cache exists in db Search - ManaHive
Helper

MANAHIVE

🤖 ManaHive AI

"Find me cards equivalent to: Quicksilver Fountain"

Equivalent cards to Quicksilver Fountain (Artifact, Colorless, land transformation):
1. Contaminated Ground (Black, but similar as it changes land type)
2. Spreading Seas (Blue, enchants any land and makes it an Island)
3. Pool of Vigorous Growth (Similar, is a colorless artifact that interacts with lands, but does not convert types)
4. Blood Sun (Artifact, colorless, modifies nonbasic lands)

Closest in colorless artifacts:

  • Synthetic Destiny (Colorless, but does not interact with lands directly)
  • Darksteel Mutation (Artifact interaction, not land)

None are direct colorless analogues, but for artifact-based land transformers, Quicksilver Fountain is unique in colorless. Closest are colored enchantments like Spreading Seas.

Found Cards

7 Results

Blood Sun

Contaminated Ground

Darksteel Mutation

Pool of Vigorous Growth

Quicksilver Fountain

Spreading Seas

Synthetic Destiny

Blood Sun #92 Enchantment

Info

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

    Rules

  • A mana ability is an ability that produces mana, not an ability that costs mana.
  • If a land gains an ability after Blood Sun has entered the battlefield, it keeps that ability.
  • If a land has an ability that causes it to enter the battlefield tapped, it will lose that ability before it applies. The same is also true of any other abilities of a land that modify how it enters the battlefield or apply “as” it enters the battlefield, such as the first ability of Unclaimed Territory.
  • If a land has an ability that continuously changes the types of other lands (such as Urborg, Tomb of Yawgmoth does), that ability will apply before Blood Sun removes that land’s abilities. If a land has an ability that grants abilities to other objects, Blood Sun will stop it from doing so.
  • If a land has an ability that triggers “when” it enters the battlefield, it will lose that ability before it triggers.
  • Land cards not on the battlefield aren’t affected.
  • Prices

    Seller Price
    Cardkingdom / 1.49 USD 0.59 USD
    Cardmarket / 1.06 EUR 0.44 EUR
    Tcgplayer 0.41 USD / 1.13 USD
    Manapool / 0.79 USD 0.19 USD

    Legalities

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

    Text

    When this enchantment enters, draw a card. All lands lose all abilities except mana abilities.

    Contaminated Ground #59 Enchantment — Aura

    Info

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

    Abilities/Keywords

    Enchant

    Rules

  • Contaminated Ground's last ability triggers whenever the enchanted land becomes tapped for any reason, not just when it's tapped for mana.
  • If, while casting a spell or activating an ability, the enchanted land's controller taps the land for mana to pay for it, Contaminated Ground's ability triggers and goes on the stack on top of that spell or ability. Contaminated Ground's ability will resolve first.
  • On the other hand, the enchanted land's controller may tap the land for mana, let Contaminated Ground's ability trigger and go on the stack, then spend that mana to cast an instant or activate an ability in response. In that case, that instant or ability will resolve first.
  • The enchanted land loses its existing land types and any abilities printed on it. It now has the land type Swamp and has the ability to tap to add {B}. Contaminated Ground doesn't change the enchanted land's name or whether it's legendary, basic, or snow.
  • Prices

    Seller Price
    Cardkingdom 0.35 USD / 1.99 USD
    Tcgplayer 0.1 USD / 0.82 USD
    Cardmarket / 1.41 EUR 0.2 EUR
    Manapool 0.15 USD / 0.54 USD

    Legalities

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

    Text

    Enchant land Enchanted land is a Swamp. Whenever enchanted land becomes tapped, its controller loses 2 life.

