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6 Cards Found

AI 🤖 Find me cards equivalent to: Metamorphic Blast

Equivalent cards to Metamorphic Blast (an instant that destroys an artifact or enchantment, then investigates, in red):
1. Rip Apart — Red/White, destroys artifact, enchantment, or deals damage.
2. Abrade — Red, instant, destroys artifact or deals damage.
3. Wear // Tear — Red/White split card, destroys artifact or enchantment.
4. Chaos Warp — Red, shuffles any permanent into its owner's library.
5. By Force — Red, destroys X artifacts.


Reason: These cards are red (or red hybrid) and provide artifact/enchantment removal, sometimes with extra utility similar to Metamorphic Blast.

Results:

Abrade #2179 Instant

Info

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

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 8.68 USD
    Manapool 9.37 USD / 10.14 USD

    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 — • Abrade deals 3 damage to target creature. •Destroytarget artifact.

    By Force #AKH-123 Sorcery

    Info

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

    Rules

  • There are many important moments in the story, but the most crucial—called “story spotlights”—are shown on cards. These cards have the Planeswalker symbol in their text box; this symbol has no effect on gameplay. You can read more about these events in the official Magic fiction at http://www.mtgstory.com.
  • Prices

    Seller Price
    Tcgplayer 0.28 USD
    Cardkingdom 0.69 USD
    Cardsphere 0.26 USD
    Manapool 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

    Destroy X target artifacts.

    Chaos Warp #49 Instant

    Info

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

    Rules

  • A permanent card is a card with one or more of the following card types: artifact, creature, enchantment, land, or planeswalker.
  • If the permanent is an illegal target by the time Chaos Warp tries to resolve, it won't resolve and none of its effects will occur. No library will be shuffled and no card will be revealed.
  • If the revealed card is a permanent card but can't enter (perhaps because it's an Aura with nothing to enchant), it remains on top of that library.
  • If the revealed card is not a permanent card, it remains on top of that library.
  • The owner of a token is the player under whose control the token was put onto the battlefield. If a token is shuffled into a player's library this way, that player shuffles before revealing the top card of that library.
  • Prices

    Seller Price
    Tcgplayer 0.45 USD
    Cardmarket 0.48 EUR
    Cardkingdom 1.29 USD
    Cardsphere 0.38 USD
    Manapool 0.31 USD

    Legalities

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

    Text

    The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.

    Metamorphic Blast #57 Instant

    Info

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

    Abilities/Keywords

    Spree

    Rules

  • Each additional cost and associated mode in the text box is also preceded with a + indicator. These symbols also have no rules meaning and serve only to remind players that the listed costs are additional costs.
  • If a mode requires a target, you can select that mode only if there’s a legal target available. Ignore the targeting requirements for modes you don’t choose.
  • If a spell with spree is copied, the effect that creates the copy may allow you to choose new targets. You cannot choose new modes.
  • If all targets for the chosen modes become illegal before a spell with spree resolves, the spell won’t resolve and none of its effects will happen. If at least one target is still legal, the spell will resolve but will have no effect on any illegal targets.
  • If an effect allows you to cast a spell with spree “without paying its mana cost,” you must still choose at least one mode and pay the associated additional costs.
  • No matter which modes you choose, you always follow the instructions in the order they are written.
  • No player can cast spells or activate abilities in between the modes of a resolving spell. Any abilities that trigger won’t be put onto the stack until the spell is done resolving.
  • Spells with spree have a + (plus sign) indicator in the upper right corner of the card frame. This has no rules meaning and serves only to remind players that at least one additional cost is required to cast the spell.
  • The effect of Metamorphic Blast’s first mode causes the target creature to lose its other colors and creature types. It doesn’t lose any of its abilities.
  • The effect of Metamorphic Blast’s first mode will overwrite any previous effects that set the creature’s power and toughness to specific values. Effects that otherwise modify the target creature’s power and toughness will still apply no matter when they took effect. The same is true for +1/+1 counters.
  • The mana value of a spell with spree is determined only by its mana cost (in the upper right corner of the card). It doesn’t matter which modes you choose or which additional costs you pay, including any additional costs imposed by other effects.
  • You can’t choose the same mode more than once.
  • You choose the modes as you cast the spell with spree. Once modes are chosen, they can’t be changed.
  • You must choose at least one of the listed modes and pay its associated additional cost in order to cast a spell with spree.
  • Prices

    Seller Price
    Tcgplayer 0.13 USD / 0.1 USD
    Cardmarket 0.09 EUR / 0.11 EUR
    Cardkingdom 0.35 USD / 0.49 USD
    Cardsphere 0.05 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

    Spree (Choose one or more additional costs.) + — Until end of turn, target creature becomes a white Rabbit with base power and toughness 0/1. + — Target player draws two cards.

