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"Find me cards equivalent to: Work a Double"

Cards equivalent to Work a Double (Sorcery, Red, assemble Contraptions):
1. Clocknapper (Blue, Creature, but assembles a Contraption on entry)
2. Better Than One (White, Sorcery, assembles a Contraption)
3. Modular Monstrosity (Colorless, Artifact Creature, interacts with Contraptions)

Closest direct equivalent is Work a Double itself; Contraption assembly is Unstable-specific and rare among Red Sorceries. No exact red sorcery equivalent exists.

Found Cards

4 Results

Better Than One

Clocknapper

Modular Monstrosity

Work a Double

Better Than One #44 Sorcery

Info

Color:
Identifies:
Cost:
Rarity: Rare
Converted Cost: 2
Power/Toughness: /
Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal

    Rules

  • For game purposes, your new teammate becomes the owner of the cards you give them for their library, hand, and permanents. Remember to get your cards back after the game.
  • If there’s no one around to make a decision, you can call or text someone if you need to. If there’s a physical action required, such as high-fiving, you’ll need someone there.
  • It doesn’t have to be someone who plays Magic. This may be fun.
  • You and your new teammate become a Two-Headed Giant team and play under Two-Headed Giant rules from that point forward. Similarly, if you pick up a second teammate, you and your two teammates becomes a Three-Headed Giant team, and so on.
  • You can choose any player not currently in your game. This includes people who used to be in your game but left it.
  • You can give your new teammate Contraptions you control. You can also give them face down cards from your Contraption deck so they can form their own Contraption deck.
  • Your new teammate must agree to play with you, although they don’t necessarily need to know how to play.
  • Your new teammate must be someone not already in your game, although it can be someone who was once in your game but left.
  • Prices

    Seller Price
    Manapool 0.16 USD
    Cardkingdom 0.49 USD
    Tcgplayer 0.22 USD

    Legalities

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

    Text

    A person outside the game becomes your teammate. (Choose any number of cards in your hand, on top of your library, or on the battlefield under your control. Those cards become your teammate's hand, library, and permanents, respectively.)

    Clocknapper #14 Creature — Human Spy

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 5
    Power/Toughness: 2/2
    Types:
  • Creature
  • SubTypes:
  • Human
  • Spy
  • Languages:
    Layout:
    Normal

    Rules

  • Beginning phase: You untap permanents you control and your opponent doesn’t. Abilities that trigger at the beginning of your upkeep happen and ones that trigger at the beginning of their upkeep don’t. You draw a card as it’s now your draw step, so your opponent doesn’t.
  • Combat phase: Just like combat on your turn, you can attack your opponents with your creatures. The opponent you stole the phase from can’t attack with their creatures, but they can block.
  • Ending phase: Most abilities that trigger during the end step don’t care whose turn it is, but a few do. Effects that last “until end of turn” or “this turn” will expire as normal, as they also don’t care whose turn it is.
  • Postcombat main phase: Same as precombat main phase.
  • Precombat main phase: You can cast all types of spells while your opponent can only cast instants and spells with flash.
  • To steal a phase means that during that player’s next turn, as the chosen phase begins, you treat it as if it were your turn. Here’s what happens if you steal each phase:
  • Prices

    Seller Price
    Tcgplayer 0.24 USD
    Cardkingdom 0.49 USD
    Manapool 0.18 USD

    Legalities

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

    Text

    When this creature enters, choose beginning phase, first main phase, combat phase, postcombat main phase, or ending phase. Steal that phase from target player during their next turn. (That phase occurs as though it's your turn instead.)

    Modular Monstrosity #155 Artifact Creature — Construct

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 7
    Power/Toughness: 3/3
    Types:
  • Artifact
  • Creature
  • SubTypes:
  • Construct
  • Languages:
    Layout:
    Normal

    Rules

  • Each keyword can be chosen only once on any given day. And that counts every Modular Monstrosity you play with that day. You also can't reuse a keyword with a new modifier. For example, if you choose protection from Demons and from Dragons (totally counts), you can't choose protection from red later that day. Protection has already been used.
  • If you haven't made a valid choice after five seconds, Modular Monstrosity loses all keyword abilities, including ones its picked up in other ways.
  • If you make an invalid choice, you can still make a valid choice as long as time hasn't expired.
  • You may choose any keyword ability that appears on any printed Magic creature card. You can't pick keyword actions like explore or scry. If the keyword has a modifier, such as a mana cost or a number, you must choose a modifier that's been printed. Sorry, "annihilator 500" fans.
  • Prices

    Seller Price
    Tcgplayer 0.18 USD / 2.11 USD
    Manapool / 0.65 USD 0.17 USD
    Cardmarket / 0.59 EUR 0.19 EUR
    Cardkingdom 0.49 USD / 0.79 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 an opponent casts a spell, you have five seconds to choose a keyword you haven't chosen for a card named Modular Monstrosity today that's been printed on a creature card. If you do, this creature gains that ability. Otherwise, this creature loses all keyword abilities.

    Work a Double #100 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 4
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal

    Abilities/Keywords

    Assemble

    Rules

  • No entries
  • Prices

    Seller Price
    Manapool / 0.34 USD 0.15 USD
    Cardmarket 0.04 EUR / 0.22 EUR
    Tcgplayer 0.1 USD / 0.3 USD
    Cardkingdom / 0.49 USD 0.35 USD

    Legalities

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

    Text

    Assemble two Contraptions. (Put the top card of your Contraption deck face up onto one of your sprockets. Then repeat this process.)