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6 Cards Found

AI 🤖 Find me cards equivalent to: Furious Rise

Equivalent cards to Furious Rise (requires only red or green):
1. Outpost Siege (Red) – Impulse draws an extra card each turn.
2. Vivien, Champion of the Wilds (Green) – Lets you look at the top card and play creatures at flash, provides some advantage.
3. Harmonize (Green) – Raw card draw (one-time).
4. Ranger Class (Green) – Provides top-deck play after leveling up.
5. Experimental Frenzy (Red) – Play from the top of your library.


Reason:
All provide repeatable card advantage or top-deck access with similar color identity.

Results:

Experimental Frenzy #99p Enchantment

Info

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

    Rules

  • Experimental Frenzy lets you look at the top card of your library whenever you want (with one restriction—see below), even if you don’t have priority. This action doesn’t use the stack. Knowing what that card is becomes part of the information you have access to, just like you can look at the cards in your hand.
  • If the top card of your library changes while you’re casting a spell, playing a land, or activating an ability, you can’t look at the new top card until you finish doing so. This means that if you cast the top card of your library, you can’t look at the next one until you’re done paying for that spell.
  • You can play a land card on top of your library only if you have available land plays remaining.
  • You can’t cast spells or play lands from your hand, but you may take other actions with those cards (such as discarding them to activate their cycling or bloodrush abilities).
  • You must follow the normal timing permissions and restrictions of the cards you play from your library.
  • You’ll still pay all costs for a spell you cast from your library, including additional costs. You may also pay alternative costs.
  • Prices

    Seller Price
    Tcgplayer 0.39 USD / 0.87 USD
    Cardmarket 0.32 EUR / 0.84 EUR
    Cardkingdom 2.49 USD / 2.99 USD
    Cardsphere 0.41 USD
    Manapool 0.36 USD / 0.71 USD

    Legalities

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

    Text

    You may look at the top card of your library any time. You may play lands and cast spells from the top of your library. You can't play lands or cast spells from your hand. :Destroythis enchantment.

    Furious Rise #136 Enchantment

    Info

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

    Rules

  • Furious Rise's ability has you exile only one card, no matter how many creatures with power 4 or greater you control beyond the first.
  • Furious Rise's effect doesn't change when you can play the exiled card. For example, if you exile a sorcery card, you can cast it only during your main phase when the stack is empty. If you exile a land card, you can't play it unless you have land plays available.
  • If Furious Rise leaves the battlefield before you play the most recently exiled card, you can play that card for as long as it remains exiled.
  • If you don't control a creature with power 4 or greater as your end step begins, Furious Rise's ability doesn't trigger. If you don't control one as the ability resolves, it has no effect. It doesn't have to be the same creature at both times, however.
  • Playing an exiled card causes it to leave exile. You can't play it multiple times.
  • Prices

    Seller Price
    Tcgplayer 0.06 USD / 0.15 USD
    Cardmarket 0.09 EUR / 0.15 EUR
    Cardkingdom 0.35 USD / 0.49 USD
    Cardsphere 0.2 USD
    Manapool 0.15 USD / 0.17 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 end step, if you control a creature with power 4 or greater, exile the top card of your library. You may play that card until you exile another card with this enchantment.

    Harmonize #7015 Sorcery

    Info

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

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 46.58 USD
    Manapool 36.92 USD

    Legalities

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

    Text

    Draw three cards.

    Outpost Siege #110★ Enchantment

    Info

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

    Rules

  • Each Siege will have one of the two listed abilities, depending on your choice as it enters the battlefield.
  • Each of the last two abilities is linked to the first ability. They each refer only to the choice made as a result of the first ability. If a permanent enters the battlefield as a copy of one of the Sieges, its controller will make a new choice for that Siege. Which ability the copy has won't depend on the choice made for the original permanent.
  • If a noncreature card is manifested and then leaves the battlefield while face down, the "Dragons" ability will trigger.
  • If you exile a land card using the "Khans" ability, you may play that land only if you have any available land plays. Normally, this means you can play the land only if you haven't played a land yet that turn.
  • The card exiled by the "Khans" ability is exiled face up. Playing a card exiled with the "Khans" ability follows the normal rules for playing the card. You must pay its costs, and you must follow all applicable timing rules. For example, if it's a creature card, you can cast it only during your main phase while the stack is empty.
  • The words "Khans" and "Dragons" are anchor words, connecting your choice to the appropriate ability. Anchor words are a new rules concept. "[Anchor word] — [Ability]" means "As long as you chose [anchor word] as this permanent entered the battlefield, this permanent has [ability]." Notably, the anchor word "Dragons" has no connection to the creature type Dragon.
  • Prices

    Seller Price
    Cardmarket 0.34 EUR / 1.72 EUR

    Legalities

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

    Text

    As this enchantment enters, choose Khans or Dragons. • Khans — At the beginning of your upkeep, exile the top card of your library. Until end of turn, you may play that card. • Dragons — Whenever a creature you control leaves the battlefield, this enchantment deals 1 damage to any target.

