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"Find me cards equivalent to: Contested War Zone"

Equivalent cards to Contested War Zone (colorless, land, grants bonuses to attacking creatures and changes control):
1. Path of Ancestry – Similar utility lands, but not identical effects.
2. Opal Palace – Provides colorless and some synergy with commanders.
3. Shinka, the Bloodsoaked Keep – Grants a bonus (first strike to legendary creatures), stays in your control.
4. Hall of the Bandit Lord – Gives creatures haste, at a cost.

None match the takeover mechanic, but these are lands that reward aggressive strategies. Contested War Zone is quite unique in this regard.

Found Cards

5 Results

Contested War Zone

Hall of the Bandit Lord

Opal Palace

Path of Ancestry

Shinka, the Bloodsoaked Keep

Contested War Zone #53 Land

Info

Color:
Identifies:
Cost:
Rarity: Rare
Converted Cost: 0
Power/Toughness: /
Types:
  • Land
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Gaining control of Contested War Zone doesn’t cause it to tap or untap.
  • In some multiplayer formats, creatures controlled by different players may deal combat damage to you simultaneously. If this happens, you control each triggered ability and can put them on the stack in any order. The last ability to resolve will determine who ends up controlling Contested War Zone.
  • The last activated ability affects all attacking creatures, not just those you control.
  • The word “you” in a permanent’s trigger condition always refers to the permanent’s current controller.
  • Prices

    Seller Price
    Manapool / 2.38 USD 0.78 USD
    Cardkingdom / 1.99 USD 1.49 USD
    Tcgplayer 1.01 USD / 2.3 USD
    Cardmarket 0.96 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

    Whenever a creature deals combat damage to you, that creature's controller gains control of this land. : Add . , : Attacking creatures get +1/+0 until end of turn.

    Hall of the Bandit Lord #277 Legendary Land

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 0
    Power/Toughness: /
    Types:
  • Land
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • The creature has haste if the mana is spent to cover any cost of the spell, even an additional cost.
  • The effect that grants haste doesn’t wear off at end of turn.
  • Prices

    Seller Price
    Cardkingdom / 74.99 USD 19.99 USD
    Tcgplayer 15.95 USD / 49.97 USD
    Cardmarket / 23.65 EUR 7.72 EUR
    Manapool 14.11 USD / 37.37 USD

    Legalities

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

    Text

    Hall of the Bandit Lord enters tapped. , Pay 3 life: Add . If that mana is spent on a creature spell, it gains haste.

    Opal Palace #156 Land

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 0
    Power/Toughness: /
    Types:
  • Land
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • If Opal Palace's last ability produces two mana (most likely due to Mana Reflection) and you spend them to cast a commander, that commander enters with two counters for each time it's been cast from the command zone this game.
  • If you don't have a commander, Opal Palace's last ability produces no mana.
  • If you have two commanders, the last ability adds one mana of any color in their combined color identities.
  • If your commander is a card that has no colors in its color identity, Opal Palace's last ability produces no mana. It doesn't produce {C}.
  • The "number of times it's been cast from the command zone" includes the most recent time. For example, the first time you cast your commander from the command zone in a game, if you spent mana from Opal Palace's last ability to do so, it will enter the battlefield with a +1/+1 counter.
  • Prices

    Seller Price
    Cardkingdom 0.35 USD
    Manapool 0.15 USD
    Tcgplayer 0.26 USD
    Cardmarket 0.17 EUR

    Legalities

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

    Text

    : Add . , : Add one mana of any color in your commander's color identity. If you spend this mana to cast your commander, it enters with a number of additional +1/+1 counters on it equal to the number of times it's been cast from the command zone this game.

    Path of Ancestry #70 Land

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 0
    Power/Toughness: /
    Types:
  • Land
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Scry

    Rules

  • If Path of Ancestry's last ability produces two mana (most likely due to Mana Reflection), spending those two mana to cast creature spells that share a creature type with your commander will cause two abilities to trigger. Each of those abilities will cause you to scry 1. You won't scry 2. This is true whether you spend the mana on one creature spell or two.
  • If you cast your commander with mana from Path of Ancestry, and your commander hasn't somehow lost all of its creature types while on the stack, you'll scry 1.
  • If you don't have a commander, Path of Ancestry's ability produces no mana.
  • If your commander has no creature types, it can't share a creature type with any spell that you cast.
  • If your commander is a card that has no colors in its color identity, Path of Ancestry's ability produces no mana. It doesn't produce {C}.
  • If you have two commanders, the last ability adds one mana of any color in their combined color identities. When you spend that mana on a creature spell that shares a creature type with either of your commanders, you'll scry 1.
  • Your commander's creature types are checked immediately after you cast a creature spell spending mana from Path of Ancestry's last ability. They aren't set before the game begins, and they may not be the same types your commander had when you activated that ability.
  • Prices

    Seller Price
    Tcgplayer 0.6 USD
    Cardmarket 0.21 EUR
    Manapool 0.6 USD

    Legalities

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

    Text

    This land enters tapped. : Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)

    Shinka, the Bloodsoaked Keep #CHK-282 Legendary Land

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 0
    Power/Toughness: /
    Types:
  • Land
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 27 USD
    Cardkingdom 27.99 USD
    Cardmarket 12.32 EUR
    Manapool 20.82 USD

    Legalities

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

    Text

    : Add . , : Target legendary creature gains first strike until end of turn.