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5 Cards Found

AI 🤖 Find me cards equivalent to: Mizzix, Replica Rider

Equivalent cards (similar effect—casting or copying spells for free in Izzet colors):
1. Kalamax, the Stormsire (copies spells you cast)
2. Double Vision (copies your first instant/sorcery each turn)
3. Mirari (copies spells you cast, colorless)
4. Thousand-Year Storm (copies spells you cast equal to spells cast before it)
5. Bonus Round (copies all instant/sorceries for a turn)


Reason: All allow copying spells, mainly in blue/red (Izzet).

Results:

Bonus Round #BBD-56 Sorcery

Info

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

    Rules

  • A copy is created even if the spell that caused Bonus Round’s ability to trigger has been countered by the time that ability resolves. The copy resolves before the original spell.
  • Bonus Round’s ability will copy any instant or sorcery spell, not just one with targets.
  • If the spell that’s copied has an X whose value was determined as it was cast, the copy has the same value of X.
  • If the spell that’s copied is modal (that is, it says “Choose one —” or the like), the copy will have the same mode. Its controller can’t choose a different one.
  • The controller of the copy can’t choose to pay any additional costs for the copy. However, effects based on any additional costs that were paid for the original spell are copied as though those same costs were paid for the copy too.
  • The controller of the spell that caused Bonus Round’s ability to trigger also controls the copy.
  • The copy that Bonus Round’s ability creates is created on the stack, so it’s not “cast.” Abilities that trigger when a player casts a spell (like Bonus Round’s ability itself) won’t trigger.
  • The copy will have the same targets as the spell it’s copying unless its controller chooses new ones. That player may change any number of the targets, including all of them or none of them. The new targets must be legal.
  • Prices

    Seller Price
    Tcgplayer 3.56 USD
    Cardkingdom 6.49 USD

    Legalities

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

    Text

    Until end of turn, whenever a player casts an instant or sorcery spell, that player copies it and may choose new targets for the copy.

    Double Vision #142p Enchantment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 5
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • A copy is created even if the spell that caused Double Vision's ability to trigger has been countered by the time that ability resolves. The copy resolves before the original spell.
  • Double Vision's ability will copy any instant or sorcery spell, not just one with targets.
  • If the spell that's copied has an X whose value was determined as it was cast, the copy has the same value of X.
  • If the spell that's copied is modal (that is, it says “Choose one —” or the like), the copy will have the same mode or modes. You can't choose different ones.
  • If you cast an instant or sorcery spell before Double Vision enters the battlefield during the same turn, its ability can't trigger that turn.
  • The copy that Double Vision's ability creates is created on the stack, so it's not “cast.” Abilities that trigger when a player casts a spell won't trigger.
  • The copy will have the same targets as the spell it's copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. The new targets must be legal.
  • You can't choose to pay any additional costs for the copy. However, effects based on any additional costs that were paid for the original spell are copied as though those same costs were paid for the copy too.
  • Prices

    Seller Price
    Tcgplayer 1.86 USD / 2.47 USD
    Cardmarket 0.45 EUR / 0.8 EUR
    Cardkingdom 3.99 USD
    Manapool 1.67 USD / 2.05 USD

    Legalities

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

    Text

    Whenever you cast your first instant or sorcery spell each turn, copy that spell. You may choose new targets for the copy.

    Kalamax, the Stormsire #2252 Legendary Creature — Elemental Dinosaur

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 4
    Power/Toughness: 4/4
    Types:
  • Creature
  • SubTypes:
  • Elemental
  • Dinosaur
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • A copy is created even if the spell that caused Kalamax's ability to trigger has been countered by the time that ability resolves. The copy resolves before the original spell.
  • An ability that triggers when a player copies a spell resolves before the copy. It resolves even if that spell is countered.
  • If Kalamax becomes tapped as a cost to cast your first instant spell in a turn, its first ability triggers.
  • If an effect copies a card rather than a spell (such as that of God-Eternal Kefnet), this doesn't cause Kalamax's last ability to trigger.
  • If an effect copies an instant spell multiple times, Kalamax's last ability triggers that many times.
  • If the spell that's copied has damage divided as it was cast, the division can't be changed, although the targets receiving that damage still can. The same is true of spells that distribute counters.
  • If the spell that's copied is modal (that is, it says "Choose one —" or the like), the copy created by Kalamax's first ability will have the same mode or modes. You can't choose different ones.
  • Kalamax's first ability considers the entire turn. If you cast an instant spell before Kalamax becomes tapped, its first ability won't trigger when you cast your second.
  • The copies that Kalamax's first ability creates are created on the stack, so they're not "cast." Abilities that trigger when a player casts a spell won't trigger.
  • You can't choose to pay any additional costs for the copy created by Kalamax's first ability. However, effects based on any additional costs that were paid for the original spell are copied as though those same costs were paid for the copy too.
  • Prices

