarket / 1.85 EUR 0.5 EUR

    Legalities

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

    Text

    Reveal the top eight cards of your library. You may put a creature card from among them onto the battlefield. Put the rest into your graveyard. Ferocious — If you control a creature with power 4 or greater, you may put two creature cards onto the battlefield instead of one.

    The Great Aurora #ORI-179 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 9
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • A token is owned by the player under whose control it entered the battlefield. Tokens shuffled into a library count toward the number of cards drawn, though they cease to exist upon becoming part of a library. Regardless of what you’re using to represent tokens, you won’t shuffle that physical object into your library.
  • As The Great Aurora resolves, first you choose any number of land cards in your hand to put onto the battlefield, and then each other player in turn order does the same. The lands enter the battlefield simultaneously.
  • If a player is required to draw more cards than their library contains, that player loses the game. If all players lose the game this way, the game is a draw.
  • The number of cards you draw is equal to the number of permanents on the battlefield that you shuffle into your library plus the number of cards from your hand that you shuffle into your library.
  • Prices

    Seller Price
    Cardkingdom 1.29 USD
    Tcgplayer 0.44 USD
    Manapool 0.51 USD

    Legalities

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

    Text

    Each player shuffles all cards from their hand and all permanents they own into their library, then draws that many cards. Each player may put any number of land cards from their hand onto the battlefield. Exile The Great Aurora.

    Warp World #150 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 8
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Anything that triggers during the resolution of this will wait to be put on the stack until everything is put onto the battlefield and resolution is complete. The player whose turn it is will put all of their triggered abilities on the stack in any order, then each other player in turn order will do the same. (The last ability put on the stack will be the first one that resolves.)
  • 1) Each player counts the number of permanents they own.
  • 2) Each player shuffles those permanents into their library.
  • 3) Each player reveals cards from the top of their library equal to the number that player counted.
  • 4) Each player puts all artifact, land, and creature cards revealed this way onto the battlefield. All of these cards enter at the same time.
  • 5) Each player puts all enchantment cards revealed this way onto the battlefield. An Aura put onto the battlefield this way can enchant an artifact, land, or creature that was already put onto the battlefield, but can't enchant an enchantment that's being put onto the battlefield at the same time as it. If multiple players have Auras to put onto the battlefield, the player whose turn it is announces what their Auras will enchant, then each other player in turn order does the same, then all enchantments (both Auras and non-Auras) enter at the same time.
  • 6) Each player puts all of their other revealed cards (instants, sorceries, planeswalkers, and Auras that can't enchant anything) on the bottom of their library in any order.
  • Taking it slowly, here's what happens when Warp World resolves:
  • Tokens are permanents but not cards. They'll count toward the number of permanents shuffled into your library, so you'll get a card back for each token you owned. But the tokens themselves should be ignored while you're revealing *cards* from your library. In practice, you shouldn't actually shuffle them into your library since they'll cease to exist as soon as Warp World finishes resolving. Note that a token's owner is the player under who created it.
  • If a permanent leaves the battlefield this way but ends up in a zone other than a library (most likely because it's a player's commander in the Commander variant), it's still counted to determine how many cards to reveal.
  • Prices

    Seller Price
    Tcgplayer 1.07 USD / 9.89 USD
    Cardmarket 0.41 EUR / 4.02 EUR
    Cardkingdom 1.79 USD / 12.99 USD
    Manapool 0.53 USD / 8.26 USD

    Legalities

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

    Text

    Each player shuffles all permanents they own into their library, then reveals that many cards from the top of their library. Each player puts all artifact, creature, and land cards revealed this way onto the battlefield, then does the same for enchantment cards, then puts all cards revealed this way that weren't put onto the battlefield on the bottom of their library.