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"Find me cards equivalent to: Tempered in Solitude"

Here are some equivalent cards to Tempered in Solitude with similar attributes (Red, Enchantment, attack/exile/play mechanic):
1. Passionate Archaeologist
Also an enchantment, allows exiled card play, red, synergy with attack strategies.
2. Valakut Exploration
Enchantment, red, exiles top card and lets you play it each turn (triggered by landfall).
3. Outpost Siege
Red enchantment, can choose Khans mode: at your upkeep, exile top card, can play it that turn.

All have red, are enchantments, and let you play exiled cards.

Found Cards

4 Results

Outpost Siege

Passionate Archaeologist

Tempered in Solitude

Valakut Exploration

Outpost Siege #110★ Enchantment

Info

Color:
Identifies:
Cost:
Rarity: Rare
Converted Cost: 4
Power/Toughness: /
Types:
  • Enchantment
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Each Siege will have one of the two listed abilities, depending on your choice as it enters the battlefield.
  • Each of the last two abilities is linked to the first ability. They each refer only to the choice made as a result of the first ability. If a permanent enters the battlefield as a copy of one of the Sieges, its controller will make a new choice for that Siege. Which ability the copy has won't depend on the choice made for the original permanent.
  • If a noncreature card is manifested and then leaves the battlefield while face down, the "Dragons" ability will trigger.
  • If you exile a land card using the "Khans" ability, you may play that land only if you have any available land plays. Normally, this means you can play the land only if you haven't played a land yet that turn.
  • The card exiled by the "Khans" ability is exiled face up. Playing a card exiled with the "Khans" ability follows the normal rules for playing the card. You must pay its costs, and you must follow all applicable timing rules. For example, if it's a creature card, you can cast it only during your main phase while the stack is empty.
  • The words "Khans" and "Dragons" are anchor words, connecting your choice to the appropriate ability. Anchor words are a new rules concept. "[Anchor word] — [Ability]" means "As long as you chose [anchor word] as this permanent entered the battlefield, this permanent has [ability]." Notably, the anchor word "Dragons" has no connection to the creature type Dragon.
  • Prices

    Seller Price
    Cardmarket 0.19 EUR / 1.9 EUR
    Manapool 3.83 USD

    Legalities

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

    Text

    As this enchantment enters, choose Khans or Dragons. • Khans — At the beginning of your upkeep, exile the top card of your library. Until end of turn, you may play that card. • Dragons — Whenever a creature you control leaves the battlefield, this enchantment deals 1 damage to any target.

    Passionate Archaeologist #2220 Legendary Enchantment — Background

    Info

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

    Rules

  • An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
  • Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
  • Choose a Background is a variant of the partner ability. You may have two commanders if one of them is a legendary creature with the choose a background ability and the other is a legendary Background enchantment. Backgrounds and cards with choose a Background do not interact with cards which have any other partner ability.
  • If a card refers to a commander creature you own, a Background won't usually be counted or included for that effect. If another spell or ability causes your Background to become a creature, however, it will be included. Any effect that refers to your commander or a commander you own or control without specifying creature will apply to a Background that is your commander, as appropriate.
  • If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
  • If you control a Background that grants an ability to commander creatures you own, and you own more than one commander creature, each of them will have that ability.
  • If your Commander deck has two commanders, you can include only cards whose own color identities are also found in your commanders’ combined color identities.
  • If your commander loses the choose a Background ability or stops being a Background during the game, as appropriate, it is still your commander.
  • Once the game begins, your two commanders are tracked separately. If you cast one, you won’t have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 combat damage from any one of them, not from both of them combined (although your Background won’t usually be a creature anyway).
  • You can choose two commanders that are the same color or colors.
  • Prices

    Seller Price
    Cardkingdom 21.99 USD
    Tcgplayer / 16.03 USD 15.91 USD
    Cardmarket / 17.81 EUR 15.34 EUR
    Manapool 16.41 USD / 17.53 USD

    Legalities

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

    Text

    Commander creatures you own have "Whenever you cast a spell from exile, this creature deals damage equal to that spell's mana value to target opponent."

    Tempered in Solitude #165 Enchantment

    Info

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

    Rules

  • A creature attacks alone if it's the only creature declared as an attacker during the declare attackers step. For example, Tempered in Solitude's ability won't trigger if you attack with multiple creatures and all but one of them are removed from combat.
  • You must pay all costs and follow all normal timing rules to play a card this way. For example, you may play a land this way only during your main phase while the stack is empty, and only if you haven't yet played a land this turn.
  • Prices

    Seller Price
    Cardkingdom 0.35 USD / 0.49 USD
    Tcgplayer 0.29 USD / 0.32 USD
    Cardmarket / 0.22 EUR 0.09 EUR
    Manapool 0.15 USD / 0.15 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 a creature you control attacks alone, exile the top card of your library. You may play that card this turn.

    Valakut Exploration #175 Enchantment

    Info

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

    Abilities/Keywords

    Rules

  • If Valakut Exploration leaves the battlefield, any cards exiled with it remain exiled and can be played. The end step triggered ability won't trigger, and the cards won't be put into their owner's graveyard.
  • If you play a card this way, it leaves exile and becomes a new object. If it returns to exile later in the turn, you can't play it again.
  • If you play the card in response to the end step triggered ability, that card won't be put into your graveyard and won't be counted when determining how much damage to deal.
  • In a Two-Headed Giant game, the end step triggered ability causes the opposing team to lose 2 life for each card put into its owner's graveyard.
  • You must follow the normal timing permissions and restrictions for the exiled card. If it's a land, you can't play it unless you have land plays available.
  • You'll still pay all costs for a spell cast this way, including additional costs. You may also pay alternative costs if any are available.
  • A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
  • A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
  • Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them   on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
  • Prices

    Seller Price
    Manapool 2.62 USD / 3.55 USD
    Tcgplayer 3.9 USD / 4.78 USD
    Cardkingdom 4.99 USD / 5.99 USD
    Cardmarket 3.79 EUR / 4.75 EUR

    Legalities

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

    Text

    Landfall — Whenever a land you control enters, exile the top card of your library. You may play that card for as long as it remains exiled. At the beginning of your end step, if there are cards exiled with this enchantment, put them into their owner's graveyard, then this enchantment deals that much damage to each opponent.