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"Find me cards equivalent to: Ensnared by the Mara"

Closest equivalents in mono-red (R) and Sorcery type are:
1. Burning Inquiry — Randomizes cards but not villainous choice or free casts.
2. Dreadbore — Not relevant; it's removal, not deck or damage based.
3. Risk Factor — Opponent chooses between taking damage or letting you draw cards (villainous choice mechanic).
4. Browbeat — Opponent chooses between damage or letting you draw (villainous choice).
5. Shatter the Sky — Not red, so not equivalent.

Most equivalent: Risk Factor and Browbeat are the closest to Ensnared by the Mara due to giving opponents a choice regarding damage or another game resource, though they do not involve exiling/casting from opponents' libraries. No existing red sorcery exactly lets you cast from opponents’ libraries like Ensnared by the Mara.

Summary:

  • Ensnared by the Mara (searched for)
  • Risk Factor
  • Browbeat

Reason: Closest equivalents in mono-red sorceries with a villainous choice involving damage or another resource.

Found Cards

6 Results

Browbeat

Burning Inquiry

Dreadbore

Ensnared by the Mara

Risk Factor

Shatter the Sky

Browbeat #56 Sorcery

Info

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

    Rules

  • No entries
  • Prices

    Seller Price
    Cardmarket / 2 EUR 0.46 EUR
    Cardkingdom 0.99 USD / 4.99 USD
    Manapool / 2.07 USD 0.18 USD
    Tcgplayer / 2.79 USD 0.42 USD

    Legalities

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

    Text

    Any player may have Browbeat deal 5 damage to them. If no one does, target player draws three cards.

    Burning Inquiry #128 Sorcery

    Info

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

    Rules

  • Each player must discard three cards, even a player that (for some reason) didn’t actually draw three cards.
  • First the player whose turn it is draws three cards, then each other player in turn order does so. Then the active player randomly chooses the three cards they will discard, then each other player in turn order does so. Then all the cards are discarded at the same time.
  • Prices

    Seller Price
    Cardkingdom / 17.99 USD 4.49 USD
    Cardmarket / 8.6 EUR 3.3 EUR
    Manapool 2.08 USD / 4.35 USD
    Tcgplayer / 15.98 USD 2.46 USD

    Legalities

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

    Text

    Each player draws three cards, then discards three cards at random.

    Dreadbore #365z Sorcery

    Info

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

    Rules

  • No entries
  • 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

    Destroy target creature or planeswalker.

    Ensnared by the Mara #975 Sorcery

    Info

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

    Rules

  • A player facing a villainous choice can always choose either option, even if one or both of the options are impossible. For example, if one of the options is to sacrifice a creature, a player who controls no creatures can still choose that option.
  • If a spell or ability requires multiple players to face a villainous choice, the result is a little different from other effects in Magic. In that case, the first player in turn order makes their choice and the action for that choice is performed before the next player makes their choice. Then each of the remaining players repeat this process in turn order.
  • The opponent chooses whether to exile cards from the top of their library until they exile a nonland card or to exile the top four cards of their library. They don't choose whether you cast the cards exiled by the first option.
  • When a player faces a villainous choice, they first choose one of the two options, then all actions in the chosen option are performed.
  • Prices

    Seller Price
    Cardmarket 10.81 EUR
    Tcgplayer 15.47 USD
    Cardkingdom 13.99 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 opponent faces a villainous choice — They exile cards from the top of their library until they exile a nonland card, then you may cast that card without paying its mana cost, or that player exiles the top four cards of their library and Ensnared by the Mara deals damage equal to the total mana value of those exiled cards to that player.

    Risk Factor #113p Instant

    Info

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

    Abilities/Keywords

    Rules

  • A spell cast using jump-start will always be exiled afterward, whether it resolves, it's countered, or it leaves the stack in some other way.
  • If a card with jump-start is put into your graveyard during your turn, you'll be able to cast it right away if it's legal to do so, before an opponent can take any actions.
  • If an effect allows you to pay an alternative cost rather than a spell's mana cost, you may pay that alternative cost when you jump-start a spell. You'll still discard a card as an additional cost to cast it.
  • If the target player is an illegal target by the time Risk Factor tries to resolve, the spell doesn't resolve. You don't draw three cards.
  • You must still follow any timing restrictions and permissions when casting a spell with jump-start, including those based on the card's type. For instance, you can cast a sorcery using jump-start only when you could normally cast a sorcery.
  • Prices

    Seller Price
    Cardmarket 0.85 EUR / 0.99 EUR
    Manapool 1.2 USD / 1.5 USD
    Cardkingdom 1.49 USD / 3.99 USD
    Tcgplayer / 1.21 USD 1.14 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 opponent may have Risk Factor deal 4 damage to them. If that player doesn't, you draw three cards. Jump-start (You may cast this card from your graveyard by discarding a card in addition to paying its other costs. Then exile this card.)

    Shatter the Sky #66 Sorcery

    Info

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

    Rules

  • No player may take any actions between the time each qualifying player draws a card and the time all creatures are destroyed.
  • Shatter the Sky destroys all creatures, even if no player draws a card.
  • Prices

    Seller Price
    Cardmarket 0.16 EUR
    Cardkingdom 0.49 USD
    Manapool 0.15 USD
    Tcgplayer 0.27 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 who controls a creature with power 4 or greater draws a card. Thendestroyall creatures.