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5 Cards Found

AI 🤖 Find me cards equivalent to: Cecily, Haunted Mage

Equivalent cards in blue/red (Izzet) that interact with drawing or discarding cards:

  • Krark, the Thumbless – cares about casting instants/sorceries, in Izzet.
  • Niv-Mizzet, Parun – draws cards, deals damage, in Izzet.
  • Locust God – draws cards, creature tokens, Izzet colored.
  • Melek, Izzet Paragon – instants/sorceries from topdeck, Izzet.
  • Kraum, Ludevic's Opus – draws on opponent's second spell, in Jeskai.

All these have synergy with drawing/discarding or spell slinging, like Cecily, Haunted Mage.

Results:

Cecily, Haunted Mage #3 Legendary Creature — Human Wizard

Info

Color:
Identifies:
Cost:
Rarity: Rare
Converted Cost: 4
Power/Toughness: 3/5
Types:
  • Creature
  • SubTypes:
  • Human
  • Wizard
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.39 USD
    Cardmarket 0.22 EUR / 0.22 EUR
    Cardkingdom 0.79 USD
    Cardsphere 0.33 USD
    Manapool 0.92 USD 3.23 USD 12.49 USD

    Legalities

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

    Text

    Your maximum hand size is eleven. Whenever Cecily, Haunted Mage attacks, you draw a card and you lose 1 life. Then if you have eleven or more cards in your hand, you may cast an instant or sorcery spell from your hand without paying its mana cost. Friends forever (You can have two commanders if both have friends forever.)

    Krark, the Thumbless #CMR-189 Legendary Creature — Goblin Wizard

    Info

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

    Abilities/Keywords

    Partner

    Rules

  • An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
  • Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
  • If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
  • If the spell has damage divided as it was cast (like Monstrous Onslaught), 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 copy will have the same value of X.
  • If the spell that's copied is modal (that is, it has a bulleted list of modes), the copy will have the same mode or modes. You can't choose different ones.
  • If you cast a copy of an instant or sorcery card (for example, one created by Mnemonic Deluge), and the spell is returned to its owner's hand, it will cease to exist. You won't be able to cast it again.
  • If you copy a spell with 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. If, for any of the targets, you can't choose a new legal target, that target remains unchanged (even if the current target is illegal).
  • If you lose the flip and the spell is returned to its owner's hand, it's removed from the stack and won't resolve. This isn't the same as countering the spell, and a spell that can't be countered can be returned to hand.
  • If you lose the flip, but the spell that caused Krark's triggered ability to trigger isn't on the stack anymore (most likely because it was countered), nothing is returned to your hand. The card stays in its current zone.
  • If you win the flip, but the spell that caused Krark's triggered ability to trigger isn't on the stack anymore (most likely because it was countered), the copy is still created.
  • If you win the flip, the copy will resolve before the original spell does.
  • If you win the flip, the spell will be copied even if it doesn't require targets.
  • If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.
  • Krark's ability triggers at the same time as any other abilities that say "When you cast this spell" or similar, including cascade. Those abilities may be put on the stack in any order. Those triggered abilities are unaffected by the original spell being returned to hand, countered, or otherwise removed from the stack.
  • Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.
  • The copy from winning the flip is created on the stack, so it's not "cast." Abilities that trigger when a player casts a spell won't trigger.
  • To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.
  • You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you've cast each from the command zone clear for "commander tax" purposes.
  • You 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.
  • Prices

    Seller Price
    Tcgplayer 3.85 USD
    Cardkingdom 2.79 USD
    Manapool 0.92 USD 3.23 USD 12.49 USD

    Legalities

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

    Text

    Whenever you cast an instant or sorcery spell, flip a coin. If you lose the flip, return that spell to its owner's hand. If you win the flip, copy that spell, and you may choose new targets for the copy. Partner (You can have two commanders if both have partner.)

