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"Find me cards equivalent to: Leap of Flame"

Equivalent cards to Leap of Flame (Instant, Red/Blue, similar effect or mechanics):
1. Dual Strike – Copies instant/sorcery, instant, red.
2. Reverberate – Copies instant/sorcery, instant, red.
3. Slip Through Space – Grants evasion, instant, blue.
4. Distortion Strike – Grants unblockable and +1/+0, instant, blue.
5. Expedite – Grants haste, card draw, instant, red.

None have all of Leap of Flame's effects or Replicate, but these are similar in color, speed, or targeting ability boosts. Red/Blue instants that grant flying and first strike together are rare; Leap of Flame is unique in this combination.

Found Cards

6 Results

Distortion Strike

Dual Strike

Expedite

Leap of Flame

Reverberate

Slip Through Space

Distortion Strike #IMA-52 Sorcery

Info

Color:
Identifies:
Cost:
Rarity: Uncommon
Converted Cost: 1
Power/Toughness: /
Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Rebound

    Rules

  • At the beginning of your upkeep, all delayed triggered abilities created by rebound effects trigger. You may handle them in any order. If you want to cast a card this way, you do so as part of the resolution of its delayed triggered ability. Timing restrictions based on the card’s type (if it’s a sorcery) are ignored. Other restrictions are not (such as the one from Rule of Law).
  • Distortion Strike doesn’t grant an ability to the targeted creature. Rather, it affects the game rules and states something that’s now true about that creature. The creature can’t be blocked even if it loses all abilities.
  • If a replacement effect would cause a spell with rebound that you cast from your hand to be put somewhere else instead of your graveyard (such as Leyline of the Void might), you choose whether to apply the rebound effect or the other effect as the spell resolves.
  • If a spell with rebound that you cast from your hand doesn’t resolve for any reason (due being countered by a spell like Cancel, or because all of its targets are illegal), rebound has no effect. The spell is simply put into your graveyard. You won’t get to cast it again next turn.
  • If you are unable to cast a card from exile this way, or you choose not to, nothing happens when the delayed triggered ability resolves. The card remains exiled for the rest of the game, and you won’t get another chance to cast the card. The same is true if the ability is countered (due to Stifle, perhaps).
  • If you cast a card from exile this way, it will go to your graveyard when it resolves, fails to resolve, or is countered. It won’t go back to exile.
  • If you cast a spell with rebound from anywhere other than your hand (such as from your graveyard due to Sins of the Past, from your library due to cascade, or from your opponent’s hand due to Sen Triplets), rebound won’t have any effect. If you do cast it from your hand, rebound will work regardless of whether you paid its mana cost (for example, if you cast it from your hand due to Maelstrom Archangel).
  • If you cast a spell with rebound from your hand and it resolves, it isn’t put into your graveyard. Rather, it’s exiled directly from the stack. Effects that care about cards being put into your graveyard won’t do anything.
  • Rebound will have no effect on copies of spells because you don’t cast them from your hand.
  • Prices

    Seller Price
    Manapool 0.63 USD
    Cardkingdom 0.99 USD
    Tcgplayer 2.8 USD
    Cardmarket 0.56 EUR

    Legalities

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

    Text

    Target creature gets +1/+0 until end of turn and can't be blocked this turn. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)

