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"Find me cards equivalent to: Abandoned Sarcophagus"

Equivalent cards to Abandoned Sarcophagus (artifact, colorless, interacts with graveyard recursion for a specific mechanic) are:
1. Yawgmoth's Agenda (though it's a black enchantment: lets you play cards from graveyard, but only one per turn—different color, so less similar).
2. Crucible of Worlds (artifact, colorless: lets you play lands from your graveyard).
3. Mairsil, the Pretender (Commander card, not artifact, enables ability reuse).
4. Underworld Breach (red enchantment, lets you cast spells from graveyard using escape).

Closest true analog are:

  • Crucible of Worlds
  • Scrap Trawler (artifact, lets you recur artifacts from graveyard)
  • Elixir of Immortality (artifact, recycles graveyard to library; not true recursion but graveyard interaction)


Reason:
True analog that allows spells with a specific mechanic to be cast from the graveyard as a colorless artifact is unique to Abandoned Sarcophagus. Other colorless artifact recursion is more general or focuses on permanent types, not spell recursion by mechanic.

Found Cards

7 Results

Abandoned Sarcophagus

Crucible of Worlds

Elixir of Immortality

Mairsil, the Pretender

Scrap Trawler

Underworld Breach

Yawgmoth's Agenda

Abandoned Sarcophagus #158s Artifact

Info

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

    Rules

  • A token permanent with cycling will go to your graveyard before ceasing to exist. It won't be exiled. Similarly, a nontoken permanent that lost cycling while it was on the battlefield will also go to your graveyard.
  • Abandoned Sarcophagus doesn't grant you permission to do anything with those cards except cast them. For example, you can't cycle nonland cards with cycling from your graveyard.
  • Certain older cards have variants of cycling, such as basic landcycling or Wizardcycling. Abandoned Sarcophagus's effect lets you cast these cards and exiles them if they weren't discarded for their cycling variant's ability.
  • If you cycle an instant card, you may cast it from your graveyard right away before any player may take any other action. If you do, that spell will resolve before the cycling ability. If you cycle a noninstant card without flash, you can't cast it until after the cycling ability has resolved.
  • Prices

    Seller Price
    Manapool 0.4 USD
    Tcgplayer 0.47 USD
    Cardmarket 0.58 EUR

    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 cast spells that have a cycling ability from your graveyard. If a card that has a cycling ability would be put into your graveyard from anywhere and it wasn't cycled, exile it instead.

    Crucible of Worlds #2110 Artifact

    Info

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

    Rules

  • Crucible of Worlds doesn't allow you to activate abilities (such as cycling) of land cards in your graveyard.
  • Crucible of Worlds doesn't change the times when you can play those land cards. You can still play only one land per turn, and only during your main phase when you have priority and the stack is empty.
  • Prices

    Seller Price
    Cardkingdom 47.99 USD / 39.99 USD
    Cardmarket 28.97 EUR
    Manapool / 40.31 USD 40.37 USD
    Tcgplayer 38.66 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 play lands from your graveyard.

    Elixir of Immortality #1634 Artifact

    Info

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

    Rules

  • Paying the activation cost of Elixir of Immortality’s ability doesn’t cause it to leave the battlefield. If you have a way to untap it, you can activate the ability multiple times in response to itself.
  • As the ability resolves, you’ll shuffle Elixir of Immortality into its owner’s library directly from the battlefield, if it’s still there.
  • If Elixir of Immortality is in your graveyard at the time the ability resolves, you’ll still wind up shuffling it into your library because you shuffle your entire graveyard into your library. If it’s anywhere else by that time, including in another player’s graveyard, it remains where it is and you shuffle just your graveyard into your library.
  • If you gain control of another player’s Elixir of Immortality and activate it, the Elixir of Immortality will be shuffled into its owner’s library and the cards in your graveyard will be shuffled into your library. You are considered to have shuffled each affected library (even if, as a shortcut, each player physically shuffles their own library).
  • Prices

    Seller Price
    Cardkingdom / 5.49 USD 7.49 USD
    Cardmarket / 4.51 EUR 3.21 EUR
    Tcgplayer 7.04 USD
    Manapool 5.81 USD

    Legalities

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

    Text

    , : You gain 5 life.Shufflethis artifact and your graveyard into their owner's library.

