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"Find me cards equivalent to: Raiding Schemes"

Equivalent cards to Raiding Schemes (Gruul enchantment, gives conspire to noncreature spells) are very limited, as conspire is a rare mechanic. Closest equivalents in Gruul (red/green), enchantment, and copying noncreature spells:
1. Swarm Intelligence (Blue, enchantment) — Relevant, but not red/green.
2. Thousand-Year Storm (Red, enchantment) — Copies instant/sorcery spells.
3. Fiery Emancipation (Red, enchantment) — Not a copy effect, just amplifies effects.
4. Maelstrom Nexus (WUBRG, enchantment) — Cascading similar, but not red/green.

Closest Gruul (RG) spell-copying enchantments:

  • Bonus Round (Red, sorcery) — Players copy spells.
  • Dual Casting (Red, enchantment) — Grants a creature the ability to copy spells.

Summary:
There is no direct red/green enchantment that grants universal conspire to noncreature spells like Raiding Schemes. The closest are Thousand-Year Storm (copies spells), but it is only red.

Found Cards

7 Results

Bonus Round

Dual Casting

Fiery Emancipation

Maelstrom Nexus

Raiding Schemes

Swarm Intelligence

Thousand-Year Storm

Bonus Round #BBD-56 Sorcery

Info

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

    Rules

  • A copy is created even if the spell that caused Bonus Round’s ability to trigger has been countered by the time that ability resolves. The copy resolves before the original spell.
  • Bonus Round’s ability will copy any instant or sorcery spell, not just one with targets.
  • If the spell that’s copied has an X whose value was determined as it was cast, the copy has the same value of X.
  • If the spell that’s copied is modal (that is, it says “Choose one —” or the like), the copy will have the same mode. Its controller can’t choose a different one.
  • The controller of the copy 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.
  • The controller of the spell that caused Bonus Round’s ability to trigger also controls the copy.
  • The copy that Bonus Round’s ability creates is created on the stack, so it’s not “cast.” Abilities that trigger when a player casts a spell (like Bonus Round’s ability itself) won’t trigger.
  • The copy will have the same targets as the spell it’s copying unless its controller chooses new ones. That player may change any number of the targets, including all of them or none of them. The new targets must be legal.
  • Prices

    Seller Price
    Manapool 3.43 USD
    Cardkingdom 6.99 USD
    Cardmarket 4.06 EUR
    Tcgplayer 3.88 USD

    Legalities

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

    Text

    Until end of turn, whenever a player casts an instant or sorcery spell, that player copies it and may choose new targets for the copy.

    Dual Casting #133 Enchantment — Aura

    Info

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

    Abilities/Keywords

    Enchant

    Rules

  • If the spell being copied 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 being copied is modal (that is, it says “Choose one —” or the like), the copy will have the same mode(s). You can’t choose different ones.
  • The ability granted by Dual Casting can target (and copy) any instant or sorcery spell you control, not just one with targets.
  • The 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.
  • 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).
  • 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 you sacrifice a 3/3 creature to cast Fling and then copy it with the ability granted by Dual Casting, the copy of Fling will also deal 3 damage to its target.
  • Prices

    Seller Price
    Manapool / 4.15 USD 0.31 USD
    Cardkingdom 1.79 USD / 5.99 USD
    Cardmarket / 2.44 EUR 0.45 EUR
    Tcgplayer 0.45 USD / 3.54 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 creature Enchanted creature has ", : Copy target instant or sorcery spell you control. You may choose new targets for the copy."

    Fiery Emancipation #70 Enchantment

    Info

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

    Abilities/Keywords

    Triple

    Rules

  • If a creature with trample you control would deal combat damage to a blocking creature while you control Fiery Emancipation, you must assign its unmodified damage. For example, a 3/3 creature with trample blocked by a 2/2 creature can have 2 damage assigned to the blocking creature and 1 damage assigned to the defending player. It will then deal 6 damage to the blocking creature and 3 damage to the defending player.
  • If an effect asks you to divide damage among targets, you must divide the unmodified damage before tripling it.
  • If multiple replacement or prevention effects try to modify damage that would be dealt to a player or permanent, the player or the controller of the permanent chooses the order in which they apply.
  • Prices

    Seller Price
    Cardmarket / 4.78 EUR 4.14 EUR
    Cardkingdom 8.99 USD / 8.99 USD
    Manapool 7.91 USD / 9.82 USD
    Tcgplayer 7.95 USD / 9.39 USD

    Legalities

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

    Text

    If a source you control would deal damage to a permanent or player, it deals triple that damage to that permanent or player instead.

