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"Find me cards equivalent to: Convergence of Dominion"

Equivalent cards to Convergence of Dominion (artifact, colorless, graveyard interaction, activated ability cost reduction) are:

  • Emergence Zone (artifact land, graveyard utility, some synergy)
  • Heartstone (artifact, reduces activated ability costs, creatures only)
  • Urza's Incubator (artifact, reduces costs of certain cards—creature spells, not abilities, so not exact)
  • Training Grounds (blue enchantment, so not colorless, reduces creature ability costs)
  • The Chain Veil (artifact, costs and unique planeswalker synergy)
  • Cloudstone Curio (artifact, graveyard and cost interactions)
  • Staff of Domination (artifact, activated ability utility, not cost reduction)

None are exact; Heartstone is closest but only affects creatures. Convergence of Dominion is unique for colorless and graveyard activated ability reduction.

Found Cards

8 Results

Cloudstone Curio

Convergence of Dominion

Emergence Zone

Heartstone

Staff of Domination

The Chain Veil

Training Grounds

Urza's Incubator

Cloudstone Curio #443 Artifact

Info

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

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer / 19.33 USD 13.85 USD
    Cardmarket / 14.92 EUR 9.25 EUR
    Cardkingdom 20.99 USD / 27.99 USD
    Manapool / 20.99 USD 14.29 USD

    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 nonartifact permanent you control enters, you may return another permanent you control that shares a permanent type with it to its owner's hand.

    Convergence of Dominion #154★ Artifact

    Info

    Color:
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    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Artifact
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    Layout:
    Normal
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    Abilities/Keywords

    Mill

    Rules

  • Convergence of Dominion doesn't allow you to activate abilities of cards in graveyards unless you could already activate those abilities.
  • Prices

    Seller Price
    Tcgplayer 1.63 USD
    Manapool 1.82 USD

    Legalities

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

    Text

    Dynastic Command Node — As long as you control your commander, activated abilities of cards in your graveyard cost less to activate. This effect can't reduce the mana in that ability's activation cost to less than one mana. Translocation Protocols — , :Millthree cards.

    Emergence Zone #245 Land

    Info

    Color:
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    Cost:
    Rarity: Uncommon
    Converted Cost: 0
    Power/Toughness: /
    Types:
  • Land
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    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 4.31 USD / 87.7 USD
    Manapool 2.66 USD / 84.13 USD
    Cardkingdom 5.99 USD / 139.99 USD
    Cardmarket 2.6 EUR / 34.16 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 . , ,Sacrificethis land: You may cast spells this turn as though they had flash.

    Heartstone #STH-134 Artifact

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Artifact
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    Normal
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    Rules

  • It will never reduce any colored mana portion of an activation cost.
  • It will not add a {1} to abilities with no generic mana in their activation cost.
  • The cost reduction can be applied to additional costs.
  • Can’t reduce Snow mana costs.
  • Activated abilities contain a colon. They’re generally written “[Cost]: [Effect].” Some keywords are activated abilities and will have colons in their reminder text.
  • Prices

    Seller Price
    Cardmarket 1.86 EUR
    Tcgplayer 1.87 USD
    Cardkingdom 2.49 USD
    Manapool 1.71 USD

    Legalities

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

    Text

    Activated abilities of creatures cost less to activate. This effect can't reduce the mana in that cost to less than one mana.

    Staff of Domination #156 Artifact

    Info

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

    Rules

  • No entries
  • Prices

    Seller Price
    Cardmarket 8.33 EUR / 51.31 EUR
    Manapool 8.09 USD / 36.47 USD
    Cardkingdom / 32.99 USD 15.99 USD
    Tcgplayer / 38.58 USD 11.69 USD

    Legalities

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

    Text

    : Untap this artifact. , : You gain 1 life. , : Untap target creature. , : Tap target creature. , : Draw a card.

