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"Find me cards equivalent to: Bar the Gate"

Equivalent cards to Bar the Gate (blue) include:

  • Sinister Sabotage (Counter spell, surveil 1, same mana cost)
  • Didn’t Say Please (Counter spell, mills three, same mana cost)
  • Essence Scatter (One less mana, creature-only)
  • Cancel (Same mana, no extra effect)

All are blue counterspells with similar mana costs and effects.

Found Cards

4 Results

Bar the Gate

Cancel

Essence Scatter

Sinister Sabotage

Bar the Gate #47 Instant

Info

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

    Abilities/Keywords

    Rules

  • A player may only have one dungeon in the command zone at a time.
  • Choosing the dungeon or room to venture into is part of resolving the venture into the dungeon keyword action. Once that choice is made, players may not respond until after the appropriate room ability has triggered.
  • Dungeon cards are not part of a player's deck or sideboard. In both constructed and limited formats, players can use any dungeon card when they venture into the dungeon.
  • Dungeons are removed from the game as a state-based action.
  • If you somehow venture into the dungeon while a room's ability is on the stack, you will continue on in the dungeon. If you're already in the last room, complete that dungeon and start a new one.
  • Moving into a dungeon room will cause its room ability to trigger.
  • Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
  • The player venturing into the dungeon chooses which dungeon they will venture into. They may choose a dungeon that they have already completed this game.
  • To venture into the dungeon, a player moves their venture marker into the next room of the dungeon they are currently in. If they aren't currently in a dungeon, that player instead chooses a dungeon card from outside the game, puts it into the command zone, and moves their venture marker onto the first room.
  • You can only move forward (well, downward) in a dungeon, never backwards or sideways.
  • Prices

    Seller Price
    Manapool 0.15 USD / 0.15 USD
    Cardkingdom / 0.49 USD 0.35 USD
    Tcgplayer 0.15 USD / 0.23 USD
    Cardmarket / 0.18 EUR 0.08 EUR

    Legalities

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

    Text

    Counter target creature or planeswalker spell. Venture into the dungeon. (Enter the first room or advance to the next room.)

    Cancel #31 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
    Cardkingdom 0.35 USD / 0.49 USD
    Cardmarket / 0.28 EUR 0.04 EUR
    Tcgplayer / 0.35 USD 0.07 USD
    Manapool 0.15 USD / 0.23 USD

    Legalities

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

    Text

    Counter target spell.

    Essence Scatter #60 Instant

    Info

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

    Rules

  • A "creature spell" is any spell with the creature type, even if it has other types such as artifact or enchantment.
  • Prices

    Seller Price

    Legalities

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

    Text

    Counter target creature spell.

    Sinister Sabotage #54 Instant

    Info

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

    Abilities/Keywords

    Surveil

    Rules

  • A spell that can't be countered is a legal target for Sinister Sabotage. The spell won't be countered when Sinister Sabotage resolves, but you'll still surveil 1.
  • Some spells that instruct you to surveil require targets. You can't cast a spell without choosing legal targets. If all of those targets become illegal, the spell doesn't resolve and you won't surveil.
  • You perform the actions stated on a card in sequence. For some spells and abilities, you'll surveil last. For others, you'll surveil and then perform other actions.
  • Prices

    Seller Price
    Cardkingdom 0.49 USD
    Manapool 0.26 USD
    Cardmarket 0.4 EUR
    Tcgplayer 0.31 USD

    Legalities

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

    Text

    Counter target spell. Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)