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"Find me cards equivalent to: Commence the Endgame"

Here are some blue (U) instant cards similar to Commence the Endgame based on drawing cards and/or creating creatures:
1. Dig Through Time

  • Instant, allows you to draw cards (but doesn't create a creature).

  • Reason: Card draw at instant speed for U.
    2. One with the Multiverse (Not an instant, notable for big spells but doesn't quite fit.)

However, no blue instant directly mimics both uncounterability, card draw, and creature creation/amass exactly. Commence the Endgame is unique in combining all these effects at instant speed.

Closest equivalents:

  • For card draw at instant speed: Chemister's Insight, Hieroglyphic Illumination.
  • For uncounterable draw: Cryptic Command (with can't be countered effect, but only if countering spells).
  • For instant creature creation: Confirm Suspicions (creates Clues at instant speed) or Moonlit Scavengers (not an instant).

Summary:
There is no perfect equivalent, but Commence the Endgame, Dig Through Time, and Chemister's Insight are the closest blue instants for big instant-speed card advantage. Commence the Endgame stands out for also creating a creature.

Found Cards

8 Results

Chemister's Insight

Commence the Endgame

Confirm Suspicions

Cryptic Command

Dig Through Time

Hieroglyphic Illumination

Moonlit Scavengers

One with the Multiverse

Chemister's Insight #108 Instant

Info

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

    Abilities/Keywords

    Rules

  • A spell cast using jump-start will always be exiled afterward, whether it resolves, it's countered, or it leaves the stack in some other way.
  • If a card with jump-start is put into your graveyard during your turn, you'll be able to cast it right away if it's legal to do so, before an opponent can take any actions.
  • If an effect allows you to pay an alternative cost rather than a spell's mana cost, you may pay that alternative cost when you jump-start a spell. You'll still discard a card as an additional cost to cast it.
  • You must still follow any timing restrictions and permissions when casting a spell with jump-start, including those based on the card's type. For instance, you can cast a sorcery using jump-start only when you could normally cast a sorcery.
  • Prices

    Seller Price
    Cardmarket 0.09 EUR
    Cardkingdom 0.35 USD
    Manapool 0.15 USD
    Tcgplayer 0.27 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 two cards. Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)

    Commence the Endgame #45 Instant

    Info

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

    Abilities/Keywords

    Amass

    Rules

  • A spell or ability that counters spells can still target Commence the Endgame. When that spell or ability resolves, Commence the Endgame won't be countered, but any additional effects of that spell or ability will still happen.
  • You draw two cards and amass X all while Commence the Endgame is resolving. Nothing can happen between the two, and no player may choose to take actions.
  • Amass Orcs works the same way, except you create a 0/0 black Orc Army creature token if you don't control an Army. If the Army creature you chose isn't already an Orc, it becomes an Orc in addition to its other types. By combining cards with amass Orcs and amass Zombies, you can end up with an Orc Zombie Army.
  • Amass abilities are now written as "amass [subtype] N." Previous cards with amass have received errata to say "amass Zombies N."
  • If you don't control an Army, the Zombie Army token you create enters the battlefield as a 0/0 creature before receiving counters. Any abilities that trigger when a creature with a certain power enters the battlefield, such as that of Mentor of the Meek, will see the token enter as a 0/0 creature before it gets +1/+1 counters.
  • In the rare case that you control multiple Army creatures (perhaps because you played a creature with changeling) while you amass Zombies, you choose which of your Army creatures to put the +1/+1 counters on. If that creature isn't a Zombie, it becomes a Zombie in addition to its other types.
  • Some cards refer to the "amassed Army." That means the Army creature you chose to receive counters, even if no counters were placed on it for some reason.
  • To amass Zombies N, if you don't control an Army creature, create a 0/0 black Zombie Army creature token. Then you choose an Army creature you control and put N +1/+1 counters on it. If that Army isn't already a Zombie, it becomes a Zombie in addition to its other types.
  • Prices

    Seller Price
    Cardkingdom 0.49 USD / 0.79 USD
    Manapool / 0.43 USD 0.15 USD
    Tcgplayer 0.29 USD / 0.63 USD
    Cardmarket 0.23 EUR / 0.39 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 spell can't be countered. Draw two cards, then amass Zombies X, where X is the number of cards in your hand. (Put X +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)

    Confirm Suspicions #56 Instant

    Info

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

    Abilities/Keywords

    Investigate

    Rules

  • Clue is an artifact type. Even though it appears on some cards with other permanent types, it's never a creature type, a land type, or anything but an artifact type.
  • If an effect refers to a Clue, it means any Clue artifact, not just a Clue artifact token. For example, you can sacrifice Wrench to pay for Alquist Proft, Master Sleuth's activated ability.
  • You can't cast a spell without choosing legal targets. If all of those targets become illegal, the spell doesn't resolve and you won't investigate.
  • You can't sacrifice a Clue to pay multiple costs. For example, you can't sacrifice a Clue token to activate its own ability and also to activate Alquist Proft, Master Sleuth's ability.
  • Prices

    Seller Price

    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 spell. Investigate three times. (To investigate, create a Clue token. It's an artifact with ",Sacrificethis token: Draw a card.")

