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AI 🤖 Find me cards equivalent to: Confusion in the Ranks

Equivalent cards to Confusion in the Ranks (Red, enchantment, exchange/permanent chaos effects):
1. Warp World – Red sorcery, shuffles all permanents and re-deals them randomly.
2. Possibility Storm – Red enchantment, causes spells to be replaced by random spells from the deck.
3. Scrambleverse – Red sorcery, randomly assigns all nonland permanents to new controllers.
4. Grip of Chaos – Red enchantment, redirects targets of spells and abilities at random.


Reason:
All these cards are red and create chaos or random exchanges similar to Confusion in the Ranks.

Results:

Confusion in the Ranks #87 Enchantment

Info

Color:
Identifies:
Cost:
Rarity: Rare
Converted Cost: 5
Power/Toughness: /
Types:
  • Enchantment
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • The exchange isn't optional. If there is a legal choice, you must make one.
  • Confusion in the Ranks triggers on itself entering. If an opponent controls an enchantment, exchange Confusion in the Ranks for that enchantment.
  • Even though Confusion in the Ranks triggers only when an artifact, creature, or enchantment enters, the ability can target a land if the permanent entering is an artifact land.
  • The permanents are exchanged only if they're both on the battlefield when the ability resolves.
  • The permanents have to share a permanent type both when the target is chosen and when the ability resolves.
  • Prices

    Seller Price
    Tcgplayer 8.21 USD / 22.92 USD
    Cardmarket 1.85 EUR / 7.78 EUR
    Cardkingdom 9.99 USD
    Cardsphere 7.94 USD

    Legalities

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

    Text

    Whenever an artifact, creature, or enchantment enters, its controller chooses target permanent another player controls that shares a card type with it. Exchange control of those permanents.

    Grip of Chaos #98 Enchantment

    Info

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

    Rules

  • If there are multiple legal targets, it may still choose the original one.
  • If there are no other legal targets, it keeps its target.
  • The ability triggers when a spell or ability is put on the stack, and this target-changing ability itself goes on the stack. This means that the spell or ability keeps its original target until this ability resolves. You determine the new target when this ability resolves, at which time the set of legal targets may have changed.
  • Prices

    Seller Price
    Tcgplayer 6.32 USD / 13.49 USD
    Cardmarket 0.75 EUR / 6.89 EUR
    Cardkingdom 3.99 USD / 14.99 USD
    Cardsphere 4.64 USD

    Legalities

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

    Text

    Whenever a spell or ability is put onto the stack, if it has a single target, reselect its target at random. (Select from among all legal targets.)

    Possibility Storm #34 Enchantment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 5
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Artifact, battle, creature, enchantment, instant, kindred, land, planeswalker, and sorcery are card types. Two cards share a card type if they have at least one card type in common.
  • If Possibility Storm's ability doesn't exile the original spell (perhaps because another Possibility Storm already exiled it), you'll still exile cards from the top of your library until you exile a card that shares a card type with it and have the opportunity to cast that spell.
  • If the spell you cast from exile has X in its mana cost, you must choose 0 as its value.
  • If you cast a spell without paying its mana cost, you can't choose to cast it for any alternative costs, such as overload costs. You can pay additional costs, such as kicker costs. If the spell has any mandatory additional costs, you must pay those.
  • Instant and sorcery cards with miracle allow a player to cast a card immediately upon drawing it. If a player casts a spell this way, the spell is cast from that player's hand. Possibility Storm will trigger.
  • The original spell is part of the group of exiled cards put on the bottom of the library in a random order. If the exiled card that shared a card type with that card wasn't cast, it's also part of this group.
  • Prices

    Seller Price
    Tcgplayer 2.59 USD / 10.01 USD
    Cardmarket 1.63 EUR / 5.74 EUR
    Cardkingdom 2.29 USD
    Cardsphere 2.81 USD

    Legalities

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

    Text

    Whenever a player casts a spell from their hand, that player exiles it, then exiles cards from the top of their library until they exile a card that shares a card type with it. That player may cast that card without paying its mana cost. Then they put all cards exiled with this enchantment on the bottom of their library in a random order.

    Scrambleverse #153 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 8
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • All of the control-change effects happen at the same time.
  • Each nonland permanent will untap, no matter which player was randomly chosen to gain control of it.
  • For each nonland permanent, any player may be randomly chosen, including the permanent’s current controller.
  • Once Scrambleverse starts to resolve, no player may respond until it has finished resolving. For example, you can’t wait to see who will control a creature before deciding whether or not to activate one of its abilities.
  • Prices

    Seller Price
    Tcgplayer 0.92 USD / 4.42 USD
    Cardmarket 0.83 EUR / 2.12 EUR
    Cardkingdom 1.79 USD / 4.99 USD
    Cardsphere 0.93 USD

    Legalities

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

    Text

    For each nonland permanent, choose a player at random. Then each player gains control of each permanent for which they were chosen. Untap those permanents.

    Warp World #150 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 8
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Anything that triggers during the resolution of this will wait to be put on the stack until everything is put onto the battlefield and resolution is complete. The player whose turn it is will put all of their triggered abilities on the stack in any order, then each other player in turn order will do the same. (The last ability put on the stack will be the first one that resolves.)
  • 1) Each player counts the number of permanents they own.
  • 2) Each player shuffles those permanents into their library.
  • 3) Each player reveals cards from the top of their library equal to the number that player counted.
  • 4) Each player puts all artifact, land, and creature cards revealed this way onto the battlefield. All of these cards enter at the same time.
  • 5) Each player puts all enchantment cards revealed this way onto the battlefield. An Aura put onto the battlefield this way can enchant an artifact, land, or creature that was already put onto the battlefield, but can't enchant an enchantment that's being put onto the battlefield at the same time as it. If multiple players have Auras to put onto the battlefield, the player whose turn it is announces what their Auras will enchant, then each other player in turn order does the same, then all enchantments (both Auras and non-Auras) enter at the same time.
  • 6) Each player puts all of their other revealed cards (instants, sorceries, planeswalkers, and Auras that can't enchant anything) on the bottom of their library in any order.
  • Taking it slowly, here's what happens when Warp World resolves:
  • Tokens are permanents but not cards. They'll count toward the number of permanents shuffled into your library, so you'll get a card back for each token you owned. But the tokens themselves should be ignored while you're revealing *cards* from your library. In practice, you shouldn't actually shuffle them into your library since they'll cease to exist as soon as Warp World finishes resolving. Note that a token's owner is the player under who created it.
  • If a permanent leaves the battlefield this way but ends up in a zone other than a library (most likely because it's a player's commander in the Commander variant), it's still counted to determine how many cards to reveal.
  • Prices

    Seller Price
    Tcgplayer 0.76 USD / 11 USD
    Cardmarket 0.22 EUR / 2.68 EUR
    Cardkingdom 1.29 USD / 6.99 USD
    Cardsphere 0.88 USD

    Legalities

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

    Text

    Each player shuffles all permanents they own into their library, then reveals that many cards from the top of their library. Each player puts all artifact, creature, and land cards revealed this way onto the battlefield, then does the same for enchantment cards, then puts all cards revealed this way that weren't put onto the battlefield on the bottom of their library.

    Confusion in the Ranks Enchantment Normal - ~$9.78

    Grip of Chaos Enchantment Normal - ~$7.3

    Possibility Storm Enchantment Normal - ~$4.18

    Scrambleverse Sorcery Normal - ~$2.29

    Warp World Sorcery Normal - ~$3.4

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