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6 Cards Found

AI 🤖 Find me cards equivalent to: Gonti's Machinations

Equivalent cards to Gonti's Machinations must be black and interact with energy or life loss/gain. Here are some options:
1. Fatal Push – Also cares about permanents dying (but not energy).
2. Reckless Fireweaver (red, but does life loss on artifact ETB).
3. Aether Meltdown (blue, energy-themed, not black, but an energy card).
4. Marionette Master – Black, cares about artifact deaths and causes life loss.
5. Consuming Vapors – Black, life-loss plus minor recursion.

Closest in mechanic and color is Marionette Master (black, life loss tied to board state), but no black card exactly replicates Gonti's Machinations energy and life interaction.


Reason:
Very few black cards use energy; most black alternatives focus on life loss or death triggers.

Results:

Aether Meltdown #36 Enchantment — Aura

Info

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

    Abilities/Keywords

    Enchant Flash

    Rules

  • If the target creature or Vehicle becomes an illegal target while Aether Meltdown is on the stack, Aether Meltdown won't resolve. It won't enter the battlefield and you won't get {E}{E}.
  • Energy counters are a kind of counter that a player may have. They're not associated with any specific permanents.
  • Energy counters aren't mana. They don't go away as steps, phases, and turns end, and effects that add mana "of any type" can't give you energy counters.
  • If a spell or ability with one or more targets states that you "may pay" some amount of {E}, and each permanent that it targets has become an illegal target, the spell or ability won't resolve. You can't pay any {E} even if you want to.
  • If an effect says you get one or more {E}, you get that many energy counters. To pay one or more {E}, you lose that many energy counters. You can't pay more energy counters than you have. Any effects that interact with counters a player gets, has, or loses can interact with energy counters.
  • Keep track of how many energy counters each player has. Potential ways to track this include writing theme down on paper or using dice, but any method that is clear and mutually agreeable is fine. (At higher levels of tournament play, dice may not be allowed for tracking counters that players have.)
  • Some spells and abilities that give you {E} may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't get any {E}.
  • Some triggered abilities state that you "may pay" a certain amount of {E}. You can't pay that amount multiple times to multiply the effect. You simply choose whether or not to pay that amount of {E} as the ability resolves.
  • Some triggered abilities that state that you "may pay" a certain amount of {E} describe an effect that happens "If you do." In that case, no player may take actions to try to stop the ability's effect after you make your choice. If the payment is followed by the phrase "When you do," then you'll choose any targets for that reflexive triggered ability and put it on the stack before players can take actions.
  • {E} is the energy symbol. It represents one energy counter.
  • Prices

    Seller Price
    Tcgplayer 0.09 USD / 0.51 USD
    Cardmarket 0.06 EUR / 0.26 EUR
    Cardkingdom 0.35 USD / 0.49 USD
    Cardsphere 0.19 USD

    Legalities

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

    Text

    Flash (You may cast this spell any time you could cast an instant.) Enchant creature or Vehicle When this Aura enters, you get (two energy counters). Enchanted creature gets -4/-0.

    Consuming Vapors #105 Sorcery

    Info

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

    Abilities/Keywords

    Rebound

    Rules

  • At the beginning of your upkeep, all delayed triggered abilities created by rebound effects trigger. You may handle them in any order. If you want to cast a card this way, you do so as part of the resolution of its delayed triggered ability. Timing restrictions based on the card's type (if it's a sorcery) are ignored. Other restrictions are not (such as the one from Rule of Law).
  • If a replacement effect would cause a spell with rebound that you cast from your hand to be put somewhere else instead of your graveyard (such as Leyline of the Void might), you choose whether to apply the rebound effect or the other effect as the spell resolves.
  • If a spell with rebound that you cast from your hand doesn't resolve for any reason (due being countered by a spell like Cancel, or because all of its targets are illegal), rebound has no effect. The spell is simply put into your graveyard. You won't get to cast it again next turn.
  • If the targeted player doesn't sacrifice a creature (because the player didn't control any creatures or due to Tajuru Preserver, perhaps), you gain no life.
  • If you are unable to cast a card from exile this way, or you choose not to, nothing happens when the delayed triggered ability resolves. The card remains exiled for the rest of the game, and you won't get another chance to cast the card. The same is true if the ability is countered (due to Stifle, perhaps).
  • If you cast a card from exile this way, it will go to your graveyard when it resolves, fails to resolve, or is countered. It won't go back to exile.
  • If you cast a spell with rebound from anywhere other than your hand (such as from your graveyard due to Sins of the Past, from your library due to cascade, or from your opponent's hand due to Sen Triplets), rebound won't have any effect. If you do cast it from your hand, rebound will work regardless of whether you paid its mana cost (for example, if you cast it from your hand due to Maelstrom Archangel).
  • If you cast a spell with rebound from your hand and it resolves, it isn't put into your graveyard. Rather, it's exiled directly from the stack. Effects that care about cards being put into your graveyard won't do anything.
  • Rebound will have no effect on copies of spells because you don't cast them from your hand.
  • The sacrificed creature's last known existence on the battlefield is checked to determine its toughness.
  • Prices

    Seller Price
    Tcgplayer 0.25 USD
    Cardmarket 0.27 EUR
    Cardkingdom 0.49 USD
    Cardsphere 0.37 USD

    Legalities

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

    Text

    Target player sacrifices a creature of their choice. You gain life equal to that creature's toughness. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)

