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"Find me cards equivalent to: Wild Evocation"

Equivalent cards to Wild Evocation (red, enchantment, chaotic casting):
1. Pandemonium – R, Enchantment, triggers on creature entry for damage, chaotic but not casting.
2. Possibility Storm – R, Enchantment, whenever a player casts a spell, they exile it and cast a random spell from their deck instead. Chaotic spellcasting.
3. Hive Mind – R, Enchantment, every instant or sorcery is copied for each other player.

Wild Evocation is unique, but Possibility Storm is closest in color and chaotic casting.

Found Cards

4 Results

Hive Mind

Pandemonium

Possibility Storm

Wild Evocation

Hive Mind #822 Enchantment

Info

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

    Rules

  • A copy’s controller 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.
  • Each 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. If, for one of the targets, the player can’t choose a new legal target, then it remains unchanged (even if the current target is illegal).
  • Hive Mind will copy any instant or sorcery spell, not just one with targets.
  • Hive Mind’s effect is mandatory. Each other player must copy the spell whether they want to or not.
  • If a copy says that it affects “you,” it affects the controller of the copy, not the controller of the original spell. Similarly, if a copy says that it affects an “opponent,” it affects an opponent of the copy’s controller, not an opponent of the original spell’s controller.
  • If a player casts an instant or sorcery spell, Hive Mind’s ability triggers and is put on the stack on top of that spell. Hive Mind’s ability will resolve first. When it does, it creates a number of copies of that spell equal to the number of players in the game minus one. First the player whose turn it is (or, if that’s the player who cast the original spell, the player to that player’s left) puts their copy on the stack, choosing new targets for it if they like. Then each other player in turn order does the same. The last copy put on the stack will be the first one that resolves. (Note that the very last thing to happen is that the original spell resolves.)
  • If the spell that’s copied has an X whose value was determined as it was cast (like Earthquake does), 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. A player can’t choose a different one.
  • The copies that Hive Mind’s ability creates are created on the stack, so they’re not “cast.” Abilities that trigger when a player casts a spell (like Hive Mind’s ability itself) won’t trigger.
  • Prices

    Seller Price
    Cardkingdom 10.99 USD
    Cardmarket 8.56 EUR
    Tcgplayer 14.01 USD
    Manapool 12.92 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 player casts an instant or sorcery spell, each other player copies that spell. Each of those players may choose new targets for their copy.

    Pandemonium #149 Enchantment

    Info

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

    Rules

  • The triggered ability does not check the creature's power until the ability resolves. If the creature is not on the battlefield when the ability resolves, it does damage equal to the power of the creature right before it left the battlefield. This means that if a creature enters which can destroy itself as an "enters" ability, the order of resolution of the triggered abilities does not matter.
  • If player A controls Pandemonium when a creature enters under player B's control, player A controls the triggered ability even though player B chooses the target and chooses whether to have the creature deal damage, which could be important if multiple abilities controlled by multiple players trigger.
  • 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

    Whenever a creature enters, that creature's controller may have it deal damage equal to its power to any target of their choice.

    Possibility Storm #7073 Enchantment

    Info

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

    Rules

  • Artifact, battle, creature, enchantment, instant, kindred, land, planeswalker, and sorcery are card types. Two cards share a card type if they have at least one card type in common.
  • If Possibility Storm's ability doesn't exile the original spell (perhaps because another Possibility Storm already exiled it), you'll still exile cards from the top of your library until you exile a card that shares a card type with it and have the opportunity to cast that spell.
  • If the spell you cast from exile has X in its mana cost, you must choose 0 as its value.
  • If you cast a spell without paying its mana cost, you can't choose to cast it for any alternative costs, such as overload costs. You can pay additional costs, such as kicker costs. If the spell has any mandatory additional costs, you must pay those.
  • Instant and sorcery cards with miracle allow a player to cast a card immediately upon drawing it. If a player casts a spell this way, the spell is cast from that player's hand. Possibility Storm will trigger.
  • The original spell is part of the group of exiled cards put on the bottom of the library in a random order. If the exiled card that shared a card type with that card wasn't cast, it's also part of this group.
  • Prices

    Seller Price
    Cardkingdom 2.29 USD
    Cardmarket 2.76 EUR
    Manapool 1.51 USD
    Tcgplayer 1.81 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 player casts a spell from their hand, that player exiles it, then exiles cards from the top of their library until they exile a card that shares a card type with it. That player may cast that card without paying its mana cost. Then they put all cards exiled with this enchantment on the bottom of their library in a random order.

    Wild Evocation #160 Enchantment

    Info

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

    Rules

  • If a player casts a nonland card revealed with Wild Evocation's ability, it's put on the stack as a spell, then Wild Evocation's ability finishes resolving. The spell will then resolve as normal, after players get a chance to cast spells and activate abilities.
  • If a player reveals a nonland card, but can't cast it due to a lack of legal targets or a play restriction, it simply remains in their hand.
  • If a player reveals a nonland card, that player must cast that card if it's possible to do so, even if they don't want to. The player casts it as part of the resolution of Wild Evocation's ability. Timing restrictions based on the card's type (such as creature or sorcery) are ignored. Other play restrictions are not (such as "Cast [this card] only during combat").
  • If casting the revealed card involves paying a mandatory additional cost (such as the one Fling has), the player casting that card must pay that cost if able. If they can't, the card remains uncast in their hand. If the mandatory additional cost includes a mana payment, the situation is more complex. If the player has enough unspent mana to pay the cost, that player must do so. If the player can't possibly pay the cost, the card remains uncast in their hand. However, if the player has the means to produce enough mana to pay the cost, then they have a choice: The player may cast the card, produce mana, and pay the cost. Or the player may choose to activate no mana abilities, thus making the card impossible to cast because the additional mana can't be paid.
  • If, as the result of Wild Evocation's ability, a player casts a card "without paying its mana cost," any X in the mana cost will be 0, and that player can't pay any alternative costs (such as Demon of Death's Gate's alternative cost). On the other hand, if the card has optional additional costs (such as kicker or multikicker), the player may pay those.
  • Prices

    Seller Price
    Cardkingdom 0.79 USD / 4.49 USD
    Manapool / 2.49 USD 0.56 USD
    Cardmarket 0.49 EUR / 1.54 EUR
    Tcgplayer 1.25 USD / 3.99 USD

    Legalities

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

    Text

    At the beginning of each player's upkeep, that player reveals a card at random from their hand. If it's a land card, the player puts it onto the battlefield. Otherwise, the player casts it without paying its mana cost if able.