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AI 🤖 Find me cards equivalent to: Abstruse Appropriation

Equivalent cards to Abstruse Appropriation (which exiles a spell, then lets you cast it later, in black):
1. Mnemonic Betrayal — lets you cast cards from opponents' graveyards.
2. Dreadhorde Invasion (not exact, but repeatable black spell copying).
3. Praetor's Grasp — lets you exile, then play a card from opponent's deck.


Reason: These cards allow you to exile/cast cards you don’t own, staying in the black color identity.

Results:

Abstruse Appropriation #342 Instant

Info

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

    Abilities/Keywords

    Devoid

    Rules

  • A card with devoid is just colorless. It's not colorless and the colors of mana in its mana cost.
  • Abstruse Appropriation doesn't change when you can cast the exiled card. For example, if you exile a creature card without flash, you can cast it only during your main phase when the stack is empty.
  • Devoid doesn't affect the color identity of the card for the purposes of the Commander variant. For example, while Abstruse Appropriation is colorless because it has devoid, its color identity is still white and black, and it can't be included in a Commander deck where the commander's color identity doesn't include both white and black.
  • Devoid works in all zones, not just on the battlefield.
  • If a card loses devoid, it will still be colorless. This is because effects that change an object's color (like the one created by devoid) are considered before the object loses devoid.
  • If a token is exiled this way, it will cease to exist and won't return to the battlefield. You can't cast it.
  • In a multiplayer game, if a player leaves the game, all cards that player owns leave as well. If you leave the game, any spells or permanents you control from Abstruse Appropriation's effect are exiled, and any cards still exiled by it remain exiled.
  • In the rare case where the exiled card is a land card (probably because that land became a copy of a permanent while it was still on the battlefield), you won't be able to play it from exile.
  • Other cards and abilities can give a card with devoid a color. If that happens, it's just the new color, not that color and colorless.
  • Prices

    Seller Price
    Tcgplayer 0.67 USD / 1.72 USD
    Cardmarket 0.39 EUR / 1.08 EUR
    Cardkingdom 0.79 USD / 2.49 USD
    Cardsphere 0.52 USD
    Manapool 0.36 USD / 1.8 USD

    Legalities

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

    Text

    Devoid (This card has no color.) Exile target nonland permanent. You may cast that card for as long as it remains exiled, and you may spend colorless mana as though it were mana of any color to cast that spell.

    Dreadhorde Invasion #86 Enchantment

    Info

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

    Abilities/Keywords

    Amass

    Rules

  • If the token's power changes later in the turn after it has attacked, including while Dreadhorde Invasion's second ability is on the stack, it won't cause the token to gain or lose lifelink.
  • The power of the Zombie token is checked only immediately after it attacks. Any other abilities that trigger when creatures you control attack won't have resolved yet.
  • Amass Orcs works the same way, except you create a 0/0 black Orc Army creature token if you don't control an Army. If the Army creature you chose isn't already an Orc, it becomes an Orc in addition to its other types. By combining cards with amass Orcs and amass Zombies, you can end up with an Orc Zombie Army.
  • Amass abilities are now written as "amass [subtype] N." Previous cards with amass have received errata to say "amass Zombies N."
  • If you don't control an Army, the Zombie Army token you create enters the battlefield as a 0/0 creature before receiving counters. Any abilities that trigger when a creature with a certain power enters the battlefield, such as that of Mentor of the Meek, will see the token enter as a 0/0 creature before it gets +1/+1 counters.
  • In the rare case that you control multiple Army creatures (perhaps because you played a creature with changeling) while you amass Zombies, you choose which of your Army creatures to put the +1/+1 counters on. If that creature isn't a Zombie, it becomes a Zombie in addition to its other types.
  • Some cards refer to the "amassed Army." That means the Army creature you chose to receive counters, even if no counters were placed on it for some reason.
  • Some cards that cause you to amass Zombies also provide bonuses to "Zombie tokens." These affect any token that happens to be a Zombie, not just a Zombie Army you've amassed.
  • To amass Zombies N, if you don't control an Army creature, create a 0/0 black Zombie Army creature token. Then you choose an Army creature you control and put N +1/+1 counters on it. If that Army isn't already a Zombie, it becomes a Zombie in addition to its other types.
  • Prices

    Seller Price
    Tcgplayer 0.58 USD / 4.26 USD
    Cardmarket 0.43 EUR / 2.5 EUR
    Cardkingdom 1.49 USD / 7.99 USD
    Cardsphere 0.65 USD
    Manapool 0.57 USD / 4.94 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 your upkeep, you lose 1 life and amass Zombies 1. (Put a +1/+1counteron an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.) Whenever a Zombie token you control with power 6 or greater attacks, it gains lifelink until end of turn.

    Mnemonic Betrayal #189 Sorcery

    Info

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

    Rules

  • If you cast a spell this way and that card is exiled, it’s considered a new object. Mnemonic Betrayal no longer allows you to cast it. It remains in exile when Mnemonic Betrayal’s delayed triggered ability resolves.
  • In a multiplayer game, if a player leaves the game, all cards that player owns leave as well. If you leave the game, any spells or permanents you control from Mnemonic Betrayal’s effect are exiled. If you leave the game before Mnemonic Betrayal’s delayed triggered ability resolves, the cards remain exiled.
  • Mnemonic Betrayal doesn’t change when you can cast the exiled cards. For example, if you exile a sorcery card, you can cast it only during your main phase when the stack is empty.
  • Only the cards that remain in exile are returned to their owners’ graveyards. For example, a permanent spell cast this way will remain on the battlefield.
  • You can’t play land cards exiled this way.
  • Prices

    Seller Price
    Tcgplayer 7.66 USD / 54.76 USD
    Cardmarket 3.89 EUR / 33.9 EUR
    Cardkingdom 13.99 USD / 94.99 USD
    Cardsphere 7.41 USD
    Manapool 7.21 USD / 55.17 USD

    Legalities

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

    Text

    Exile all opponents' graveyards. You may cast spells from among those cards this turn, and mana of any type can be spent to cast them. At the beginning of the next end step, if any of those cards remain exiled, return them to their owners' graveyards. Exile Mnemonic Betrayal.

    Praetor's Grasp #1861 Sorcery

    Info

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

    Rules

  • Other players, including the card’s owner, can’t look at the card while it remains exiled.
  • Playing a card exiled with Praetor’s Grasp follows all the normal rules for playing that card. You must pay its costs, and you must follow all timing restrictions, for example.
  • Prices

    Seller Price
    Tcgplayer 8.79 USD
    Cardmarket 8.43 EUR / 8.65 EUR
    Cardkingdom 12.99 USD / 11.99 USD
    Manapool 8.85 USD / 9.89 USD

    Legalities

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

    Text

    Search target opponent's library for a card and exile it face down. Then that player shuffles. You may play that card for as long as it remains exiled.

    Abstruse Appropriation Instant Normal - ~$1.09

    Dreadhorde Invasion Enchantment Normal - ~$2.6

    Mnemonic Betrayal Sorcery Normal - ~$31

    Praetor's Grasp Sorcery Normal - ~$9.94

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