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5 Cards Found

AI 🤖 Find me cards equivalent to: Wizard Class

Equivalent cards to Wizard Class (Blue, enchantment, incremental ability) include:

  • Monastery Siege (Blue, enchantment, ongoing benefit)
  • Archmage Ascension (Blue, enchantment, upgrades over time)
  • Improbable Alliance (Blue/Red, benefits from drawing)
  • Bident of Thassa (Blue, ongoing effect with bonus)


Reason: These cards offer ongoing utility and upgrade potential similar to Wizard Class.

Results:

Archmage Ascension #42 Enchantment

Info

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

    Rules

  • Archmage Ascension’s first ability has an “intervening ‘if’ clause.” It won’t trigger at all unless you’ve already drawn two or more cards by the time the end step begins.
  • If a spell or ability causes you to put cards in your hand without specifically using the word “draw,” Archmage Ascension’s abilities ignore it.
  • If an effect would cause you to draw multiple cards while Archmage Ascension has six or more quest counters on it, each individual draw may be replaced by Archmage Ascension’s effect. Process the draws one at a time. Even if you use the reasonable shortcut of finding all of the cards at once and only physically shuffling once, the game will consider you to have searched and shuffled once per card.
  • If two or more replacement effects would apply to a card-drawing event, the player who’s drawing the card chooses what order to apply them. It’s possible that after applying one of them, the others will no longer be applicable because the player would no longer draw a card. For example, if you control more than one Archmage Ascension with six quest counters on it and you would draw a card, each Archmage Ascension’s replacement effect could apply. Once you use one, the rest are no longer applicable.
  • Prices

    Seller Price
    Tcgplayer 3.66 USD / 12.8 USD
    Cardmarket 1.62 EUR / 4.7 EUR
    Cardkingdom 4.49 USD
    Manapool 2.4 USD / 8.23 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 end step, if you drew two or more cards this turn, you may put a questcounteron this enchantment. As long as this enchantment has six or more quest counters on it, if you would draw a card, you may instead search your library for a card, put that card into your hand, thenshuffle

    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
    Tcgplayer 0.47 USD
    Cardmarket 0.47 EUR
    Cardkingdom 1.49 USD
    Manapool 0.95 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.

    Improbable Alliance #193 Enchantment

    Info

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

    Rules

  • If a spell or ability causes you to put cards into your hand without specifically using the word "draw," it's not a card drawn.
  • If an effect instructs you to draw multiple cards, the ability triggers after you draw whichever is the second one for the turn. You choose a target (if any) for the ability after you've drawn and looked at all of the cards and finished resolving the spell or ability that caused you to draw them.
  • The triggered ability can trigger only once each turn. It doesn't matter whether the permanent with that ability was on the battlefield when the first card was drawn. If it's not on the battlefield when the second card is drawn, the ability can't trigger at all that turn. It won't trigger when the third or fourth card is drawn.
  • Prices

    Seller Price
    Tcgplayer 0.09 USD / 0.37 USD
    Cardmarket 0.07 EUR / 0.28 EUR
    Cardkingdom 0.35 USD / 0.49 USD
    Manapool 0.15 USD / 0.2 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 you draw your second card each turn, create a 1/1 blue Faerie creature token with flying. : Draw a card, thendiscarda card.

    Monastery Siege #88 Enchantment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    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.
  • 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.
  • The “Dragons” ability adds {2} per spell, not per target. It won’t cause a spell to cost more than {2} more to cast, even if that spell targets you and a permanent you control or more than one permanent you control.
  • The “Khans” ability happens after you draw the card you normally draw during your draw step. That card and the additional card will be in your hand when you have to discard a card.
  • Prices

    Seller Price
    Tcgplayer 0.66 USD
    Cardmarket 0.52 EUR
    Cardkingdom 1.49 USD
    Manapool 0.59 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 draw step, draw an additional card, thendiscarda card. • Dragons — Spells your opponents cast that target you or a permanent you control cost more to cast.

    Wizard Class #81 Enchantment — Class

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 1
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
  • Class
  • Languages:
    Layout:
    Class
    Rank:
    Saltiness:

    Rules

  • Each Class has five abilities. The three in the major sections of its text box are class abilities. Class abilities can be static, activated, or triggered abilities. The other two are level abilities, one activated ability to advance the Class to level 2 and another to advance the Class to level 3.
  • Each Class starts with only the first of three class abilities. As the first level ability resolves, the Class becomes level 2 and gains the second class ability. As the second level ability resolves, the Class becomes level 3 and gains the third class ability.
  • Gaining a level is a normal activated ability. It uses the stack and can be responded to.
  • Gaining a level won't remove abilities that a Class had at a previous level.
  • Some Class cards have an effect that increases when more are under your control. For example, if you have multiple Barbarian Class cards, you roll that many additional dice and ignore that many of the lowest rolls.
  • You can multiclass or even control multiple Class enchantments of the same class. Each Class permanent tracks its own level separately.
  • You can't activate the first level ability of a Class unless that Class is level 1. Similarly, you can't activate the second level ability of a Class unless that Class is level 2.
  • Prices

    Seller Price
    Tcgplayer 0.79 USD / 1.72 USD
    Cardmarket 1.91 EUR / 2.83 EUR
    Cardkingdom 1.99 USD / 3.49 USD
    Manapool 0.81 USD / 2.18 USD

    Legalities

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

    Text

    (Gain the next level as a sorcery to add its ability.) You have no maximum hand size. : Level 2 When this Class becomes level 2, draw two cards. : Level 3 Whenever you draw a card, put a +1/+1counteron target creature you control.

    Archmage Ascension Enchantment Normal - ~$5.41

    Bident of Thassa Legendary Enchantment Artifact Normal - ~$0.85

    Improbable Alliance Enchantment Normal - ~$0.25

    Monastery Siege Enchantment Normal - ~$0.82

    Wizard Class Enchantment — Class Class - ~$1.97

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