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"Find me cards equivalent to: Goblin Game"

Equivalent cards to Goblin Game in red, with type Sorcery and involving unique/life-loss chaos effects:
1. Goblin Game (the original, for reference)
2. Chance Encounter (Red, but Enchantment; involves flipping coins and chaos, not life-loss per se)
3. Final Fortune (Red Sorcery, gives an extra turn with a big drawback—lose the game after it)
4. Risk Factor (Red Sorcery, opponent chooses between taking 4 or letting you draw 3)
5. Fiery Gambit (Red Sorcery, flip coins for damage/life/loss effects, lots of randomness)


Reason:
Red rarely features exactly this mini-game/life-loss mechanic at sorcery speed, but cards above share chaos, life-loss, or opponent choice elements typical of Goblin Game. No card is an exact functional match; Risk Factor comes closest in opponent choice and life-loss.

Found Cards

5 Results

Chance Encounter

Fiery Gambit

Final Fortune

Goblin Game

Risk Factor

Chance Encounter #182 Enchantment

Info

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

    Rules

  • You can only win a coin flip if you are the player flipping the coin. Your opponent losing a flip does not count as you winning one.
  • Prices

    Seller Price
    Cardkingdom 1.29 USD / 15.99 USD
    Cardmarket 1.49 EUR / 14.03 EUR
    Manapool / 13.53 USD 1.04 USD
    Tcgplayer 1.99 USD / 19.61 USD

    Legalities

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

    Text

    Whenever you win a coin flip, put a luckcounteron this enchantment. At the beginning of your upkeep, if this enchantment has ten or more luck counters on it, you win the game.

    Fiery Gambit #90 Sorcery

    Info

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

    Rules

  • After each flip, you choose whether to continue flipping.
  • If you win three flips, Fiery Gambit deals 3 damage to the target creature and 6 damage to each opponent, and you draw nine cards and untap all lands you control.
  • You can flip any number of coins (you can even flip more than three), but Fiery Gambit has no effect if you lose any of the flips. You can’t continue flipping if you lose a flip.
  • You must choose a target creature when you cast Fiery Gambit. If that target isn’t legal on resolution, Fiery Gambit has no effect and you don’t even flip a coin.
  • Prices

    Seller Price
    Cardkingdom 4.99 USD / 5.99 USD
    Cardmarket 1.28 EUR / 1.65 EUR
    Manapool 2.49 USD / 6.82 USD
    Tcgplayer 3.4 USD / 5.57 USD

    Legalities

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

    Text

    Flip a coin until you lose a flip or choose to stop flipping. If you lose a flip, Fiery Gambit has no effect. If you win one or more flips, Fiery Gambit deals 3 damage to target creature. If you win two or more flips, Fiery Gambit deals 6 damage to each opponent. If you win three or more flips, draw nine cards and untap all lands you control.

    Final Fortune #1956 Instant

    Info

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

    Rules

  • If you end up skipping the extra turn that is gained, you do not lose the game.
  • If multiple "extra turn" effects resolve in the same turn, take them in the reverse of the order that the effects resolved. In other words, the most recently created extra turn is taken first.
  • Prices

    Seller Price
    Manapool / 29.46 USD 19.82 USD
    Cardkingdom / 39.99 USD 20.99 USD
    Tcgplayer / 28.28 USD 17.65 USD
    Cardmarket 16.06 EUR / 30.9 EUR

    Legalities

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

    Text

    Take an extra turn after this one. At the beginning of that turn's end step, you lose the game.

    Goblin Game #PLS-61 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 7
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • When it comes to choice of items, use common sense. Items should be small enough to hide but large enough to count. Make it clear what kind of object you are hiding beforehand. For example, one player may choose coins and the other may choose dice. If you can’t find something convenient to hide, write numbers on a piece of paper and reveal the numbers. Make sure the numbers are unambiguous (for example, underline a 6 or 9 so it can’t be misread).
  • If you attempt to halve a negative life total, you halve 0. This means that the life total stays the same. A life total of -10 would remain -10.
  • Prices

    Seller Price
    Cardkingdom 1.29 USD
    Tcgplayer 1.48 USD
    Cardmarket 0.4 EUR
    Manapool 0.68 USD

    Legalities

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

    Text

    Each player hides at least one item, then all players reveal them simultaneously. Each player loses life equal to the number of items they revealed. The player who revealed the fewest items then loses half their life, rounded up. If two or more players are tied for fewest, each loses half their life, rounded up.

    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 0.55 EUR / 0.95 EUR
    Manapool / 1.36 USD 0.93 USD
    Cardkingdom 2.49 USD
    Tcgplayer 0.99 USD / 1.33 USD

    Legalities

    Alchemy Brawl Commander Competitivebrawl 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.)