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AI 🤖 Find me cards equivalent to: Animal Magnetism

Equivalent cards to Animal Magnetism (red, uses random creature reveal/cheat-into-play effects):
1. Warp World — Randomly puts permanents from the library onto the battlefield.
2. Lurking Predators (green but synergistic) — Puts creature cards from the top of the library onto the battlefield when opponents cast spells.
3. Unexpected Results (green/blue) — Casts the top card of your library, potentially putting creatures directly onto the battlefield.
4. Mayael's Aria (in red colors, but not purely red, doesn’t cheat out but useful in such decks).


Reason: Few mono-red equivalents, but these cards similarly reveal and put creatures into play from the library at random/by chance.

Results:

Animal Magnetism #245 Sorcery

Info

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

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.23 USD / 1.89 USD
    Cardmarket 0.21 EUR / 2.59 EUR
    Cardkingdom 0.49 USD / 1.99 USD
    Cardsphere 0.46 USD

    Legalities

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

    Text

    Reveal the top five cards of your library. An opponent chooses a creature card from among them. Put that card onto the battlefield and the rest into your graveyard.

    Lurking Predators #156 Enchantment

    Info

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

    Rules

  • A "creature card" is any card with the type creature, even if it has other types such as artifact, enchantment, or land. Older cards of type summon are also creature cards.
  • If an opponent casts a spell, this ability triggers and is put on the stack on top of that spell. This ability will resolve (meaning that a revealed creature card will enter) before the spell resolves.
  • You must put the revealed card onto the battlefield if it's a creature card. If it's not a creature card and you don't put it on the bottom of your library, it stops being revealed and simply remains on top of your library.
  • Prices

    Seller Price
    Tcgplayer 8.61 USD
    Cardmarket 8.38 EUR / 2 EUR
    Cardkingdom 12.99 USD
    Cardsphere 8.6 USD

    Legalities

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

    Text

    Whenever an opponent casts a spell, reveal the top card of your library. If it's a creature card, put it onto the battlefield. Otherwise, you may put that card on the bottom of your library.

    Mayael's Aria #1848 Enchantment

    Info

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

    Rules

  • The three parts of the ability happen sequentially. For example, if you control a creature with 9 power when the ability starts to resolve, you'll put a +1/+1 counter on each creature you control — and now, since you control a creature with 10 power, you'll gain 10 life.
  • This ability triggers at the beginning of each of your upkeeps. Whether you control any applicable creatures is checked only when the ability resolves.
  • Prices

    Seller Price
    Tcgplayer 3.08 USD
    Cardkingdom 1.99 USD
    Cardsphere 2.39 USD

    Legalities

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

    Text

    At the beginning of your upkeep, put a +1/+1counteron each creature you control if you control a creature with power 5 or greater. Then you gain 10 life if you control a creature with power 10 or greater. Then you win the game if you control a creature with power 20 or greater.

    Unexpected Results #203 Sorcery

    Info

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

    Rules

  • If the card has {X} in its mana cost, you must choose 0 as its value.
  • If you can’t cast the card (perhaps because there are no legal targets), or if you choose not to, the card will remain on top of the library.
  • If you cast a spell “without paying its mana cost,” you can’t pay alternative costs such as overload costs. You can pay additional costs such as kicker costs. If the card has mandatory additional costs, you must pay those.
  • If you reveal a land card and put that card onto the battlefield, Unexpected Results will be put into its owner’s hand directly from the stack. It won’t be put into any graveyard.
  • If you reveal a land card, Unexpected Results will be returned to your hand only if you put that land card onto the battlefield. If you don’t, Unexpected Results will be put into its owner’s graveyard.
  • If you reveal a nonland card, you may cast it during the resolution of Unexpected Results. Ignore timing restrictions based on the card’s type. Other timing restrictions, such as “Cast [this card] only during combat,” must be followed.
  • Prices

    Seller Price
    Tcgplayer 0.54 USD / 2.22 USD
    Cardmarket 0.55 EUR / 1.26 EUR
    Cardkingdom 0.49 USD / 3.99 USD
    Cardsphere 0.48 USD

    Legalities

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

    Text

    Shuffle your library, then reveal the top card. If it's a nonland card, you may cast it without paying its mana cost. If it's a land card, you may put it onto the battlefield and return Unexpected Results to its owner's hand.

    Warp World #150 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 8
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Anything that triggers during the resolution of this will wait to be put on the stack until everything is put onto the battlefield and resolution is complete. The player whose turn it is will put all of their triggered abilities on the stack in any order, then each other player in turn order will do the same. (The last ability put on the stack will be the first one that resolves.)
  • 1) Each player counts the number of permanents they own.
  • 2) Each player shuffles those permanents into their library.
  • 3) Each player reveals cards from the top of their library equal to the number that player counted.
  • 4) Each player puts all artifact, land, and creature cards revealed this way onto the battlefield. All of these cards enter at the same time.
  • 5) Each player puts all enchantment cards revealed this way onto the battlefield. An Aura put onto the battlefield this way can enchant an artifact, land, or creature that was already put onto the battlefield, but can't enchant an enchantment that's being put onto the battlefield at the same time as it. If multiple players have Auras to put onto the battlefield, the player whose turn it is announces what their Auras will enchant, then each other player in turn order does the same, then all enchantments (both Auras and non-Auras) enter at the same time.
  • 6) Each player puts all of their other revealed cards (instants, sorceries, planeswalkers, and Auras that can't enchant anything) on the bottom of their library in any order.
  • Taking it slowly, here's what happens when Warp World resolves:
  • Tokens are permanents but not cards. They'll count toward the number of permanents shuffled into your library, so you'll get a card back for each token you owned. But the tokens themselves should be ignored while you're revealing *cards* from your library. In practice, you shouldn't actually shuffle them into your library since they'll cease to exist as soon as Warp World finishes resolving. Note that a token's owner is the player under who created it.
  • If a permanent leaves the battlefield this way but ends up in a zone other than a library (most likely because it's a player's commander in the Commander variant), it's still counted to determine how many cards to reveal.
  • Prices

    Seller Price
    Tcgplayer 0.76 USD / 11 USD
    Cardmarket 0.27 EUR / 3.2 EUR
    Cardkingdom 1.49 USD / 5.99 USD
    Cardsphere 0.88 USD

    Legalities

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

    Text

    Each player shuffles all permanents they own into their library, then reveals that many cards from the top of their library. Each player puts all artifact, creature, and land cards revealed this way onto the battlefield, then does the same for enchantment cards, then puts all cards revealed this way that weren't put onto the battlefield on the bottom of their library.

    Animal Magnetism Sorcery Normal - ~$1.12

    Lurking Predators Enchantment Normal - ~$8.12

    Mayael's Aria Enchantment Normal - ~$2.49

    Unexpected Results Sorcery Normal - ~$1.36

    Warp World Sorcery Normal - ~$3.37

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