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AI 🤖 Find me cards equivalent to: Befuddle

Equivalent cards to Befuddle (Blue):
1. Whiplash Trap – Bounces and can be cheaper.
2. Unexplained Vision – Draws cards, though higher cost.
3. Unwind – Untaps lands, but doesn't draw.
4. Expand the Sphere – Scry and draw, different effect but similar in card draw.


Reason: Only some blue cards combine instant speed creature debuff and drawing. Closest are options that reduce power and draw, but exact equivalents are rare.

Results:

Befuddle #309 Instant

Info

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

    Rules

  • If the target creature is an illegal target by the time Befuddle tries to resolve, the spell doesn’t resolve. You won’t draw a card.
  • Prices

    Seller Price
    Tcgplayer 0.18 USD
    Cardmarket 0.22 EUR / 0.34 EUR
    Cardkingdom 0.35 USD
    Cardsphere 0.11 USD
    Manapool 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

    Target creature gets -4/-0 until end of turn. Draw a card.

    Expand the Sphere #168 Sorcery

    Info

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

    Abilities/Keywords

    Proliferate

    Rules

  • An ability that triggers "Whenever you proliferate" triggers even if you chose no permanents or players while doing so.
  • An ability that triggers "Whenever you proliferate" triggers even if you chose no permanents or players while doing so.
  • If a permanent ever has both +1/+1 counters and -1/-1 counters on it at the same time, they're removed in pairs as a state-based action so that the permanent has only one of those kinds of counters on it.
  • If a permanent ever has both +1/+1 counters and -1/-1 counters on it at the same time, they're removed in pairs as a state-based action so that the permanent has only one of those kinds of counters on it.
  • If a player or permanent has more than one kind of counter on it, and you choose for it to get additional counters, it must get one of each kind of counter it already has. You can't have it get just one kind of counter it already has and not the others.
  • If a player or permanent has more than one kind of counter on it, and you choose for it to get additional counters, it must get one of each kind of counter it already has. You can't have it get just one kind of counter it already has and not the others.
  • Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it's too late for anyone to respond.
  • Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it's too late for anyone to respond.
  • To proliferate, you can choose any permanent that has a counter, including ones controlled by opponents. You can choose any player who has a counter, including opponents. You can't choose cards in any zone other than the battlefield, even if they have counters on them.
  • To proliferate, you can choose any permanent that has a counter, including ones controlled by opponents. You can choose any player who has a counter, including opponents. You can't choose cards in any zone other than the battlefield, even if they have counters on them.
  • You don't have to choose every permanent or player that has a counter, only the ones you want to add another counter to. Since "any number" includes zero, you don't have to choose any permanents at all, and you don't have to choose any players at all.
  • You don't have to choose every permanent or player that has a counter, only the ones you want to add another counter to. Since "any number" includes zero, you don't have to choose any permanents at all, and you don't have to choose any players at all.
  • Prices

    Seller Price
    Tcgplayer 0.1 USD / 0.2 USD
    Cardmarket 0.15 EUR / 0.2 EUR
    Cardkingdom 0.35 USD / 0.49 USD
    Cardsphere 0.1 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

    Look at the top six cards of your library. Put up to two land cards from among them onto the battlefield tapped and the rest on the bottom of your library in a random order. If you put fewer than two lands onto the battlefield this way, proliferate a number of times equal to the difference. (Choose any number of permanents and/or players, then give each anothercounterof each kind already there.)

    Unexplained Vision #70 Sorcery

    Info

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

    Abilities/Keywords

    Scry

    Rules

  • Adamant effects check what mana was actually spent to cast a spell. If an effect allows you to spend mana “as though it were mana” of any color or type, that allows you to spend mana you couldn't otherwise spend, but it doesn't change what mana you spent to cast the spell.
  • If an effect allows you to cast a spell without paying its mana cost, you can't choose to cast it and pay unless another rule or effect allows you to cast that spell for a cost. Similarly, you can't waive a cost reduction unless that effect says you may.
  • If an instant or sorcery spell has an adamant ability, you perform the spell's instructions in order. You don't perform the adamant instruction before the spell resolves or before any other effects printed above it.
  • If you copy a spell that has an adamant ability, no mana was spent to cast the copy at all, so that ability won't apply.
  • Prices

    Seller Price
    Tcgplayer 0.05 USD / 0.14 USD
    Cardmarket 0.08 EUR / 0.22 EUR
    Cardkingdom 0.35 USD / 0.49 USD
    Cardsphere 0.19 USD
    Manapool 0.15 USD / 0.25 USD

    Legalities

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

    Text

    Draw three cards. Adamant — If at least three blue mana was spent to cast this spell, scry 3.

    Unwind #72 Instant

    Info

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

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.8 USD / 11.63 USD
    Cardmarket 1.18 EUR / 11.96 EUR
    Cardkingdom 1.49 USD / 13.99 USD
    Cardsphere 1.49 USD
    Manapool 0.78 USD / 9.37 USD

    Legalities

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

    Text

    Counter target noncreature spell. Untap up to three lands.

    Whiplash Trap #DDN-70 Instant — Trap

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 5
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
  • Trap
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Casting a Trap by paying its alternative cost doesn't change its mana cost or mana value. The only difference is the cost you actually pay.
  • Effects that increase or reduce the cost to cast a Trap will apply to whichever cost you chose to pay.
  • You can target any two creatures, not just ones that entered this turn.
  • You may ignore a Trap's alternative cost condition and simply cast it for its normal mana cost. This is true even if its alternative cost condition has been met.
  • You must target two creatures as you cast Whiplash Trap. If you can't (because just one creature is on the battlefield, perhaps), you can't cast the spell.
  • Prices

    Seller Price
    Tcgplayer 0.09 USD
    Cardmarket 0.1 EUR
    Cardkingdom 0.35 USD
    Cardsphere 0.22 USD
    Manapool 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

    If an opponent had two or more creatures enter the battlefield under their control this turn, you may pay rather than pay this spell's mana cost. Return two target creatures to their owners' hands.

    Befuddle Instant Normal - ~$0.22

    Expand the Sphere Sorcery Normal - ~$0.21

    Unexplained Vision Sorcery Normal - ~$0.21

    Unwind Instant Normal - ~$5.85

    Whiplash Trap Instant — Trap Normal - ~$0.18

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