    Seller Price

    Legalities

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

    Text

    Whenever you cast your first instant spell each turn, if Kalamax is tapped, copy that spell. You may choose new targets for the copy. Whenever you copy an instant spell, put a +1/+1counteron Kalamax.

    Mirari #303 Legendary Artifact

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 5
    Power/Toughness: /
    Types:
  • Artifact
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Everything about the original spell is copied, including any decisions made on announcement, such as whether it was kicked or its Buyback cost was paid. Effects on the spell, such as Sleight of Mind or Flashback, are not copied.
  • If the copied spell requires a target and there are no legal targets, then the copy has the same target (which should be illegal) as the original.
  • If the spell is countered before the triggered ability resolves, then the ability will make a copy of how the spell looked right before it was countered.
  • It triggers once per spell, so you can’t get multiple copies of a spell using this card. And since this card is legendary, you can’t control more than one.
  • The copy is not “cast” so it will not trigger anything that triggers on a spell being cast.
  • You are not required to choose new targets. If you do choose, then the targets must be legal. If you don’t change them, the spell is placed on the stack whether or not the targets are legal. The legality of the targets is always checked on resolution of the spell, so the spell may be countered at that time if all of its targets are illegal.
  • You choose whether or not to pay when the triggered ability resolves.
  • Prices

    Seller Price
    Tcgplayer 2.43 USD / 40.74 USD
    Cardmarket 0.88 EUR / 32.36 EUR
    Cardkingdom 3.49 USD / 32.99 USD
    Manapool 1.01 USD / 11.24 USD

    Legalities

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

    Text

    Whenever you cast an instant or sorcery spell, you may pay . If you do, copy that spell. You may choose new targets for the copy.

    Thousand-Year Storm #207p Enchantment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 6
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Copies are created even if the spell that caused Thousand-Year Storm's ability to trigger has been countered by the time that ability resolves. The copies resolve before the original spell.
  • If an effect instructs you to cast multiple spells, they're cast one at a time in any order.
  • If the spell has damage divided as it was cast, the division can't be changed (although the targets receiving that damage still can). The same is true of spells that distribute counters.
  • If the spell that's copied has an X whose value was determined as it was cast, the copies will have the same value of X.
  • If the spell that's copied is modal (that is, it says "Choose one —" or the like), the copies will have the same mode or modes. You can't choose different ones.
  • Spells you've cast that were countered were still cast, and so will add copies when Thousand-Year Storm's ability resolves for later spells in the turn.
  • The copies that Thousand-Year Storm's ability creates are created on the stack, so they're not "cast." Abilities that trigger when a player casts a spell (such as that of Thousand-Year Storm itself) won't trigger.
  • The copies will have the same targets as the spell they're copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. The new targets must be legal.
  • Thousand-Year Storm's ability will copy any instant or sorcery spell, not just one with targets.
  • You can't choose to pay any additional costs for the copies. However, effects based on any additional costs that were paid for the original spell are copied as though those same costs were paid for the copy too.
  • Prices

    Seller Price
    Tcgplayer 3.73 USD / 8.61 USD
    Cardmarket 1.91 EUR / 4.08 EUR
    Cardkingdom 5.99 USD / 9.99 USD

    Legalities

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

    Text

    Whenever you cast an instant or sorcery spell, copy it for each other instant and sorcery spell you've cast before it this turn. You may choose new targets for the copies.

    Bonus Round Sorcery Normal - ~$5.03

    Double Vision Enchantment Normal - ~$1.9

    Kalamax, the Stormsire Legendary Creature — Elemental Dinosaur Normal

    Mirari Legendary Artifact Normal - ~$15.64

    Thousand-Year Storm Enchantment Normal - ~$5.72

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