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"Find me cards equivalent to: Ral, Caller of Storms"

Here are equivalent cards to Ral, Caller of Storms that are blue and red (U/R) planeswalkers with similar card draw or damage abilities:
1. Ral, Izzet Viceroy

  • [+1]: Draw a card, then discard a card.
  • [-3]: Deal damage equal to the number of instant and sorcery cards in your graveyard.
  • [-8]: Draw seven cards, and deal 7 damage to each opponent.

  • Reason: Shares colors, draws cards, and deals variable damage.
    2. Ral Zarek
  • [+1]: Tap or untap target permanent.
  • [-2]: Ral Zarek deals 3 damage to any target.
  • [-7]: Take two extra turns after this one.

  • Reason: Shares colors, can deal direct damage.
    3. Jace, Architect of Thought (mostly blue, splashed in U/R decks)
  • [+1]: Opponent’s creatures get -1/-0.
  • [-2]: Draw cards from top of library, opponent splits into piles.

  • Reason: Shares draw ability, often played in the same decks.

All these cards match the color identity and have abilities focused on drawing cards and/or dealing damage, similar to Ral, Caller of Storms.

Found Cards

4 Results

Jace, Architect of Thought

Ral Zarek

Ral, Caller of Storms

Ral, Izzet Viceroy

Jace, Architect of Thought #44 Legendary Planeswalker — Jace

Info

Color:
Identifies:
Cost:
Rarity: Mythic
Converted Cost: 4
Power/Toughness: /
Types:
  • Planeswalker
  • SubTypes:
  • Jace
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • For each library, the search is complete only when you explicitly say it is. For example, you can look through one player's library, set that library down, look at another player's library, choose a nonland card in the first library, then choose a nonland card in the second library. Don't reveal any cards from those libraries to any other player until you exile them.
  • If a card has {X} in its mana cost, you must choose 0 as its value.
  • If you can't cast a card, perhaps because there are no legal targets available, or if you choose not to cast one, it will remain exiled. Jace's ability won't allow you to cast it later.
  • If you cast a card “without paying its mana cost,” you can't pay alternative costs such as overload costs. You can pay additional costs such as kicker costs. If the card has mandatory additional costs, you must pay those.
  • Jace's first ability creates a delayed triggered ability that triggers whenever a creature an opponent controls attacks. It doesn't matter which player or planeswalker that creature is attacking.
  • Piles can be empty. If one of the piles is empty, you choose to put all the revealed cards in your hand or on the bottom of your library.
  • When casting a card this way, ignore timing restrictions based on the card's type. Other timing restrictions, such as “Cast [this card] only during combat,” must be followed.
  • When resolving Jace's third ability, you search each player's library (including yours) and exile the nonland cards before casting any of them.
  • You cast the cards by putting them on the stack one at a time, choosing modes, targets, and so on. The last card you cast will be the first one to resolve.
  • You pick one of your opponents when Jace's second ability resolves. The ability doesn't target that opponent. All players may see the revealed cards and offer opinions. You (not your opponent) choose which pile is put into your hand and which pile is put on the bottom of your library.
  • Prices

    Seller Price
    Cardkingdom / 3.99 USD 1.29 USD
    Cardmarket 0.5 EUR / 2.07 EUR
    Manapool / 3.06 USD 0.15 USD
    Tcgplayer / 3.77 USD 0.46 USD

    Legalities

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

    Text


    +1 Until your next turn, whenever a creature an opponent controls attacks, it gets -1/-0 until end of turn.
    −2 Reveal the top three cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other on the bottom of your library in any order.
    −8 For each player, search that player's library for a nonland card and exile it, then that player shuffles. You may cast those cards without paying their mana costs.

    Ral Zarek #216 Legendary Planeswalker — Ral

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 4
    Power/Toughness: /
    Types:
  • Planeswalker
  • SubTypes:
  • Ral
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Ral Zarek's first ability can target any two permanents. It doesn't matter whether they're tapped or untapped. If the first target is tapped as the ability resolves, it will just stay tapped. Similarly, if the second target is untapped as the ability resolves, it will stay untapped.
  • The five coins you flip for Ral Zarek's last ability aren't called, and no one wins or loses these flips. Abilities that care about a player winning or losing a coin flip won't consider these flips.
  • Prices

    Seller Price
    Cardkingdom / 1.49 USD 1.29 USD
    Tcgplayer / 0.85 USD 0.74 USD
    Cardmarket 0.72 EUR / 0.74 EUR
    Manapool / 0.9 USD 0.69 USD

    Legalities

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

    Text


    +1 Tap target permanent, then untap another target permanent.
    −2 Ral Zarek deals 3 damage to any target.
    −7 Flip five coins. Take an extra turn after this one for each coin that comes up heads.

    Ral, Caller of Storms #265 Legendary Planeswalker — Ral

    Info

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

    Rules

  • If some of the targets become illegal for Ral's second ability, the original division of damage still applies, and the damage that would have been dealt to illegal targets isn't dealt at all.
  • Prices

    Seller Price
    Cardkingdom 1.29 USD
    Tcgplayer 0.96 USD
    Manapool 0.45 USD
    Cardmarket 0.73 EUR / 0.53 EUR

    Legalities

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

    Text


    +1 Draw a card.
    −2 Ral deals 3 damage divided as you choose among one, two, or three targets.
    −7 Draw seven cards. Ral deals 7 damage to each creature your opponents control.

    Ral, Izzet Viceroy #1 Legendary Planeswalker — Ral

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 5
    Power/Toughness: /
    Types:
  • Planeswalker
  • SubTypes:
  • Ral
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Rules

  • If any exiled cards you own are face down, they have no characteristics. If they're normally instants or sorceries, they won't be counted for Ral's second ability.
  • If the target permanent or player becomes an illegal target for the triggered ability of Ral's emblem, the ability doesn't resolve. You don't draw two cards.
  • If you have only one card in your library, Ral's first ability puts it into your hand. Nothing is put into your graveyard.
  • The emblem created by Ral's last ability is colorless. The damage it deals is from a colorless source.
  • The triggered ability of Ral's emblem resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
  • 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


    +1 Look at the top two cards of your library. Put one of them into your hand and the other into your graveyard.
    −3 Ral deals damage to target creature equal to the total number of instant and sorcery cards you own in exile and in your graveyard.
    −8 You get an emblem with "Whenever you cast an instant or sorcery spell, this emblem deals 4 damage to any target and you draw two cards."