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"Find me cards equivalent to: Cosmos Charger"

Equivalent cards (blue, creature, flash, and/or cost reduction, spirit/horse synergy):

  • Cosmos Charger — baseline card.
  • Spectral Adversary — Blue, Spirit, Flash, Flying, enters and phases out other permanents.
  • Slitherwisp — Flash, blue/black, costs, and Spirit synergy.
  • Aether Channeler — Blue, Spirit, has relevant instant-speed flexibility but not flash.
  • Sea Dasher Octopus — Blue, Flash, can be cast with mutate, has interaction on cards.

None have the same Foretell text reduction, but above are functionally similar for blue flash creatures with some cost synergy or spirit/horse overlap.

Found Cards

4 Results

Aether Channeler

Cosmos Charger

Slitherwisp

Spectral Adversary

Aether Channeler #42s Creature — Human Wizard

Info

Color:
Identifies:
Cost:
Rarity: Rare
Converted Cost: 3
Power/Toughness: 2/1
Types:
  • Creature
  • SubTypes:
  • Human
  • Wizard
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Rules

  • No entries
  • Prices

    Seller Price
    Cardmarket 2.01 EUR
    Manapool 1.15 USD
    Tcgplayer 1.16 USD
    Cardkingdom 1.29 USD

    Legalities

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

    Text

    When this creature enters, choose one — • Create a 1/1 white Bird creature token with flying. • Return another target nonland permanent to its owner's hand. • Draw a card.

    Cosmos Charger #51p Creature — Horse Spirit

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 4
    Power/Toughness: 3/3
    Types:
  • Creature
  • SubTypes:
  • Horse
  • Spirit
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Flash Flying Foretell

    Rules

  • Because exiling a card with foretell from your hand is a special action, you can do so any time you have priority during your turn, including in response to spells and abilities. Once you announce you’re taking the action, no other player can respond by trying to remove the card from your hand.
  • Casting a foretold card from exile follows the timing rules for that card. If you foretell an instant card, you can cast it as soon as the next player’s turn. In most cases, if you foretell a card that isn’t an instant (or doesn’t have flash), you’ll have to wait until your next turn to cast it.
  • Cosmos Charger’s third ability applies only if it’s on the battlefield. Notably, it doesn’t affect when you can foretell Cosmos Charger itself or how much you pay to do so.
  • If you control two Cosmos Chargers, you can foretell cards from your hand by paying {0}. Additional Cosmos Chargers won’t affect this cost further.
  • If you’re casting a foretold card from exile for its foretell cost, you can’t choose to cast it for any other alternative costs. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, those must be paid to cast the spell.
  • The cost reduction refers to the cost you pay as you exile the card from your hand face down, not the cost you pay as you cast the spell from exile.
  • While you control Cosmos Charger, you can foretell cards any time you have priority.
  • Prices

    Seller Price
    Cardkingdom 0.59 USD / 2.99 USD
    Tcgplayer 0.54 USD
    Manapool 0.26 USD / 0.63 USD
    Cardmarket 0.29 EUR / 0.18 EUR

    Legalities

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

    Text

    Flash Flying Foretelling cards from your hand costs less and can be done on any player's turn. Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)

    Slitherwisp #208s Creature — Elemental Nightmare

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: 3/2
    Types:
  • Creature
  • SubTypes:
  • Elemental
  • Nightmare
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flash

    Rules

  • An ability that triggers when a player casts a spell resolves before the spell that caused it to trigger. It resolves even if that spell is countered.
  • If an effect allows you to cast a spell “as though” it has flash, Slitherwisp’s last ability won’t trigger.
  • In a Two-Headed Giant game, Slitherwisp’s last ability causes the opposing team to lose 2 life and you to draw one card.
  • Players can cast spells and activate abilities after the triggered ability resolves but before the spell that caused it to trigger does.
  • Prices

    Seller Price
    Manapool 0.71 USD
    Tcgplayer 0.72 USD
    Cardmarket / 0.7 EUR 0.44 EUR
    Cardkingdom 2.49 USD

    Legalities

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

    Text

    Flash Whenever you cast another spell that has flash, you draw a card and each opponent loses 1 life.

    Spectral Adversary #77p Creature — Spirit

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 2
    Power/Toughness: 2/1
    Types:
  • Creature
  • SubTypes:
  • Spirit
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flash Flying

    Rules

  • After you pay the {1}{U} cost one or more times, a second ability triggers and you choose the targets for it. Players may respond to the new ability at that point. As that ability resolves, Spectral Adversary gets its +1/+1 counters and the target permanents phase out.
  • An attacking or blocking creature that phases out is removed from combat.
  • Any continuous effects with a "for as long as" duration ignore phased-out objects. If ignoring those objects causes the effect's conditions to no longer be met, the duration will expire. For example, phasing out Mind Flayer will cause the duration of its continuous effect ("for as long as you control Mind Flayer") to expire.
  • As a permanent phases out, Auras and Equipment attached to it also phase out at the same time. Those Auras and Equipment will phase in at the same time that permanent does, and they'll phase in still attached to that permanent.
  • Choices made for permanents as they entered the battlefield are remembered when they phase in.
  • If an opponent gains control of one of your permanents, that permanent phases out, and the duration of the control-change effect expires before it phases back in, that permanent phases in under your control as that opponent's next untap step begins. If they leave the game before their next untap step, it phases in as the next untap step begins after their turn would have begun.
  • Permanents phase back in during their controller's untap step, immediately before that player untaps their permanents. Creatures that phase in this way are able to attack and pay a cost of {T} during that turn. If a permanent had counters on it when it phased out, it will have those counters when it phases back in.
  • Permanents that are phased out are treated as though they don't exist. They can't be the target of spells or abilities, their static abilities have no effect on the game, their triggered abilities can't trigger, they can't attack or block, and so on.
  • Phasing out doesn't cause any "leaves the battlefield" abilities to trigger. Similarly, phasing in won't cause any "enters the battlefield" abilities to trigger.
  • Prices

    Seller Price
    Cardkingdom 1.99 USD / 7.99 USD
    Manapool / 0.98 USD 0.56 USD
    Cardmarket 1.41 EUR / 0.85 EUR
    Tcgplayer / 1.77 USD 0.48 USD

    Legalities

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

    Text

    Flash Flying When this creature enters, you may pay any number of times. When you pay this cost one or more times, put that many +1/+1 counters on this creature, then up to that many other target artifacts, creatures, and/or enchantments phase out.