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5 Cards Found

AI 🤖 Find me cards equivalent to: Kick in the Door

Equivalent cards to Kick in the Door (red, combat trick, explores, +1/+1 counter):

  • Crash Through (grants trample, draws a card, red, same CMC)
  • Infuriate (instant, red, +3/+2, single target boost)
  • Stoneshock Giant (monsterous, combat modifying effect, not 1 red, but related)
  • Make Your Mark (red, combat trick, gives +1/+0, creates creature)

Exact explorers in red are rare, but these are similar red combat tricks. Kick in the Door is somewhat unique due to the explore effect.

Results:

Crash Through #591 Sorcery

Info

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

    Rules

  • Crash Through affects only creatures you control at the time it resolves. Creatures you begin to control later in the turn won't gain trample.
  • You may cast Crash Through even if you control no creatures. If you control no creatures as the spell resolves, you'll just draw a card.
  • Crash Through affects only creatures you control at the time it resolves. Creatures you begin to control later in the turn won't gain trample.
  • You may cast Crash Through even if you control no creatures. If you control no creatures as the spell resolves, you'll just draw a card.
  • Prices

    Seller Price
    Tcgplayer 4.16 USD / 4.58 USD
    Cardmarket 4.57 EUR / 4.38 EUR
    Cardkingdom 4.99 USD / 5.49 USD
    Manapool 4.39 USD / 2.94 USD

    Legalities

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

    Text

    Creatures you control gain trample until end of turn. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.) Draw a card.

    Infuriate #104 Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 1
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.4 USD 0.48 USD 0.54 USD
    Cardmarket 0.44 EUR / 0.76 EUR
    Cardkingdom 0.49 USD 0.49 USD 1.29 USD
    Manapool 0.31 USD 0.52 USD 0.57 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 creature gets +3/+2 until end of turn.

    Kick in the Door #153 Sorcery

    Info

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

    Abilities/Keywords

    Rules

  • A player may only have one dungeon in the command zone at a time.
  • Choosing the dungeon or room to venture into is part of resolving the venture into the dungeon keyword action. Once that choice is made, players may not respond until after the appropriate room ability has triggered.
  • Dungeon cards are not part of a player's deck or sideboard. In both constructed and limited formats, players can use any dungeon card when they venture into the dungeon.
  • Dungeons are removed from the game as a state-based action.
  • If you somehow venture into the dungeon while a room's ability is on the stack, you will continue on in the dungeon. If you're already in the last room, complete that dungeon and start a new one.
  • Moving into a dungeon room will cause its room ability to trigger.
  • Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
  • The player venturing into the dungeon chooses which dungeon they will venture into. They may choose a dungeon that they have already completed this game.
  • To venture into the dungeon, a player moves their venture marker into the next room of the dungeon they are currently in. If they aren't currently in a dungeon, that player instead chooses a dungeon card from outside the game, puts it into the command zone, and moves their venture marker onto the first room.
  • You can only move forward (well, downward) in a dungeon, never backwards or sideways.
  • Prices

    Seller Price
    Tcgplayer 0.08 USD / 0.19 USD
    Cardmarket 0.11 EUR / 0.26 EUR
    Cardkingdom 0.35 USD / 0.49 USD
    Manapool 0.15 USD / 0.15 USD

    Legalities

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

    Text

    Put a +1/+1counteron target creature. That creature gains haste until end of turn and can't be blocked by Walls this turn. Venture into the dungeon. (Enter the first room or advance to the next room.)

    Make Your Mark #204 Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 1
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Tokens:

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.05 USD / 0.15 USD
    Cardmarket 0.04 EUR / 0.12 EUR
    Cardkingdom 0.35 USD / 0.49 USD
    Manapool 0.15 USD / 0.15 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 creature gets +1/+0 until end of turn. When that creature dies this turn, create a 3/2 red and white Spirit creature token.

    Stoneshock Giant #142 Creature — Giant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 5
    Power/Toughness: 5/4
    Types:
  • Creature
  • SubTypes:
  • Giant
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Monstrosity

    Rules

  • An ability that triggers when a creature becomes monstrous won't trigger if that creature isn't on the battlefield when its monstrosity ability resolves.
  • If blockers have already been declared when Stoneshock Giant's last ability resolves, those blocks won't change or become undone.
  • Monstrous isn't an ability that a creature has. It's just something true about that creature. If the creature stops being a creature or loses its abilities, it will continue to be monstrous.
  • Once a creature becomes monstrous, it can't become monstrous again. If the creature is already monstrous when the monstrosity ability resolves, nothing happens.
  • Your opponents can't assign any creature without flying to block that turn, even if that creature had flying or wasn't on the battlefield under one of your opponent's control when Stoneshock Giant's ability resolved.
  • Prices

    Seller Price
    Tcgplayer 0.08 USD / 0.44 USD
    Cardmarket 0.09 EUR / 0.23 EUR
    Cardkingdom 0.35 USD / 0.49 USD
    Manapool 0.15 USD / 0.25 USD

    Legalities

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

    Text

    : Monstrosity 3. (If this creature isn't monstrous, put three +1/+1 counters on it and it becomes monstrous.) When this creature becomes monstrous, creatures without flying your opponents control can't block this turn.

    Crash Through Sorcery Normal - ~$4.44

    Infuriate Instant Normal - ~$0.57

    Kick in the Door Sorcery Normal - ~$0.22

    Make Your Mark Instant Normal - ~$0.19

    Stoneshock Giant Creature — Giant Normal - ~$0.26

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