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"Find me cards equivalent to: Work a Double"

Equivalent cards to Work a Double (type: Sorcery, color: Red, effect: assembling Contraptions) are hard to find since Contraptions are unique to Unstable and mostly limited to that set. Here are similar red cards that reference Contraptions or assembling effects:

  • Clocknapper (but it's blue, not red; not eligible)
  • Assemble the Rank and Vile (black, not red; not eligible)
  • Robo-Token (doesn’t exist)
  • Work a Double (your requested card, included for comparison)

There are no other red sorceries that assemble Contraptions besides Work a Double. Contraption assembling is exclusive to Unstable and very limited in card options for red sorceries.

Found Cards

3 Results

Assemble the Rank and Vile

Clocknapper

Work a Double

Assemble the Rank and Vile #2 Conspiracy

Info

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

    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
    Cardkingdom 0.35 USD / 0.49 USD
    Manapool 0.15 USD / 0.29 USD
    Cardmarket 0.02 EUR / 0.4 EUR
    Tcgplayer 0.09 USD / 0.38 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 "When this creature dies, you may pay . If you do, create a tapped 2/2 black Zombie creature token."

    Clocknapper #14 Creature — Human Spy

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 5
    Power/Toughness: 2/2
    Types:
  • Creature
  • SubTypes:
  • Human
  • Spy
  • Languages:
    Layout:
    Normal

    Rules

  • Beginning phase: You untap permanents you control and your opponent doesn’t. Abilities that trigger at the beginning of your upkeep happen and ones that trigger at the beginning of their upkeep don’t. You draw a card as it’s now your draw step, so your opponent doesn’t.
  • Combat phase: Just like combat on your turn, you can attack your opponents with your creatures. The opponent you stole the phase from can’t attack with their creatures, but they can block.
  • Ending phase: Most abilities that trigger during the end step don’t care whose turn it is, but a few do. Effects that last “until end of turn” or “this turn” will expire as normal, as they also don’t care whose turn it is.
  • Postcombat main phase: Same as precombat main phase.
  • Precombat main phase: You can cast all types of spells while your opponent can only cast instants and spells with flash.
  • To steal a phase means that during that player’s next turn, as the chosen phase begins, you treat it as if it were your turn. Here’s what happens if you steal each phase:
  • Prices

    Seller Price
    Cardkingdom 0.59 USD
    Manapool 0.15 USD
    Tcgplayer 0.24 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 this creature enters, choose beginning phase, first main phase, combat phase, postcombat main phase, or ending phase. Steal that phase from target player during their next turn. (That phase occurs as though it's your turn instead.)

    Work a Double #100 Sorcery

    Info

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

    Abilities/Keywords

    Assemble

    Rules

  • No entries
  • Prices

    Seller Price
    Cardkingdom 0.35 USD / 0.49 USD
    Manapool / 0.48 USD 0.15 USD
    Cardmarket / 0.2 EUR 0.15 EUR
    Tcgplayer 0.11 USD / 0.38 USD

    Legalities

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

    Text

    Assemble two Contraptions. (Put the top card of your Contraption deck face up onto one of your sprockets. Then repeat this process.)