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"Find me cards equivalent to: Everlasting Torment"

Equivalent or similar Enchantment cards in black or red that affect life gain, damage prevention, or wither are:

  • Everlasting Torment (your searched card)
  • Rain of Gore — Red/Black, makes it so if players would gain life, they lose that much life instead.
  • Sulfuric Vortex — Red, players can't gain life.
  • Sulfuras Springs — Not an enchantment, but Rampaging Ferocidon (red) stops life gain (creature, but similar effect).
  • Wound Reflection — Black, doubles life loss but not exactly the same.
  • Archfiend of Depravity — Black, not an enchantment but similar oppressive effect.
  • Leyline of Punishment — Red, players can't gain life, damage can't be prevented.
  • Curiosity — Blue, not relevant (not black/red).

No other enchantments grant global wither; for life gain and damage prevention, Leyline of Punishment is closest. Rain of Gore affects life gain similarly but not damage prevention or wither.

Closest matches:

  • Leyline of Punishment
  • Rain of Gore
  • Sulfuric Vortex (red only)


Reason:
No enchantment does all three, but these are the most similar in both color and function.

Found Cards

8 Results

Archfiend of Depravity

Curiosity

Everlasting Torment

Leyline of Punishment

Rain of Gore

Rampaging Ferocidon

Sulfuric Vortex

Wound Reflection

Archfiend of Depravity #62s Creature — Demon

Info

Color:
Identifies:
Cost:
Rarity: Rare
Converted Cost: 5
Power/Toughness: 5/4
Types:
  • Creature
  • SubTypes:
  • Demon
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flying

    Rules

  • The opponent chooses which creatures to spare, if any, as the ability resolves. This choice doesn't target the creatures.
  • The opponent may choose to spare one or no creatures. If the player doesn't choose any creatures, they will sacrifice all creatures they control.
  • Prices

    Seller Price
    Cardmarket 10.08 EUR / 10.37 EUR
    Cardkingdom 5.49 USD
    Manapool 7.2 USD
    Tcgplayer 6.92 USD

    Legalities

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

    Text

    Flying At the beginning of each opponent's end step, that player chooses up to two creatures they control, then sacrifices the rest.

    Curiosity #403 Enchantment — Aura

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 1
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
  • Aura
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Enchant

    Rules

  • "You" refers to the controller of Curiosity, which may be different from the controller of the enchanted creature. "An opponent" refers to an opponent of Curiosity's controller.
  • Any damage dealt by the enchanted creature to an opponent will cause Curiosity to trigger, not just combat damage.
  • Curiosity doesn't trigger if the enchanted creature deals damage to a planeswalker or to a battle.
  • If you control Curiosity and it's enchanting an opponent's creature, you won't draw a card when that creature deals damage to you. The creature has to deal damage to one of your opponents for the ability to trigger.
  • You draw one card each time the enchanted creature deals damage to an opponent, no matter how much damage it deals.
  • Prices

    Seller Price
    Cardkingdom 17.99 USD
    Cardmarket 22.96 EUR
    Tcgplayer 23.06 USD
    Manapool 25.83 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 Whenever enchanted creature deals damage to an opponent, you may draw a card.

    Everlasting Torment #121 Enchantment

    Info

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

    Rules

  • Effects that replace an event with gaining life (like Words of Worship's effect does) will end up replacing the event with nothing.
  • Effects that would replace gaining life with some other effect won't be able to do anything because it's impossible for players to gain life.
  • If a cost includes life gain (like Invigorate's alternative cost does), that cost can't be paid.
  • If an effect says to set your life total to a certain number, and that number is higher than your current life total, that effect will normally cause you to gain life equal to the difference. With Everlasting Torment on the battlefield, that part of the effect won't do anything. (If the number is lower than your current life total, the effect will work as normal.)
  • Spells and abilities that replace or redirect damage aren't affected by Everlasting Torment's second ability. They'll work as normal.
  • Spells and abilities that would normally cause a player to gain life still resolve, but the life-gain part simply has no effect.
  • The "damage can't be prevented" statement overrides all forms of preventing damage, including protection abilities. Damage prevention spells and abilities can still be cast and played; they just don't do anything.
  • The last ability affects all damage, whether it's dealt by creatures, other permanents, spells, or cards that aren't on the battlefield. Wither works everywhere.
  • Prices

    Seller Price
    Tcgplayer 0.21 USD
    Manapool 0.15 USD
    Cardmarket 0.24 EUR
    Cardkingdom 0.49 USD

    Legalities

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

    Text

    Players can't gain life. Damage can't be prevented. All damage is dealt as though its source had wither. (A source with wither deals damage to creatures in the form of -1/-1 counters.)

