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3 Cards Found

AI 🤖 Find me cards equivalent to: Cosmium Catalyst

Equivalent cards to Cosmium Catalyst (white and blue, exiles itself to proliferate and then recast for extra) include:
1. Astral Cornucopia (colorless, but proliferate synergy with counters)
2. Fuel for the Cause (blue; proliferate effect)
3. Tezzeret’s Gambit (blue; draw and proliferate)
4. Evolution Sage (green; landfall to proliferate—note, different color)

White and blue cards specifically with proliferate alone are rare; focus on blue like:

  • Tezzeret’s Gambit
  • Fuel for the Cause


Reason:
These cards share the proliferate mechanic and fit within blue (with some flexibility for color identity). White lacks direct proliferate spells.

Results:

Astral Cornucopia #243 Artifact

Info

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

    Rules

  • If you choose 1 for the value of X, Astral Cornucopia will cost {3} to cast and enter the battlefield with one charge counter. If you choose 2 for the value of X, it will cost {6} to cast and enter the battlefield with two charge counters, and so on.
  • The last ability is a mana ability. It doesn't use the stack and can't be responded to.
  • Prices

    Seller Price
    Tcgplayer 1.06 USD
    Cardmarket 1.05 EUR
    Cardkingdom 2.29 USD
    Cardsphere 1.02 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

    This artifact enters with X charge counters on it. : Choose a color. Add one mana of that color for each chargecounteron this artifact.

    Evolution Sage #108 Creature — Elf Druid

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 3
    Power/Toughness: 3/2
    Types:
  • Creature
  • SubTypes:
  • Elf
  • Druid
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Proliferate

    Rules

  • An ability that triggers "Whenever you proliferate" triggers even if you chose no permanents or players while doing so.
  • If a permanent ever has both +1/+1 counters and -1/-1 counters on it at the same time, they're removed in pairs as a state-based action so that the permanent has only one of those kinds of counters on it.
  • If a player or permanent has more than one kind of counter on it, and you choose for it to get additional counters, it must get one of each kind of counter it already has. You can't have it get just one kind of counter it already has and not the others.
  • Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it's too late for anyone to respond.
  • To proliferate, you can choose any permanent that has a counter, including ones controlled by opponents. You can choose any player who has a counter, including opponents. You can't choose cards in any zone other than the battlefield, even if they have counters on them.
  • You don't have to choose every permanent or player that has a counter, only the ones you want to add another counter to. Since "any number" includes zero, you don't have to choose any permanents at all, and you don't have to choose any players at all.
  • A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
  • A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
  • Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them   on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
  • Prices

    Seller Price
    Tcgplayer 2.47 USD
    Cardmarket 1.77 EUR
    Cardsphere 2.34 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

    Landfall — Whenever a land you control enters, proliferate. (Choose any number of permanents and/or players, then give each anothercounterof each kind already there.)

    Fuel for the Cause #25 Instant

    Info

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

    Abilities/Keywords

    Proliferate

    Rules

  • If the spell is an illegal target when Fuel for the Cause tries to resolve, it won't resolve. You won't proliferate.
  • You must be able to target another spell in order to cast Fuel for the Cause. You can't just cast it in order to proliferate, and it can't target itself.
  • An ability that triggers "Whenever you proliferate" triggers even if you chose no permanents or players while doing so.
  • If a permanent ever has both +1/+1 counters and -1/-1 counters on it at the same time, they're removed in pairs as a state-based action so that the permanent has only one of those kinds of counters on it.
  • If a player or permanent has more than one kind of counter on it, and you choose for it to get additional counters, it must get one of each kind of counter it already has. You can't have it get just one kind of counter it already has and not the others.
  • Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it's too late for anyone to respond.
  • To proliferate, you can choose any permanent that has a counter, including ones controlled by opponents. You can choose any player who has a counter, including opponents. You can't choose cards in any zone other than the battlefield, even if they have counters on them.
  • You don't have to choose every permanent or player that has a counter, only the ones you want to add another counter to. Since "any number" includes zero, you don't have to choose any permanents at all, and you don't have to choose any players at all.
  • Prices

    Seller Price
    Tcgplayer 0.38 USD / 4.32 USD
    Cardmarket 0.36 EUR / 3.18 EUR
    Cardkingdom 0.69 USD / 8.99 USD
    Cardsphere 0.37 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

    Counter target spell, then proliferate. (Choose any number of permanents and/or players, then give each anothercounterof each kind already there.)

    Astral Cornucopia Artifact Normal - ~$1.36

    Evolution Sage Creature — Elf Druid Normal - ~$2.19

    Fuel for the Cause Instant Normal - ~$2.61

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