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"Find me cards equivalent to: Reality Shaping"

Reality Shaping is a Phenomenon (Planechase-specific type) and colorless. There are very few true equivalents. Here are similar colorless cards:
1. Warp World (Red, not colorless, but similar mass put-into-play effect).
2. Hypergenesis (Multicolor, cascading puts permanents onto the battlefield).
3. Show and Tell (Blue, lets each player put a permanent onto the battlefield).

Closest colorless alternative: There are no strictly colorless cards with a similar effect; Karn, the Great Creator and Ugin, the Ineffable are strong colorless cards with board impact but do not cheat permanents in this way.

Summary:

  • Searched card: Reality Shaping
  • No true colorless equivalents, only similar effects in colored cards.
Found Cards

6 Results

Hypergenesis

Karn, the Great Creator

Reality Shaping

Show and Tell

Ugin, the Ineffable

Warp World

Hypergenesis #210 Sorcery

Info

Color:
Identifies:
Cost:
Rarity: Mythic
Converted Cost: 0
Power/Toughness: /
Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Suspend

    Rules

  • Anything that triggers during the resolution of this will wait to be put on the stack until everything is put onto the battlefield and resolution is complete. The player whose turn it is will put all of their triggered abilities on the stack in any order, then each other player in turn order will do the same. (The last ability put on the stack will be the first one that resolves.)
  • Although originally printed with a characteristic-defining ability that defined its color, this card now has a color indicator. This color indicator can't be affected by text-changing effects (such as the one created by Crystal Spray), although color-changing effects can still overwrite it.
  • If a player chooses not to put a card onto the battlefield but the process repeats, that player may put a card onto the battlefield the next time the process gets around to them.
  • The permanents enter the battlefield sequentially. This means that ones put onto the battlefield earlier may affect how later ones enter and later ones may cause triggered abilities of earlier ones to trigger, but not vice versa.
  • The process ends when all players (starting with you) choose not to put a card onto the battlefield during one loop of the process. It doesn't end the first time one player chooses not to put a card onto the battlefield.
  • A card with no mana cost can't be cast normally; you'll need a way to cast it for an alternative cost or without paying its mana cost, such as by suspending it.
  • Cards exiled with suspend are exiled face up.
  • Due to a recent rules change to suspend, you are no longer required to cast the suspended card as the second triggered ability of suspend resolves. Instead, as the second triggered ability resolves, you may cast the card. Timing permissions based on the card's type are ignored. If you don't cast the card, it remains exiled with no time counters on it, and it's no longer suspended.
  • Exiling a card with suspend isn't casting that card. This action doesn't use the stack and can't be responded to.
  • If a card with no mana cost is given an alternative cost equal to its mana cost (by Snapcaster Mage, for example), that cost cannot be paid and the card cannot be cast this way.
  • If an effect refers to a "suspended card," that means a card that (1) has suspend, (2) is in exile, and (3) has one or more time counters on it.
  • If the card has {X} in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
  • If the first triggered ability of suspend (the one that removes time counters) is countered, no time counter is removed. The ability will trigger again at the beginning of the card's owner's next upkeep.
  • If the second triggered ability is countered, the card can't be cast. It remains exiled with no time counters on it, and it's no longer suspended.
  • If the spell requires any targets, those targets are chosen when the spell is finally cast, not when it's exiled.
  • If you cast a card "without paying its mana cost," such as with suspend, you can't choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, you must pay those if you want to cast the card.
  • Suspend is a keyword that represents three abilities. The first is a static ability that allows you to exile the card from your hand with the specified number of time counters (the number before the dash) on it by paying its suspend cost (listed after the dash). The second is a triggered ability that removes a time counter from the suspended card at the beginning of each of your upkeeps. The third is a triggered ability that gives you the option to cast the card when the last time counter is removed.
  • The mana value of a spell cast without paying its mana cost is determined by its mana cost, even though that cost wasn't paid.
  • When the last time counter is removed, the second triggered ability of suspend (the one that lets you cast the card) triggers. It doesn't matter why the last time counter was removed or what effect removed it.
  • You can exile a card in your hand using suspend any time you could cast that card. Consider its card type, any effects that modify when you could cast it (such as flash) and any other effects that stop you from casting it (such as from Meddling Mage's ability) to determine if and when you can do this. Whether you could actually complete all steps in casting the card is irrelevant. For example, you can exile a card with suspend that has no mana cost or that requires a target even if no legal targets are available at that time.
  • Prices