    Leyline of Punishment #148 Enchantment

    Info

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

    Rules

  • Damage prevention shields don't have any effect. If a prevention effect has an additional effect, the additional effect will still work (if possible). Spells that create prevention effects can still be cast, and abilities that create prevention effects can still be activated.
  • Effects that replace an event with gaining life (like Words of Worship's effect does) will end up replacing the event with nothing.
  • Effects that replace or redirect damage without using the word "prevent" are not affected by Leyline of Punishment.
  • Effects that would replace gaining life with some other effect won't be able to do anything because it's impossible for players to gain life.
  • If a cost includes life gain (like Invigorate's alternative cost does), that cost can't be paid.
  • If a creature is dealt lethal damage, it can still regenerate. If it does, the damage marked on it will be removed from it.
  • If an effect says to set a player's life total to a certain number, and that number is higher than the player's current life total, that part of the effect won't do anything. (If the number is lower than the player's current life total, the effect will work as normal.)
  • Spells and abilities that would normally cause a player to gain life still resolve, but the life-gain part simply has no effect.
  • Static abilities that prevent damage (including protection abilities) don't do so. If they have additional effects that don't depend on the amount of damage prevented, those additional effects will still work. Such effects are applied only once per source of damage.
  • A player's "opening hand" is the hand of cards the player has after all players have taken mulligans. If players have any cards in hand that allow actions to be taken with them from a player's opening hand, the starting player takes all such actions first in any order, followed by each other player in turn order. Then the first turn begins.
  • Prices

    Seller Price
    Cardkingdom 3.49 USD / 14.99 USD
    Cardmarket 1.62 EUR / 4.74 EUR
    Tcgplayer / 15.96 USD 3.33 USD
    Manapool / 8.33 USD 2.06 USD

    Legalities

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

    Text

    If this card is in your opening hand, you may begin the game with it on the battlefield. Players can't gain life. Damage can't be prevented.

    Rain of Gore #126 Enchantment

    Info

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

    Rules

  • This does not apply to life gain caused by combat damage from a creature with lifelink.
  • Prices

    Seller Price
    Cardkingdom 37.99 USD
    Tcgplayer 8.7 USD / 39.95 USD
    Manapool / 18.96 USD 7.16 USD
    Cardmarket 2.69 EUR / 21.3 EUR

    Legalities

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

    Text

    If a spell or ability would cause its controller to gain life, that player loses that much life instead.

    Rampaging Ferocidon #8 Creature — Dinosaur

    Info

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

    Abilities/Keywords

    Menace

    Rules

  • If an effect says to set a player's life total to a number that's higher than the player's current life total while Rampaging Ferocidon is on the battlefield, the player's life total doesn't change.
  • If another creature enters the battlefield at the same time as Rampaging Ferocidon, its last ability triggers.
  • Rampaging Ferocidon's last ability triggers whenever any player has a creature enter the battlefield, including you.
  • Spells and abilities that cause players to gain life still resolve while Rampaging Ferocidon is on the battlefield. No player will gain life, but any other effects of that spell or ability will happen.
  • Prices

    Seller Price
    Manapool 2.37 USD / 4.63 USD
    Tcgplayer 5.06 USD / 5.13 USD
    Cardkingdom / 5.99 USD 7.49 USD
    Cardmarket / 5.63 EUR 3.51 EUR

    Legalities

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

    Text

    Menace Players can't gain life. Whenever another creature enters, this creature deals 1 damage to that creature's controller.

    Sulfuric Vortex #2210 Enchantment

    Info

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

    Rules

  • No entries
  • Prices

    Seller Price
    Cardmarket 2.62 EUR / 2.95 EUR
    Cardkingdom / 3.49 USD 2.49 USD
    Manapool / 1.91 USD 1.6 USD
    Tcgplayer / 2.31 USD 1.59 USD

    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 each player's upkeep, this enchantment deals 2 damage to that player. If a player would gain life, that player gains no life instead.

    Wound Reflection #113 Enchantment

    Info

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

    Rules

  • If Wound Reflection's ability resolves, then an opponent loses life later in the same turn, that life loss is never counted by Wound Reflection.
  • Multiple Wound Reflections each trigger separately. For example, if an opponent lost 1 life, the first one's triggered ability to resolve causes them to lose another 1 life. Since they've now lost 2 life, the next triggered ability causes them to lose 2 life, and the next 4, and so on.
  • When Wound Reflection's ability resolves, it checks how much life each opponent lost over the course of the turn, then it causes that opponent to lose that much life. It doesn't matter how the opponent lost life or who caused it. It also doesn't matter if Wound Reflection wasn't on the battlefield at the time some or all of the life was lost.
  • Wound Reflection's ability checks only whether life was lost. It doesn't care whether life was also gained. For example, if an opponent lost 4 life and gained 6 life during the turn, that player will have a higher life total than they started the turn with but Wound Reflection's ability will still cause that player to lose 4 life.
  • Prices

    Seller Price
    Cardmarket 5.19 EUR / 7.25 EUR
    Cardkingdom 12.99 USD / 17.99 USD
    Manapool / 17.5 USD 12.03 USD
    Tcgplayer / 18.08 USD 13.22 USD

    Legalities

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

    Text

    At the beginning of each end step, each opponent loses life equal to the life they lost this turn. (Damage causes loss of life.)