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"Find me cards equivalent to: Dismiss into Dream"

Equivalent cards to Dismiss into Dream with similar color and effect are rare, but here are some related options (all blue enchantments):

  • Arcane Laboratory (Restricts spells, blue control, enchantment)
  • Confounding Conundrum (Taxing effect, blue, enchantment)
  • Guile (Blue, difficult to target/affect opponent’s creatures, enchantment)
  • Dismiss into Dream (your searched card)
  • Imprisoned in the Moon (Blue, enchantment that changes creature type but is single-target)
  • Overwhelming Splendor (White/Blue, but very different—note: not pure blue)

There is no other blue enchantment that gives all opponent creatures the Illusion type and the same sacrifice-on-target ability. Dismiss into Dream is unique in mono-blue for that exact effect.

Found Cards

6 Results

Arcane Laboratory

Confounding Conundrum

Dismiss into Dream

Guile

Imprisoned in the Moon

Overwhelming Splendor

Arcane Laboratory #60 Enchantment

Info

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

    Rules

  • If a spell is countered, it still counts as the one spell cast.
  • When Arcane Laboratory enters, it will look back over the turn to see if any spell was cast before it entered the battlefield. It will notice itself being cast.
  • When it leaves the battlefield, the effect ends and all players are able to cast spells unrestricted again.
  • Prices

    Seller Price
    Cardmarket 1.28 EUR
    Tcgplayer 1.26 USD
    Manapool 0.9 USD
    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

    Each player can't cast more than one spell each turn.

    Confounding Conundrum #53p Enchantment

    Info

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

    Rules

  • If an opponent has had no lands enter under their control and then two or more lands enter at the same time, Confounding Conundrum's second ability triggers for each of those lands.
  • The player may return any land they control to its owner's hand, not just one of those that entered this turn.
  • Prices

    Seller Price
    Cardkingdom / 0.99 USD 0.59 USD
    Cardmarket 0.11 EUR / 0.22 EUR
    Tcgplayer / 1.03 USD 0.49 USD
    Manapool / 0.67 USD 0.46 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 enchantment enters, draw a card. Whenever a land an opponent controls enters, if that player had another land enter the battlefield under their control this turn, they return a land they control to its owner's hand.

    Dismiss into Dream #50 Enchantment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 7
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • No entries
  • Prices

    Seller Price
    Manapool 0.45 USD / 3.06 USD
    Tcgplayer 0.69 USD / 3.46 USD
    Cardkingdom 0.99 USD / 4.99 USD
    Cardmarket / 3.44 EUR 0.95 EUR

    Legalities

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

    Text

    Each creature your opponents control is an Illusion in addition to its other types and has "When this creature becomes the target of a spell or ability,sacrificeit."

    Guile #69 Creature — Elemental Incarnation

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 6
    Power/Toughness: 6/6
    Types:
  • Creature
  • SubTypes:
  • Elemental
  • Incarnation
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • A spell exiled this way was never actually countered.
  • Although this ability triggers when the Incarnation is put into a graveyard from the battlefield, it doesn't *specifically* trigger on leaving the battlefield, so it doesn't behave like other leaves-the-battlefield abilities. The ability will trigger from the graveyard.
  • Exiling the spell is mandatory. Casting it is not.
  • Guile's second ability replaces "counter [a certain spell]" with "exile [a certain spell] and you may cast it without paying its mana cost." You have the option to cast it immediately upon its exile. If you choose not to, it remains exiled and you don't get another chance to cast it. If the spell or ability that tried to counter the spell has additional effects, it then continues to resolve.
  • If a spell or ability you control attempts to counter a spell that can't be countered, it doesn't. Since the spell wouldn't be countered, Guile's ability has no effect on it. The spell will continue to resolve normally.
  • If the Incarnation had lost this ability while on the battlefield (due to Lignify, for example) and then was destroyed, the ability would still trigger and it would get shuffled into its owner's library. However, if the Incarnation lost this ability when it was put into the graveyard (due to Yixlid Jailer, for example), the ability wouldn't trigger and the Incarnation would remain in the graveyard.
  • If the Incarnation is removed from the graveyard after the ability triggers but before it resolves, it will remain in its new zone when its owner shuffles their library. Similarly, if a replacement effect has the Incarnation move to a different zone instead of being put into the graveyard, the ability won't trigger at all.
  • The last ability triggers when the Incarnation is put into its owner's graveyard from any zone, not just from on the battlefield.
  • Prices

    Seller Price
    Manapool / 14.36 USD 0.68 USD
    Cardkingdom 1.49 USD
    Tcgplayer / 17.66 USD 0.96 USD
    Cardmarket 0.56 EUR / 4.12 EUR

    Legalities

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

    Text

    This creature can't be blocked except by three or more creatures. If a spell or ability you control wouldcountera spell, instead exile that spell and you may play that card without paying its mana cost. When Guile is put into a graveyard from anywhere,shuffleit into its owner's library.

