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"Find me cards equivalent to: The Key to the Vault"

Equivalent cards to The Key to the Vault (Legendary Artifact — Equipment, color blue, with card advantage and a free cast on combat damage) include:
1. Sword of Fire and Ice — Gives card draw and burn on combat damage (not blue, but iconic equipment for comparison).
2. Curiosity — Enchantment, but makes you draw on combat damage (blue).
3. The Reality Chip — Lets you play cards from the top of your library (blue, legendary artifact, not equipment).
4. Bident of Thassa — Legendary artifact, allows card draw when creatures deal combat damage (blue).

There are no exact blue legendary equipment that let you both exile and freely cast a card from the top on combat damage, but these cards are similar in function or utility.

Found Cards

5 Results

Bident of Thassa

Curiosity

Sword of Fire and Ice

The Key to the Vault

The Reality Chip

Bident of Thassa #44 Legendary Enchantment Artifact

Info

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

    Rules

  • If a creature can't attack for any reason (such as being tapped or having come under that player's control that turn), then it doesn't attack. If there's a cost associated with having a creature attack, the player isn't forced to pay that cost, so it doesn't have to attack in that case either.
  • The controller of each attacking creature still chooses which player or planeswalker that creature attacks.
  • Prices

    Seller Price
    Cardmarket 0.73 EUR
    Tcgplayer 0.45 USD
    Manapool 0.32 USD
    Cardkingdom 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

    Whenever a creature you control deals combat damage to a player, you may draw a card. , : Creatures your opponents control attack this turn if able.

    Curiosity #2569 Enchantment — Aura

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 1
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
  • Aura
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Enchant

    Rules

  • "You" refers to the controller of Curiosity, which may be different from the controller of the enchanted creature. "An opponent" refers to an opponent of Curiosity's controller.
  • Any damage dealt by the enchanted creature to an opponent will cause Curiosity to trigger, not just combat damage.
  • Curiosity doesn't trigger if the enchanted creature deals damage to a planeswalker or to a battle.
  • If you control Curiosity and it's enchanting an opponent's creature, you won't draw a card when that creature deals damage to you. The creature has to deal damage to one of your opponents for the ability to trigger.
  • You draw one card each time the enchanted creature deals damage to an opponent, no matter how much damage it deals.
  • Prices

    Seller Price
    Tcgplayer 23.5 USD
    Manapool 30.32 USD
    Cardmarket 49.95 EUR

    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 Whenever enchanted creature deals damage to an opponent, you may draw a card.

    Sword of Fire and Ice #100 Artifact — Equipment

    Info

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

    Abilities/Keywords

    Equip

    Rules

  • If the chosen target is an illegal target by the time the triggered ability tries to resolve, the ability won't resolve. You won't draw a card.
  • Prices

    Seller Price
    Cardkingdom / 34.99 USD 21.99 USD
    Manapool / 29.79 USD 20.94 USD
    Tcgplayer / 30.43 USD 21.67 USD
    Cardmarket / 17.54 EUR 12.71 EUR

    Legalities

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

    Text

    Equipped creature gets +2/+2 and has protection from red and from blue. Whenever equipped creature deals combat damage to a player, this Equipment deals 2 damage to any target and you draw a card. Equip

    The Key to the Vault #54 Legendary Artifact — Equipment

    Info

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

    Abilities/Keywords

    Equip

    Rules

  • If the spell you cast has {X} in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
  • If you cast a spell “without paying its mana cost,” you can’t choose to cast it for any alternative costs. You can, however, pay additional costs, such as kicker costs. If the spell has any mandatory additional costs, those must be paid to cast the spell.
  • You choose whether to cast the exiled card as The Key to the Vault’s triggered ability resolves. If you do, you do so as part of the resolution of that ability. You can’t wait to cast it later in the turn. Timing restrictions based on the card’s types are ignored.
  • Prices

    Seller Price
    Cardkingdom 0.99 USD / 1.49 USD
    Tcgplayer 0.58 USD / 0.58 USD
    Cardmarket 0.32 EUR / 0.43 EUR
    Manapool 0.23 USD / 0.26 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 equipped creature deals combat damage to a player, look at that many cards from the top of your library. You may exile a nonland card from among them. Put the rest on the bottom of your library in a random order. You may cast the exiled card without paying its mana cost. Equip

    The Reality Chip #74 Legendary Artifact Creature — Equipment Jellyfish

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 2
    Power/Toughness: 0/4
    Types:
  • Artifact
  • Creature
  • SubTypes:
  • Equipment
  • Jellyfish
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Reconfigure

    Rules

  • Although it causes an Equipment to become attached to a creature, reconfigure is not an “equip ability” for the purpose of cards like Fighter Class and Leonin Shikari.
  • An Equipment creature can never become attached to itself. If an effect tries to do this, nothing happens.
  • An Equipment creature with reconfigure can be attached to creatures by effects other than its reconfigure ability, such as the activated ability of Brass Squire.
  • An Equipment doesn't become tapped when the permanent it's attached to becomes tapped. For example, if you attack with a creature that is equipped with Acquisition Octopus, then use reconfigure to unattach Acquisition Octopus after combat, the Octopus will be untapped and could be used to block during your opponent's turn.
  • As soon as an Equipment creature with reconfigure stops being a creature, any Equipment and Auras with enchant creature abilities become unattached. Auras that can enchant an Equipment that isn't a creature remain attached to it.
  • Attaching an Equipment with reconfigure to a creature causes that Equipment to stop being a creature until it becomes unattached. It also loses any creature subtypes it had.
  • If a permanent with reconfigure is somehow still a creature after it becomes attached (perhaps due to an effect like that of March of the Machines), it immediately becomes unattached from the equipped creature.
  • If an Equipment with reconfigure somehow loses its abilities while it is attached, the effect causing it to not be a creature continues to apply until it becomes unattached.
  • Once you cast a spell from the top of your library, causing The Reality Chip to no longer be attached to a creature will have no effect on that spell.
  • Reconfigure represents two activated abilities. Reconfigure [cost] means “[Cost]: Attach this permanent to another target creature you control. Activate only as a sorcery,” and “[Cost]: Unattach this permanent. Activate only if this permanent is attached to a creature and only as a sorcery.”
  • Similarly, if an Equipment is tapped, its reconfigure abilities may still be activated and it may still become attached to creatures. Becoming attached doesn't untap it. In most cases, an attached Equipment being tapped won't affect gameplay, but it will be relevant if it becomes unattached again before it untaps.
  • The top card of your library is still in your library and not in your hand. You can't discard cards from the top of your library (for example, to activate their channel abilities).
  • You must pay all costs and follow all timing rules for cards played from the top of your library this way. For example, you may play a land this way only while the stack is empty during one of your own main phases, and only if you haven't played a land yet this turn.
  • Prices

    Seller Price
    Tcgplayer / 5.5 USD 4.67 USD
    Cardmarket 2.34 EUR / 3.03 EUR
    Cardkingdom 6.49 USD / 6.99 USD
    Manapool 3.95 USD / 4.17 USD

    Legalities

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

    Text

    You may look at the top card of your library any time. As long as The Reality Chip is attached to a creature, you may play lands and cast spells from the top of your library. Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)