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"Find me cards equivalent to: Immediate Action"

Equivalent cards to Immediate Action (type: Conspiracy, colorless, gives haste to creatures with chosen name):
1. Rapid Fire (not a real MTG card, but if looking for similar effect: grants haste as an ability)
2. Ashling's Prerogative (colorless, grants haste or vigilance to creatures based on parity, not by name)
3. Lightning Greaves (colorless equipment, gives haste and shroud to equipped creature)
4. Conspiracy (the actual card Conspiracy, lets you name a creature type for deck customization)

Note: Immediate Action is unique due to the Hidden agenda mechanic and Conspiracy type. Effects granting haste to a specific creature by name are rare outside Conspiracy sets. Closest equivalence: cards like Lightning Greaves or Swiftfoot Boots.


Reason: Conspiracies are unique to the Conspiracy set; colorless means no color restriction. No direct non-Conspiracy equivalent, but these give a similar haste granting effect.

Found Cards

6 Results

Ashling's Prerogative

Conspiracy

Immediate Action

Lightning Greaves

Rapid Fire

Swiftfoot Boots

Ashling's Prerogative #150 Enchantment

Info

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

    Rules

  • If a creature has X in its mana cost, that X is treated as 0 for the purposes of these effects. It doesn't matter what the value of X was while the creature was on the stack.
  • The "chosen value" is either "odd" or "even." So either creatures with odd mana values enter tapped and creatures with even mana values have haste, or vice versa.
  • Prices

    Seller Price
    Cardkingdom 0.69 USD / 7.99 USD
    Cardmarket 0.45 EUR / 2.2 EUR
    Tcgplayer / 10 USD 0.7 USD
    Manapool / 4.03 USD 0.58 USD

    Legalities

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

    Text

    As this enchantment enters, choose odd or even. (Zero is even.) Each creature with mana value of the chosen quality has haste. Each creature without mana value of the chosen quality enters tapped.

    Conspiracy #39 Enchantment

    Info

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

    Rules

  • It does not replace any use of creature types in card text.
  • This can grant a creature type to animated lands and artifacts that would otherwise have no creature type.
  • "Legend" is no longer a creature type, and may not be chosen.
  • If you choose Wall, then your creatures can still attack because creature types don't confer abilities such as defender (any more than, say, choosing creature type Bird would confer flying).
  • Affected spells, cards, and creatures lose all of their other creature types.
  • Replacement effects that modify creatures of a certain type as they enter the battlefield will apply (or not apply) after you apply this effect. For example, if Warrior is the chosen creature type and you control Bramblewood Paragon, a Runeclaw Bear would enter the battlefield with an additional +1/+1 counter.
  • Prices

    Seller Price
    Tcgplayer 2.18 USD / 9.89 USD
    Cardmarket / 2.27 EUR 0.65 EUR
    Cardkingdom / 4.99 USD 1.79 USD
    Manapool / 3.09 USD 0.78 USD

    Legalities

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

    Text

    As this enchantment enters, choose a creature type. Creatures you control are the chosen type. The same is true for creature spells you control and creature cards you own that aren't on the battlefield.

    Immediate Action #5 Conspiracy

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 0
    Power/Toughness: /
    Types:
  • Conspiracy
  • SubTypes:
    Languages:
    Layout:
    Normal

