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5 Cards Found

AI 🤖 Find me cards equivalent to: Eureka

Equivalent cards to Eureka in color (green) that cheat permanents into play:

  • Hypergenesis — Similar effect, both allow free permanent drops.
  • Show and Tell (blue/green in strategy, but note it’s blue) — Both players put permanents into play.
  • Selvala's Stampede — Lets you put multiple permanents from hand into play.
  • Defense of the Heart — Cheats big creatures from deck to battlefield.


Reason: These cards allow you to bypass normal casting costs for permanents, like Eureka.

Results:

Defense of the Heart #100 Enchantment

Info

Color:
Identifies:
Cost:
Rarity: Mythic
Converted Cost: 4
Power/Toughness: /
Types:
  • Enchantment
  • SubTypes:
    Languages:
    EDH Bracket Attr:
    Tutors
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Defense of the Heart's ability will check if an opponent controls three or more creatures as your upkeep begins. If none of them do, the ability won't trigger at all. If an opponent does, the ability will check again as it tries to resolve. If none of your opponents control three or more creatures at that point, the ability won't do anything. The opponent that controls three or more creatures as the ability resolves doesn't have to be the same opponent that controlled three or more creatures as it triggered.
  • If Defense of the Heart leaves the battlefield while its triggered ability is on the stack, the ability will still resolve as normal.
  • Prices

    Seller Price
    Tcgplayer 121.18 USD
    Cardmarket 64.76 EUR

    Legalities

    Alchemy Brawl Commander 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, if an opponent controls three or more creatures,sacrificethis enchantment, search your library for up to two creature cards, put those cards onto the battlefield, thenshuffle

    Eureka #208 Sorcery

    Info

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

    Rules

  • If the card has an X in its mana cost, treat X as zero.
  • In a game of N players, the process ends when all N players in sequence (starting with you) choose not to put a card onto the battlefield. It doesn’t end the first time a player chooses not to put a card onto the battlefield. If a player chooses not to put a card onto the battlefield but the process continues, that player may put a card onto the battlefield the next time the process gets around to them.
  • The cards are put onto the battlefield and will not trigger effects which trigger on such cards being “cast” or “played”.
  • Anything that triggers during the resolution of this will wait to be put on the stack until everything is put onto the battlefield and resolution is complete. The player whose turn it is will put all of their triggered abilities on the stack in any order, then each other player in turn order will do the same. (The last ability put on the stack will be the first one that resolves.)
  • A “permanent card” is a card that would be a permanent once it’s on the battlefield. Specifically, it’s an artifact, creature, enchantment, land, or planeswalker card.
  • 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

    Starting with you, each player may put a permanent card from their hand onto the battlefield. Repeat this process until no one puts a card onto the battlefield.

    Hypergenesis #210 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 0
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Suspend

    Rules

  • Anything that triggers during the resolution of this will wait to be put on the stack until everything is put onto the battlefield and resolution is complete. The player whose turn it is will put all of their triggered abilities on the stack in any order, then each other player in turn order will do the same. (The last ability put on the stack will be the first one that resolves.)
  • Although originally printed with a characteristic-defining ability that defined its color, this card now has a color indicator. This color indicator can't be affected by text-changing effects (such as the one created by Crystal Spray), although color-changing effects can still overwrite it.
  • If a player chooses not to put a card onto the battlefield but the process repeats, that player may put a card onto the battlefield the next time the process gets around to them.
  • The permanents enter the battlefield sequentially. This means that ones put onto the battlefield earlier may affect how later ones enter and later ones may cause triggered abilities of earlier ones to trigger, but not vice versa.
  • The process ends when all players (starting with you) choose not to put a card onto the battlefield during one loop of the process. It doesn't end the first time one player chooses not to put a card onto the battlefield.
  • A card with no mana cost can't be cast normally; you'll need a way to cast it for an alternative cost or without paying its mana cost, such as by suspending it.
  • Cards exiled with suspend are exiled face up.
  • Due to a recent rules change to suspend, you are no longer required to cast the suspended card as the second triggered ability of suspend resolves. Instead, as the second triggered ability resolves, you may cast the card. Timing permissions based on the card's type are ignored. If you don't cast the card, it remains exiled with no time counters on it, and it's no longer suspended.
  • Exiling a card with suspend isn't casting that card. This action doesn't use the stack and can't be responded to.
  • If a card with no mana cost is given an alternative cost equal to its mana cost (by Snapcaster Mage, for example), that cost cannot be paid and the card cannot be cast this way.
  • If an effect refers to a "suspended card," that means a card that (1) has suspend, (2) is in exile, and (3) has one or more time counters on it.
  • If the card has {X} in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
  • If the first triggered ability of suspend (the one that removes time counters) is countered, no time counter is removed. The ability will trigger again at the beginning of the card's owner's next upkeep.
  • If the second triggered ability is countered, the card can't be cast. It remains exiled with no time counters on it, and it's no longer suspended.
  • If the spell requires any targets, those targets are chosen when the spell is finally cast, not when it's exiled.
  • If you cast a card "without paying its mana cost," such as with suspend, you can't choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, you must pay those if you want to cast the card.
  • Suspend is a keyword that represents three abilities. The first is a static ability that allows you to exile the card from your hand with the specified number of time counters (the number before the dash) on it by paying its suspend cost (listed after the dash). The second is a triggered ability that removes a time counter from the suspended card at the beginning of each of your upkeeps. The third is a triggered ability that gives you the option to cast the card when the last time counter is removed.
  • The mana value of a spell cast without paying its mana cost is determined by its mana cost, even though that cost wasn't paid.
  • When the last time counter is removed, the second triggered ability of suspend (the one that lets you cast the card) triggers. It doesn't matter why the last time counter was removed or what effect removed it.
  • You can exile a card in your hand using suspend any time you could cast that card. Consider its card type, any effects that modify when you could cast it (such as flash) and any other effects that stop you from casting it (such as from Meddling Mage's ability) to determine if and when you can do this. Whether you could actually complete all steps in casting the card is irrelevant. For example, you can exile a card with suspend that has no mana cost or that requires a target even if no legal targets are available at that time.
  • Prices