    Rip Apart #1922 Sorcery

    Info

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

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 4.34 USD
    Cardmarket 3.39 EUR / 3.28 EUR
    Cardkingdom 4.99 USD / 5.49 USD
    Cardsphere 3.44 USD
    Manapool 4.64 USD / 4.94 USD

    Legalities

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

    Text

    Choose one — • Rip Apart deals 3 damage to target creature or planeswalker. •Destroytarget artifact or enchantment.

    Wear (Wear // Tear) #222 Instant

    Variations: v1 v2

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Split
    Rank:

    Abilities/Keywords

    Fuse

    Rules

  • If a player names a card, the player may name either half of a split card, but not both. A split card has the chosen name if one of its two names matches the chosen name.
  • If you cast a split card with fuse from your hand without paying its mana cost, you can choose to use its fuse ability and cast both halves without paying their mana costs.
  • If you're casting a split card with fuse from any zone other than your hand, you can't cast both halves. You'll only be able to cast one half or the other.
  • On the stack, a split spell that hasn't been fused has only that half's characteristics and mana value. The other half is treated as though it didn't exist.
  • Some split cards with fuse have two halves that are both multicolored. That card is multicolored no matter which half is cast, or if both halves are cast. It's also multicolored while not on the stack.
  • Some split cards with fuse have two monocolor halves of different colors. If such a card is cast as a fused split spell, the resulting spell is multicolored. If only one half is cast, the spell is the color of that half. While not on the stack, such a card is multicolored.
  • To cast a fused split spell, pay both of its mana costs. While the spell is on the stack, its mana value is the total amount of mana in both costs.
  • When a fused split spell resolves, follow the instructions of the left half first, then the instructions on the right half.
  • When resolving a fused split spell with multiple targets, treat it as you would any spell with multiple targets. If all targets are illegal when the spell tries to resolve, the spell doesn't resolve and none of its effects happen. If at least one target is still legal at that time, the spell resolves, but an illegal target can't perform any actions or have any actions performed on it.
  • You can choose the same object as the target of each half of a fused split spell, if appropriate.
  • Prices

    Seller Price
    Tcgplayer 0.83 USD / 7.07 USD
    Cardmarket 0.99 EUR / 5.11 EUR
    Cardkingdom 0.99 USD / 11.99 USD
    Cardsphere 0.62 USD
    Manapool 0.76 USD / 8.49 USD

    Legalities

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

    Text

    Destroy target artifact. Fuse (You may cast one or both halves of this card from your hand.)

    Tear (Wear // Tear) #222 Instant

    Variations: v1 v2

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Split
    Rank:

    Abilities/Keywords

    Fuse

    Rules

  • If a player names a card, the player may name either half of a split card, but not both. A split card has the chosen name if one of its two names matches the chosen name.
  • If you cast a split card with fuse from your hand without paying its mana cost, you can choose to use its fuse ability and cast both halves without paying their mana costs.
  • If you're casting a split card with fuse from any zone other than your hand, you can't cast both halves. You'll only be able to cast one half or the other.
  • On the stack, a split spell that hasn't been fused has only that half's characteristics and mana value. The other half is treated as though it didn't exist.
  • Some split cards with fuse have two halves that are both multicolored. That card is multicolored no matter which half is cast, or if both halves are cast. It's also multicolored while not on the stack.
  • Some split cards with fuse have two monocolor halves of different colors. If such a card is cast as a fused split spell, the resulting spell is multicolored. If only one half is cast, the spell is the color of that half. While not on the stack, such a card is multicolored.
  • To cast a fused split spell, pay both of its mana costs. While the spell is on the stack, its mana value is the total amount of mana in both costs.
  • When a fused split spell resolves, follow the instructions of the left half first, then the instructions on the right half.
  • When resolving a fused split spell with multiple targets, treat it as you would any spell with multiple targets. If all targets are illegal when the spell tries to resolve, the spell doesn't resolve and none of its effects happen. If at least one target is still legal at that time, the spell resolves, but an illegal target can't perform any actions or have any actions performed on it.
  • You can choose the same object as the target of each half of a fused split spell, if appropriate.
  • Prices

    Seller Price
    Tcgplayer 0.83 USD / 7.07 USD
    Cardmarket 0.99 EUR / 5.11 EUR
    Cardkingdom 0.99 USD / 11.99 USD
    Cardsphere 0.62 USD
    Manapool 0.76 USD / 8.49 USD

    Legalities

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

    Text

    Destroy target enchantment. Fuse (You may cast one or both halves of this card from your hand.)

    Abrade Instant Normal - ~$9.4

    By Force Sorcery Normal - ~$0.37

    Chaos Warp Instant Normal - ~$0.58

    Metamorphic Blast Instant Normal - ~$0.18

    Rip Apart Sorcery Normal - ~$4.31

    Tear Instant Split - ~$4.09

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