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"Find me cards equivalent to: Apple of Eden, Isu Relic"

Here are colorless Legendary Artifact cards with similar effects (hand interaction, exile/play from exile, or copying spells):
1. Apple of Eden, Isu Relic (your card)
2. Mindslaver — Legendary Artifact, lets you control target player's turn, also interacts with their hand.
3. Mirage Mirror — Legendary Artifact, copies artifacts, creatures, etc. for versatility.
4. Ugin's Nexus — Legendary Artifact, if put into a graveyard, extra turn effect (manipulates turn structure).
5. Sundial of the Infinite — Legendary Artifact, ends the turn to potentially keep exiled cards if timed with certain effects.
6. Gonti's Aether Heart — Legendary Artifact, exile for an extra turn, interacts with spells and casting.

There’s no direct, exact functional equivalent to your custom card, but Mindslaver and Mirage Mirror offer the closest in terms of powerful, one-shot interaction for colorless Legendary Artifacts.

Found Cards

6 Results

Apple of Eden, Isu Relic

Gonti's Aether Heart

Mindslaver

Mirage Mirror

Sundial of the Infinite

Ugin's Nexus

Apple of Eden, Isu Relic #254 Legendary Artifact

Info

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

    Rules

  • If you leave the game before the second delayed trigger resolves, the cards remain exiled face down indefinitely. No player may look at them.
  • Only cards in the target opponent’s hand when Apple of Eden’s ability resolves will be exiled face down. Any cards they draw later in the turn, including cards drawn because of Apple of Eden’s first delayed triggered ability, will simply go to their hand. You won’t see those cards, they won’t be exiled face down, and you won’t be able to play them.
  • Only cards still exiled with Apple of Eden’s ability will be returned to their owner’s hand at the beginning of the next end step. Any cards that left exile (probably because they were played) won’t be returned to their owner’s hand, even if they somehow returned to exile face down.
  • You pay all costs and follow all normal timing rules for cards played this way. For example, if one of the exiled cards is a land card, you may play it only during your main phase while the stack is empty.
  • Prices

    Seller Price
    Manapool 2.02 USD / 2.02 USD
    Cardkingdom 3.99 USD
    Cardmarket 2.28 EUR
    Tcgplayer 4.44 USD

    Legalities

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

    Text

    , Pay 4 life,SacrificeApple of Eden: Look at target opponent's hand and exile those cards face down. You may play those cards this turn, and mana of any type can be spent to cast them. Until end of turn, whenever you play a land or cast a spell this way, its owner draws a card. At the beginning of the next end step, return the exiled cards to their owner's hand. Activate only as a sorcery.

    Gonti's Aether Heart #152s Legendary Artifact

    Info

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

    Rules

  • Energy counters are a kind of counter that a player may have. They're not associated with any specific permanents.
  • Energy counters aren't mana. They don't go away as steps, phases, and turns end, and effects that add mana "of any type" can't give you energy counters.
  • If a spell or ability with one or more targets states that you "may pay" some amount of {E}, and each permanent that it targets has become an illegal target, the spell or ability won't resolve. You can't pay any {E} even if you want to.
  • If an effect says you get one or more {E}, you get that many energy counters. To pay one or more {E}, you lose that many energy counters. You can't pay more energy counters than you have. Any effects that interact with counters a player gets, has, or loses can interact with energy counters.
  • Keep track of how many energy counters each player has. Potential ways to track this include writing theme down on paper or using dice, but any method that is clear and mutually agreeable is fine. (At higher levels of tournament play, dice may not be allowed for tracking counters that players have.)
  • Some spells and abilities that give you {E} may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't get any {E}.
  • Some triggered abilities state that you "may pay" a certain amount of {E}. You can't pay that amount multiple times to multiply the effect. You simply choose whether or not to pay that amount of {E} as the ability resolves.
  • Some triggered abilities that state that you "may pay" a certain amount of {E} describe an effect that happens "If you do." In that case, no player may take actions to try to stop the ability's effect after you make your choice. If the payment is followed by the phrase "When you do," then you'll choose any targets for that reflexive triggered ability and put it on the stack before players can take actions.
  • {E} is the energy symbol. It represents one energy counter.
  • Prices