    Maelstrom Nexus #130 Enchantment

    Info

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

    Rules

  • If the first spell you cast in a turn already has cascade, both cascade abilities will trigger separately. Deal with them one at a time: First one cascade ability will resolve, and you'll cast the applicable card if you want. That new spell will resolve. Then the other cascade ability will resolve in the same way. Finally, the original spell will resolve.
  • This effect takes into account spells that were cast earlier in the turn before Maelstrom Nexus entered the battlefield, including any spells still on the stack. If you've already cast any spells that turn (including Maelstrom Nexus itself), this ability won't give any of your spells cascade that turn.
  • A spell's mana value is determined only by its mana cost. Ignore any alternative costs, additional costs, cost increases, or cost reductions.
  • Cascade triggers when you cast the spell, meaning that it resolves before that spell. If you end up casting the exiled card, it will go on the stack above the spell with cascade.
  • Due to a 2021 rules change to cascade, not only do you stop exiling cards if you exile a nonland card with lesser mana value than the spell with cascade, but the resulting spell you cast must also have lesser mana value. Previously, in cases where a card's mana value differed from the resulting spell, such as with some modal double-faced cards or cards with an Adventure, you could cast a spell with a higher mana value than the exiled card.
  • If a spell with cascade is countered, the cascade ability will still resolve normally.
  • 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 you cast a card "without paying its mana cost," 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 to cast the card.
  • The mana value of a split card is determined by the combined mana cost of its two halves. If cascade allows you to cast a split card, you may cast either half but not both halves.
  • When the cascade ability resolves, you must exile cards. The only optional part of the ability is whether or not you cast the last card exiled.
  • You exile the cards face up. All players will be able to see them.
  • Prices

    Seller Price
    Manapool / 6.4 USD 2.08 USD
    Cardkingdom 3.49 USD / 9.99 USD
    Tcgplayer 2.27 USD / 34.95 USD
    Cardmarket / 6.6 EUR 1.41 EUR

    Legalities

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

    Text

    The first spell you cast each turn has cascade. (When you cast your first spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)

    Raiding Schemes #239p Enchantment

    Info

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

    Rules

  • A resolving copy of a permanent spell becomes a token. That token isn't "created" and won't interact with abilities that care about tokens being created.
  • If a spell has multiple instances of conspire (perhaps from multiple Raiding Schemes), you may choose to pay for each of those abilities individually. Each conspire ability triggers only if you tap two creatures specifically for that ability.
  • If the copied spell divides damage or distributes counters among a number of targets, the division and number of targets can't be changed. If you choose new targets, you must choose the same number of targets.
  • If the spell has any 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. The new targets must be legal.
  • If the spell that's copied has an X whose value was determined as it was cast, the copy will have the same value of X.
  • If the spell that's copied is modal (that is, it says "Choose one —" or the like), the copy will have the same mode or modes. You can't choose different ones.
  • The copy is created on the stack, so it's not "cast." Abilities that trigger when a player casts a spell (such as conspire's triggered ability that creates a copy of the spell) won't trigger.
  • 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.
  • Prices

    Seller Price
    Manapool 0.51 USD / 0.69 USD
    Cardkingdom / 0.49 USD 0.49 USD
    Tcgplayer / 2.59 USD 0.5 USD
    Cardmarket / 0.15 EUR 0.45 EUR

    Legalities

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

    Text

    Each noncreature spell you cast has conspire. (As you cast a noncreature spell, you may tap two untapped creatures you control that share a color with it. When you do, copy it and you may choose new targets for the copy. A copy of a permanent spell becomes a token.)

    Swarm Intelligence #50s Enchantment

    Info

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

    Rules

  • If the spell has damage divided as it was cast (like Chandra’s Pyrohelix), the division can’t be changed (although the targets receiving that damage still can).
  • If the spell that’s copied has an X whose value was determined as it was cast (like Torment of Hailfire does), the copy will have the same value of X.
  • If the spell that’s copied is modal (that is, it says “Choose one —” or the like), the copy will have the same mode. A different mode can’t be chosen.
  • Swarm Intelligence can copy any instant or sorcery spell, not just one with targets.
  • Swarm Intelligence can copy the spell even if it’s countered before Swarm Intelligence’s triggered ability resolves.
  • The controller of a copy 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.
  • The copy is created on the stack, so it’s not “cast.” Abilities that trigger when a player casts a spell (such as Swarm Intelligence’s own ability) won’t trigger.
  • 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).
  • Prices

    Seller Price
    Tcgplayer 2.3 USD
    Cardkingdom 2.49 USD
    Manapool 2.52 USD
    Cardmarket 0.91 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 you cast an instant or sorcery spell, you may copy that spell. You may choose new targets for the copy.

    Thousand-Year Storm #207p Enchantment

    Info

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

    Rules

  • Copies are created even if the spell that caused Thousand-Year Storm's ability to trigger has been countered by the time that ability resolves. The copies resolve before the original spell.
  • If an effect instructs you to cast multiple spells, they're cast one at a time in any order.
  • 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 has an X whose value was determined as it was cast, the copies will have the same value of X.
  • If the spell that's copied is modal (that is, it says "Choose one —" or the like), the copies will have the same mode or modes. You can't choose different ones.
  • Spells you've cast that were countered were still cast, and so will add copies when Thousand-Year Storm's ability resolves for later spells in the turn.
  • The copies that Thousand-Year Storm's ability creates are created on the stack, so they're not "cast." Abilities that trigger when a player casts a spell (such as that of Thousand-Year Storm itself) won't trigger.
  • The copies will have the same targets as the spell they're copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. The new targets must be legal.
  • Thousand-Year Storm's ability will copy any instant or sorcery spell, not just one with targets.
  • You can't choose to pay any additional costs for the copies. 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.
  • Prices

    Seller Price
    Cardkingdom 2.99 USD / 9.99 USD
    Manapool 16.44 USD
    Tcgplayer 4.02 USD / 8.34 USD
    Cardmarket 1.83 EUR / 3.2 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 you cast an instant or sorcery spell, copy it for each other instant and sorcery spell you've cast before it this turn. You may choose new targets for the copies.