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3 Cards Found

AI 🤖 Find me cards equivalent to: Curse of Echoes

Try Possibility Storm and Hive Mind.

Reason: All are blue or have blue, and copy or affect spells cast by players similarly to Curse of Echoes.

Results:

Curse of Echoes #34 Enchantment — Aura Curse

Info

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

    Abilities/Keywords

    Enchant

    Rules

  • All the copies are created on the stack, so none of them are cast. Abilities that trigger when a player casts a spell won’t trigger. The copies will then resolve as normal, after players get a chance to cast spells and activate abilities.
  • Each copy will have the same targets as the spell it’s copying unless its controller chooses new ones. That player may change any number of the targets, including all of them or none of them. If, for one of the targets, that player can’t choose a new legal target, then it remains unchanged (even if the current target is illegal).
  • If the original spell has an X whose value was determined as it was cast, each copy has the same value of X.
  • If the original spell is modal (that is, it says “Choose one —” or the like), each copy will have the same mode(s). You can’t choose different ones.
  • When the triggered ability resolves, it creates a copy of that spell for each other player. The active player creates their copy and may choose new targets first (if that player isn’t the enchanted player), then each other player (except the enchanted player) creates their copy and may choose new targets in turn order. The last player who creates their copy controls the copy that will resolve first.
  • You can’t choose to pay any additional costs for the copy. However, 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 the enchanted player sacrifices a 3/3 creature to cast Fling, each copy of Fling will also deal 3 damage.
  • Prices

    Seller Price
    Tcgplayer 0.41 USD / 1.57 USD
    Cardmarket 0.34 EUR / 1.53 EUR
    Cardkingdom 0.59 USD
    Cardsphere 0.56 USD

    Legalities

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

    Text

    Enchant player Whenever enchanted player casts an instant or sorcery spell, each other player may copy that spell and may choose new targets for the copy they control.

    Hive Mind #822 Enchantment

    Info

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

    Rules

  • A copy’s controller can’t choose to pay any additional costs for the copy. However, 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.
  • Each copy will have the same targets as the spell it’s copying unless its controller chooses new ones. That player may change any number of the targets, including all of them or none of them. If, for one of the targets, the player can’t choose a new legal target, then it remains unchanged (even if the current target is illegal).
  • Hive Mind will copy any instant or sorcery spell, not just one with targets.
  • Hive Mind’s effect is mandatory. Each other player must copy the spell whether they want to or not.
  • If a copy says that it affects “you,” it affects the controller of the copy, not the controller of the original spell. Similarly, if a copy says that it affects an “opponent,” it affects an opponent of the copy’s controller, not an opponent of the original spell’s controller.
  • If a player casts an instant or sorcery spell, Hive Mind’s ability triggers and is put on the stack on top of that spell. Hive Mind’s ability will resolve first. When it does, it creates a number of copies of that spell equal to the number of players in the game minus one. First the player whose turn it is (or, if that’s the player who cast the original spell, the player to that player’s left) puts their copy on the stack, choosing new targets for it if they like. Then each other player in turn order does the same. The last copy put on the stack will be the first one that resolves. (Note that the very last thing to happen is that the original spell resolves.)
  • If the spell that’s copied has an X whose value was determined as it was cast (like Earthquake does), the copy has the same value of X.
  • If the spell that’s copied is modal (that is, it says “Choose one —” or the like), the copy will have the same mode. A player can’t choose a different one.
  • The copies that Hive Mind’s ability creates are created on the stack, so they’re not “cast.” Abilities that trigger when a player casts a spell (like Hive Mind’s ability itself) won’t trigger.
  • Prices

    Seller Price
    Tcgplayer 9.61 USD
    Cardmarket 7.2 EUR

    Legalities

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

    Text

    Whenever a player casts an instant or sorcery spell, each other player copies that spell. Each of those players may choose new targets for their copy.

    Possibility Storm #34 Enchantment

    Info

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

    Rules

  • Artifact, battle, creature, enchantment, instant, kindred, land, planeswalker, and sorcery are card types. Two cards share a card type if they have at least one card type in common.
  • If Possibility Storm's ability doesn't exile the original spell (perhaps because another Possibility Storm already exiled it), you'll still exile cards from the top of your library until you exile a card that shares a card type with it and have the opportunity to cast that spell.
  • If the spell you cast from exile has X in its mana cost, you must choose 0 as its value.
  • If you cast a spell without paying its mana cost, you can't choose to cast it for any alternative costs, such as overload costs. You can pay additional costs, such as kicker costs. If the spell has any mandatory additional costs, you must pay those.
  • Instant and sorcery cards with miracle allow a player to cast a card immediately upon drawing it. If a player casts a spell this way, the spell is cast from that player's hand. Possibility Storm will trigger.
  • The original spell is part of the group of exiled cards put on the bottom of the library in a random order. If the exiled card that shared a card type with that card wasn't cast, it's also part of this group.
  • Prices

    Seller Price
    Tcgplayer 2.59 USD / 10.01 USD
    Cardmarket 1.63 EUR / 5.74 EUR
    Cardkingdom 2.29 USD
    Cardsphere 2.81 USD

    Legalities

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

    Text

    Whenever a player casts a spell from their hand, that player exiles it, then exiles cards from the top of their library until they exile a card that shares a card type with it. That player may cast that card without paying its mana cost. Then they put all cards exiled with this enchantment on the bottom of their library in a random order.

    Curse of Echoes Enchantment — Aura Curse Normal - ~$0.83

    Hive Mind Enchantment Normal - ~$8.41

    Possibility Storm Enchantment Normal - ~$4.18

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