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"Find me cards equivalent to: Flaring Pain"

Cards similar to Flaring Pain (Red, Instant, stops damage prevention, flashback):
1. Flaring Pain itself (the original example).
2. Leyline of Punishment (Red, not instant, but also prevents damage prevention).
3. Everlasting Torment (Red/Black hybrid, not instant, but similar effect). No other Red instants have exactly the same effect and flashback, so Flaring Pain is unique on that front.

Found Cards

3 Results

Everlasting Torment

Flaring Pain

Leyline of Punishment

Everlasting Torment #121 Enchantment

Info

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

    Rules

  • Effects that replace an event with gaining life (like Words of Worship's effect does) will end up replacing the event with nothing.
  • Effects that would replace gaining life with some other effect won't be able to do anything because it's impossible for players to gain life.
  • If a cost includes life gain (like Invigorate's alternative cost does), that cost can't be paid.
  • If an effect says to set your life total to a certain number, and that number is higher than your current life total, that effect will normally cause you to gain life equal to the difference. With Everlasting Torment on the battlefield, that part of the effect won't do anything. (If the number is lower than your current life total, the effect will work as normal.)
  • Spells and abilities that replace or redirect damage aren't affected by Everlasting Torment's second ability. They'll work as normal.
  • Spells and abilities that would normally cause a player to gain life still resolve, but the life-gain part simply has no effect.
  • The "damage can't be prevented" statement overrides all forms of preventing damage, including protection abilities. Damage prevention spells and abilities can still be cast and played; they just don't do anything.
  • The last ability affects all damage, whether it's dealt by creatures, other permanents, spells, or cards that aren't on the battlefield. Wither works everywhere.
  • Prices

    Seller Price
    Manapool 0.15 USD
    Cardkingdom 0.49 USD
    Tcgplayer 0.28 USD
    Cardmarket 0.32 EUR

    Legalities

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

    Text

    Players can't gain life. Damage can't be prevented. All damage is dealt as though its source had wither. (A source with wither deals damage to creatures in the form of -1/-1 counters.)

    Flaring Pain #we89sb Instant

    Info

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

    Abilities/Keywords

    Flashback

    Rules

  • Spells and abilities that replace or redirect damage are not affected by this card.
  • The "damage can't be prevented" statement overrides all forms of preventing damage. Damage prevention spells and abilities can still be cast and activated, they just don't do anything.
  • "Flashback [cost]" means "You may cast this card from your graveyard by paying [cost] rather than paying its mana cost" and "If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack."
  • A spell cast using flashback will always be exiled afterward, whether it resolves, is countered, or leaves the stack in some other way.
  • If a card with flashback is put into your graveyard during your turn, you can cast it if it's legal to do so before any other player can take any actions.
  • To determine the total cost of a spell, start with the mana cost or alternative cost (such as a flashback cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
  • You can cast a spell using flashback even if it was somehow put into your graveyard without having been cast.
  • You must still follow any timing restrictions and permissions, including those based on the card's type. For instance, you can cast a sorcery using flashback only when you could normally cast a sorcery.
  • Prices

    Seller Price
    Tcgplayer 1.09 USD
    Cardkingdom 1.49 USD
    Manapool 0.82 USD
    Cardmarket 1.38 EUR

    Legalities

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

    Text

    Damage can't be prevented this turn. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

    Leyline of Punishment #148 Enchantment

    Info

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

    Rules

  • Damage prevention shields don't have any effect. If a prevention effect has an additional effect, the additional effect will still work (if possible). Spells that create prevention effects can still be cast, and abilities that create prevention effects can still be activated.
  • Effects that replace an event with gaining life (like Words of Worship's effect does) will end up replacing the event with nothing.
  • Effects that replace or redirect damage without using the word "prevent" are not affected by Leyline of Punishment.
  • Effects that would replace gaining life with some other effect won't be able to do anything because it's impossible for players to gain life.
  • If a cost includes life gain (like Invigorate's alternative cost does), that cost can't be paid.
  • If a creature is dealt lethal damage, it can still regenerate. If it does, the damage marked on it will be removed from it.
  • If an effect says to set a player's life total to a certain number, and that number is higher than the player's current life total, that part of the effect won't do anything. (If the number is lower than the player's current life total, the effect will work as normal.)
  • Spells and abilities that would normally cause a player to gain life still resolve, but the life-gain part simply has no effect.
  • Static abilities that prevent damage (including protection abilities) don't do so. If they have additional effects that don't depend on the amount of damage prevented, those additional effects will still work. Such effects are applied only once per source of damage.
  • A player's "opening hand" is the hand of cards the player has after all players have taken mulligans. If players have any cards in hand that allow actions to be taken with them from a player's opening hand, the starting player takes all such actions first in any order, followed by each other player in turn order. Then the first turn begins.
  • Prices

    Seller Price
    Cardkingdom / 13.99 USD 4.99 USD
    Cardmarket 1.31 EUR / 4.56 EUR
    Tcgplayer / 15.99 USD 3.27 USD
    Manapool 2.2 USD / 8.26 USD

    Legalities

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

    Text

    If this card is in your opening hand, you may begin the game with it on the battlefield. Players can't gain life. Damage can't be prevented.