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"Find me cards equivalent to: Berserker's Frenzy"

Equivalent cards (red instants that manipulate blocking and/or combat):
1. Berserker's Frenzy (original)
2. Incite War (forces creatures to block)
3. Agonizing Demise (not exact, but affects combat via removal)
4. Aggravate (makes creatures block that turn, also deals damage)
5. Blood Frenzy (grants bonus, forces creature to die EOT—related to combat manipulation)

All are red instants with blocking or combat manipulation effects. Incite War is the closest to Berserker's Frenzy by forcing blocking. Most magic sets have fewer instant-speed red spells that control blocking exactly as Berserker's Frenzy does.

Found Cards

5 Results

Aggravate

Agonizing Demise

Berserker's Frenzy

Blood Frenzy

Incite War

Aggravate #125 Instant

Info

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

    Rules

  • Aggravate targets only the player. Creatures with hexproof that player controls will be dealt damage by Aggravate if it resolves.
  • If, during a player’s declare attackers step, a creature is tapped, is affected by a spell or ability that says it can’t attack, or hasn’t been under that player’s control continuously since the turn began (and doesn’t have haste), then it doesn’t attack. If there’s a cost associated with having a creature attack, the player isn’t forced to pay that cost, so it doesn’t have to attack in that case either.
  • The controller of a creature dealt damage by Aggravate still decides which player or planeswalker the creature attacks.
  • Prices

    Seller Price
    Cardkingdom / 0.49 USD 0.35 USD
    Manapool 0.15 USD / 0.22 USD
    Tcgplayer 0.08 USD / 0.5 USD
    Cardmarket / 0.29 EUR 0.05 EUR

    Legalities

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

    Text

    Aggravate deals 1 damage to each creature target player controls. Each creature dealt damage this way attacks this turn if able.

    Agonizing Demise #92 Instant

    Info

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

    Abilities/Keywords

    Kicker

    Rules

  • If a card or token enters as a copy of a permanent, the new permanent isn't kicked, even if the original was.
  • If a spell's kicker cost was paid, the spell is "kicked."
  • If you copy a kicked spell on the stack, the copy is also kicked. If the copied spell is a permanent spell, the token the copy of that spell becomes when it enters is also kicked.
  • If you put a permanent with a kicker ability onto the battlefield without casting it, you can't kick it.
  • The kicker ability doesn't let you pay a kicker cost more than once.
  • To determine a spell's total cost, start with the mana cost (or an alternative cost if another card's effect allows you to pay one instead), add any cost increases (such as kicker), then apply any cost reductions. The spell's mana value remains unchanged, no matter what the total cost to cast it was.
  • Prices

    Seller Price
    Manapool 0.15 USD / 0.52 USD
    Cardkingdom 0.35 USD / 1.99 USD
    Cardmarket / 0.79 EUR 0.06 EUR
    Tcgplayer 0.19 USD / 1.54 USD

    Legalities

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

    Text

    Kicker (You may pay an additional as you cast this spell.) Destroy target nonblack creature. It can't be regenerated. If this spell was kicked, Agonizing Demise deals damage equal to that creature's power to the creature's controller.

    Berserker's Frenzy #298 Instant

    Info

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

    Rules

  • An ability that tells you to roll a die will also specify what to do with the result of that roll. Most often, this is in the form of a “results table” in the card text.
  • An effect that says “choose a target, then roll a d20” or similar still uses the normal process of putting an ability on the stack and resolving it. Choosing targets is part of putting the ability on the stack and rolling the d20 happens later, as the ability resolves.
  • An ignored roll effectively never happens. No abilities will trigger because of an ignored roll.
  • Dice are identified by the number of faces each one has. For example, a d20 is a twenty-sided die.
  • Dice used must have equally likely outcomes and the roll must be fair. Although physical dice are recommended, digital substitutes are allowed, provided they have the same number of equally likely outcomes as specified in the original roll instruction.
  • If there's a cost associated with having a creature block and you choose for that creature to block, its controller can choose to pay that cost or not. If that player doesn't pay that cost, you must propose a new set of blocking creatures.
  • If you roll doubles, ignore one of the rolls and use the result of the other.
  • Some abilities, like that of Pixie Guide and Barbarian Class, replace rolling a die with rolling extra dice and ignoring the lowest roll. The ignored rolls are not considered for the effect that instructed you to roll a die, and do not cause abilities to trigger. For all intents and purposes, once you determine which dice count, any extra dice were never rolled.
  • Some effects instruct you to roll again. This uses the same number and type of dice as the original roll, and that roll will use the same set of possible outcomes.
  • Some effects may modify the result of a die roll. This may be part of the instruction to roll a die or it may come from other cards. Anything that references the “result” of a die roll is looking for the result after these modifications. Anything that is looking for the “natural result” is looking for the number shown on the face of the die before these modifications.
  • The instruction to roll a die and the effect that occurs because of the result are all part of the same ability. Players do not get the chance to respond to the ability after knowing the result of the roll.
  • Tournament events have more specific rules regarding dice and die-rolling. For more information, please see the most recent version of the Magic Tournament Rules at https://wpn.wizards.com/en/document/magic-gathering-tournament-rules.
  • When choosing blocks for creatures you don't control, you must still make legal choices. For example, you can't choose to have a creature without flying or reach block a creature with flying.
  • While playing Planechase, rolling the planar die will cause any ability that triggers whenever a player rolls one or more dice to trigger. However, any effect that refers to a numerical result will ignore the rolling of the planar die.
  • Prices

    Seller Price
    Cardmarket 2.01 EUR
    Tcgplayer 2.92 USD
    Cardkingdom 3.49 USD
    Manapool 2.49 USD

    Legalities

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

    Text

    Cast this spell only before combat or during combat before blockers are declared. Roll two d20 and ignore the lower roll. 1—14 | Choose any number of creatures. They block this turn if able. 15—20 | You choose which creatures block this turn and how those creatures block.

    Blood Frenzy #TMP-164 Instant

    Info

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

    Rules

  • No entries
  • Prices

    Seller Price
    Manapool 0.15 USD
    Cardmarket 0.11 EUR
    Cardkingdom 0.35 USD
    Tcgplayer 0.14 USD

    Legalities

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

    Text

    Cast this spell only before the combat damage step. Target attacking or blocking creature gets +4/+0 until end of turn.Destroythat creature at the beginning of the next end step.

    Incite War #96 Instant

    Info

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

    Abilities/Keywords

    Entwine

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer / 0.25 USD 0.15 USD
    Manapool / 0.26 USD 0.15 USD
    Cardmarket / 0.3 EUR 0.1 EUR
    Cardkingdom / 0.49 USD 0.35 USD

    Legalities

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

    Text

    Choose one — • Creatures target player controls attack this turn if able. • Creatures you control gain first strike until end of turn. Entwine (Choose both if you pay the entwine cost.)