    Dual Strike #132 Instant

    Info

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

    Abilities/Keywords

    Foretell

    Rules

  • A copy is created even if the spell you cast has been countered or otherwise left the stack by the time the copy ability resolves. The copy will resolve before the original spell.
  • Because exiling a card with foretell from your hand is a special action, you can do so any time you have priority during your turn, including in response to spells and abilities. Once you announce you're taking the action, no other player can respond by trying to remove the card from your hand.
  • Casting a foretold card from exile follows the timing rules for that card. If you foretell an instant card, you can cast it as soon as the next player's turn. In most cases, if you foretell a card that isn't an instant (or doesn't have flash), you'll have to wait until your next turn to cast it.
  • Dual Strike will copy any instant or sorcery spell with mana value 4 or less, not just one that requires targets.
  • If a spell has {X} in its mana cost, use the value of X to determine whether its mana value is 4 or less. If the spell is copied, the copy will have the same value of X.
  • If the spell has damage divided as it was cast, the division can't be changed, although the targets receiving that damage still can. The same is true of spells that distribute counters.
  • If the spell that's copied is modal (that is, it has a bulleted list of modes), the copy will have the same mode or modes. You can't choose different ones.
  • If you copy a spell with targets, the copy will have the same targets unless you choose new ones. You may change any number of the targets, including all of them or none of them. If, for any of the targets, you can't choose a new legal target, that target remains unchanged (even if the current target is illegal).
  • If you're casting a foretold card from exile for its foretell cost, you can't choose to cast it for any other alternative costs. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, those must be paid to cast the spell.
  • The copy is created on the stack, so it's not "cast." Abilities that trigger when a player casts a spell won't trigger.
  • You can't choose to pay any alternative or additional costs for the copy. However, effects based on any alternative or additional costs that were paid for the original spell are copied as though those same costs were paid for the copy.
  • Prices

    Seller Price
    Cardmarket / 0.11 EUR 0.19 EUR
    Manapool / 0.4 USD 0.15 USD
    Cardkingdom / 0.49 USD 0.35 USD
    Tcgplayer / 0.45 USD 0.19 USD

    Legalities

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

    Text

    When you next cast an instant or sorcery spell with mana value 4 or less this turn, copy that spell. You may choose new targets for the copy. Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)

    Expedite #CMR-413 Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 1
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.52 USD
    Manapool 0.36 USD
    Cardmarket 0.53 EUR

    Legalities

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

    Text

    Target creature gains haste until end of turn. Draw a card.

    Leap of Flame #121 Instant

    Info

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

    Abilities/Keywords

    Replicate

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer / 0.94 USD 0.16 USD
    Cardmarket 0.09 EUR / 0.16 EUR
    Cardkingdom / 0.49 USD 0.35 USD
    Manapool 0.15 USD / 0.15 USD

    Legalities

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

    Text

    Replicate (When you cast this spell, copy it for each time you paid its replicate cost. You may choose new targets for the copies.) Target creature gets +1/+0 and gains flying and first strike until end of turn.

    Reverberate #20 Instant

    Info

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

    Rules

  • If the copy says that it affects "you," it affects the controller of the copy, not the controller of the original spell. Similarly, if the copy says that it affects an "opponent," it affects an opponent of the copy's controller, not an opponent of the original spell's controller.
  • If the spell Reverberate copies has an X whose value was determined as it was cast (like Earthquake does), the copy has the same value of X.
  • If the spell Reverberate copies is modal (that is, it says "Choose one —" or the like), the copy will have the same mode. You can't choose a different one.
  • Reverberate can target (and copy) any instant or sorcery spell, not just one with targets. It doesn't matter who controls it.
  • The copy will have the same targets as the spell it's copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. If, for one of the targets, you can't choose a new legal target, then it remains unchanged (even if the current target is illegal).
  • When Reverberate resolves, it creates a copy of a spell. You control the copy. That copy is created on the stack, so it's not "cast." Abilities that trigger when a player casts a spell won't trigger. The copy will then resolve like a normal spell, after players get a chance to cast spells and activate abilities.
  • You can't choose to pay any additional costs for the copy. However, effects based on any additional costs that were paid for the original spell are copied as though those same costs were paid for the copy too. For example, if a player sacrifices a 3/3 creature to cast Fling, and you copy it with Reverberate, the copy of Fling will also deal 3 damage to its target.
  • Prices

    Seller Price
    Tcgplayer 4.32 USD
    Cardkingdom 5.49 USD
    Manapool 4.84 USD
    Cardmarket 2.41 EUR

    Legalities

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

    Text

    Copy target instant or sorcery spell. You may choose new targets for the copy.

    Slip Through Space #47 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 1
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Devoid

    Rules

  • No entries
  • Prices

    Seller Price
    Cardkingdom / 9.99 USD 0.69 USD
    Manapool 0.15 USD / 4.75 USD
    Tcgplayer 0.41 USD / 5.23 USD
    Cardmarket / 2.62 EUR 0.37 EUR

    Legalities

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

    Text

    Devoid (This card has no color.) Target creature can't be blocked this turn. Draw a card.