cache exists in db Search - ManaHive
Helper

MANAHIVE

🤖 ManaHive AI

"Find me cards equivalent to: Summon: G.F. Cerberus"

Here are equivalent red cards (as Summon: G.F. Cerberus is Red) with similar saga/generic copying or surveil effects:
1. Fable of the Mirror-Breaker // Reflection of Kiki-Jiki
Type: Enchantment Creature — Goblin Shaman (Saga)

Reason: Red saga that generates creature value and card filtering.
2. Seize the Spotlight
Type: Sorcery

Reason: Red spell that gives opponents a choice like some modal saga effects.
3. Double Vision
Type: Enchantment

Reason: Copies the first instant/sorcery you cast each turn.
4. Bonus Round
Type: Sorcery

Reason: Copies every instant/sorcery spell cast this turn.
5. Pyromancer's Goggles
Type: Legendary Artifact

Reason: Copies red instant/sorcery spells, similar to lore II and III.
6. Light Up the Stage
Type: Sorcery

Reason: Card advantage and exile, a red staple similar to surveil for gas.

All cards are red and generally fit the themes of copying spells or card selection, like the saga you described.

Found Cards

6 Results

Bonus Round

Double Vision

Light Up the Stage

Pyromancer's Goggles

Seize the Spotlight

Summon: G.F. Cerberus

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
    Manapool 3.43 USD
    Cardkingdom 6.99 USD
    Cardmarket 4.06 EUR
    Tcgplayer 3.88 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
    Cardkingdom 2.79 USD / 7.99 USD
    Tcgplayer / 2.9 USD 1.86 USD
    Manapool 1.75 USD
    Cardmarket 0.75 EUR / 1.14 EUR

    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.

    Light Up the Stage #2528 Sorcery

    Info

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

    Abilities/Keywords

    Spectacle

    Rules

  • Casting an exiled card causes it to leave exile. You can't cast it multiple times.
  • If you don't play a card exiled this way, it remains in exile.
  • Light Up the Stage doesn't change when you can play the exiled cards. For example, if you exile a sorcery card, you can cast it only during your main phase when the stack is empty. If you exile a land card, you can play it only during your main phase and only if you have an available land play remaining.
  • A card's spectacle cost is the same no matter how much life your opponents lost or how many opponents lost life.
  • Damage dealt to a player causes that player to lose that much life.
  • In a multiplayer game, if an opponent loses life and later that turn leaves the game, you can cast a spell for its spectacle cost. (If a player leaves the game during their turn, that turn continues without an active player.)
  • Spectacle cares only that an opponent lost life during the turn, not that the opponent's life total is currently lower than it was. For example, if an opponent loses 1 life and then gains 2 life in the same turn, you can cast a spell for its spectacle cost that turn.
  • Spectacle doesn't change when you can cast the spell. For example, you can't cast a sorcery with spectacle during an opponent's turn unless another effect allows you to do so, even if that player has lost life this turn.
  • To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as a spectacle cost), add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
  • Prices

    Seller Price
    Cardkingdom 1.99 USD
    Tcgplayer 1.14 USD
    Manapool 0.4 USD
    Cardmarket 1.36 EUR

    Legalities

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

    Text

    Spectacle (You may cast this spell for its spectacle cost rather than its mana cost if an opponent lost life this turn.) Exile the top two cards of your library. Until the end of your next turn, you may play those cards.

    Pyromancer's Goggles #236 Legendary Artifact

    Info

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

    Rules

  • A copy is created even if the spell cast with the red mana produced by Pyromancer's Goggles has been countered or otherwise left the stack without resolving by the time that ability resolves. The copy resolves before the original spell.
  • Any red instant or sorcery spell you spend the mana on will be copied, not just one that requires targets.
  • If more than one red mana produced by a Pyromancer's Goggles is spent to cast a single red instant or sorcery spell, the delayed triggered ability associated with each mana spent will trigger. That many copies will be created. It doesn't matter if this red mana was produced by one Pyromancer's Goggles or by multiple Pyromancer's Goggles.
  • If the copied spell has an X whose value was determined as it was cast, the copy has the same value of X.
  • If the copied spell is modal (that is, it says "Choose one –" or the like), the copy will have the same mode or modes. You can't choose a different one.
  • The copy 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.
  • The delayed triggered ability will trigger whether Pyromancer's Goggles is still on the battlefield or not.
  • The mana produced by Pyromancer's Goggles can be spent on anything, not just a red instant or sorcery spell.
  • 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
    Manapool 0.62 USD / 5.37 USD
    Cardkingdom / 5.99 USD 1.79 USD
    Cardmarket / 5.05 EUR 1.34 EUR
    Tcgplayer 1.26 USD / 6.22 USD

    Legalities

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

    Text

    : Add . When that mana is spent to cast a red instant or sorcery spell, copy that spell and you may choose new targets for the copy.