    Kraum, Ludevic's Opus #523 Legendary Creature — Zombie Horror

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 5
    Power/Toughness: 4/4
    Types:
  • Creature
  • SubTypes:
  • Zombie
  • Horror
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flying Haste Partner

    Rules

  • An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
  • Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
  • If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
  • If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.
  • Kraum's ability looks at the entire turn to determine which spell is a player's second spell. It doesn't matter whether Kraum was on the battlefield when the first spell was cast.
  • Kraum's triggered ability can trigger only once each turn for each opponent.
  • Kraum's triggered ability will resolve regardless of whether the first or second spell that a given opponent cast that turn has resolved, was countered, or is still on the stack. Notably, the ability will always resolve before the second spell resolves.
  • Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.
  • One opponent must cast two spells for Kraum's triggered ability to trigger. Two spells from different opponents won't cause it to trigger.
  • To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.
  • You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you've cast each from the command zone clear for "commander tax" purposes.
  • Prices

    Seller Price
    Tcgplayer 7.07 USD
    Cardmarket 3.02 EUR / 8.36 EUR
    Cardkingdom 7.99 USD
    Manapool 0.92 USD 3.23 USD 12.49 USD

    Legalities

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

    Text

    Flying, haste Whenever an opponent casts their second spell each turn, draw a card. Partner (You can have two commanders if both have partner.)

    Melek, Izzet Paragon #227 Legendary Creature — Weird Wizard

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 6
    Power/Toughness: 2/4
    Types:
  • Creature
  • SubTypes:
  • Weird
  • Wizard
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • If the spell being copied has an X whose value was determined as it was cast (like Debt to the Deathless has), 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. You can’t choose a different one.
  • If the top card of your library changes while you’re casting a spell, playing a land, or activating an ability, the new top card won’t be revealed until you finish doing so.
  • Instant and sorcery cards with miracle allow a player to cast a card immediately upon drawing it. If you cast a spell this way, you’re casting it from your hand, not your library. Melek’s ability won’t trigger.
  • Melek doesn’t affect the timing rules associated with when you can cast the card. If it’s a sorcery card, you can cast it only during your main phase when the stack is empty.
  • Melek’s last ability will copy any instant or sorcery spell you cast from your library, not just one with targets.
  • 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).
  • The top card of your library isn’t in your hand, so you can’t suspend it, cycle it, discard it, or activate any of its activated abilities.
  • When playing with the top card of your library revealed, if an effect tells you to draw several cards, reveal each one before you draw it.
  • When the last ability resolves, it creates a copy of the spell. You control the copy. That 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.
  • You still pay all costs for that spell, including additional costs. You may also pay alternative costs, such as overload costs. Although you can’t pay additional costs for the copy that’s created, 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 a player sacrifices a 3/3 creature to cast Fling, and you copy it, the copy of Fling will also deal 3 damage to its target.
  • Prices

    Seller Price
    Tcgplayer 0.2 USD
    Cardmarket 0.22 EUR
    Cardkingdom 0.49 USD
    Cardsphere 0.39 USD
    Manapool 0.92 USD 3.23 USD 12.49 USD

    Legalities

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

    Text

    Play with the top card of your library revealed. You may cast instant and sorcery spells from the top of your library. Whenever you cast an instant or sorcery spell from your library, copy it. You may choose new targets for the copy.

    Niv-Mizzet, Parun #376 Legendary Creature — Dragon Wizard

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 6
    Power/Toughness: 5/5
    Types:
  • Creature
  • SubTypes:
  • Dragon
  • Wizard
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flying

    Rules

  • If a spell or ability causes you to put cards into your hand without specifically using the word "draw," Niv-Mizzet's first triggered ability won't trigger.
  • If an effect instructs you to draw multiple cards, Niv-Mizzet's first triggered ability triggers that many times. You choose targets for those abilities after you've drawn all of the cards.
  • Niv-Mizzet's second triggered ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered. This causes its first triggered ability to trigger, and that also resolves before the spell.
  • Players can cast spells and activate abilities after Niv-Mizzet's second triggered ability resolves but before the spell that caused it to trigger does. Notably, the card you draw may be able to counter that spell.
  • Prices

    Seller Price
    Tcgplayer 4.44 USD / 5.24 USD
    Cardmarket 1.53 EUR / 3.02 EUR
    Cardkingdom 6.49 USD / 6.99 USD
    Cardsphere 3.4 USD
    Manapool 0.92 USD 3.23 USD 12.49 USD

    Legalities

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

    Text

    This spell can't be countered. Flying Whenever you draw a card, Niv-Mizzet deals 1 damage to any target. Whenever a player casts an instant or sorcery spell, you draw a card.

    Cecily, Haunted Mage Legendary Creature — Human Wizard Normal - ~$2.32

    Krark, the Thumbless Legendary Creature — Goblin Wizard Normal - ~$4.66

    Kraum, Ludevic's Opus Legendary Creature — Zombie Horror Normal - ~$6.15

    Melek, Izzet Paragon Legendary Creature — Weird Wizard Normal - ~$2.56

    Niv-Mizzet, Parun Legendary Creature — Dragon Wizard Normal - ~$4.78

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