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

Equivalent cards to Enter the God-Eternals (type: Sorcery, color: B/U):
1. Cry of the Carnarium — B/U sorcery, exiles/graveyard & life interaction.
2. Thought Erasure — U/B, hand disruption + mill.
3. Drown in the Loch — U/B, instant removal/counter, synergizes with milling.
4. Notion Rain — U/B, draws, mills, life loss.

All are blue-black, do multi-things, but none do all the abilities of Enter the God-Eternals at once. This card is uniquely versatile in B/U.

Found Cards

5 Results

Cry of the Carnarium

Drown in the Loch

Enter the God-Eternals

Notion Rain

Thought Erasure

Cry of the Carnarium #70 Sorcery

Info

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

    Rules

  • Creatures that would die after getting -2/-2 will still be on the battlefield when cards are exiled from graveyards. They won’t die, and will instead be exiled after Cry of the Carnarium is entirely finished resolving.
  • Cry of the Carnarium’s power-and-toughness-reducing effect affects only creatures on the battlefield at the time it resolves. Creatures that enter the battlefield later in the turn won’t get -2/-2.
  • Cry of the Carnarium’s replacement effect affects any creature that would die in the turn, even creatures not on the battlefield as it resolves.
  • Prices

    Seller Price
    Manapool / 0.39 USD 0.15 USD
    Cardkingdom / 0.49 USD 0.35 USD
    Cardmarket / 0.52 EUR 0.1 EUR
    Tcgplayer / 0.49 USD 0.16 USD

    Legalities

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

    Text

    All creatures get -2/-2 until end of turn. Exile all creature cards in all graveyards that were put there from the battlefield this turn. If a creature would die this turn, exile it instead.

    Drown in the Loch #270 Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • For spells with {X} in their mana costs, use the value chosen for X to determine the spell's mana value.
  • If a creature on the battlefield has {X} in its mana cost, X is considered to be 0.
  • Prices

    Seller Price
    Tcgplayer 9.2 USD / 17.81 USD
    Manapool 5.86 USD / 18.72 USD
    Cardkingdom 8.49 USD
    Cardmarket / 9.44 EUR 6.62 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 one — •Countertarget spell with mana value less than or equal to the number of cards in its controller's graveyard. •Destroytarget creature with mana value less than or equal to the number of cards in its controller's graveyard.

    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
    Tcgplayer 0.28 USD
    Cardkingdom 0.49 USD
    Manapool 0.25 USD
    Cardmarket 0.21 EUR

    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.)

    Notion Rain #217 Sorcery

    Info

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

    Abilities/Keywords

    Surveil

    Rules

  • When you surveil, you may put all the cards you look at back on top of your library, you may put all of those cards into your graveyard, or you may put some of those cards on top and the rest of them into your graveyard.
  • You perform the actions stated on a card in sequence. For some spells and abilities, you'll surveil last. For others, you'll surveil and then perform other actions.
  • Prices

    Seller Price
    Tcgplayer 0.12 USD
    Manapool 0.15 USD
    Cardmarket 0.09 EUR
    Cardkingdom 0.35 USD

    Legalities

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

    Text

    Surveil 2, then draw two cards. Notion Rain deals 2 damage to you. (To surveil 2, look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)

    Thought Erasure #206 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Surveil

    Rules

  • You surveil 1 even if the opponent doesn't discard a card, perhaps because they had no cards in hand at all.
  • Some spells that instruct you to surveil require targets. 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 surveil.
  • You perform the actions stated on a card in sequence. For some spells and abilities, you'll surveil last. For others, you'll surveil and then perform other actions.
  • Prices

    Seller Price
    Manapool 0.19 USD
    Tcgplayer 0.28 USD
    Cardkingdom 0.49 USD
    Cardmarket 0.31 EUR

    Legalities

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

    Text

    Target opponent reveals their hand. You choose a nonland card from it. That player discards that card. Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)