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"Find me cards equivalent to: Call the Spirit Dragons"

Equivalent cards to Call the Spirit Dragons with similar attributes (Enchantment, five-color, dragon synergy, indestructibility, alternate win condition):
1. Scion of Draco (not an enchantment, but five-color Dragon synergy)
2. Dragon Tempest (supports dragons, grants haste, deals damage)
3. The Ur-Dragon (five-color legendary, dragon synergy and card advantage)
4. Fist of Suns (not enchantment, but five-color and helps cast dragons)
5. Maze's End (five-color, alternate win condition)

None are identical, but these fulfill similar roles: five-color dragon synergy or alternate win conditions. Call the Spirit Dragons itself is unique in combining all those attributes.

Found Cards

6 Results

Call the Spirit Dragons

Dragon Tempest

Fist of Suns

Maze's End

Scion of Draco

The Ur-Dragon

Call the Spirit Dragons #309 Enchantment

Info

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

    Rules

  • Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to a Dragon you control may become lethal if Call the Spirit Dragons leaves the battlefield during that turn.
  • If you control a Dragon that is more than one color, you may put more than one +1/+1 counter on it with the last ability of Call the Spirit Dragons.
  • The last ability will only cause you to win the game if you put a +1/+1 counter on each of five different Dragons with it.
  • Prices

    Seller Price
    Cardmarket / 5.85 EUR 2.67 EUR
    Tcgplayer / 9.4 USD 6.35 USD
    Manapool 3.76 USD / 6.95 USD
    Cardkingdom / 8.99 USD 5.49 USD

    Legalities

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

    Text

    Dragons you control have indestructible. At the beginning of your upkeep, for each color, put a +1/+1counteron a Dragon you control of that color. If you put +1/+1 counters on five Dragons this way, you win the game.

    Dragon Tempest #150 Enchantment

    Info

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

    Rules

  • If a Dragon entering the battlefield causes Dragon Tempest’s second ability to trigger but leaves the battlefield before that ability resolves, that Dragon still deals damage.
  • The amount of damage dealt by the Dragon that entered the battlefield is based on the number of Dragons you control when the ability resolves.
  • The two abilities aren’t mutually exclusive. If a Dragon with flying (which is most of them) enters the battlefield under your control, both abilities will trigger.
  • Prices

    Seller Price
    Cardmarket 2.49 EUR
    Cardkingdom 3.49 USD
    Manapool 1.17 USD
    Tcgplayer 2.62 USD

    Legalities

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

    Text

    Whenever a creature you control with flying enters, it gains haste until end of turn. Whenever a Dragon you control enters, it deals X damage to any target, where X is the number of Dragons you control.

    Fist of Suns #123 Artifact

    Info

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

    Rules

  • Fist of Suns's ability is an alternative cost to cast a spell. You can't combine this with other alternative costs, such as flashback. You can pay additional costs, such as kicker, in addition to this alternative cost.
  • If you apply Fist of Suns's alternative cost to a spell with {X} in its mana cost, X is 0.
  • If you cast a spell for which mana of any color can be spent to cast it, you may cast it for Fist of Suns's alternative cost and still spend any color of mana to cover that cost.
  • If you pay {W}{U}{B}{R}{G} rather than pay the mana cost of a spell with {X} in its mana cost, the only legal choice for X is 0.
  • Prices

    Seller Price
    Tcgplayer / 50.95 USD 7.76 USD
    Manapool 4.14 USD / 24.42 USD
    Cardkingdom 6.49 USD / 27.99 USD
    Cardmarket 3.49 EUR / 20.99 EUR

    Legalities

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

    Text

    You may pay rather than pay the mana cost for spells you cast.

    Maze's End #1834 Land

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 0
    Power/Toughness: /
    Types:
  • Land
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Controlling multiple Gates with the same name has no effect on your ability to win the game with Maze's End. The excess Gates are simply ignored.
  • Putting a Gate onto the battlefield with Maze's End doesn't count as the one land you can play during your turn. If it's your turn, you can play Maze's End or a different land card from your hand after its ability has resolved.
  • Returning Maze's End to its owner's hand is part of the cost to activate its last ability. Once that ability is announced, players can't respond to it until after you've paid its activation cost and returned Maze's End to hand.
  • When the last ability of Maze's End resolves, you'll search for a Gate and put it onto the battlefield before checking to see if you win the game. This check will happen even if you don't put a Gate onto the battlefield this way. This check will happen only as the ability resolves, not at other times.
  • Prices

    Seller Price
    Cardmarket 5.37 EUR
    Manapool 4.84 USD
    Cardkingdom 7.99 USD
    Tcgplayer 6.04 USD

    Legalities

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

    Text

    This land enters tapped. : Add . , , Return this land to its owner's hand: Search your library for a Gate card, put it onto the battlefield, thenshuffle If you control ten or more Gates with different names, you win the game.

    Scion of Draco #7026 Artifact Creature — Dragon

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 12
    Power/Toughness: 4/4
    Types:
  • Artifact
  • Creature
  • SubTypes:
  • Dragon
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flying

    Rules

  • Domain abilities count the number of basic land types among lands you control, not how many lands you control or how many of any type.
  • The basic land types are Plains, Island, Swamp, Mountain, and Forest. Land types other than basic land types (such as Desert) don't contribute to domain abilities.
  • Prices

    Seller Price
    Manapool 11.4 USD
    Cardkingdom 15.99 USD
    Cardmarket 18.64 EUR
    Tcgplayer 12.87 USD

    Legalities

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

    Text

    Domain — This spell costs less to cast for each basic land type among lands you control. Flying Each creature you control has vigilance if it's white, hexproof if it's blue, lifelink if it's black, first strike if it's red, and trample if it's green.

    The Ur-Dragon #15 Legendary Creature — Dragon Avatar

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 9
    Power/Toughness: 10/10
    Types:
  • Creature
  • SubTypes:
  • Dragon
  • Avatar
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flying

    Rules

  • If a Dragon you control enters the battlefield attacking, it won’t cause The Ur-Dragon’s last ability to trigger.
  • The Ur-Dragon’s triggered ability resolves after all attackers have been chosen. You can’t attack with some Dragons, put a creature card with haste onto the battlefield, and then attack with that creature. Similarly, any “whenever a creature attacks” abilities of the permanent card you put onto the battlefield won’t trigger.
  • You draw one card for each Dragon you controlled that attacked, even if some of them left the battlefield before The Ur-Dragon’s triggered ability resolves.
  • You may only put one permanent card from your hand onto the battlefield, no matter how many Dragons you attacked with or how many players they attacked.
  • Prices

    Seller Price
    Cardkingdom 39.99 USD
    Tcgplayer 35.97 USD
    Manapool 33.35 USD
    Cardmarket 26.15 EUR

    Legalities

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

    Text

    Eminence — As long as The Ur-Dragon is in the command zone or on the battlefield, other Dragon spells you cast cost less to cast. Flying Whenever one or more Dragons you control attack, draw that many cards, then you may put a permanent card from your hand onto the battlefield.