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5 Cards Found

AI 🤖 Find me cards equivalent to: Fortune Teller's Talent

Equivalent cards to Fortune Teller's Talent (blue, scry/card draw/Auras on commanders):
1. Curiosity — Draws a card when enchanted creature deals damage.
2. Curiosity Crafter — Not an Aura, but gives card draw for tokens.
3. Artificer's Epiphany — Draws cards for artifacts.
4. Curiosity's End — Draws when creature leaves play.
5. Sixth Sense (green/blue hybrid) — Similar draw-on-damage effect.


Reason: All are blue (except Sixth Sense, which is also green), have card draw/scry elements, or enchant creatures, aligning with the role of Fortune Teller's Talent.

Results:

Artificer's Epiphany #36 Instant

Info

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

    Rules

  • If you control at least one artifact as Artificer’s Epiphany resolves, you can’t discard a card, even if you want to.
  • Prices

    Seller Price
    Tcgplayer 0.17 USD
    Cardmarket 0.06 EUR
    Cardkingdom 0.35 USD
    Cardsphere 0.23 USD
    Manapool 0.17 USD

    Legalities

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

    Text

    Draw two cards. If you control no artifacts,discarda card.

    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
    Tcgplayer 21.77 USD
    Cardmarket 13.95 EUR
    Cardkingdom 23.99 USD
    Manapool 27.08 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.

    Curiosity Crafter #165 Creature — Bird Wizard

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 4
    Power/Toughness: 3/3
    Types:
  • Creature
  • SubTypes:
  • Bird
  • Wizard
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flying

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.39 USD
    Cardmarket 1.1 EUR
    Cardkingdom 0.99 USD
    Cardsphere 0.65 USD
    Manapool 0.23 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 You have no maximum hand size. Whenever a creature token you control deals combat damage to a player, draw a card.

    Fortune Teller's Talent #14 Enchantment — Class

    Info

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

    Rules

  • Each Class has five abilities. The three in the major sections of its text box are class abilities. Class abilities can be static, activated, or triggered abilities. The other two are level abilities, one activated ability to advance the Class to level 2 and another to advance the Class to level 3.
  • Each Class starts with only the first of its three class abilities. As the first level ability resolves, the Class becomes level 2 and gains the second class ability. As the second level ability resolves, the Class becomes level 3 and gains the third class ability.
  • Gaining a level is a normal activated ability. It uses the stack and can be responded to.
  • Gaining a level won't remove abilities that a Class had at a previous level.
  • If the top card of your library changes while you're casting a spell, playing a land, or activating an ability, you can't look at the new top card until you finish doing so. This means that if you cast a spell from the top of your library, you can't look at the next one until you're done paying for that spell.
  • The cost reduction applies only to generic mana in the total cost of spells you cast from anywhere other than your hand.
  • There's no restriction on how many Class permanents you can control, whether they're the same or different classes. Each Class permanent tracks its own level separately.
  • To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as a flashback cost), add any cost increases (such as kicker costs), then apply any cost reductions (such as that of this ability). The mana value of the spell is determined by only its mana cost, no matter what the total cost to cast that spell was.
  • You can look at the top card of your library whenever you want (with one restriction; see below), even if you don't have priority. This action doesn't use the stack. Knowing what that card is becomes part of the information you have access to, just like you can look at the cards in your hand.
  • You can't activate the first level ability of a Class unless that Class is level 1. Similarly, you can't activate the second level ability of a Class unless that Class is level 2.
  • You must pay all costs and follow all timing rules for lands played and spells cast from the top of your library this way.
  • Prices

    Seller Price
    Tcgplayer 0.33 USD
    Cardmarket 0.97 EUR / 1 EUR
    Cardkingdom 0.69 USD
    Cardsphere 0.55 USD
    Manapool 0.15 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 the next level as a sorcery to add its ability.) You may look at the top card of your library any time. : Level 2 As long as you've cast a spell this turn, you may play cards from the top of your library. : Level 3 Spells you cast from anywhere other than your hand cost less to cast.

    Sixth Sense #220 Enchantment — Aura

    Info

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

    Abilities/Keywords

    Enchant

    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

    Enchant creature Enchanted creature has "Whenever this creature deals combat damage to a player, you may draw a card."

    Artificer's Epiphany Instant Normal - ~$0.2

    Curiosity Enchantment — Aura Normal - ~$21.7

    Curiosity Crafter Creature — Bird Wizard Normal - ~$0.67

    Fortune Teller's Talent Enchantment — Class Class - ~$0.62

    Sixth Sense Enchantment — Aura Normal

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