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"Find me cards equivalent to: Bloodletter of Aclazotz"

Cards equivalent to Bloodletter of Aclazotz in black with life loss doubling or damage amplification effects include:

  • Wound Reflection — Doubles life loss for your opponents each end step.
  • Archfiend of Despair — Your opponents lose twice as much life each turn.
  • Obosh, the Preypiercer — Doubles damage from odd-CMC sources you control.
  • Quest for the Nihil Stone — Not direct doubling, but greatly increases life loss if hand is empty.
  • Bloodletter of Aclazotz — The searched card.


Reason: These cards are black, deal with doubling or amplifying life loss, and are similar in effect. Not all are creatures, but they match the unique doubling mechanic. Example: Archfiend of Despair reads:
Your opponents can't gain life. At the beginning of each end step, each opponent loses life equal to the life they lost this turn.

Found Cards

5 Results

Archfiend of Despair

Bloodletter of Aclazotz

Obosh, the Preypiercer

Quest for the Nihil Stone

Wound Reflection

Archfiend of Despair #46 Creature — Demon

Info

Color:
Identifies:
Cost:
Rarity: Mythic
Converted Cost: 8
Power/Toughness: 6/6
Types:
  • Creature
  • SubTypes:
  • Demon
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flying

    Rules

  • Archfiend of Despair's last ability counts only how much life was lost. It doesn't care whether a player also gained life.
  • In a Two-Headed Giant game, damage and life loss happen to each player individually. If each player on a team is dealt 2 damage, each of those players loses 2 life and the team's life total goes down by 4. When Archfiend of Despair's ability resolves, each of those players again loses 2 life and the team's life total goes down again by 4; they don't each lose 4 life.
  • The amount of life to lose is determined only as Archfiend of Despair's triggered ability resolves. For example, if you control two of them and an opponent lost 3 life earlier in the turn, the first ability to resolve would have that player lose 3 life, and the second would have that player lose 6 life.
  • Prices

    Seller Price
    Manapool 4.09 USD
    Cardkingdom 23.99 USD
    Tcgplayer 16.31 USD
    Cardmarket 5.63 EUR

    Legalities

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

    Text

    Flying Your opponents can't gain life. At the beginning of each end step, each opponent loses life equal to the life that player lost this turn. (Damage causes loss of life.)

    Bloodletter of Aclazotz #2502 Creature — Vampire Demon

    Info

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

    Abilities/Keywords

    Flying

    Rules

  • Bloodletter of Aclazotz's last ability doesn't change the amount of damage dealt to opponents. For example, if a 1/1 creature with lifelink deals combat damage to an opponent on your turn, they would lose 2 life, but you'd still gain only 1 life.
  • Prices

    Seller Price
    Manapool / 41.39 USD 43.23 USD
    Tcgplayer 41.39 USD / 42.1 USD
    Cardkingdom 47.99 USD / 57.99 USD
    Cardmarket / 38.44 EUR 32.82 EUR

    Legalities

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

    Text

    Flying If an opponent would lose life during your turn, they lose twice that much life instead. (Damage causes loss of life.)

    Obosh, the Preypiercer #228p Legendary Creature — Hellion Horror

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 5
    Power/Toughness: 3/5
    Types:
  • Creature
  • SubTypes:
  • Hellion
  • Horror
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Companion Double

