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"Find me cards equivalent to: Demonic Rising"

Equivalent cards to Demonic Rising (Enchantment, black, creates tokens under specific conditions) include:
1. Demonic Rising (reference)
2. Dreadhorde Invasion – Black enchantment. Makes zombie tokens and has a similar end step trigger.
3. No Rest for the Wicked – Black enchantment, interacts with creature deaths for return, not token creation, but similar flavor.
4. Awakening Zone – Not black (green), but a similar ongoing token producer for reference.

Note: There are very few black enchantments that create creature tokens conditionally and specifically at end step like Demonic Rising. The closest in mechanical function in black is Dreadhorde Invasion, though it creates zombies, not demons, and does so with slightly different restrictions.

Found Cards

4 Results

Awakening Zone

Demonic Rising

Dreadhorde Invasion

No Rest for the Wicked

Awakening Zone #262 Enchantment

Info

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

    Rules

  • No entries
  • Prices

    Seller Price
    Cardkingdom 0.59 USD
    Tcgplayer 0.36 USD
    Cardmarket 0.37 EUR
    Manapool 0.29 USD

    Legalities

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

    Text

    At the beginning of your upkeep, you may create a 0/1 colorless Eldrazi Spawn creature token. It has "Sacrifice this token: Add ."

    Demonic Rising #94 Enchantment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 5
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Rules

  • Although you must control exactly one creature both when the ability would trigger and when it would resolve in order for the ability to create the Demon token, that creature doesn’t have to be the same one both times. For example, if the ability triggers, then you lose control of your one creature before it resolves, you can cast a creature with flash to make sure you control exactly one creature when the ability resolves.
  • If you control zero creatures or more than one creature at the beginning of your end step, the ability won’t trigger. If you control zero creatures or more than one creature when the ability resolves, it will do nothing.
  • Prices

    Seller Price
    Cardkingdom 0.49 USD / 0.49 USD
    Tcgplayer / 0.72 USD 0.19 USD
    Cardmarket / 0.65 EUR 0.2 EUR
    Manapool 0.15 USD / 0.26 USD

    Legalities

    Alchemy Brawl Commander Competitivebrawl 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 control exactly one creature, create a 5/5 black Demon creature token with flying.

    Dreadhorde Invasion #48 Enchantment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Amass

    Rules

  • If the token's power changes later in the turn after it has attacked, including while Dreadhorde Invasion's second ability is on the stack, it won't cause the token to gain or lose lifelink.
  • The power of the Zombie token is checked only immediately after it attacks. Any other abilities that trigger when creatures you control attack won't have resolved yet.
  • Amass Orcs works the same way, except you create a 0/0 black Orc Army creature token if you don't control an Army. If the Army creature you chose isn't already an Orc, it becomes an Orc in addition to its other types. By combining cards with amass Orcs and amass Zombies, you can end up with an Orc Zombie Army.
  • Amass abilities are now written as "amass [subtype] N." Previous cards with amass have received errata to say "amass Zombies N."
  • If you don't control an Army, the Zombie Army token you create enters the battlefield as a 0/0 creature before receiving counters. Any abilities that trigger when a creature with a certain power enters the battlefield, such as that of Mentor of the Meek, will see the token enter as a 0/0 creature before it gets +1/+1 counters.
  • In the rare case that you control multiple Army creatures (perhaps because you played a creature with changeling) while you amass Zombies, you choose which of your Army creatures to put the +1/+1 counters on. If that creature isn't a Zombie, it becomes a Zombie in addition to its other types.
  • Some cards refer to the "amassed Army." That means the Army creature you chose to receive counters, even if no counters were placed on it for some reason.
  • Some cards that cause you to amass Zombies also provide bonuses to "Zombie tokens." These affect any token that happens to be a Zombie, not just a Zombie Army you've amassed.
  • To amass Zombies N, if you don't control an Army creature, create a 0/0 black Zombie Army creature token. Then you choose an Army creature you control and put N +1/+1 counters on it. If that Army isn't already a Zombie, it becomes a Zombie in addition to its other types.
  • Prices

    Seller Price
    Tcgplayer 0.31 USD
    Cardmarket 0.2 EUR
    Manapool 0.15 USD
    Cardkingdom 0.49 USD

    Legalities

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

    Text

    At the beginning of your upkeep, you lose 1 life and amass Zombies 1. (Put a +1/+1counteron an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.) Whenever a Zombie token you control with power 6 or greater attacks, it gains lifelink until end of turn.

    No Rest for the Wicked #142 Enchantment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • If you sacrifice No Rest for the Wicked on the same turn you cast it, all creature cards that were put into your graveyard from the battlefield that turn will be returned to your hand, including any that were put into your graveyard before No Rest for the Wicked entered the battlefield.
  • It doesn’t matter who controlled the creature cards when they were on the battlefield. As long as they were put into your graveyard, you get to put them into your hand.
  • Prices

    Seller Price
    Cardkingdom 0.35 USD
    Cardmarket 0.48 EUR
    Manapool 0.25 USD
    Tcgplayer 0.47 USD

    Legalities

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

    Text

    Sacrifice this enchantment: Return to your hand all creature cards in your graveyard that were put there from the battlefield this turn.