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"Find me cards equivalent to: Enter the God-Eternals"

Equivalent cards to Enter the God-Eternals (Sorcery, Blue/Black, multi-effect value):
1. Drown in Dreams – Blue, sorcery, mills X cards.
2. Dark Salvation – Black, sorcery, creates Zombie tokens and can distribute -1/-1 counters.
3. Extract from Darkness – Blue/Black, sorcery, mills then reanimates.
4. Mnemonic Betrayal – Blue/Black, sorcery, mills and lets you cast from graveyard.


Reason: No exact match, but above cards fit UB sorcery with mill, damage, or Zombie synergy. Enter the God-Eternals is listed for direct reference.

Found Cards

5 Results

Dark Salvation

Drown in Dreams

Enter the God-Eternals

Extract from Darkness

Mnemonic Betrayal

Dark Salvation #87s Sorcery

Info

Color:
Identifies:
Cost:
Rarity: Rare
Converted Cost: 1
Power/Toughness: /
Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Rules

  • If the targeted creature becomes an illegal target, the targeted player will still get Zombie tokens.
  • You choose up to one target creature total, not a separate target for each Zombie that player controls.
  • You may cast Dark Salvation with X as 0 just to have a creature get -1/-1 for each Zombie a player controls, and you may cast it without targeting any creature just to have a player get Zombie tokens. If you really just want to cast a spell, you can even cast it with X as 0 without a target creature and have neither effect do anything.
  • Prices

    Seller Price
    Cardkingdom 6.99 USD
    Cardmarket 2.37 EUR / 2 EUR
    Manapool 3.38 USD
    Tcgplayer 3.1 USD

    Legalities

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

    Text

    Target player creates X 2/2 black Zombie creature tokens, then up to one target creature gets -1/-1 until end of turn for each Zombie that player controls.

    Drown in Dreams #1668 Instant

    Info

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

    Abilities/Keywords

    Mill

    Rules

  • Controlling a commander means that you control a permanent on the battlefield that is someone's commander. It can be yours or another player's. Controlling a commander spell on the stack will not allow you to choose both modes.
  • You may target the same player with both modes or target different players. The effects happen in the order they're listed on the card.
  • Prices

    Seller Price
    Cardkingdom 13.99 USD
    Tcgplayer 11.06 USD
    Cardmarket / 7.44 EUR 6.62 EUR
    Manapool 18.02 USD

    Legalities

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

    Text

    Choose one. If you control a commander as you cast this spell, you may choose both instead. • Target player draws X cards. • Target player mills twice X cards.

    Enter the God-Eternals #227 Sorcery

    Info

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

    Abilities/Keywords

    Amass Mill

    Rules

  • Abilities that trigger while Enter the God-Eternals is resolving or that trigger as the target creature dies are all put onto the stack after the spell has finished resolving and the target creature has (if lethally damaged) died.
  • If both targets are no longer legal targets as the spell tries to resolve, it doesn't resolve. You don't amass 4.
  • If the target creature has less than 4 toughness, Enter the God-Eternals still deals 4 damage to it and you'll gain 4 life.
  • If the target creature is dealt lethal damage by Enter the God-Eternals, it'll still be on the battlefield while you gain life, the target player moves cards, and you amass 4. Any abilities it has may affect these actions and may trigger on them.
  • If the target creature is no longer a legal target as the spell resolves but the player is a legal target, no creature is dealt damage and you gain no life, but the target player still moves the top cards of their library and you still amass 4.
  • If the target player is no longer a legal target as the spell resolves but the creature is a legal target, the creature is dealt damage, you gain that much life, and you amass 4. No player moves cards from their library.
  • You can't cast Enter the God-Eternals without targeting a creature and a player.
  • 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
    Cardmarket 0.27 EUR
    Manapool 0.15 USD
    Cardkingdom 0.49 USD
    Tcgplayer 0.2 USD

    Legalities

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

    Text

    Enter the God-Eternals deals 4 damage to target creature and you gain life equal to the damage dealt this way. Target player mills four cards. Amass Zombies 4. (Put four +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.)

    Extract from Darkness #E01-84 Sorcery

    Info

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

    Abilities/Keywords

    Mill

    Rules

  • Extract from Darkness doesn't target a creature card. You choose which card you're putting onto the battlefield as it resolves. You can choose any creature card in a graveyard at that time, including one just put into a graveyard by Extract from Darkness. If there are no creature cards in graveyards at that time, Extract from Darkness simply finishes resolving.
  • Prices

    Seller Price
    Tcgplayer 0.27 USD
    Manapool 0.2 USD
    Cardmarket 0.2 EUR
    Cardkingdom 0.39 USD

    Legalities

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

    Text

    Each player mills two cards. Then you put a creature card from a graveyard onto the battlefield under your control.

    Mnemonic Betrayal #189 Sorcery

    Info

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

    Rules

  • If you cast a spell this way and that card is exiled, it’s considered a new object. Mnemonic Betrayal no longer allows you to cast it. It remains in exile when Mnemonic Betrayal’s delayed triggered ability resolves.
  • In a multiplayer game, if a player leaves the game, all cards that player owns leave as well. If you leave the game, any spells or permanents you control from Mnemonic Betrayal’s effect are exiled. If you leave the game before Mnemonic Betrayal’s delayed triggered ability resolves, the cards remain exiled.
  • Mnemonic Betrayal doesn’t change when you can cast the exiled cards. For example, if you exile a sorcery card, you can cast it only during your main phase when the stack is empty.
  • Only the cards that remain in exile are returned to their owners’ graveyards. For example, a permanent spell cast this way will remain on the battlefield.
  • You can’t play land cards exiled this way.
  • Prices

    Seller Price
    Cardkingdom 11.99 USD
    Cardmarket / 39.69 EUR 4.87 EUR
    Tcgplayer / 76.96 USD 9.43 USD
    Manapool / 95.67 USD 7.34 USD

    Legalities

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

    Text

    Exile all opponents' graveyards. You may cast spells from among those cards this turn, and mana of any type can be spent to cast them. At the beginning of the next end step, if any of those cards remain exiled, return them to their owners' graveyards. Exile Mnemonic Betrayal.