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AI 🤖 Find me cards equivalent to: Dangerous

Cards similar to Dangerous (the green half of Armed // Dangerous) are green spells that force opponents’ creatures to block or manipulate blocking. Here are a few:

  • Taunting Elf (forces all creatures able to block it, must do so)
  • Lure (enchanted creature must be blocked by all if able)
  • Prized Unicorn (all creatures able to block it do so)

Reason: All require opponents’ creatures to block a specific creature, matching Dangerous effect.

Results:

Armed (Armed // Dangerous) #122 Sorcery

Info

Color:
Identifies:
Cost:
Rarity: Uncommon
Converted Cost: 6
Power/Toughness: /
Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Split
    Rank:

    Abilities/Keywords

    Fuse

    Rules

  • As blockers are declared, any creature that’s tapped or affected by a spell or ability that says it can’t block doesn’t block. If there’s a cost associated with having the creature block, no player is forced to pay that cost, so it doesn’t block if that cost isn’t paid.
  • Dangerous doesn’t give any creatures the ability to block the target creature. It just forces those creatures that are already able to block the creature to do so.
  • If a player names a card, the player may name either half of a split card, but not both. A split card has the chosen name if one of its two names matches the chosen name.
  • If you cast a split card with fuse from your hand without paying its mana cost, you can choose to use its fuse ability and cast both halves without paying their mana costs.
  • If you’re casting a split card with fuse from any zone other than your hand, you can’t cast both halves. You’ll only be able to cast one half or the other.
  • On the stack, a split spell that hasn’t been fused has only that half’s characteristics and mana value. The other half is treated as though it didn’t exist.
  • Some split cards with fuse have two halves that are both multicolored. That card is multicolored no matter which half is cast, or if both halves are cast. It’s also multicolored while not on the stack.
  • Some split cards with fuse have two monocolor halves of different colors. If such a card is cast as a fused split spell, the resulting spell is multicolored. If only one half is cast, the spell is the color of that half. While not on the stack, such a card is multicolored.
  • To cast a fused split spell, pay both of its mana costs. While the spell is on the stack, its mana value is the total amount of mana in both costs.
  • When a fused split spell resolves, follow the instructions of the left half first, then the instructions on the right half.
  • When resolving a fused split spell with multiple targets, treat it as you would any spell with multiple targets. If all targets are illegal when the spell tries to resolve, the spell doesn’t resolve and none of its effects happen. If at least one target is still legal at that time, the spell resolves, but an illegal target can’t perform any actions or have any actions performed on it.
  • You can choose the same object as the target of each half of a fused split spell, if appropriate.
  • Prices

    Seller Price
    Tcgplayer 0.17 USD / 0.56 USD
    Cardmarket 0.24 EUR / 0.51 EUR
    Cardsphere 0.23 USD

    Legalities

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

    Text

    Target creature gets +1/+1 and gains double strike until end of turn. Fuse (You may cast one or both halves of this card from your hand.)

    Dangerous (Armed // Dangerous) #122 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 6
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Split
    Rank:

    Abilities/Keywords

    Fuse

    Rules

  • As blockers are declared, any creature that’s tapped or affected by a spell or ability that says it can’t block doesn’t block. If there’s a cost associated with having the creature block, no player is forced to pay that cost, so it doesn’t block if that cost isn’t paid.
  • Dangerous doesn’t give any creatures the ability to block the target creature. It just forces those creatures that are already able to block the creature to do so.
  • If a player names a card, the player may name either half of a split card, but not both. A split card has the chosen name if one of its two names matches the chosen name.
  • If you cast a split card with fuse from your hand without paying its mana cost, you can choose to use its fuse ability and cast both halves without paying their mana costs.
  • If you’re casting a split card with fuse from any zone other than your hand, you can’t cast both halves. You’ll only be able to cast one half or the other.
  • On the stack, a split spell that hasn’t been fused has only that half’s characteristics and mana value. The other half is treated as though it didn’t exist.
  • Some split cards with fuse have two halves that are both multicolored. That card is multicolored no matter which half is cast, or if both halves are cast. It’s also multicolored while not on the stack.
  • Some split cards with fuse have two monocolor halves of different colors. If such a card is cast as a fused split spell, the resulting spell is multicolored. If only one half is cast, the spell is the color of that half. While not on the stack, such a card is multicolored.
  • To cast a fused split spell, pay both of its mana costs. While the spell is on the stack, its mana value is the total amount of mana in both costs.
  • When a fused split spell resolves, follow the instructions of the left half first, then the instructions on the right half.
  • When resolving a fused split spell with multiple targets, treat it as you would any spell with multiple targets. If all targets are illegal when the spell tries to resolve, the spell doesn’t resolve and none of its effects happen. If at least one target is still legal at that time, the spell resolves, but an illegal target can’t perform any actions or have any actions performed on it.
  • You can choose the same object as the target of each half of a fused split spell, if appropriate.
  • Prices

    Seller Price
    Tcgplayer 0.17 USD / 0.56 USD
    Cardmarket 0.24 EUR / 0.51 EUR
    Cardsphere 0.23 USD

    Legalities

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

    Text

    All creatures able to block target creature this turn do so. Fuse (You may cast one or both halves of this card from your hand.)

    Lure #211 Enchantment — Aura

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
  • Aura
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Enchant

    Rules

  • As blockers are declared, any creature that’s tapped or affected by a spell or ability that says it can’t block doesn’t block. If there’s a cost associated with having the creature block, no player is forced to pay that cost, so it doesn’t block if that cost isn’t paid.
  • Lure doesn’t give any creatures the ability to block the target creature. It just forces those creatures that are already able to block the creature to do so.
  • Prices

    Seller Price
    Tcgplayer 54.15 USD
    Cardmarket 65.6 EUR
    Cardsphere 79.84 USD

    Legalities

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

    Text

    Enchant creature All creatures able to block enchanted creature do so.

    Prized Unicorn #287 Creature — Unicorn

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 4
    Power/Toughness: 2/2
    Types:
  • Creature
  • SubTypes:
  • Unicorn
  • Languages:
    Layout:
    Normal
    Rank:

    Rules

  • If a creature the defending player controls can’t block Prized Unicorn for any reason (such as being tapped), then it doesn’t block Prized Unicorn. If there’s a cost associated with having a creature block Prized Unicorn, the defending player isn’t forced to pay that cost, so it doesn’t have to block.
  • If more than one Prized Unicorn is attacking, creatures that could block must block one Prized Unicorn, but they don’t all have to block the same Prized Unicorn.
  • Prices

    Seller Price
    Tcgplayer 0.21 USD
    Cardmarket 0.23 EUR / 0.02 EUR
    Cardkingdom 0.35 USD
    Cardsphere 0.23 USD

    Legalities

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

    Text

    All creatures able to block this creature do so.

    Taunting Elf #122 Creature — Elf

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 1
    Power/Toughness: 0/1
    Types:
  • Creature
  • SubTypes:
  • Elf
  • Languages:
    Layout:
    Normal
    Rank:

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.32 USD / 6.21 USD
    Cardmarket 0.22 EUR / 6.6 EUR
    Cardkingdom 0.35 USD / 7.99 USD
    Cardsphere 0.29 USD

    Legalities

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

    Text

    All creatures able to block this creature do so.

    Armed Sorcery Split - ~$0.34

    Lure Enchantment — Aura Normal - ~$66.53

    Prized Unicorn Creature — Unicorn Normal - ~$0.21

    Taunting Elf Creature — Elf Normal - ~$3.14

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