    Imprisoned in the Moon #14 Enchantment — Aura

    Info

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

    Abilities/Keywords

    Enchant

    Rules

  • At the time the permanent becomes enchanted, Imprisoned in the Moon causes it to lose all abilities except the noted mana ability. Any abilities the permanent gains after that point will work normally.
  • Becoming a land may cause other Auras to become illegally attached. These are put into their owner's graveyard, and any Equipment attached to the land become unattached and remain on the battlefield. Counters on the land remain on it even if they don't do anything.
  • If the enchanted permanent is a land and has land types, it retains those types even though it loses any intrinsic mana abilities associated with them. For example, a Plains enchanted by Imprisoned in the Moon is still a Plains, but it can't tap for {W}, only for {C}.
  • If you remove Imprisoned in the Moon from a planeswalker after tapping it for mana, you can still activate a loyalty ability of that planeswalker even though it's tapped.
  • The permanent will keep any supertypes it previously had. Notably, if Imprisoned in the Moon is enchanting a legendary permanent, that permanent will continue to be legendary.
  • Prices

    Seller Price
    Tcgplayer / 4.37 USD 2.19 USD
    Manapool 2.24 USD / 2.39 USD
    Cardmarket / 1.92 EUR 0.74 EUR
    Cardkingdom 1.99 USD / 4.49 USD

    Legalities

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

    Text

    Enchant creature, land, or planeswalker Enchanted permanent is a colorless land with ": Add " and loses all other card types and abilities.

    Overwhelming Splendor #19 Enchantment — Aura Curse

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 8
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
  • Aura
  • Curse
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Enchant

    Rules

  • Activated abilities contain a colon. They're generally written "[Cost]: [Effect]." Some keyword abilities (such as equip and eternalize) are activated abilities and will have colons in their reminder text. Triggered abilities (starting with "when," "whenever," or "at") of noncreature permanents are unaffected by the last ability of Overwhelming Splendor.
  • An activated mana ability is one that produces mana as it resolves, not one that costs mana to activate. A loyalty ability is an ability of a planeswalker whose cost specifies how many loyalty counters to give or remove.
  • Effects that modify a creature's power and/or toughness, such as the effect of Titanic Growth, will apply to the creatures no matter when they started to take effect. The same is true for any counters that change their power and/or toughness.
  • If Overwhelming Splendor leaves the battlefield at the same time as a creature enchanted player controls, any "when [this creature] [dies or leaves the battlefield]" abilities of that creature won't trigger.
  • If a noncreature permanent becomes a creature, it will lose all abilities it has. However, if the effect that makes that permanent a creature grants it an ability, it will continue to have that ability. For example, the enchanted player's Riddleform will have flying once it becomes a creature.
  • If an effect grants a creature an ability after Overwhelming Splendor has become attached to its controller, that creature won't lose that ability.
  • Overwhelming Splendor overwrites all previous effects that set a creature's base power and toughness to specific values. Any power- or toughness-setting effects that start to apply to a creature after Overwhelming Splendor becomes attached to its controller will overwrite this effect. For example, the enchanted player's Riddleform will become a 3/3 creature if player casts a noncreature spell.
  • While the enchanted player can still activate mana abilities and loyalty abilities, creatures that player controls won't normally have any of those abilities to be activated.
  • If a creature enters the battlefield under enchanted player's control, any "when [this creature] enters the battlefield" abilities of that creature won't trigger. Any "as [this creature] enters the battlefield" or "[this creature] enters the battlefield with" abilities won't be applied.
  • Prices

    Seller Price
    Cardkingdom / 13.99 USD 7.49 USD
    Tcgplayer / 13.63 USD 6.29 USD
    Manapool / 9.84 USD 5.26 USD
    Cardmarket 4.04 EUR / 8.8 EUR

    Legalities

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

    Text

    Enchant player Creatures enchanted player controls lose all abilities and have base power and toughness 1/1. Enchanted player can't activate abilities that aren't mana abilities or loyalty abilities.