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AI 🤖 Find me cards equivalent to: Mask of Immolation

Equivalent cards to Mask of Immolation (red, Equipment, makes tokens or sacrifices):
1. Mortarpod (colorless) — Equipment, grants sacrifice a creature: deal 1 damage.
2. Grafted Wargear (colorless) — Equipment, gives +3/+2, auto-sacs equipped creature on loss.
3. Goblin Bombardment (red) — Enchantment, sacrifice a creature: deal 1 damage.

Closest in mono-red Equipment: Goblin Morningstar (makes tokens), but doesn’t sacrifice for damage. There are very few direct red Equipment equivalents; Mortarpod is closest in function.

Results:

Goblin Bombardment #136 Enchantment

Info

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

    Rules

  • No entries
  • Prices

    Seller Price

    Legalities

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

    Text

    Sacrifice a creature: This enchantment deals 1 damage to any target.

    Goblin Morningstar #145 Artifact — Equipment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Artifact
  • SubTypes:
  • Equipment
  • Languages:
    Layout:
    Normal
    Rank:
    Tokens:

    Abilities/Keywords

    Equip

    Rules

  • An ability that tells you to roll a die will also specify what to do with the result of that roll. Most often, this is in the form of a "results table" in the card text.
  • An effect that says "choose a target, then roll a d20" or similar still uses the normal process of putting an ability on the stack and resolving it. Choosing targets is part of putting the ability on the stack and rolling the d20 happens later, as the ability resolves.
  • Dice are identified by the number of faces each one has. For example, a d20 is a twenty-sided die.
  • Dice used must have equally likely outcomes and the roll must be fair. Although physical dice are recommended, digital substitutes are allowed, provided they have the same number of equally likely outcomes as specified in the original roll instruction.
  • Some abilities, like that of Pixie Guide and Barbarian Class, replace rolling a die with rolling extra dice and ignoring the lowest roll. The ignored rolls are not considered for the effect that instructed you to roll a die, and do not cause abilities to trigger. For all intents and purposes, once you determine which dice count, any extra dice were never rolled.
  • Some effects instruct you to roll again. This uses the same number and type of dice as the original roll, and that roll will use the same set of possible outcomes.
  • Some effects may modify the result of a die roll. This may be part of the instruction to roll a die or it may come from other cards. Anything that references the "result" of a die roll is looking for the result after these modifications. Anything that is looking for the "natural result" is looking for the number shown on the face of the die before these modifications.
  • The instruction to roll a die and the effect that occurs because of the result are all part of the same ability. Players do not get the chance to respond to the ability after knowing the result of the roll.
  • Tournament events have more specific rules regarding dice and die-rolling. For more information, please see the most recent version of the Magic Tournament Rules at https://wpn.wizards.com/en/document/magic-gathering-tournament-rules.
  • While playing Planechase, rolling the planar die will cause any ability that triggers whenever a player rolls one or more dice to trigger. However, any effect that refers to a numerical result will ignore the rolling of the planar die.
  • Prices

    Seller Price
    Tcgplayer 0.11 USD / 0.33 USD
    Cardmarket 0.13 EUR / 0.14 EUR
    Cardsphere 0.23 USD

    Legalities

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

    Text

    Equipped creature gets +1/+0 and has trample. Equip When this Equipment enters, roll a d20. 1—9 | Create a 1/1 red Goblin creature token. 10—20 | Create a 1/1 red Goblin creature token, then attach this Equipment to it.

    Grafted Wargear #126 Artifact — Equipment

    Info

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

    Abilities/Keywords

    Equip

    Rules

  • If your Grafted Wargear somehow ends up on an opponent's creature and it then becomes unattached from that creature, you won't be able to sacrifice that creature because you don't control it.
  • You may activate this card's equip ability targeting the creature that it is currently attached to, even if it's the only creature you control. Since the equip ability costs zero, you can do this as many times as you like during your main phases, though it generally won't do anything.
  • Grafted Wargear becomes unattached from the creature it's equipping if you equip it to a new creature, if Grafted Wargear leaves the battlefield, if the equipped creature ceases to be a creature, or if Grafted Wargear ceases to be an Equipment. (It also becomes unattached if the equipped creature leaves the battlefield, but the triggered ability won't do anything in that case.)
  • Prices

    Seller Price
    Tcgplayer 0.51 USD / 4.88 USD
    Cardmarket 0.27 EUR / 1.88 EUR
    Cardkingdom 0.59 USD / 3.49 USD
    Cardsphere 0.48 USD

    Legalities

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

    Text

    Equipped creature gets +3/+2. Whenever this Equipment becomes unattached from a permanent,sacrificethat permanent. Equip (: Attach to target creature you control. Equip only as a sorcery.)

    Mask of Immolation #151 Artifact — Equipment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Artifact
  • SubTypes:
  • Equipment
  • Languages:
    Layout:
    Normal
    Rank:
    Tokens:

    Abilities/Keywords

    Equip

    Rules

  • No player may take any actions between the time you create the Elemental token and the time Mask of Immolation becomes attached to it.
  • The equipped creature is the source of the activated ability and the source of the damage, not Mask of Immolation. This means that a green creature equipped by Mask of Immolation may deal damage to a creature with protection from red but may not deal damage to a creature with protection from green.
  • Prices

    Seller Price
    Tcgplayer 0.05 USD / 0.36 USD
    Cardmarket 0.11 EUR / 0.33 EUR
    Cardkingdom 0.35 USD / 0.49 USD
    Cardsphere 0.19 USD

    Legalities

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

    Text

    When this Equipment enters, create a 1/1 red Elemental creature token, then attach this Equipment to it. Equipped creature has "Sacrifice this creature: It deals 1 damage to any target." Equip (: Attach to target creature you control. Equip only as a sorcery.)

    Mortarpod #68 Artifact — Equipment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Artifact
  • SubTypes:
  • Equipment
  • Languages:
    Layout:
    Normal
    Rank:
    Tokens:

    Abilities/Keywords

    Equip

    Rules

  • If you sacrifice the equipped creature to deal 1 damage to a target permanent or player, the damage is dealt by the creature as it last existed on the battlefield.
  • If the Germ token is destroyed, the Equipment remains on the battlefield as with any other Equipment.
  • If the living weapon trigger causes two Germs to be created (due to an effect such as that of Doubling Season), the Equipment becomes attached to one of them. The other will be put into your graveyard and subsequently cease to exist, unless another effect raises its toughness above 0.
  • Like other Equipment, each Equipment with living weapon has an equip cost. You can pay this cost to attach an Equipment to another creature you control. Once the Germ token is no longer equipped, it will be put into your graveyard and subsequently cease to exist, unless another effect raises its toughness above 0.
  • The Germ token enters the battlefield as a 0/0 creature and the Equipment becomes attached to it before state-based actions would cause the token to die. Abilities that trigger as the token enters the battlefield see that a 0/0 creature entered the battlefield.
  • Prices

    Seller Price

    Legalities

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

    Text

    Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.) Equipped creature gets +0/+1 and has "Sacrifice this creature: This creature deals 1 damage to any target." Equip

    Goblin Bombardment Enchantment Normal

    Goblin Morningstar Artifact — Equipment Normal - ~$0.19

    Grafted Wargear Artifact — Equipment Normal - ~$1.73

    Mask of Immolation Artifact — Equipment Normal - ~$0.27

    Mortarpod Artifact — Equipment Normal

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