    Darksteel Mutation #1836 Enchantment — Aura

    Info

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

    Abilities/Keywords

    Enchant

    Rules

  • Darksteel Mutation causes the enchanted creature to lose all abilities except indestructible at the time it becomes enchanted. Any abilities the creature gains after that point will work normally.
  • Darksteel Mutation doesn't affect the enchanted creature's colors, if any. It will continue to be whatever color or colors it was before Darksteel Mutation entered the battlefield.
  • Darksteel Mutation overwrites any previous effects that set the enchanted creature's power or toughness to a specific value. Any such effects that start to apply after Darksteel Mutation entered the battlefield will work normally.
  • Darksteel Mutation overwrites the printed power and toughness of the enchanted creature, as well as any characteristic-defining abilities that define power and/or toughness.
  • However, Darksteel Mutation does not overwrite effects that change the enchanted creature's power or toughness without setting it to a specific value (such as the ones created by Giant Growth or Glorious Anthem). It also won't overwrite the effect of counters.
  • In some rare cases, the creature may have subtypes other than creature types before becoming enchanted with Darksteel Mutation. If it had any other artifact subtypes (such as Equipment), it will retain those. If it had any subtypes other than artifact types and creature types (such as Shrine), it won't retain those.
  • The creature will keep any supertypes it previously had. Notably, if Darksteel Mutation is enchanting a legendary creature, that creature will continue to be legendary. Also, if it's enchanting a commander, that creature will continue to be a commander.
  • The enchanted creature will be only an artifact and a creature, not any other card types. It will be only an Insect, not any other creature types.
  • Prices

    Seller Price
    Tcgplayer 1.98 USD
    Cardkingdom 3.49 USD

    Legalities

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

    Text

    Enchant creature Enchanted creature is an Insect artifact creature with base power and toughness 0/1 and has indestructible, and it loses all other abilities, card types, and creature types.

    Pool of Vigorous Growth #28 Artifact

    Info

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

    Rules

  • No entries
  • 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

    , ,Discarda card: Create a token that's a copy of a random creature card with mana value X. Activate only as a sorcery.

    Quicksilver Fountain #233 Artifact

    Info

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

    Rules

  • The land stays an Island until the flood counter is removed, even if Quicksilver Fountain leaves the battlefield.
  • The timestamp of the land-type-changing ability is set when the triggered ability resolves (so each one has a different timestamp).
  • Prices

    Seller Price
    Cardkingdom / 12.99 USD 3.49 USD
    Cardmarket 0.75 EUR / 6.81 EUR
    Manapool / 7.49 USD 1.51 USD
    Tcgplayer / 16.33 USD 5.7 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 each player's upkeep, that player puts a floodcounteron target non-Island land they control of their choice. That land is an Island for as long as it has a floodcounteron it. At the beginning of each end step, if all lands on the battlefield are Islands, remove all flood counters from them.

    Spreading Seas #26 Enchantment — Aura

    Info

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

    Abilities/Keywords

    Enchant

    Rules

  • The enchanted land loses its existing land types and any abilities printed on it. It now has the land type Island and has the ability to tap to produce {U}. Spreading Seas doesn't change the enchanted land's name or whether it's legendary, basic, or snow.
  • Prices

    Seller Price
    Manapool 0.15 USD / 0.15 USD
    Tcgplayer / 0.25 USD 0.23 USD
    Cardmarket 0.1 EUR / 0.32 EUR
    Cardkingdom 0.35 USD / 0.49 USD

    Legalities

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

    Text

    Enchant land When this Aura enters, draw a card. Enchanted land is an Island.

    Synthetic Destiny #44 Instant

    Info

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

    Rules

  • Creature tokens you exile this way will count toward the number of creature cards you put onto the battlefield.
  • If the number of creatures you exile is greater than the number of creature cards remaining in your library, you'll wind up revealing your entire library, putting all creature cards revealed that way onto the battlefield, then shuffling your library.
  • If you don't reveal any noncreature cards this way (perhaps because all the creature cards you needed were on top of your library), you still shuffle your library.
  • If you exile your commander as Synthetic Destiny resolves, you may not put it into the command zone until after Synthetic Destiny is finished resolving. It will still count toward the number of creature cards you put onto the battlefield.
  • The cards you exile will stay in exile. They're not part of the group you shuffle into your library.
  • The creature cards will enter the battlefield simultaneously.
  • Prices

    Seller Price
    Cardkingdom 0.49 USD
    Cardmarket 0.18 EUR
    Manapool 0.19 USD
    Tcgplayer 0.22 USD

    Legalities

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

    Text

    Exile all creatures you control. At the beginning of the next end step, reveal cards from the top of your library until you reveal that many creature cards, put all creature cards revealed this way onto the battlefield, thenshufflethe rest of the revealed cards into your library.