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AI 🤖 Find me cards equivalent to: Bioengineered Future

Equivalent cards to Bioengineered Future (Simic colors: green & blue) that care about artifacts include:
1. Rise and Shine – Turns artifacts into creatures.
2. Masterful Replication – Artifact token creation and manipulation.
3. Simic Guildmage – Moves counters, good synergy with artifacts.
4. Cyberdrive Awakener – Animates artifacts.


Reason: These cards are in green/blue and interact with or animate artifacts similarly.

Results:

Bioengineered Future #172s Enchantment

Info

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

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.95 USD
    Cardmarket 0.34 EUR
    Cardkingdom 0.69 USD
    Manapool 0.88 USD

    Legalities

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

    Text

    When this enchantment enters, create a Lander token. (It's an artifact with ", ,Sacrificethis token: Search your library for a basic land card, put it onto the battlefield tapped, thenshuffle") Each creature you control enters with an additional +1/+1counteron it for each land that entered the battlefield under your control this turn.

    Cyberdrive Awakener #69 Artifact Creature — Construct

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 6
    Power/Toughness: 4/4
    Types:
  • Artifact
  • Creature
  • SubTypes:
  • Construct
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flying

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 4.02 USD
    Cardmarket 4.51 EUR
    Cardkingdom 5.99 USD
    Cardsphere 2.19 USD
    Manapool 3.69 USD

    Legalities

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

    Text

    Flying Other artifact creatures you control have flying. When this creature enters, until end of turn, each noncreature artifact you control becomes an artifact creature with base power and toughness 4/4.

    Masterful Replication #227 Instant

    Info

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

    Rules

  • An Equipment that becomes a copy of a creature becomes unattached if it was attached to a creature. An Equipment that becomes a copy of another Equipment remains attached if it was attached to a creature.
  • Becoming a copy won't change whether an artifact is a token.
  • If the target artifact is copying something else, then your artifacts become copies of whatever the target artifact copied.
  • Masterful Replication copies the printed values of the target artifact. It won't copy counters on that artifact or effects that have changed its power, toughness, types, color, or so on. Notably, it won't copy effects that made the target artifact become an artifact creature if it isn't normally an artifact creature.
  • Prices

    Seller Price
    Tcgplayer 0.21 USD
    Cardmarket 0.24 EUR
    Cardkingdom 0.49 USD
    Cardsphere 0.19 USD
    Manapool 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

    Choose one — • Create two 3/3 colorless Golem artifact creature tokens. • Choose target artifact you control. Each other artifact you control becomes a copy of that artifact until end of turn.

    Rise and Shine #238 Sorcery

    Info

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

    Abilities/Keywords

    Overload

    Rules

  • Because a spell with overload doesn't target when its overload cost is paid, it may affect permanents with hexproof or with protection from the appropriate color.
  • If you are instructed to cast a spell with overload "without paying its mana cost," you can't choose to pay its overload cost instead.
  • If you don't pay the overload cost of a spell with overload, that spell will have a single target. If you pay the overload cost, the spell won't have any targets.
  • To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an overload cost), add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
  • 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

    Target noncreature artifact you control becomes a 0/0 artifact creature. Put four +1/+1 counters on each artifact that became a creature this way. Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")

    Simic Guildmage #148 Creature — Elf Wizard

    Info

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

    Rules

  • For the first ability, if the two target creatures aren’t controlled by the same player when the ability resolves, the ability does nothing. The player who controls the two creatures doesn’t have to be the same player who controlled them when the ability was activated, and that player doesn’t have to be Simic Guildmage’s controller.
  • For the first ability, the first target creature doesn’t need to have a +1/+1 counter on it. If it doesn’t, the ability does nothing.
  • For the second ability, only the Aura is targeted. When the ability resolves, you choose a permanent to move the Aura onto. It can’t be the permanent the Aura is already attached to, it must be controlled by the player who controls the permanent the Aura is attached to, and it must be able to be enchanted by the Aura. (It doesn’t matter who controls the Aura or who controls Simic Guildmage.) If no such permanent exists, the Aura doesn’t move.
  • Prices

    Seller Price
    Tcgplayer 0.19 USD / 1.98 USD
    Cardmarket 0.13 EUR / 1.36 EUR
    Cardkingdom 0.35 USD / 1.99 USD
    Cardsphere 0.3 USD
    Manapool 0.15 USD / 1.79 USD

    Legalities

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

    Text

    ( can be paid with either or .) : Move a +1/+1counterfrom target creature onto another target creature with the same controller. : Attach target Aura attached to a permanent to another permanent with the same controller.

    Bioengineered Future Enchantment Normal - ~$0.72

    Cyberdrive Awakener Artifact Creature — Construct Normal - ~$4.08

    Masterful Replication Instant Normal - ~$0.27

    Rise and Shine Sorcery Normal

    Simic Guildmage Creature — Elf Wizard Normal - ~$0.92

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