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"Find me cards equivalent to: Aura Graft"

Cards equivalent to Aura Graft (blue, instant, interacts with Auras) are:
1. Spellweaver Volute (U, Aura, but not instant and attaches to instant cards in graveyards—functions similarly with attachment, but not quite a true equivalent).
2. Dream Fracture (U, instant, but just a counterspell and not Aura-specific).
3. Encase in Ice (U, Aura, flash—similar speed but does not move/control an existing Aura).

Closest true equivalent to Aura Graft doesn't exist—it's a unique effect in blue instants. Aura Thief (U, creature) is a blue card that can steal all enchantments when it dies.

Summary: Aura Graft is unique among blue instants for this specific effect. No other instant blue card moves control of Auras in exactly the same way.

Found Cards

5 Results

Aura Graft

Aura Thief

Dream Fracture

Encase in Ice

Spellweaver Volute

Aura Graft #62 Instant

Info

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

    Rules

  • If there is no legal place to move the enchantment, then it doesn’t move but you still control it.
  • Aura Graft’s effect has no duration. You’ll retain control of the Aura until the game ends, the Aura leaves the battlefield, or an effect causes someone else to gain control of the Aura.
  • You can target an Aura you already control just to move that Aura to a new permanent.
  • Prices

    Seller Price
    Manapool / 1.71 USD 0.15 USD
    Cardkingdom / 3.99 USD 0.35 USD
    Cardmarket 0.13 EUR / 1.8 EUR
    Tcgplayer / 1.42 USD 0.22 USD

    Legalities

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

    Text

    Gain control of target Aura that's attached to a permanent. Attach it to another permanent it can enchant.

    Aura Thief #26 Creature — Illusion

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 4
    Power/Toughness: 2/2
    Types:
  • Creature
  • SubTypes:
  • Illusion
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flying

    Rules

  • Gaining control of an enchantment often isn’t very interesting since it probably won’t change what the enchantment is doing. It only matters if the enchantment does something specifically to “you” or “an opponent” or if the enchantment has an activated ability (which only the controller can use).
  • Prices

    Seller Price
    Cardmarket / 60.07 EUR 4.5 EUR
    Cardkingdom / 119.99 USD 10.99 USD
    Manapool / 77.16 USD 7.02 USD
    Tcgplayer / 99.99 USD 11.91 USD

    Legalities

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

    Text

    Flying When this creature dies, you gain control of all enchantments. (You don't get to move Auras.)

    Dream Fracture #CNS-95 Instant

    Info

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

    Rules

  • No entries
  • Prices

    Seller Price

    Legalities

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

    Text

    Counter target spell. Its controller draws a card. Draw a card.

    Encase in Ice #54 Enchantment — Aura

    Info

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

    Abilities/Keywords

    Enchant Flash

    Rules

  • If the enchanted creature stops being red or green, or if it stops being a creature, Encase in Ice will be put into its owner's graveyard.
  • The creature can still be untapped by other spells and abilities.
  • Prices

    Seller Price
    Cardmarket / 0.25 EUR 0.05 EUR
    Cardkingdom / 0.49 USD 0.35 USD
    Tcgplayer 0.05 USD / 0.44 USD
    Manapool 0.15 USD / 0.2 USD

    Legalities

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

    Text

    Flash (You may cast this spell any time you could cast an instant.) Enchant red or green creature When this Aura enters, tap enchanted creature. Enchanted creature doesn't untap during its controller's untap step.

    Spellweaver Volute #59 Enchantment — Aura

    Info

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

    Abilities/Keywords

    Enchant

    Rules

  • If the enchanted card changes zones (due to being cast with flashback, or being exiled with Cremate, for example), Spellweaver Volute "falls off" and is put into its owner's graveyard as a state-based action.
  • Say Spellweaver Volute's ability triggers, then Spellweaver Volute leaves the battlefield in response. Then the instant card that was enchanted is removed from the graveyard in response. When the Volute's ability resolves, it will check its last existence on the battlefield and identify the "enchanted card" as that instant card, so the card is copied and controller of the triggered ability may cast it.
  • Say Spellweaver Volute's ability triggers, then the enchanted instant card is exiled in response. Spellweaver Volute, which is now enchanting nothing, is put into its owner's graveyard as a state-based action. When the Volute's ability resolves, it will check its last existence on the battlefield and identify the "enchanted card" as "nothing," so no copy is created.
  • The Aura will be on the battlefield attached to a card in a different zone. The Aura won't be in the graveyard. The enchanted card won't be on the battlefield.
  • This Aura targets, and enchants, an instant card in a graveyard. This is the first Aura that enchants something that's neither a permanent nor a player.
  • When you cast a sorcery spell, Spellweaver Volute's ability triggers. It will make a copy of the enchanted card. The copy will exist in the graveyard. You'll have the option to cast the copy. If you don't, the copy remains in the graveyard and ceases to exist the next time state-based actions are checked. If you do cast the copy, the copy is cast from the graveyard. After you finish casting it, the enchanted card is exiled and you must choose a new instant card in a graveyard to attach Spellweaver Volute to. If you can't, Spellweaver Volute remains on the battlefield attached to nothing and is then put into the graveyard the next time state-based actions are checked.
  • Prices

    Seller Price
    Manapool 0.67 USD / 7.53 USD
    Tcgplayer 1.17 USD / 11.62 USD
    Cardkingdom 1.79 USD / 8.99 USD
    Cardmarket / 2.65 EUR 0.46 EUR

    Legalities

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

    Text

    Enchant instant card in a graveyard Whenever you cast a sorcery spell, copy the enchanted instant card. You may cast the copy without paying its mana cost. If you do, exile the enchanted card and attach this Aura to another instant card in a graveyard.