    Ranger Class #202s Enchantment — Class

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
  • Class
  • Languages:
    Layout:
    Class
    Rank:
    Saltiness:
    Tokens:

    Rules

  • Each Class has five abilities. The three in the major sections of its text box are class abilities. Class abilities can be static, activated, or triggered abilities. The other two are level abilities, one activated ability to advance the Class to level 2 and another to advance the Class to level 3.
  • Each Class starts with only the first of three class abilities. As the first level ability resolves, the Class becomes level 2 and gains the second class ability. As the second level ability resolves, the Class becomes level 3 and gains the third class ability.
  • Gaining a level is a normal activated ability. It uses the stack and can be responded to.
  • Gaining a level won't remove abilities that a Class had at a previous level.
  • If Ranger Class is level 3, you can look at the top card of your library whenever you want (with one restriction; see below), even if you don't have priority. This action doesn't use the stack. Knowing what that card is becomes part of the information you have access to, just like you can look at the cards in your hand.
  • If the top card of your library changes while you're casting a spell, playing a land, or activating an ability, you can't look at the new top card until you finish doing so. This means that if you cast a spell from the top of your library, you can't look at the next one until you're done paying for that spell.
  • Ranger Class doesn't change when you can cast creature spells. Normally, this means during your main phase when the stack is empty, although flash may change this.
  • Some Class cards have an effect that increases when more are under your control. For example, if you have multiple Barbarian Class cards, you roll that many additional dice and ignore that many of the lowest rolls.
  • The triggered ability Ranger Class gets at level 2 can trigger only once per combat, no matter how many creatures you attack with.
  • You can multiclass or even control multiple Class enchantments of the same class. Each Class permanent tracks its own level separately.
  • You can't activate the first level ability of a Class unless that Class is level 1. Similarly, you can't activate the second level ability of a Class unless that Class is level 2.
  • You'll still pay all costs for the spell, including additional costs. You may also pay alternative costs if any are available.
  • Prices

    Seller Price
    Tcgplayer 1.4 USD
    Cardmarket 1.48 EUR
    Cardkingdom 2.79 USD
    Manapool 1.45 USD

    Legalities

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

    Text

    (Gain the next level as a sorcery to add its ability.) When this Class enters, create a 2/2 green Wolf creature token. : Level 2 Whenever you attack, put a +1/+1counteron target attacking creature. : Level 3 You may look at the top card of your library any time. You may cast creature spells from the top of your library.

    Vivien, Champion of the Wilds #519 Legendary Planeswalker — Vivien

    Info

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

    Rules

  • Once you cast the creature card, it leaves exile. You can't cast it again if that card becomes exiled again.
  • While resolving Vivien's last ability, you must exile one of the three cards, even if none of them are creature cards. You may look at the exiled card at any time, even if it's not a creature card.
  • You must follow any applicable timing permissions and restrictions if you cast the exiled card. This means that if Vivien leaves the battlefield, you can't cast the creature spell as though it had flash unless another effect allows you to do so.
  • Prices

    Seller Price
    Tcgplayer 6.73 USD
    Cardmarket 4.2 EUR
    Cardkingdom 5.99 USD
    Manapool 5.38 USD

    Legalities

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

    Text

    You may cast creature spells as though they had flash.
    +1 Until your next turn, up to one target creature gains vigilance and reach.
    −2 Look at the top three cards of your library. Exile one face down and put the rest on the bottom of your library in any order. For as long as it remains exiled, you may cast it if it's a creature spell.

    Experimental Frenzy Enchantment Normal - ~$1.04

    Furious Rise Enchantment Normal - ~$0.2

    Harmonize Sorcery Normal - ~$41.75

    Outpost Siege Enchantment Normal - ~$1.03

    Ranger Class Enchantment — Class Class - ~$1.78

    Vivien, Champion of the Wilds Legendary Planeswalker — Vivien Normal - ~$5.58

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