    Seller Price
    Manapool 10.42 USD
    Cardkingdom 9.49 USD
    Tcgplayer 12.5 USD
    Cardmarket 8.43 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 Gonti's Aether Heart or another artifact you control enters, you get (two energy counters). Pay eight , Exile Gonti's Aether Heart: Take an extra turn after this one.

    Mindslaver #63 Legendary Artifact

    Info

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

    Rules

  • Controlling a player doesn't allow you to look at that player's sideboard. If an effect instructs that player to choose a card from outside the game, you can't have that player choose any card.
  • If the targeted player skips their next turn, you'll control the next turn the affected player actually takes.
  • In a Two-Headed Giant game, gaining control of a player causes you to gain control of each player on that team.
  • Multiple player-controlling effects that affect the same player overwrite each other. The last one to be created is the one that works.
  • The player you're controlling is still the active player during that turn.
  • While controlling another player, you also continue to make your own choices and decisions.
  • While controlling another player, you can see all cards in the game that player can see. This includes cards in that player's hand, face-down cards that player controls, and any cards in that player's library the player may look at.
  • While controlling another player, you make all choices and decisions that player is allowed to make or is told to make during that turn. This includes choices about what spells to cast or what abilities to activate, as well as any decisions called for by triggered abilities or for any other reason.
  • You also can't make any choices or decisions for the player that would be called for by the tournament rules (such as whether to take an intentional draw or whether to call a judge).
  • You can use only the affected player's resources (cards, mana, and so on) to pay costs for that player; you can't use your own. Similarly, you can use the affected player's resources only to pay that player's costs; you can't spend them on your costs.
  • You can't make any illegal decisions or illegal choices—you can't do anything that player couldn't do. You can't make choices or decisions for that player that aren't called for by the game rules or by any cards, permanents, spells, abilities, and so on. If an effect causes another player to make decisions that the affected player would normally make (such as Master Warcraft does), that effect takes precedence. In other words, if the affected player wouldn't make a decision, you wouldn't make that decision on that player's behalf.
  • You can't make the affected player concede. That player may choose to concede at any time, even while you're controlling that player.
  • You could gain control of yourself using Mindslaver, but gaining control of yourself doesn't really do anything.
  • You only control the player. You don't control any of that player's permanents, spells, or abilities.
  • Prices

    Seller Price
    Cardkingdom / 5.99 USD 3.49 USD
    Cardmarket 1.31 EUR / 2.37 EUR
    Manapool / 4.15 USD 2.07 USD
    Tcgplayer / 4.74 USD 2.93 USD

    Legalities

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

    Text

    , ,SacrificeMindslaver: You control target player during that player's next turn. (You see all cards that player could see and make all decisions for them.)

    Mirage Mirror #206 Artifact

    Info

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

    Rules

  • If Mirage Mirror becomes a copy of a legendary permanent you control, you'll put one of them into your graveyard.
  • If Mirage Mirror becomes a copy of an Aura, it's put into its owner's graveyard unless it's somehow attached to an appropriate object or player already. If it becomes a copy of an Equipment and is attached to a creature, it'll become unattached when it becomes a non-Equipment artifact again.
  • If Mirage Mirror becomes a creature the same turn it enters the battlefield, you can't attack with it or use any of its {T} abilities (if it gains any) unless it has haste.
  • If Mirage Mirror copies a permanent that's copying something else, it will become whatever the target is copying.
  • If an effect begins to apply to Mirage Mirror before it becomes a copy of another permanent, that effect will continue to apply. For example, if Mirage Mirror is activated twice in response to itself targeting first Rampaging Hippo then Frilled Sandwalla, the ability it has while it's a copy of Frilled Sandwalla can be activated and its effect will continue to apply while Mirage Mirror is a copy of Rampaging Hippo.
  • If you activate Mirage Mirror's ability multiple times in a turn in response to itself, then each time one of those abilities resolves, it will overwrite whatever Mirage Mirror is copying. Mirage Mirror will wind up as a copy of the permanent targeted by the last ability to resolve. When the turn ends, all instances of the ability will wear off at the same time.
  • Mirage Mirror copies the printed values of the target permanent, plus any copy effects that have been applied to it. It won't copy counters on that permanent or effects that have changed its power, toughness, types, color, or so on. Notably, it won't copy effects that made the target permanent become a creature.
  • Once Mirage Mirror's ability resolves, it no longer has that ability.
  • Prices

