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"Find me cards equivalent to: Enchantment Alteration"

Cards equivalent to Enchantment Alteration (Instant, Blue, Aura-move effect):

  • Enchantment Alteration itself
  • Aura Graft — Blue instant, can move an Aura from a creature to another creature.
  • Clever Concealment — While not the same, it can phase out any number of nonland permanents, providing protection but not moving Auras.
  • Simic Charm (mode: return target creature to its owner's hand) — Can save a creature from an Aura, but not reattach.

Closest true equivalent in blue is Aura Graft. There are very few direct equivalents because the effect is rare.

Found Cards

4 Results

Aura Graft

Clever Concealment

Enchantment Alteration

Simic Charm

Aura Graft #62 Instant

Info

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

    Rules

  • If there is no legal place to move the enchantment, then it doesn’t move but you still control it.
  • Aura Graft’s effect has no duration. You’ll retain control of the Aura until the game ends, the Aura leaves the battlefield, or an effect causes someone else to gain control of the Aura.
  • You can target an Aura you already control just to move that Aura to a new permanent.
  • Prices

    Seller Price
    Manapool / 1.71 USD 0.15 USD
    Cardkingdom / 3.99 USD 0.35 USD
    Cardmarket 0.13 EUR / 1.8 EUR
    Tcgplayer / 1.42 USD 0.22 USD

    Legalities

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

    Text

    Gain control of target Aura that's attached to a permanent. Attach it to another permanent it can enchant.

    Clever Concealment #125 Instant

    Info

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

    Abilities/Keywords

    Convoke

    Rules

  • An attacking or blocking creature that phases out is removed from combat.
  • Any continuous effects with a "for as long as" duration, such as that of Mind Flayer, ignore phased-out objects. If ignoring those objects causes the effect's conditions to no longer be met, the duration will expire.
  • As a permanent is phased 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.
  • 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.
  • Phased out permanents 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 permanents to leave or re-enter the battlefield, so no "leaves the battlefield" or "enters the battlefield" abilities will trigger.
  • Because convoke isn't an alternative cost, it can be used in conjunction with alternative costs.
  • If a creature you control has a mana ability with {T} in the cost, activating that ability while casting a spell with convoke will result in the creature being tapped before you pay the spell's costs. You won't be able to tap it again for convoke. Similarly, if you sacrifice a creature to activate a mana ability while casting a spell with convoke, that creature won't be on the battlefield when you pay the spell's costs, so you won't be able to tap it for convoke.
  • Tapping a multicolored creature using convoke will pay for {1} or one mana of your choice of any of that creature's colors.
  • Tapping an untapped creature that's attacking or blocking to convoke a spell won't cause that creature to stop attacking or blocking.
  • When calculating a spell's total cost, include any alternative costs, additional costs, or anything else that increases or reduces the cost to cast the spell. Convoke applies after the total cost is calculated. Convoke doesn't change a spell's mana cost or mana value.
  • You can tap any untapped creature you control to convoke a spell, even one you haven't controlled continuously since the beginning of your most recent turn.
  • Prices

    Seller Price
    Tcgplayer / 7.01 USD 5.27 USD
    Manapool / 6.46 USD 3.68 USD
    Cardmarket 4.69 EUR
    Cardkingdom 6.49 USD

    Legalities

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

    Text

    Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for or one mana of that creature's color.) Any number of target nonland permanents you control phase out. (Treat them and anything attached to them as though they don't exist until your next turn.)

    Enchantment Alteration #72 Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 1
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • If you change this card’s target, you can change which Aura is targeted, but you can’t choose where that Aura will be moved.
  • Only targets the Aura and not either of the things the Aura may be on.
  • Prices

    Seller Price
    Cardmarket 0.34 EUR
    Cardkingdom 0.35 USD
    Manapool 0.15 USD
    Tcgplayer 0.3 USD

    Legalities

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

    Text

    Attach target Aura attached to a creature or land to another permanent of that type.

    Simic Charm #10 Instant

    Info

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

    Rules

  • If you choose the second mode, only permanents you control when Simic Charm resolves will gain hexproof. Permanents that come under your control later that turn will not.
  • Prices

    Seller Price

    Legalities

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

    Text

    Choose one — • Target creature gets +3/+3 until end of turn. • Permanents you control gain hexproof until end of turn. • Return target creature to its owner's hand.