    Mairsil, the Pretender #41 Legendary Creature — Human Wizard

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 4
    Power/Toughness: 4/4
    Types:
  • Creature
  • SubTypes:
  • Human
  • Wizard
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Activated abilities contain a colon. They're generally written "[Cost]: [Effect]." Some keyword abilities (such as equip) are activated abilities and will have colons in their reminder text. Mairsil won't gain triggered abilities (which start with "when," "whenever," or "at").
  • If Mairsil gains an activated ability that's normally linked to a non-activated ability of the card it came from, the ability Mairsil has isn't linked to any ability. For example, if Mairsil exiles Prototype Portal, the activated ability creates no tokens at all; it doesn't create Prototype Portal tokens.
  • If Mairsil gains an activated ability that's normally linked to another activated ability of the card it came from, those two abilities Mairsil gains are linked for as long as Mairsil remains on the battlefield. For example, if Mairsil exiles Izzet Chemister, cards exiled with the first ability Mairsil gained from Izzet Chemister can be cast if you activate the second ability it gained that way. Izzet Chemister itself can't be cast this way, and if Mairsil leaves the battlefield before activating that second ability, the cards exiled with that first ability are lost forever.
  • If Mairsil has a crew ability, creatures can crew Mairsil. It'll become an artifact creature, but its power and toughness remain unchanged.
  • If Mairsil has an equip ability, activating it won't cause anything to happen. Mairsil doesn't become attached to a creature. They may remain friends.
  • If an activated ability of a card in exile with a cage counter on it references the card it's printed on by name, treat Mairsil's instance of that ability as though it referenced Mairsil by name instead. For instance, if Mairsil exiles Magus of the Mind, the cost to activate the ability includes sacrificing Mairsil, not sacrificing Magus of the Mind.
  • If another player gains control of Mairsil, it will have the abilities of only cards that player owns in exile with cage counters on them.
  • If multiple cards exiled with cage counters on them have the same ability, Mairsil will have multiple instances of that ability. Each may be activated once each turn.
  • If one of Mairsil's abilities doesn't resolve, most likely because its target became illegal before it resolved, it can't be activated again in the same turn.
  • If you have a creature enter the battlefield as a copy of Mairsil, its first ability triggers. You won't be able to activate any abilities before the "legend rule" applies, but the triggered ability will still let you exile another card with a cage counter regardless of which Mairsil you keep.
  • The exiled cards remain exiled with cage counters when Mairsil leaves the battlefield. If Mairsil returns to the battlefield, it will see all of those exiled cards with cage counters on them.
  • Prices

    Seller Price
    Manapool 0.15 USD
    Tcgplayer 0.46 USD
    Cardkingdom 0.99 USD
    Cardmarket 0.6 EUR

    Legalities

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

    Text

    When Mairsil enters, you may exile an artifact or creature card from your hand or graveyard and put a cagecounteron it. Mairsil has all activated abilities of all cards you own in exile with cage counters on them. You may activate each of those abilities only once each turn.

    Scrap Trawler #175 Artifact Creature — Construct

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: 3/2
    Types:
  • Artifact
  • Creature
  • SubTypes:
  • Construct
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • If Scrap Trawler and another artifact you control are put into a graveyard at the same time, Scrap Trawler's ability triggers for each of them.
  • If an artifact is a copy of another artifact with greater mana value, such as Sculpting Steel copying an artifact with mana value 4, Scrap Trawler's ability can target that artifact card in your graveyard when that artifact is put into your graveyard.
  • The target artifact card must have a lesser mana value than the artifact that caused Scrap Trawler's ability to trigger by being put into a graveyard. Use the artifact's mana value as it last existed on the battlefield to determine what may be returned.
  • While on the battlefield or in a graveyard, {X} in an object's mana cost is 0.
  • Prices

    Seller Price
    Tcgplayer 1.82 USD
    Manapool 1.55 USD
    Cardkingdom 2.79 USD
    Cardmarket 1.1 EUR

    Legalities

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

    Text

    Whenever this creature dies or another artifact you control is put into a graveyard from the battlefield, return to your hand target artifact card in your graveyard with lesser mana value.

    Underworld Breach #10 Enchantment

    Info

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

    Rules

  • After an escaped spell resolves, it returns to its owner's graveyard if it's not a permanent spell. If it is a permanent spell, it enters the battlefield and will return to its owner's graveyard if it dies later. Perhaps it will escape again—good underworld security is so hard to come by these days.
  • Escape's permission doesn't change when you may cast the spell from your graveyard.
  • If a card has multiple abilities giving you permission to cast it, such as two escape abilities or an escape ability and a flashback ability, you choose which one to apply. The others have no effect.
  • If a card has no mana cost, its escape cost is an unpayable cost, so you can't cast it for that cost.
  • If a card with escape is put into your graveyard during your turn, you'll be able to cast it right away if it's legal to do so, before an opponent can take any actions.
  • If a spell you're casting with escape has an additional cost of discarding cards or sacrificing permanents, you may exile cards discarded or sacrificed this way to pay that part of its escape cost.
  • If you cast a spell with its escape permission, you can't choose to apply any other alternative costs or to cast it without paying its mana cost. If it has any additional costs, you must pay those.
  • If you're casting an adventurer card or split card with escape, you choose how you wish to cast it, then pay the appropriate cost (for the Adventure, the creature, or the half of the split card you chose) plus exiling three cards.
  • Once you begin casting a spell with escape, it immediately moves to the stack. Players can't take any other actions until you're done casting the spell.
  • To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an escape cost), add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was and no matter whether an alternative cost was paid.
  • Prices

    Seller Price
    Cardkingdom 9.99 USD / 11.99 USD
    Cardmarket 5.05 EUR / 5.99 EUR
    Manapool 7.58 USD / 9.32 USD
    Tcgplayer 7.72 USD / 9.74 USD

    Legalities

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

    Text

    Each nonland card in your graveyard has escape. The escape cost is equal to the card's mana cost plus exile three other cards from your graveyard. (You may cast cards from your graveyard for their escape cost.) At the beginning of the end step,sacrificethis enchantment.

    Yawgmoth's Agenda #INV-135 Enchantment

    Info

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

    Rules

  • It will exile itself if it is going to the graveyard from the battlefield.
  • The cards in your graveyard are not considered to be in your hand for any reason. For example, you can't discard them.
  • You count spells that were cast this turn before this card enters. (The Invasion FAQ is not correct on this point.)
  • Prices

    Seller Price
    Manapool 0.15 USD
    Cardkingdom 0.49 USD
    Tcgplayer 0.27 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 can't cast more than one spell each turn. You may play lands and cast spells from your graveyard. If a card would be put into your graveyard from anywhere, exile it instead.