    Seller Price
    Cardkingdom 0.99 USD / 7.99 USD
    Cardmarket 0.81 EUR / 2.06 EUR
    Tcgplayer 1.54 USD / 4.35 USD
    Manapool / 5.36 USD 0.56 USD

    Legalities

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

    Text

    Suspend 3— Starting with you, each player may put an artifact, creature, enchantment, or land card from their hand onto the battlefield. Repeat this process until no one puts a card onto the battlefield.

    Karn, the Great Creator #1 Legendary Planeswalker — Karn

    Info

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

    Rules

  • A noncreature permanent that turns into a creature can attack, and its {T} abilities can be activated, only if its controller has continuously controlled that permanent since the beginning of their most recent turn. It doesn't matter how long the permanent has been a creature.
  • Activated abilities contain a colon. They're generally written "[Cost]: [Effect]." Some keyword abilities are activated abilities and will have colons in their reminder text, such as equip. Triggered abilities (starting with "when," "whenever," or "at") are unaffected by Karn.
  • If a permanent has {X} in its mana cost, X is considered to be 0.
  • In a casual game, a card you choose from outside the game comes from your personal collection. In a tournament event, a card you choose from outside the game must come from your sideboard. You may look at your sideboard at any time.
  • Karn's first ability affects only artifacts on the battlefield. Activated abilities that work in other zones can still be activated.
  • Karn's last ability can't get a face-down card in exile, even if you know it's an artifact card.
  • Prices

    Seller Price
    Cardkingdom 5.99 USD / 9.99 USD
    Cardmarket 5 EUR / 6.54 EUR
    Manapool 4.36 USD / 5.19 USD
    Tcgplayer / 6.84 USD 4.83 USD

    Legalities

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

    Text

    Activated abilities of artifacts your opponents control can't be activated.
    +1 Until your next turn, up to one target noncreature artifact becomes an artifact creature with power and toughness each equal to its mana value.
    −2 You may reveal an artifact card you own from outside the game or choose a face-up artifact card you own in exile. Put that card into your hand.

    Reality Shaping #6 Phenomenon

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 0
    Power/Toughness: /
    Types:
  • Phenomenon
  • SubTypes:
    Languages:
    Layout:
    Planar

    Rules

  • After all permanents are put onto the battlefield and you planeswalk away from Reality Shaping, any abilities that triggered from those permanents entering will be put onto the stack. You'll put all of your triggered abilities on the stack in any order, then each other player in turn order will do the same. (The last ability put on the stack will be the first one that resolves.)
  • Each player will know what permanent cards were put onto the battlefield earlier in the ability's resolution.
  • First, you may put a permanent card onto the battlefield, then each other player in turn order may do the same. Cards such as Sakashima's Student that can enter as a copy of another creature could copy a creature put onto the battlefield earlier in the resolution of the ability.
  • This process is not repeated. Go around the table only once.
  • Prices

    Seller Price
    Cardkingdom 0.79 USD
    Tcgplayer 1.99 USD
    Cardmarket 0.56 EUR
    Manapool 1.49 USD

    Legalities

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

    Text

    When you encounter Reality Shaping, starting with you, each player may put a permanent card from their hand onto the battlefield. (Then planeswalk away from this phenomenon.)

