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"Find me cards equivalent to: Kayla's Command"

Equivalent cards to Kayla's Command (Sorcery, White, modal, choose two):
1. Prismatic Command (does not exist, but mentioning for clarity—White modal Commands are rare)
2. Regna's Sanction (modal, does not create tokens/lifelink/plains, but is 2-mode white sorcery)
3. Ojutai's Command (Instant, not sorcery, similar flexibility)
4. Professors' Warning (White, modal, more limited)
5. Elspeth's Nightmare (Enchantment, not modal/choose two but multi-effect)

Closest: Kayla's Command itself. No other white sorcery currently matches its choose two with such similar effects. Most Command cards are in other colors.

Reason:
Modal spells with choose two in white are extremely rare, especially at sorcery speed.

Example Card: Kayla's Command
Text sample:
Choose two —
• Create a 2/2 colorless Construct artifact creature token.
• Put a +1/+1 counter on a creature you control. It gains double strike until end of turn.
• Search your library for a basic Plains card, reveal it, put it into your hand, then shuffle.
• You gain 2 life and scry
2.

No strict equivalents in white exist as of 2024-06. Use similar modal spells or combine effects with multiple cards.

Found Cards

4 Results

Elspeth's Nightmare

Kayla's Command

Ojutai's Command

Regna's Sanction

Elspeth's Nightmare #91 Enchantment — Saga

Info

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

    Rules

  • A chapter ability doesn’t trigger if a lore counter is put on a Saga that already had a number of lore counters greater than or equal to that chapter’s number. For example, the third lore counter put on a Saga causes the III chapter ability to trigger, but I and II won’t trigger again.
  • As a Saga enters the battlefield, its controller puts a lore counter on it. As your precombat main phase begins (immediately after your draw step), you put another lore counter on each Saga you control. Putting a lore counter on a Saga in either of these ways doesn’t use the stack.
  • Each symbol on the left of a Saga’s text box represents a chapter ability. A chapter ability is a triggered ability that triggers when a lore counter that is put on the Saga causes the number of lore counters on the Saga to become equal to or greater than the ability’s chapter number. Chapter abilities are put onto the stack and may be responded to.
  • If multiple chapter abilities trigger at the same time, their controller puts them on the stack in any order. If any of them require targets, those targets are chosen as you put the abilities on the stack, before any of those abilities resolve.
  • Once a chapter ability has triggered, the ability on the stack won’t be affected if the Saga gains or loses counters, or if it leaves the battlefield.
  • Once the number of lore counters on a Saga is greater than or equal to the greatest number among its chapter abilities, the Saga’s controller sacrifices it as soon as its chapter ability has left the stack, most likely by resolving or being countered. This state-based action doesn’t use the stack.
  • Removing lore counters won’t cause a previous chapter ability to trigger. If lore counters are removed from a Saga, the appropriate chapter abilities will trigger again when the Saga receives lore counters.
  • Prices

    Seller Price
    Manapool 0.15 USD / 0.15 USD
    Cardmarket / 0.34 EUR 0.2 EUR
    Tcgplayer / 0.39 USD 0.24 USD
    Cardkingdom 0.35 USD / 0.49 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 Saga enters and after your draw step, add a lorecounterSacrificeafter III.) I —Destroytarget creature an opponent controls with power 2 or less. II — Target opponent reveals their hand. You choose a noncreature, nonland card from it. That player discards that card. III — Exile target opponent's graveyard.

    Kayla's Command #9p Sorcery

    Info

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

    Abilities/Keywords

    Scry

    Rules

  • None of the modes have any targets. Notably, this means that you don't have to choose a creature for the second mode until the spell resolves.
  • Prices

    Seller Price
    Tcgplayer 0.24 USD / 0.32 USD
    Cardkingdom / 0.49 USD 0.59 USD
    Manapool 0.26 USD / 0.39 USD
    Cardmarket / 0.27 EUR 0.07 EUR

    Legalities

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

    Text

    Choose two — • Create a 2/2 colorless Construct artifact creature token. • Put a +1/+1counteron a creature you control. It gains double strike until end of turn. • Search your library for a basic Plains card, reveal it, put it into your hand, thenshuffle • You gain 2 life and scry 2.

    Ojutai's Command #227 Instant

    Info

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

    Rules

  • As the spell resolves, follow the instructions of the modes you chose in the order they are printed on the card. For example, if you chose the second and fourth modes of Ojutai’s Command, you would gain 4 life and then draw a card. (The order won’t matter in most cases.)
  • If a Command is copied, the effect that creates the copy will usually allow you to choose new targets for the copy, but you can’t choose new modes.
  • If all targets for the chosen modes become illegal before the Command resolves, the spell won’t resolve and none of its effects will happen. If at least one target is still legal, the spell will resolve but will have no effect on any illegal targets.
  • You can choose a mode only if you can choose legal targets for that mode. Ignore the targeting requirements for modes that aren’t chosen. For example, you can cast Ojutai’s Command without targeting a creature spell provided you don’t choose the third mode.
  • You choose the two modes as you cast the spell. You must choose two different modes. Once modes are chosen, they can’t be changed.
  • Prices

    Seller Price
    Cardmarket 0.3 EUR
    Cardkingdom 0.49 USD
    Tcgplayer 0.33 USD
    Manapool 0.23 USD

    Legalities

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

    Text

    Choose two — • Return target creature card with mana value 2 or less from your graveyard to the battlefield. • You gain 4 life. •Countertarget creature spell. • Draw a card.

    Regna's Sanction #30 Sorcery

    Info

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

    Rules

  • Friends perform their specified actions before foes. This means that a friend’s action may cause a triggered ability of a foe’s permanent to trigger before that foe’s action causes that permanent to leave the battlefield.
  • Players can’t take actions in between the time that friends perform their actions and the time that foes perform theirs. If any abilities trigger from friends performing actions, those triggers won’t be put onto the stack until the foes perform their actions and the spell finishes resolving.
  • The designation of friend or foe is only relevant to the spell that asks you to choose. A player you call your friend doesn’t become your teammate, and the next “friend or foe” spell you cast could name that player your foe.
  • When Regna’s Sanction resolves and your foes perform their actions, first the next foe in turn order (or, if it’s a foe’s turn, that foe) chooses an untapped creature they control, then each other foe in turn order does the same, then all other creatures those players control are tapped at the same time. Foes will know choices made by earlier players when making their choices.
  • You make this choice for yourself as well as each other player. In some rare cases, you may wish to call yourself (or your teammate in a Two-Headed Giant game) a foe. You can do that.
  • You may call a player a friend or a foe even if that player will be instructed to perform an impossible action. For example, for Regna’s Sanction, a foe may control no untapped creatures.
  • Prices

    Seller Price
    Cardkingdom / 3.99 USD 0.69 USD
    Tcgplayer 0.51 USD / 2.42 USD
    Cardmarket / 1.02 EUR 0.44 EUR
    Manapool / 2.16 USD 0.31 USD

    Legalities

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

    Text

    For each player, choose friend or foe. Each friend puts a +1/+1counteron each creature they control. Each foe chooses one untapped creature they control, then taps the rest.