    The Chain Veil #215 Legendary Artifact

    Info

    Color:
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    Rarity: Mythic
    Converted Cost: 4
    Power/Toughness: /
    Types:
  • Artifact
  • SubTypes:
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    Layout:
    Normal
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    Rules

  • After the last ability resolves, you’ll essentially be able to activate a loyalty ability of each planeswalker you control a total of twice during your turn. The timing rules for when you can activate loyalty abilities apply each time; it must be your main phase and the stack must be empty.
  • Because the last ability modifies the rules of the game, it affects not only planeswalkers you control when it resolves, but also planeswalkers that come under your control later in the turn.
  • Each additional time The Chain Veil’s last ability resolves will allow you to activate a loyalty ability of each planeswalker you control an additional time. For example, if you activate The Chain Veil’s last ability, untap it, then activate it again, you can activate a loyalty ability of a planeswalker you control three times that turn.
  • For the first ability, it doesn’t matter whether the planeswalker is still on the battlefield as your end step begins. If you activated one of its loyalty abilities that turn, The Chain Veil’s triggered ability won’t trigger.
  • The second loyalty ability you activate doesn’t have to be the same as the first ability. For example, you could activate a planeswalker’s first ability twice, or you could activate a planeswalker’s first ability, then activate its second ability.
  • Prices

    Seller Price
    Cardmarket 4.1 EUR / 25.44 EUR
    Cardkingdom 9.99 USD / 54.99 USD
    Manapool 5.05 USD / 29.69 USD
    Tcgplayer / 33.54 USD 5.43 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 end step, if you didn't activate a loyalty ability of a planeswalker this turn, you lose 2 life. , : For each planeswalker you control, you may activate one of its loyalty abilities once this turn as though none of its loyalty abilities have been activated this turn.

    Training Grounds #20 Enchantment

    Info

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

  • Training Grounds won't affect a cost that isn't the cost to activate a creature's activated ability. For example, it won't affect Flameblast Dragon's {X}{R} cost, since that's a cost paid when a triggered ability resolves, and it won't affect a kicker cost, since that's an additional cost to cast a spell. Activated ability costs appear before a colon (:) in a card's rules text, or, in the case of some keywords, before a colon in reminder text.
  • If an activated ability of a creature you control costs no generic mana to activate (for example, if it costs {R}{R}, it costs {0}, or it costs only nonmana actions such as {T} or "Sacrifice a creature"), Training Grounds simply won't affect it. In particular, it won't increase the cost to include a mana payment of {1}.
  • Training Grounds affects only creatures you control on the battlefield. The costs of activated abilities that work in other zones (such as cycling or unearth) won't be reduced.
  • Training Grounds can reduce the amount you pay for a creature's activated ability cost that includes {X}. For example, Drana, Kalastria Bloodchief has an activated ability that costs {X}{B}{B}. If you control Training Grounds and you activate the ability with X equal to 5, you'll have to pay only {3}{B}{B}. This is true even if the ability states that {X} must be paid with a certain color of mana, as Crimson Hellkite's ability does.
  • Training Grounds can reduce the part of an activation cost represented by generic mana symbols down to nothing, as long as it still costs at least one mana. For example, if an activation cost is {2}{G}, you'd have to pay only {G}. If an activation cost is {2}, though, you'd still have to pay {1}.
  • Training Grounds reduces the generic mana in waterbend costs for activated abilities. It will not reduce waterbend costs that are additional costs for casting spells.
  • Training Grounds takes the total cost to activate a creature's activated ability into account, not just the cost printed on it. For example, Urabrask has an activated ability that costs {R}, and Suppression Field says "Activated abilities cost {2} more to activate unless they're mana abilities." Since activating Urabrask's activated ability would now cost {2}{R}, Training Grounds reduces that cost back to {R}.
  • Training Grounds won't affect the part of an activation cost represented by colored mana symbols or snow mana symbols. It also won't affect nonmana parts of an activation cost, if there are any.
  • Prices

    Seller Price
    Cardkingdom / 11.99 USD 11.99 USD
    Manapool 6.87 USD / 7.3 USD
    Tcgplayer 7.41 USD / 8.78 USD
    Cardmarket / 5.48 EUR 4.36 EUR

    Legalities

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

    Text

    Activated abilities of creatures you control cost less to activate. This effect can't reduce the mana in that cost to less than one mana.

    Urza's Incubator #297p Artifact

    Info

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

    Rules

  • Multiple Incubators are cumulative.
  • You choose a creature type right as it enters, before any continuous effects are applied or trigged abilities trigger.
  • Prices

    Seller Price
    Manapool / 28.37 USD 26.82 USD
    Tcgplayer / 31.15 USD 16.76 USD
    Cardkingdom / 29.99 USD 20.99 USD
    Cardmarket 14.68 EUR / 16.77 EUR

    Legalities

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

    Text

    As this artifact enters, choose a creature type. Creature spells of the chosen type cost less to cast.