    Cryptic Command #905 Instant

    Info

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

    Rules

  • Look at both chosen modes to determine how many targets Cryptic Command has, if any. If it has at least one target, and all its targets are illegal when it tries to resolve, then it won’t resolve and none of its effects will happen. For example, if you choose the second and fourth modes, and the permanent is an illegal target when Cryptic Command tries to resolve, you won’t draw a card.
  • You choose both modes as you cast Cryptic Command. You must choose two different modes.
  • Prices

    Seller Price
    Manapool 6.78 USD
    Tcgplayer 8.32 USD
    Cardmarket 8.02 EUR

    Legalities

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

    Text

    Choose two — •Countertarget spell. • Return target permanent to its owner's hand. • Tap all creatures your opponents control. • Draw a card.

    Dig Through Time #195 Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 8
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Delve

    Rules

  • Because delve isn't an alternative cost, it can be used in conjunction with alternative costs, such as flashback. It can also be used to pay for additional costs that include generic mana.
  • Delve doesn't change a spell's mana cost or mana value. For example, Treasure Cruise's mana value is 8 even if you exiled three cards to cast it.
  • You can exile cards to pay only for generic mana, and you can't exile more cards than the generic mana requirement of a spell with delve. For example, you can't exile more than seven cards from your graveyard to cast Treasure Cruise unless an effect has increased its cost.
  • Prices

    Seller Price
    Cardkingdom 0.59 USD
    Manapool 0.15 USD
    Cardmarket 0.2 EUR
    Tcgplayer 0.31 USD

    Legalities

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

    Text

    Delve (Each card you exile from your graveyard while casting this spell pays for .) Look at the top seven cards of your library. Put two of them into your hand and the rest on the bottom of your library in any order.

    Hieroglyphic Illumination #57 Instant

    Info

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

    Abilities/Keywords

    Cycling

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.1 USD / 1.1 USD
    Manapool 0.15 USD / 0.43 USD
    Cardkingdom 0.35 USD / 1.49 USD
    Cardmarket / 0.85 EUR 0.16 EUR

    Legalities

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

    Text

    Draw two cards. Cycling (,Discardthis card: Draw a card.)

    Moonlit Scavengers #57 Creature — Merfolk Rogue

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 6
    Power/Toughness: 4/5
    Types:
  • Creature
  • SubTypes:
  • Merfolk
  • Rogue
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Moonlit Scavengers's ability doesn't return multiple creatures if you control multiple artifacts and/or enchantments.
  • Moonlit Scavengers's ability won't trigger at all if you don't control an artifact or enchantment immediately after it enters the battlefield. If you don't control an artifact or enchantment as the ability resolves, the ability has no effect. These don't have the be the same artifact or enchantment at both times, however.
  • You still control Auras that you put onto the battlefield attached to a permanent you don't control.
  • Prices

    Seller Price
    Tcgplayer 0.09 USD / 0.15 USD
    Manapool / 0.15 USD 0.15 USD
    Cardkingdom 0.35 USD / 0.49 USD
    Cardmarket / 0.17 EUR 0.04 EUR

    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, if you control an artifact or enchantment, return target creature an opponent controls to its owner's hand.

    One with the Multiverse #59s Enchantment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 8
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • If One with the Multiverse leaves the battlefield and later returns to the battlefield (or you play a second one), it's considered a new object and you may cast a spell using its last ability regardless of whether or not you did so earlier this turn using the enchantment that was on the battlefield before.
  • Similarly, if you control more than one One with the Multiverse (Two with the Multiverse, if you will), each one's last ability applies independently, and you may cast a spell without paying its mana cost once for each of them during each of your turns. In this case, you will need to track which enchantment's permission you are using to cast a spell this way (due to the possibility that one of them might leave the battlefield before you use its permission that turn).
  • While casting a card with the prototype ability using the last ability of One with the Multiverse, you can either choose to cast it normally or choose to cast it as a prototyped spell. In either case, you won't pay its mana cost.
  • While casting a spell without paying its mana cost using the last ability, you can't pay alternative costs, but you may choose to pay any optional additional costs the spell may have (such as a kicker cost). You still must pay any mandatory additional costs.
  • You must follow all normal timing rules for spells cast and lands played using the middle ability and must pay all costs for spells cast this way. To cast a spell this way, you may choose to pay any alternative costs or optional additional costs the spell may have (such as a kicker cost). You must pay any mandatory additional costs.
  • Prices

    Seller Price
    Cardkingdom 7.99 USD
    Tcgplayer 4.76 USD
    Cardmarket 5.73 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 look at the top card of your library any time. You may play lands and cast spells from the top of your library. Once during each of your turns, you may cast a spell from your hand or the top of your library without paying its mana cost.