    Rules

  • Before shuffling your deck to become your library, you may reveal one card from outside the game to be your companion if your starting deck meets the requirements of the companion ability. You can't reveal more than one. It remains revealed outside the game as the game begins.
  • For spells with {X} in their mana costs, use the value chosen for X to determine the spell's mana value. If a permanent or card in any other zone has {X} in its mana cost, X is considered to be 0.
  • If a card in a player's library has {X} in its mana cost, X is considered to be 0.
  • If a creature with trample you control would deal combat damage to a blocking creature while you control Obosh, you must assign its unmodified damage. For example, a 3/3 creature with trample blocked by a 2/2 creature can have 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 Ravenous Gigantotherium asks you to divide damage among targets, you must divide the unmodified damage before doubling it.
  • If more than one player wishes to reveal a companion, the starting player does so first, and players proceed in turn order. Once a player has chosen not to reveal a companion, that player can't change their mind.
  • If multiple replacement or prevention effects try to modify damage that would be dealt to a permanent or player, the player or the controller of the permanent chooses the order in which they apply.
  • If you reveal a companion outside the game, for as long as it remains there, you may pay {3} any time you could cast a sorcery (that is, you have priority during your main phase and the stack is empty). Once you do, you put it into your hand and behaves like any other card you've brought into the game. For example, if it's discard, countered, or destroyed, it's put into your graveyard, remaining in the game. This is a change from previous rules.
  • Paying {3} to put your companion into your hand is a special action. It doesn't use the stack and players can't respond to it. Once you take this action, you may cast that card if it's legal to do so before any other player can take actions.
  • The companion ability has no effect if the card is in your starting deck and creates no restriction on putting a card with a companion ability into your starting deck. For example, Zirda may be in your starting deck even if your other permanent cards don't all have activated abilities.
  • The companion's other abilities apply only if the creature is on the battlefield. They have no effect while the companion is outside the game.
  • The requirements of the companion ability apply only to your starting deck. They do not apply to your sideboard.
  • You may have one companion in the Commander variant. Your deck, including your commander, must meet its companion requirement. Your companion is not one of your one hundred cards.
  • Your companion begins the game outside the game. In tournament play, this means your sideboard. In casual play, it's simply a card you own that's not in your starting deck.
  • If you reveal a companion outside the game, for as long as it remains there, you may pay {3} any time you could cast a sorcery (that is, you have priority during your main phase and the stack is empty). Once you do, you put it into your hand and behaves like any other card you've brought into the game. For example, if it's discarded, countered, or destroyed, it's put into your graveyard, remaining in the game. This is a change from previous rules.
  • Once you put your companion into your hand, it behaves like any other card you’ve brought into the game. For example, if it’s countered or destroyed, it’s put into your graveyard, remaining in the game.
  • Paying {3} to put your companion into your hand is a special action. It doesn't use the stack and players can't respond to it. Once you take this action, you may cast that card if it's legal to do so before any other player can take actions.
  • Wizards of the Coast has issued functional errata for the Companion mechanic. Instead of casting companions from outside the game: Once per game, any time you could cast a sorcery (during your main phase when the stack is empty), you can pay {3} to put your companion from your sideboard into your hand. This is a special action, not an activated ability. It happens immediately and can’t be responded to. It can’t be countered or stopped by cards like Phyrexian Revoker. For more information please see https://magic.wizards.com/en/articles/archive/news/june-1-2020-banned-and-restricted-announcement
  • The damage is dealt by the same source as the original source of damage. The doubled damage isn't dealt by Obosh unless it was the original source of damage.
  • Prices

    Seller Price
    Cardkingdom / 2.49 USD 0.49 USD
    Manapool 0.52 USD / 1.25 USD
    Tcgplayer / 0.7 USD 0.4 USD
    Cardmarket 0.33 EUR / 1.12 EUR

    Legalities

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

    Text

    Companion — Your starting deck contains only cards with odd mana values and land cards. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.) If a source you control with an odd mana value would deal damage to a permanent or player, it deals double that damage to that permanent or player instead.

    Quest for the Nihil Stone #64 Enchantment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 1
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • The second ability has an “intervening ‘if’ clause.” That means (1) the ability won’t trigger at all unless, as an opponent’s upkeep starts, that player has no cards in hand and Quest for the Nihil Stone has two or more quest counters on it, and (2) the ability will do nothing if that player has at least one card in hand and/or Quest for the Nihil Stone has fewer than two quest counters on it by the time it resolves. (If Quest for the Nihil Stone is no longer on the battlefield by that point, its last existence on the battlefield is checked to see how many quest counters were on it.)
  • Prices

    Seller Price
    Cardkingdom / 8.99 USD 2.99 USD
    Tcgplayer / 6.84 USD 1.78 USD
    Manapool / 6.77 USD 1.25 USD
    Cardmarket / 4.46 EUR 1.34 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 an opponent discards a card, you may put a questcounteron this enchantment. At the beginning of each opponent's upkeep, if that player has no cards in hand and this enchantment has two or more quest counters on it, you may have that player lose 5 life.

    Wound Reflection #113 Enchantment

    Info

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

    Rules

  • If Wound Reflection's ability resolves, then an opponent loses life later in the same turn, that life loss is never counted by Wound Reflection.
  • Multiple Wound Reflections each trigger separately. For example, if an opponent lost 1 life, the first one's triggered ability to resolve causes them to lose another 1 life. Since they've now lost 2 life, the next triggered ability causes them to lose 2 life, and the next 4, and so on.
  • When Wound Reflection's ability resolves, it checks how much life each opponent lost over the course of the turn, then it causes that opponent to lose that much life. It doesn't matter how the opponent lost life or who caused it. It also doesn't matter if Wound Reflection wasn't on the battlefield at the time some or all of the life was lost.
  • Wound Reflection's ability checks only whether life was lost. It doesn't care whether life was also gained. For example, if an opponent lost 4 life and gained 6 life during the turn, that player will have a higher life total than they started the turn with but Wound Reflection's ability will still cause that player to lose 4 life.
  • Prices

    Seller Price
    Cardkingdom / 17.99 USD 19.99 USD
    Tcgplayer / 17.85 USD 14.74 USD
    Manapool / 36.25 USD 12.24 USD
    Cardmarket 6.35 EUR / 7.27 EUR

    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 each end step, each opponent loses life equal to the life they lost this turn. (Damage causes loss of life.)