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"Find me cards equivalent to: Confiscation Coup"

Equivalent cards to Confiscation Coup (Sorcery, Blue, gain control of artifact or creature):
1. Control Magic – Enchantment, not sorcery, but steals a creature.
2. Mind Control – Enchantment, not sorcery, blue, also steals a creature.
3. Expropriate – Sorcery, blue, can steal permanents (dependent on voting).
4. In Bolas's Clutches – Enchantment, blue, steals any nonland permanent.

Note: There are very few sorceries in blue that directly steal artifacts or creatures like Confiscation Coup. Most are enchantments—these are the closest functional equivalents.

Found Cards

5 Results

Confiscation Coup

Control Magic

Expropriate

In Bolas's Clutches

Mind Control

Confiscation Coup #41s Sorcery

Info

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

    Rules

  • If a permanent has {X} in its mana cost, X is considered to be 0.
  • If the target artifact or creature has a mana value of 0, you may choose to pay zero energy and gain control of it.
  • In a multiplayer game, if a permanent's owner leaves the game after you've gained control of it, the permanent leaves with that player. If you leave the game before that player, the control-change effect ends.
  • The mana value of a token that isn't a copy of another object is 0. A token that is a copy of another object has the same mana cost as that object.
  • You choose the target artifact or creature as you cast Confiscation Coup. You don't choose whether or not to pay an amount of {E} until Confiscation Coup resolves. If the target becomes an illegal target, Confiscation Coup won't resolve and you won't get {E}{E}{E}{E}.
  • There are many important moments in the story, but the most crucial—called "story spotlights"—are shown on cards. These cards have the Planeswalker symbol in their text box; this symbol has no effect on gameplay. You can read more about these events in the official Magic fiction at http://www.mtgstory.com.
  • 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 0.61 USD
    Cardkingdom 1.99 USD
    Tcgplayer 0.5 USD
    Cardmarket 0.59 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 target artifact or creature. You get (four energy counters), then you may pay an amount of equal to that permanent's mana value. If you do, gain control of it.

    Control Magic #2151 Enchantment — Aura

    Info

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

    Abilities/Keywords

    Enchant

    Rules

  • Gaining control of a creature doesn't cause you to gain control of any Auras or Equipment attached to it.
  • Prices

    Seller Price
    Cardmarket 0.55 EUR
    Tcgplayer 0.53 USD
    Cardkingdom 0.99 USD
    Manapool 0.33 USD

    Legalities

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

    Text

    Enchant creature You control enchanted creature.

    Expropriate #2396 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 9
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Rules

  • Because the votes are made in turn order, each player will know the votes of players who voted beforehand.
  • If a creature with an enters-the-battlefield council's dilemma ability leaves the battlefield before that ability resolves, players can still vote for any option that would put +1/+1 counters on that creature, even though—or perhaps especially because—those votes won't generate an effect.
  • No player votes until the spell or ability resolves. Any responses to that spell or ability must be made without knowing the outcome of the vote.
  • Players can't do anything between voting and finishing the resolution of the spell or ability that included the vote.
  • The effects of each council's dilemma ability happen in the stated order. First the vote occurs, then the first effect, and finally the second effect.
  • Unlike the will of the council cards from the original Conspiracy set, where a majority of votes determined what happened, each vote made for a council's dilemma card adds to the ultimate effect.
  • You must vote for one of the available options. You can't abstain.
  • Each player must vote for one of the available options. They can't abstain.
  • No player votes until Expropriate resolves. Any responses to the spell must be made without knowing the outcome of the vote.
  • Votes are cast in turn order, and each player will know the votes of players who voted beforehand.
  • Prices

    Seller Price
    Cardkingdom 27.99 USD
    Cardmarket 29.77 EUR
    Tcgplayer 10.95 USD
    Manapool 16.82 USD

    Legalities

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

    Text

    Council's dilemma — Starting with you, each player votes for time or money. For each time vote, take an extra turn after this one. For each money vote, choose a permanent owned by the voter and gain control of it. Exile Expropriate.

    In Bolas's Clutches #54 Legendary Enchantment — Aura

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 6
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
  • Aura
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Enchant

    Rules

  • Gaining control of a permanent doesn’t cause you to gain control of any Auras or Equipment attached to it. They’ll remain attached, but an Aura’s effect that affects “you” still affects its controller rather than you, the controller of an Equipment can move it during their next main phase, and so on.
  • If you control two In Bolas’s Clutches attached to two permanents with the same name, the “legend rule” applies to the enchanted permanents and to In Bolas’s Clutches at once. You can choose to keep the In Bolas’s Clutches that enchants the permanent you wish to keep.
  • If you control two or more permanents with the same name but only one is legendary, the “legend rule” doesn’t apply.
  • Prices

    Seller Price
    Cardkingdom 0.39 USD / 0.79 USD
    Cardmarket / 0.49 EUR 0.14 EUR
    Manapool / 0.43 USD 0.15 USD
    Tcgplayer / 0.53 USD 0.26 USD

    Legalities

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

    Text

    Enchant permanent You control enchanted permanent. Enchanted permanent is legendary.

    Mind Control #11 Enchantment — Aura

    Info

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

    Abilities/Keywords

    Enchant

    Rules

  • Gaining control of a creature doesn’t cause you gain control of any Auras or Equipment attached to it.
  • Prices

    Seller Price
    Manapool 0.39 USD
    Cardmarket 0.29 EUR / 0.24 EUR
    Cardkingdom 0.35 USD
    Tcgplayer 0.49 USD

    Legalities

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

    Text

    Enchant creature You control enchanted creature.