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AI 🤖 Find me cards equivalent to: Case of the Crimson Pulse

Equivalent cards to Case of the Crimson Pulse (red enchantments with life gain or damage/life interaction) include:

  • Leyline of Punishment (prevents life gain)
  • Vortex Elemental (damage on upkeep/trigger)
  • Sulfuric Vortex (damage each upkeep, prevents life gain)
  • Roiling Vortex (damage and anti-life gain)


Reason: These cards are red enchantments that similarly interact with life totals or prevent life gain.

Results:

Case of the Crimson Pulse #114p Enchantment — Case

Info

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

    Rules

  • "Solved — [Triggered ability]" means "[Triggered ability]. This ability triggers only if this Case is solved." Triggered abilities use the word "when," "whenever," or "at." They're often written as "[Trigger condition], [effect]."
  • "Solved — [static ability]" means "As long as this Case is solved, [static ability]." Static abilities are written as statements, such as "Creatures you control get +1/+1" or "Instant and sorcery spells you cast cost {1} less to cast."
  • "To Solve — [condition]" means "At the beginning of your end step, if [condition] and this Case is not solved, it becomes solved."
  • "To solve" abilities will check for their condition twice: once when the ability would trigger, and once when it resolves. If the condition isn't true at the beginning of your end step, the ability won't trigger at all. If the condition isn't true when the ability resolves, the Case won't become solved.
  • Being solved is not part of a permanent's copiable values. A permanent that becomes a copy of a solved Case is not solved. A solved Case that somehow becomes a copy of a different Case stays solved.
  • Cases don't lose their other abilities when they become solved.
  • Each Case has two special keyword abilities: to solve and solved.
  • If you have no cards in hand as Case of the Crimson Pulse's first ability resolves, you won't discard a card, but you will still draw two cards. Similarly, if you have no cards in hand when Case of the Crimson Pulse's last ability resolves, you won't discard any cards, but you'll still draw two cards.
  • Once a Case becomes solved, it stays solved until it leaves the battlefield.
  • The meaning of "solved" differs based on what type of ability follows it. "Solved — [activated ability]" means "[Activated ability]. Activate only if this Case is solved." Activated abilities contain a colon. They're generally written "[Cost]: [Effect]."
  • Prices

    Seller Price
    Tcgplayer 1 USD / 0.1 USD
    Cardmarket 0.48 EUR / 0.31 EUR
    Cardkingdom 3.99 USD / 4.99 USD
    Cardsphere 0.51 USD
    Manapool 1.86 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 Case enters,discarda card, then draw two cards. To solve — You have no cards in hand. (If unsolved, solve at the beginning of your end step.) Solved — At the beginning of your upkeep,discardyour hand, then draw two cards.

    Leyline of Punishment #148 Enchantment

    Info

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

    Rules

  • Damage prevention shields don't have any effect. If a prevention effect has an additional effect, the additional effect will still work (if possible). Spells that create prevention effects can still be cast, and abilities that create prevention effects can still be activated.
  • Effects that replace an event with gaining life (like Words of Worship's effect does) will end up replacing the event with nothing.
  • Effects that replace or redirect damage without using the word "prevent" are not affected by Leyline of Punishment.
  • Effects that would replace gaining life with some other effect won't be able to do anything because it's impossible for players to gain life.
  • If a cost includes life gain (like Invigorate's alternative cost does), that cost can't be paid.
  • If a creature is dealt lethal damage, it can still regenerate. If it does, the damage marked on it will be removed from it.
  • If an effect says to set a player's life total to a certain number, and that number is higher than the player's current life total, that part of the effect won't do anything. (If the number is lower than the player's current life total, the effect will work as normal.)
  • Spells and abilities that would normally cause a player to gain life still resolve, but the life-gain part simply has no effect.
  • Static abilities that prevent damage (including protection abilities) don't do so. If they have additional effects that don't depend on the amount of damage prevented, those additional effects will still work. Such effects are applied only once per source of damage.
  • A player's "opening hand" is the hand of cards the player has after all players have taken mulligans. If players have any cards in hand that allow actions to be taken with them from a player's opening hand, the starting player takes all such actions first in any order, followed by each other player in turn order. Then the first turn begins.
  • Prices

    Seller Price
    Tcgplayer 2.86 USD / 15.99 USD
    Cardmarket 1.43 EUR / 4.01 EUR
    Cardkingdom 3.49 USD / 8.99 USD
    Cardsphere 3.41 USD
    Manapool 1.86 USD / 16.56 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 this card is in your opening hand, you may begin the game with it on the battlefield. Players can't gain life. Damage can't be prevented.

    Roiling Vortex #1958 Enchantment

    Info

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

    Rules

  • Activating Roiling Vortex’s last ability won’t undo any life gained before it resolved.
  • An ability that triggers when a player casts a spell resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
  • In a Two-Headed Giant game, Roiling Vortex’s first ability triggers twice during each team’s upkeep. Each instance deals 1 damage to one of the players on that team.
  • Prices

    Seller Price
    Tcgplayer 3.35 USD
    Cardmarket 4.78 EUR / 3.39 EUR
    Cardkingdom 3.49 USD / 4.99 USD
    Cardsphere 3.56 USD
    Manapool 2.99 USD / 4.67 USD

    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 player's upkeep, this enchantment deals 1 damage to them. Whenever a player casts a spell, if no mana was spent to cast that spell, this enchantment deals 5 damage to that player. : Your opponents can't gain life this turn.

    Sulfuric Vortex #2210 Enchantment

    Info

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

    Rules

  • No entries
  • Prices

    Seller Price
    Manapool 36.47 USD / 41.68 USD

    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 player's upkeep, this enchantment deals 2 damage to that player. If a player would gain life, that player gains no life instead.

    Vortex Elemental #56 Creature — Elemental

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 1
    Power/Toughness: 0/1
    Types:
  • Creature
  • SubTypes:
  • Elemental
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • If Vortex Elemental isn’t on the battlefield when its first ability resolves, any creatures blocking or blocked by it when it left the battlefield will be put on top of their owners’ libraries and those libraries will be shuffled.
  • If no creature is blocking or being blocked by Vortex Elemental as its first ability resolves, it alone will be put on top of its owner’s library, and that library will be shuffled. You can activate the first ability outside of combat.
  • The creature blocks Vortex Elemental only if it’s able to do so as the declare blockers step begins. If, at that time, the creature is tapped, it’s affected by a spell or ability that says it can’t block, or Vortex Elemental isn’t attacking its controller or a planeswalker controlled by that player, then it doesn’t block. If there’s a cost associated with having the creature block, the player isn’t forced to pay that cost. If that cost isn’t paid, the creature won’t block.
  • Prices

    Seller Price
    Tcgplayer 0.05 USD / 0.54 USD
    Cardmarket 0.11 EUR / 0.37 EUR
    Cardkingdom 0.35 USD / 0.79 USD
    Cardsphere 0.2 USD
    Manapool 0.15 USD / 0.27 USD

    Legalities

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

    Text

    : Put this creature and each creature blocking or blocked by it on top of their owners' libraries, then those playersshuffle : Target creature blocks this creature this turn if able.

    Case of the Crimson Pulse Enchantment — Case Case - ~$1.66

    Leyline of Punishment Enchantment Normal - ~$6.51

    Roiling Vortex Enchantment Normal - ~$3.9

    Sulfuric Vortex Enchantment Normal - ~$39.08

    Vortex Elemental Creature — Elemental Normal - ~$0.31

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