    Abilities/Keywords

    Rules

  • A conspiracy doesn't count as a card in your deck for purposes of meeting minimum deck size requirements. (In most drafts, the minimum deck size is 40 cards.)
  • A conspiracy with hidden agenda that has a triggered ability must be face up before that ability's trigger condition is met in order for it to trigger. Turning it face up afterward won't have any effect.
  • A conspiracy's static and triggered abilities function as long as that conspiracy is face-up in the command zone.
  • As a special action, you may turn a face-down conspiracy face up. You may do so any time you have priority. This action doesn't use the stack and can't be responded to. Once face up, the named card is revealed and the conspiracy's abilities will affect the game.
  • At the end of the game, you must reveal any face-down conspiracies you own in the command zone to all players.
  • At the end of the game, you must reveal any face-down conspiracies you own in the command zone to all players. Notably, you can't bluff conspiracies with hidden agenda by putting other cards into the command zone face down as the game starts.
  • Conspiracies are colorless, have no mana cost, and can't be cast as spells.
  • Conspiracies are never put into your deck. Instead, you put any number of conspiracies from your card pool into the command zone as the game begins. These conspiracies are face up unless they have hidden agenda, in which case they begin the game face down.
  • Conspiracies aren't legal for any sanctioned Constructed format, but may be included in other Limited formats, such as Cube Draft.
  • If you play multiple games after the draft, you can name a different card in each new game.
  • There are several ways to secretly name a card, including writing the name on a piece of paper that's kept with the face-down conspiracy. If you have multiple face-down conspiracies, you may name a different card for each one. It's important that each named card is clearly associated with only one of the conspiracies.
  • You can look at any player's face-up conspiracies at any time. You'll also know how many face-down conspiracies a player has in the command zone, although you won't know what they are.
  • You don't have to play with any conspiracy you draft. However, you have only one opportunity to put conspiracies into the command zone, as the game begins. You can't put conspiracies into the command zone after this point.
  • You must name a Magic card. Notably, you can't name a token.
  • You name the card as the game begins, as you put the conspiracy into the command zone, not as you turn the face-down conspiracy face up.
  • Prices

    Seller Price
    Manapool 0.15 USD / 0.28 USD
    Cardmarket 0.14 EUR / 0.24 EUR
    Tcgplayer 0.12 USD / 0.38 USD
    Cardkingdom / 0.49 USD 0.35 USD

    Legalities

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

    Text

    Hidden agenda (Start the game with this conspiracy face down in the command zone and secretly choose a card name. You may turn this conspiracy face up any time and reveal that name.) Creatures you control with the chosen name have haste.

    Lightning Greaves #IFIYW-9 Artifact — Equipment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Artifact
  • SubTypes:
  • Equipment
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Equip

    Rules

  • If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Lightning Greaves to allow two new creatures to attack in the same turn.
  • You can't simply unequip Equipment from a creature. If Lightning Greaves is attached to the only creature you control, you won't be able to attach other equipment to it (or target it with anything else) until you have another creature to which you can attach Lightning Greaves.
  • Prices

    Seller Price
    Cardmarket 7.59 EUR
    Tcgplayer 5.22 USD
    Manapool 4.94 USD

    Legalities

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

    Text

    Equipped creature has haste and shroud. (It can't be the target of spells or abilities.) Equip

    Rapid Fire #32 Instant

    Info

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

    Rules

  • If a turn has multiple combat phases, Rapid Fire can only be cast before the beginning of the Declare Blockers Step of the first combat phase in that turn.
  • Prices

    Seller Price
    Cardkingdom 11.99 USD
    Tcgplayer 11.76 USD
    Manapool 8.42 USD
    Cardmarket 12.31 EUR

    Legalities

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

    Text

    Cast this spell only before blockers are declared. Target creature gains first strike until end of turn. If it doesn't have rampage, that creature gains rampage 2 until end of turn. (Whenever the creature becomes blocked, it gets +2/+2 until end of turn for each creature blocking it beyond the first.)

    Swiftfoot Boots #317 Artifact — Equipment

    Info

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

    Abilities/Keywords

    Equip

    Rules

  • If a creature enters the battlefield under your control and gains haste, but then loses it before attacking, it won't be able to attack that turn. This means that you can't use one Swiftfoot Boots to allow two new creatures to attack in the same turn.
  • Prices

    Seller Price
    Cardmarket 2.37 EUR
    Tcgplayer 2.77 USD
    Manapool 2.47 USD
    Cardkingdom 3.99 USD

    Legalities

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

    Text

    Equipped creature has hexproof and haste. (It can't be the target of spells or abilities your opponents control. It can attack and no matter when it came under your control.) Equip (: Attach to target creature you control. Equip only as a sorcery.)