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"Find me cards equivalent to: Blood Mist"

Cards equivalent to Blood Mist (Red, Enchantment, grants double strike):
1. Fervent Charge (not equivalent, but grants multiple effects, not just double strike, and is multicolored)
2. Angrath's Marauders (creature, not an enchantment)
3. Embercleave (artifact equipment, not enchantment)

There are no direct mono-red enchantment equivalents to Blood Mist—it is quite unique. The closest are instants/sorceries like Temur Battle Rage or creatures/equipment. Most double strike granting effects in red are not enchantments.

Found Cards

5 Results

Angrath's Marauders

Blood Mist

Embercleave

Fervent Charge

Temur Battle Rage

Angrath's Marauders #153 Creature — Human Pirate

Info

Color:
Identifies:
Cost:
Rarity: Rare
Converted Cost: 7
Power/Toughness: 4/4
Types:
  • Creature
  • SubTypes:
  • Human
  • Pirate
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • If a creature with trample you control would deal combat damage to a blocking creature while you control Angrath's Marauders, you must assign its unmodified damage. For example, a 3/3 creature with trample blocked by a 2/2 creature can have at most 1 damage assigned to the defending player. It will then deal 4 damage to the blocking creature and 2 damage to the defending player.
  • If an effect such as that of Chandra's Pyrohelix asks you to divide damage among targets, you must divide the unmodified damage before doubling it.
  • If you control a second Angrath's Marauders, damage dealt by sources you control will be multiplied by 4. If you control a third, it will be multiplied by 8, and so on.
  • Prices

    Seller Price
    Cardmarket 0.36 EUR
    Manapool 0.26 USD
    Tcgplayer 0.38 USD

    Legalities

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

    Text

    If a source you control would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.

    Blood Mist #144 Enchantment

    Info

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

    Rules

  • No entries
  • 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

    At the beginning of combat on your turn, target creature you control gains double strike until end of turn.

    Embercleave #120p Legendary Artifact — Equipment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 6
    Power/Toughness: /
    Types:
  • Artifact
  • SubTypes:
  • Equipment
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Equip Flash

    Rules

  • Embercleave's second ability can't reduce its cost below {R}{R}.
  • Once you announce that you're casting a spell, no player may take actions until the spell has been paid for. Notably, opponents can't try to increase Embercleave's cost by removing attacking creatures you control.
  • To determine the total cost of a spell, start with the mana cost or alternative cost you're paying, 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
    Manapool 10.87 USD / 9.72 USD
    Cardmarket / 6.61 EUR 5.46 EUR
    Tcgplayer 10.54 USD / 10.98 USD
    Cardkingdom / 16.99 USD 11.99 USD

    Legalities

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

    Text

    Flash This spell costs less to cast for each attacking creature you control. When Embercleave enters, attach it to target creature you control. Equipped creature gets +1/+1 and has double strike and trample. Equip

    Fervent Charge #215 Enchantment

    Info

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

    Rules

  • No entries
  • Prices

    Seller Price
    Manapool / 1.16 USD 0.19 USD
    Cardkingdom 0.49 USD / 2.49 USD
    Tcgplayer / 1.54 USD 0.36 USD
    Cardmarket / 0.38 EUR 0.33 EUR

    Legalities

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

    Text

    Whenever a creature you control attacks, it gets +2/+2 until end of turn.

    Temur Battle Rage #351 Instant

    Info

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

    Abilities/Keywords

    Rules

  • Temur Battle Rage checks whether you control a creature with power 4 or greater as it resolves. If you do, the target creature has trample until end of turn even if you no longer control a creature with power 4 or greater later in the turn.
  • If an attacking creature with double strike and trample destroys all of its blocking creatures with first-strike combat damage, all of its normal combat damage is assigned to the player, planeswalker, or battle that creature's attacking.
  • Prices

    Seller Price
    Manapool / 19.78 USD 1.03 USD
    Cardmarket / 6.37 EUR 0.72 EUR
    Cardkingdom 2.79 USD / 27.99 USD
    Tcgplayer / 18.69 USD 1.82 USD

    Legalities

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

    Text

    Target creature gains double strike until end of turn. Ferocious — That creature also gains trample until end of turn if you control a creature with power 4 or greater.