    Seize the Spotlight #7044 Sorcery

    Info

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

    Abilities/Keywords

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 42.45 USD
    Cardkingdom 54.99 USD
    Manapool 33.33 USD
    Cardmarket 39.72 EUR

    Legalities

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

    Text

    Each opponent chooses fame or fortune. For each player who chose fame, gain control of a creature that player controls until end of turn. Untap those creatures and they gain haste until end of turn. For each player who chose fortune, you draw a card and create a Treasure token.

    Summon: G.F. Cerberus #162s Enchantment Creature — Saga Dog

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 4
    Power/Toughness: 3/3
    Types:
  • Enchantment
  • Creature
  • SubTypes:
  • Saga
  • Dog
  • Languages:
    Layout:
    Saga
    Rank:
    Saltiness:

    Abilities/Keywords

    Double Surveil

    Rules

  • A chapter ability doesn't trigger if a lore counter is put on a Saga that already had a number of lore counters greater than or equal to that chapter's number. For example, the third lore counter put on a Saga causes the chapter III ability to trigger, but chapters I and II won't trigger again.
  • After Summon: G.F. Cerberus's second or third chapter ability resolves, the next instant or sorcery spell you cast that turn will be copied whether or not it has targets.
  • As a Saga enters, its controller puts a lore counter on it. As your first main phase begins (immediately after your draw step), you put another lore counter on each Saga you control. Putting a lore counter on a Saga in either of these ways doesn't use the stack.
  • Due to a rules change that takes effect with this release (see below for details), a Saga that somehow loses all of its chapter abilities will not be sacrificed as a state-based action. It will also not gain a lore counter at the beginning of each of its controller's first main phases.
  • Each symbol on the left of a Saga's text box represents a chapter ability. A chapter ability is a triggered ability that triggers when a lore counter that is put on the Saga causes the number of lore counters on the Saga to become equal to or greater than the ability's chapter number. Chapter abilities are put onto the stack and may be responded to.
  • If multiple chapter abilities trigger at the same time, their controller puts them on the stack in any order. If any of them require targets, those targets are chosen as you put the abilities on the stack, before any of those abilities resolve.
  • If the copied spell divides damage or distributes counters among a number of targets, the division and number of targets can't be changed. If you choose new targets, you must choose the same number of targets.
  • If the spell has any targets, the copy will have the same targets 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.
  • If the spell that's copied has an X whose value was determined as it was cast, the copy 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 copy will have the same mode or modes. You can't choose different ones.
  • Once a chapter ability has triggered, the ability on the stack won't be affected if the Saga gains or loses counters, or if it leaves the battlefield.
  • Once the number of lore counters on a Saga is greater than or equal to the greatest number among its chapter abilities, the Saga's controller sacrifices it as soon as its chapter ability has left the stack, most likely by resolving or being countered. This state-based action doesn't use the stack.
  • Removing lore counters won't cause a previous chapter ability to trigger. If lore counters are removed from a Saga, the appropriate chapter abilities will trigger again when the Saga receives more lore counters.
  • Saga creatures have two sections to their text boxes. The first section, above the type line, contains their chapter abilities, and the second section, below the type line, contains any other abilities (or italicized flavor text). Any abilities in the latter section aren't chapter abilities and apply no matter how many lore counters are on the creature.
  • The copy is created on the stack, so it's 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. 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 3.28 USD
    Cardmarket / 2.82 EUR 0.35 EUR
    Cardkingdom 2.79 USD
    Manapool 4.37 USD

    Legalities

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

    Text

    (As this Saga enters and after your draw step, add a lorecounterSacrificeafter III.) I — Surveil 1. (Look at the top card of your library. You may put it into your graveyard.) II — Double — When you next cast an instant or sorcery spell this turn, copy it. You may choose new targets for the copy. III — Triple — When you next cast an instant or sorcery spell this turn, copy it twice. You may choose new targets for the copies.