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"Find me cards equivalent to: Chance Encounter"

Equivalent cards to Chance Encounter (Red, Enchantment, alt-win, coin flip):
1. Helm of the Host (not red, but shares triggered alt-win, not coin-related)
2. Final Fortune (not an enchantment, but gives an extra turn—non-alt win)
3. Epic Struggle (closest actual equivalent, but it's green and checks creatures)
4. As Luck Would Have It (blue, alt-win, cares about hexproof counters, not coin flips)

Verdict: No exact red enchantment with the same coin flip/alt-win text as Chance Encounter. It's unique in this niche. Closest red enchantments involving coin flips are Fiery Gambit and Descent into Chaos, but neither is an alternate win condition. Chance Encounter stands alone for red enchantment/coin flip/alt-win.

Found Cards

6 Results

As Luck Would Have It

Chance Encounter

Epic Struggle

Fiery Gambit

Final Fortune

Helm of the Host

As Luck Would Have It #102 Enchantment

Info

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

    Abilities/Keywords

    Hexproof

    Rules

  • Any die roll with a numerical result will add luck counters to As Luck Would Have It. Rolling the planar die will not cause the second ability to trigger.
  • The check to win the game happens only as the second ability resolves. For example, if there are 99 luck counters on As Luck Would Have It and you proliferate to add a counter, you won’t automatically win the game.
  • Prices

    Seller Price
    Cardmarket / 0.78 EUR 0.32 EUR
    Manapool 0.27 USD / 0.67 USD
    Cardkingdom / 0.99 USD 0.49 USD
    Tcgplayer / 0.57 USD 0.36 USD

    Legalities

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

    Text

    Hexproof Whenever you roll a die, put a number of luck counters on this enchantment equal to the result. Then if there are 100 or more luck counters on this enchantment, you win the game. (Count both rolls if you reroll a die.)

    Chance Encounter #182 Enchantment

    Info

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

    Rules

  • You can only win a coin flip if you are the player flipping the coin. Your opponent losing a flip does not count as you winning one.
  • Prices

    Seller Price
    Tcgplayer 1.55 USD / 12.03 USD
    Manapool / 10.4 USD 0.52 USD
    Cardkingdom 0.99 USD / 24.99 USD
    Cardmarket / 5.65 EUR 1.37 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 you win a coin flip, put a luckcounteron this enchantment. At the beginning of your upkeep, if this enchantment has ten or more luck counters on it, you win the game.

    Epic Struggle #112 Enchantment

    Info

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

    Rules

  • To win, you must control 20 or more creatures both at the beginning of upkeep and when it resolves.
  • Prices

    Seller Price
    Cardmarket / 14.78 EUR 2.07 EUR
    Manapool 5.53 USD / 18.28 USD
    Cardkingdom 6.99 USD / 27.99 USD
    Tcgplayer / 30 USD 7.8 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 your upkeep, if you control twenty or more creatures, you win the game.

    Fiery Gambit #90 Sorcery

    Info

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

    Rules

  • After each flip, you choose whether to continue flipping.
  • If you win three flips, Fiery Gambit deals 3 damage to the target creature and 6 damage to each opponent, and you draw nine cards and untap all lands you control.
  • You can flip any number of coins (you can even flip more than three), but Fiery Gambit has no effect if you lose any of the flips. You can’t continue flipping if you lose a flip.
  • You must choose a target creature when you cast Fiery Gambit. If that target isn’t legal on resolution, Fiery Gambit has no effect and you don’t even flip a coin.
  • Prices

    Seller Price
    Cardkingdom 4.99 USD / 7.99 USD
    Tcgplayer / 7 USD 2.83 USD
    Manapool 1.86 USD / 5.48 USD
    Cardmarket / 2.89 EUR 0.93 EUR

    Legalities

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

    Text

    Flip a coin until you lose a flip or choose to stop flipping. If you lose a flip, Fiery Gambit has no effect. If you win one or more flips, Fiery Gambit deals 3 damage to target creature. If you win two or more flips, Fiery Gambit deals 6 damage to each opponent. If you win three or more flips, draw nine cards and untap all lands you control.

    Final Fortune #1956 Instant

    Info

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

    Rules

  • If you end up skipping the extra turn that is gained, you do not lose the game.
  • If multiple "extra turn" effects resolve in the same turn, take them in the reverse of the order that the effects resolved. In other words, the most recently created extra turn is taken first.
  • Prices

    Seller Price
    Tcgplayer 17.86 USD
    Manapool 21.63 USD
    Cardkingdom 23.99 USD / 32.99 USD
    Cardmarket / 22.11 EUR 14.3 EUR

    Legalities

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

    Text

    Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.

    Helm of the Host #217s Legendary Artifact — Equipment

    Info

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

    Abilities/Keywords

    Equip

    Rules

  • Any enters-the-battlefield abilities of the copied creature will trigger when the token enters the battlefield. Any "as [this creature] enters the battlefield" or "[this creature] enters the battlefield with" abilities of the chosen creature will also work.
  • If the copied creature has {X} in its mana cost, X is considered to be 0.
  • If the copied creature is a token, the token that's created copies the original characteristics of that token as stated by the effect that created that token.
  • If the copied creature is copying something else (for example, if the copied creature is a Clone), then the token enters the battlefield as whatever that creature copied.
  • If the equipped creature leaves the battlefield before the triggered ability of Helm of the Host resolves, or if there is no equipped creature, no token is created. However, if Helm of the Host leaves the battlefield while its triggered ability is on the stack, a token will be created of the creature it last equipped. If that creature has also left the battlefield, its last known information is used to determine what the token looks like.
  • The token copies exactly what was printed on the original creature and nothing else (unless that creature is copying something else or is a token; see below). It doesn't copy whether that creature is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, and so on.
  • The token gains haste indefinitely, and this effect isn't copiable. If something else copies the token later, that copy won't have haste.
  • The token isn't legendary, and this exception is copiable. If something else copies the token later, that copy also won't be legendary. If you control two or more permanents with the same name but only one is legendary, the "legend rule" doesn't apply.
  • Prices

    Seller Price
    Cardmarket 9.45 EUR
    Cardkingdom 23.99 USD
    Tcgplayer 30.82 USD
    Manapool 17.84 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 combat on your turn, create a token that's a copy of equipped creature, except the token isn't legendary. That token gains haste. Equip