    Seller Price
    Tcgplayer / 1.06 USD 0.34 USD
    Manapool / 0.2 USD 0.15 USD
    Cardkingdom 0.49 USD / 0.49 USD
    Cardmarket 0.21 EUR

    Legalities

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

    Text

    : This artifact becomes a copy of target artifact, creature, enchantment, or land until end of turn.

    Sundial of the Infinite #55 Artifact

    Info

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

    Rules

  • Ending the turn this way means the following things happen in order: 1) All spells and abilities on the stack are exiled. This includes spells and abilities that can't be countered. 2) All attacking and blocking creatures are removed from combat. 3) State-based actions are checked. No player gets priority, and no triggered abilities are put onto the stack. 4) The current phase and/or step ends. The game skips straight to the cleanup step. The cleanup step happens in its entirety.
  • If Sundial of the Infinite's ability is activated before the end step, any "at the beginning of the end step"-triggered abilities won't get the chance to trigger that turn because the end step is skipped. Those abilities will trigger at the beginning of the end step of the next turn. The same is true of abilities that trigger at the beginning of other phases or steps (except upkeep).
  • If any triggered abilities do trigger during this process, they're put onto the stack during the cleanup step. If this happens, players will have a chance to cast spells and activate abilities, then there will be another cleanup step before the turn finally ends.
  • The earliest that you can activate Sundial of the Infinite's ability is during your upkeep step, after abilities that trigger "at the beginning of your upkeep" have been put onto the stack but before they resolve.
  • Though spells and abilities that are exiled won't get a chance to resolve, they don't count as being "countered."
  • Prices

    Seller Price
    Cardkingdom / 17.99 USD 14.99 USD
    Cardmarket / 12.32 EUR 9.91 EUR
    Tcgplayer / 13.63 USD 10.57 USD
    Manapool 10.78 USD / 12.63 USD

    Legalities

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

    Text

    , : End the turn. Activate only during your turn. (Exile all spells and abilities from the stack.Discarddown to your maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)

    Ugin's Nexus #227 Legendary Artifact

    Info

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

    Rules

  • An "extra turn" is any turn created by a spell or ability. Notably, it doesn't include additional turns taken in tournaments after time expires for a round.
  • Extra turns can still be created while Ugin's Nexus is on the battlefield. They're not skipped until they would begin, so if Ugin's Nexus leaves the battlefield before that happens, the extra turns will be unaffected.
  • Notably, if you control more than one Ugin's Nexus, all but one will be exiled and an extra turn created for each. If the Ugin's Nexus that remains on the battlefield isn't on the battlefield when each of those extra turns would begin, you can take those turns.
  • Prices

    Seller Price
    Cardmarket / 5.76 EUR 1.62 EUR
    Tcgplayer / 8.6 USD 1.49 USD
    Manapool 0.76 USD / 6.46 USD
    Cardkingdom 1.79 USD / 6.99 USD

    Legalities

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

    Text

    If a player would begin an extra turn, that player skips that turn instead. If Ugin's Nexus would be put into a graveyard from the battlefield, instead exile it and take an extra turn after this one.