    Seller Price
    Tcgplayer 1.52 USD / 2.61 USD
    Cardmarket 0.66 EUR / 1.97 EUR
    Cardkingdom 0.99 USD / 4.49 USD
    Cardsphere 1.34 USD
    Manapool 0.92 USD 3.23 USD 12.49 USD

    Legalities

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

    Text

    Suspend 3— Starting with you, each player may put an artifact, creature, enchantment, or land card from their hand onto the battlefield. Repeat this process until no one puts a card onto the battlefield.

    Selvala's Stampede #269 Sorcery

    Info

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

    Abilities/Keywords

    Rules

  • Any abilities that trigger because of any of those cards entering the battlefield are put onto the stack at the same time, after Selvala’s Stampede finishes resolving. You choose the order that abilities you control go on the stack, followed by each other player in turn order choosing the order for abilities they control. The last ability to be put on the stack will resolve first.
  • Because the votes are made in turn order, each player will know the votes of players who voted beforehand.
  • If a creature with an enters-the-battlefield council’s dilemma ability leaves the battlefield before that ability resolves, players can still vote for any option that would put +1/+1 counters on that creature, even though—or perhaps especially because—those votes won’t generate an effect.
  • No player votes until the spell or ability resolves. Any responses to that spell or ability must be made without knowing the outcome of the vote.
  • Players can’t do anything between voting and finishing the resolution of the spell or ability that included the vote.
  • The creature cards revealed for the wild votes all enter the battlefield at the same time, followed by the permanent cards put onto the battlefield from your hand for the free votes.
  • The effects of each council’s dilemma ability happen in the stated order. First the vote occurs, then the first effect, and finally the second effect.
  • Unlike the will of the council cards from the original Conspiracy set, where a majority of votes determined what happened, each vote made for a council’s dilemma card adds to the ultimate effect.
  • You must vote for one of the available options. You can’t abstain.
  • Prices

    Seller Price
    Tcgplayer 0.92 USD
    Cardmarket 0.92 EUR
    Cardkingdom 0.69 USD
    Cardsphere 0.79 USD
    Manapool 0.92 USD 3.23 USD 12.49 USD

    Legalities

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

    Text

    Council's dilemma — Starting with you, each player votes for wild or free. Reveal cards from the top of your library until you reveal a creature card for each wild vote. Put those creature cards onto the battlefield, thenshufflethe rest into your library. You may put a permanent card from your hand onto the battlefield for each free vote.

    Show and Tell #21 Sorcery

    Info

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

    Rules

  • If the cards being put onto the battlefield also require choices, those choices are made after all players choose their card. The active player makes choices for their card (if any), then the other players (if any) in turn order.
  • Players choose cards during resolution, not announcement.
  • The current player chooses first, then each other player chooses in turn order. A player does not have to reveal the chosen card, so long as it is clear *which* card was chosen. After all choices are made, the cards are put onto the battlefield simultaneously.
  • Prices

    Seller Price
    Tcgplayer 9.27 USD / 20.6 USD
    Cardmarket 9.92 EUR / 25.15 EUR
    Cardkingdom 15.99 USD / 24.99 USD
    Cardsphere 8.87 USD
    Manapool 0.92 USD 3.23 USD 12.49 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 may put an artifact, creature, enchantment, or land card from their hand onto the battlefield.

    Defense of the Heart Enchantment Normal - ~$92.97

    Eureka Sorcery Normal

    Hypergenesis Sorcery Normal - ~$3.02

    Selvala's Stampede Sorcery Normal - ~$2.85

    Show and Tell Sorcery Normal - ~$13.14

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