    Show and Tell #60 Sorcery

    Info

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

    Rules

  • If the cards being put onto the battlefield also require choices, those choices are made after all players choose their card. The active player makes choices for their card (if any), then the other players (if any) in turn order.
  • Players choose cards during resolution, not announcement.
  • The current player chooses first, then each other player chooses in turn order. A player does not have to reveal the chosen card, so long as it is clear *which* card was chosen. After all choices are made, the cards are put onto the battlefield simultaneously.
  • Prices

    Seller Price
    Cardkingdom / 10.99 USD 7.49 USD
    Tcgplayer 5.17 USD / 7.01 USD
    Cardmarket / 5.71 EUR 2.86 EUR
    Manapool / 6.08 USD 5.18 USD

    Legalities

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

    Text

    Each player may put an artifact, creature, enchantment, or land card from their hand onto the battlefield.

    Ugin, the Ineffable #1243 Legendary Planeswalker — Ugin

    Info

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

    Rules

  • A colorless spell whose mana cost is {2} or {1} will cost {0} to cast.
  • A land normally has no color, even if it can produce one or more colors of mana.
  • If an effect such as that of Doubling Season causes Ugin to create two Spirit tokens, you still only exile one card from your library. You'll put that card into your hand the first time that either of the tokens leaves the battlefield.
  • If the Spirit leaves the battlefield for any reason, you'll put the exiled card into your hand, even if Ugin left the battlefield before that happened.
  • If you've activated Ugin's ability multiple times, you must keep track of which exiled card belongs to each Spirit token.
  • Once you look at the exiled face-down card once, you may look at it again any time you wish. If another player gains control of the Spirit token, that player can't look at the exiled card.
  • To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, add any cost increases, then apply any cost reductions (such as that of Ugin). The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
  • Prices

    Seller Price
    Cardkingdom 11.99 USD
    Cardmarket 4.9 EUR
    Tcgplayer 9.21 USD
    Manapool 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

    Colorless spells you cast cost less to cast.
    +1 Exile the top card of your library face down and look at it. Create a 2/2 colorless Spirit creature token. When that token leaves the battlefield, put the exiled card into your hand.
    −3Destroytarget permanent that's one or more colors.

    Warp World #7172 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 8
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Anything that triggers during the resolution of this will wait to be put on the stack until everything is put onto the battlefield and resolution is complete. The player whose turn it is will put all of their triggered abilities on the stack in any order, then each other player in turn order will do the same. (The last ability put on the stack will be the first one that resolves.)
  • 1) Each player counts the number of permanents they own.
  • 2) Each player shuffles those permanents into their library.
  • 3) Each player reveals cards from the top of their library equal to the number that player counted.
  • 4) Each player puts all artifact, land, and creature cards revealed this way onto the battlefield. All of these cards enter at the same time.
  • 5) Each player puts all enchantment cards revealed this way onto the battlefield. An Aura put onto the battlefield this way can enchant an artifact, land, or creature that was already put onto the battlefield, but can't enchant an enchantment that's being put onto the battlefield at the same time as it. If multiple players have Auras to put onto the battlefield, the player whose turn it is announces what their Auras will enchant, then each other player in turn order does the same, then all enchantments (both Auras and non-Auras) enter at the same time.
  • 6) Each player puts all of their other revealed cards (instants, sorceries, planeswalkers, and Auras that can't enchant anything) on the bottom of their library in any order.
  • Taking it slowly, here's what happens when Warp World resolves:
  • Tokens are permanents but not cards. They'll count toward the number of permanents shuffled into your library, so you'll get a card back for each token you owned. But the tokens themselves should be ignored while you're revealing *cards* from your library. In practice, you shouldn't actually shuffle them into your library since they'll cease to exist as soon as Warp World finishes resolving. Note that a token's owner is the player under who created it.
  • If a permanent leaves the battlefield this way but ends up in a zone other than a library (most likely because it's a player's commander in the Commander variant), it's still counted to determine how many cards to reveal.
  • Prices

    Seller Price
    Cardkingdom 3.99 USD
    Manapool / 6.62 USD 11.46 USD
    Cardmarket 7.95 EUR
    Tcgplayer 6.68 USD

    Legalities

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

    Text

    Each player shuffles all permanents they own into their library, then reveals that many cards from the top of their library. Each player puts all artifact, creature, and land cards revealed this way onto the battlefield, then does the same for enchantment cards, then puts all cards revealed this way that weren't put onto the battlefield on the bottom of their library.