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AI 🤖 Find me cards equivalent to: Demonic Covenant

Equivalent cards to Demonic Covenant (Black) would be:
1. Demonic Pact — Similar enchantment with powerful effects and a drawback.
2. Nine Lives — Another enchantment with cumulative risk and a win/loss condition.
3. Dark Tutelage — Black enchantment with a recurring effect and potential self-harm.


Reason: All are Black enchantments with powerful benefits balanced by significant risks.

Results:

Dark Tutelage #90 Enchantment

Info

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

    Rules

  • If the mana cost of the revealed card includes {X}, X is considered to be 0.
  • If the revealed card has no mana symbols in its upper right corner (because it's a land card, for example), its mana value is 0.
  • The mana value of the revealed card is determined solely by the mana symbols printed in its upper right corner. The mana value is the total amount of mana in that cost, regardless of color. For example, a card with mana cost {3}{U}{U} has mana value 5.
  • Prices

    Seller Price
    Tcgplayer 0.25 USD / 1.88 USD
    Cardmarket 0.45 EUR / 0.61 EUR
    Cardkingdom 0.49 USD
    Cardsphere 0.42 USD
    Manapool 0.23 USD / 0.91 USD

    Legalities

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

    Text

    At the beginning of your upkeep, reveal the top card of your library and put that card into your hand. You lose life equal to its mana value.

    Demonic Covenant #49 Kindred Enchantment — Demon

    Info

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

    Abilities/Keywords

    Mill

    Rules

  • Creatures that enter attacking are never declared as attackers, and as such, they won't cause Demonic Covenant's first ability to trigger.
  • Demonic Covenant's first ability will trigger once for each player you attack with one or more Demons.
  • Demonic Covenant's last ability will only cause you to sacrifice Demonic Covenant if both cards have the exact same combination of card types. Supertypes and subtypes are not taken into account.
  • The card types in Magic include artifact, battle, creature, enchantment, instant, kindred, land, planeswalker, and sorcery. Legendary, basic, and snow are supertypes, not card types; Horror and Room are subtypes, not card types.
  • Prices

    Seller Price
    Tcgplayer 0.26 USD
    Cardmarket 0.27 EUR / 0.35 EUR
    Cardkingdom 0.49 USD
    Cardsphere 0.25 USD
    Manapool 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

    Whenever one or more Demons you control attack a player, you draw a card and lose 1 life. At the beginning of your end step, create a 5/5 black Demon creature token with flying, thenmilltwo cards. If two cards that share all their card types were milled this way,sacrificethis enchantment.

    Demonic Pact #92 Enchantment

    Info

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

    Rules

  • If the ability doesn't resolve (either for having its target become illegal or because a spell or ability counters it), the mode chosen for that instance of the ability still counts as being chosen.
  • In some very unusual situations, you may not be able to choose a mode, either because all modes have previously been chosen or the only remaining modes require targets and there are no legal targets available. In this case, the ability is simply removed from the stack with no effect.
  • It doesn't matter who has chosen any particular mode. For example, say you control Demonic Pact and have chosen the first two modes. If an opponent gains control of Demonic Pact, that player can choose only the third or fourth mode.
  • The phrase "that hasn't been chosen" refers only to that specific Demonic Pact. If you control one and cast another one, you can choose any mode for the second one the first time its ability triggers.
  • Yes, if the fourth mode is the only one remaining, you must choose it. You read the whole contract, right?
  • You choose the mode as the triggered ability goes on the stack. You can choose a mode that requires targets only if there are legal targets available.
  • Prices

    Seller Price
    Tcgplayer 1.02 USD / 15.21 USD
    Cardmarket 2.26 EUR / 6.88 EUR
    Cardkingdom 1.49 USD / 9.99 USD
    Cardsphere 1.22 USD
    Manapool 0.81 USD / 2.96 USD

    Legalities

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

    Text

    At the beginning of your upkeep, choose one that hasn't been chosen — • This enchantment deals 4 damage to any target and you gain 4 life. • Target opponent discards two cards. • Draw two cards. • You lose the game.

    Nine Lives #3 Enchantment

    Info

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

    Abilities/Keywords

    Hexproof

    Rules

  • If damage that a source would deal to you can't be prevented, you still put an incarnation counter on Nine Lives.
  • If more than one source deals damage to you at once, prevent the damage from each of them and put that many incarnation counters on Nine Lives, even if this causes more than nine incarnation counters to be on Nine Lives. Leave it to cats to abuse loopholes.
  • If you counter the first triggered ability or otherwise remove it from the stack, it will just trigger again immediately if Nine Lives still has nine or more incarnation counters on it.
  • Once the first triggered ability is on the stack, it won't trigger again, even if more damage is prevented and more incarnation counters are put onto it.
  • The last ability of Nine Lives triggers no matter how it leaves the battlefield.
  • Prices

    Seller Price
    Tcgplayer 1.57 USD / 8.34 USD
    Cardmarket 2.34 EUR / 7.62 EUR
    Cardkingdom 1.79 USD / 10.99 USD
    Manapool 1.56 USD / 8.54 USD

    Legalities

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

    Text

    Hexproof If a source would deal damage to you, prevent that damage and put an incarnationcounteron this enchantment. When there are nine or more incarnation counters on this enchantment, exile it. When this enchantment leaves the battlefield, you lose the game.

    Dark Tutelage Enchantment Normal - ~$0.66

    Demonic Covenant Kindred Enchantment — Demon Normal - ~$0.31

    Demonic Pact Enchantment Normal - ~$4.65

    Nine Lives Enchantment Normal - ~$5.34

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