    Fatal Push #1819 Instant

    Info

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

    Abilities/Keywords

    Rules

  • Fatal Push can target any creature, even one with mana value 5 or greater. The creature's mana value is checked only as Fatal Push resolves.
  • If a creature on the battlefield has {X} in its mana cost, X is considered to be 0.
  • Revolt abilities don't care why the permanent left the battlefield, who caused it to move, or where it moved to. They're equally satisfied by an artifact you sacrificed to pay a cost, a creature you controlled that was destroyed by Cast Down, or an enchantment you returned to your hand with Cyclonic Rift.
  • Tokens that leave the battlefield will satisfy a revolt ability.
  • Prices

    Seller Price
    Tcgplayer 10.26 USD
    Cardkingdom 12.99 USD / 9.99 USD
    Cardsphere 8.01 USD

    Legalities

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

    Text

    Destroy target creature if it has mana value 2 or less. Revolt —Destroythat creature if it has mana value 4 or less instead if a permanent left the battlefield under your control this turn.

    Gonti's Machinations #63 Enchantment

    Info

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

    Rules

  • In a Two-Headed Giant game, Gonti's Machinations's second ability causes the opposing team to lose a total of 6 life.
  • In a Two-Headed Giant game, damage and life loss happen to individual players, and the result affects the team's life total. Combat damage is assigned and dealt to specific players. If your teammate is dealt damage or otherwise loses life, Gonti's Machinations doesn't trigger, even though your life total went down.
  • The triggered ability gives you at most one energy counter each turn, regardless of how much life you lost.
  • Energy counters are a kind of counter that a player may have. They're not associated with any specific permanents.
  • Energy counters aren't mana. They don't go away as steps, phases, and turns end, and effects that add mana "of any type" can't give you energy counters.
  • If a spell or ability with one or more targets states that you "may pay" some amount of {E}, and each permanent that it targets has become an illegal target, the spell or ability won't resolve. You can't pay any {E} even if you want to.
  • If an effect says you get one or more {E}, you get that many energy counters. To pay one or more {E}, you lose that many energy counters. You can't pay more energy counters than you have. Any effects that interact with counters a player gets, has, or loses can interact with energy counters.
  • Keep track of how many energy counters each player has. Potential ways to track this include writing theme down on paper or using dice, but any method that is clear and mutually agreeable is fine. (At higher levels of tournament play, dice may not be allowed for tracking counters that players have.)
  • Some spells and abilities that give you {E} may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't get any {E}.
  • Some triggered abilities state that you "may pay" a certain amount of {E}. You can't pay that amount multiple times to multiply the effect. You simply choose whether or not to pay that amount of {E} as the ability resolves.
  • Some triggered abilities that state that you "may pay" a certain amount of {E} describe an effect that happens "If you do." In that case, no player may take actions to try to stop the ability's effect after you make your choice. If the payment is followed by the phrase "When you do," then you'll choose any targets for that reflexive triggered ability and put it on the stack before players can take actions.
  • {E} is the energy symbol. It represents one energy counter.
  • Prices

    Seller Price
    Tcgplayer 0.13 USD / 1.51 USD
    Cardmarket 0.27 EUR / 1.1 EUR
    Cardkingdom 0.35 USD
    Cardsphere 0.23 USD

    Legalities

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

    Text

    Whenever you lose life for the first time each turn, you get . (You get an energycounter Damage causes loss of life.) Pay ,Sacrificethis enchantment: Each opponent loses 3 life. You gain life equal to the life lost this way.

    Marionette Master #90s Creature — Human Artificer

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 6
    Power/Toughness: 1/3
    Types:
  • Creature
  • SubTypes:
  • Human
  • Artificer
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Fabricate

    Rules

  • Artifact tokens that are sacrificed or destroyed are put into their owner's graveyard before ceasing to exist. If you controlled the token, Marionette Master's last ability will trigger.
  • Fabricate doesn't cause the creature with the ability to enter the battlefield with +1/+1 counters already on it. For example, Weaponcraft Enthusiast will enter the battlefield as a 0/1 creature, then its fabricate ability goes on the stack. Players may take actions (such as casting instants) while the ability is waiting to resolve.
  • If Marionette Master and an artifact you control are put into a graveyard at the same time, Marionette Master's ability triggers.
  • If Marionette Master's power is negative, the target opponent doesn't lose (or gain) life.
  • If you can't put +1/+1 counters on the creature for any reason as fabricate resolves (for instance, if it's no longer on the battlefield), you just create Servo tokens.
  • The amount of life lost is determined as Marionette Master's last ability resolves. If Marionette Master is no longer on the battlefield, use its power as it last existed on the battlefield to determine how much life is lost.
  • You choose whether to put +1/+1 counters on the creature or create Servo tokens as the fabricate ability is resolving. No player may take actions between the time you choose and the time that counters are added or tokens are created.
  • Prices

    Seller Price
    Tcgplayer 6.61 USD
    Cardmarket 3.06 EUR
    Cardkingdom 6.49 USD

    Legalities

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

    Text

    Fabricate 3 (When this creature enters, put three +1/+1 counters on it or create three 1/1 colorless Servo artifact creature tokens.) Whenever an artifact you control is put into a graveyard from the battlefield, target opponent loses life equal to this creature's power.

    Reckless Fireweaver #1526 Creature — Human Artificer

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 2
    Power/Toughness: 1/3
    Types:
  • Creature
  • SubTypes:
  • Human
  • Artificer
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • In a Two-Headed Giant game, Reckless Fireweaver's ability causes 2 damage total to be dealt to the opposing team.
  • Prices

    Seller Price
    Tcgplayer 11.51 USD
    Cardkingdom 11.99 USD

    Legalities

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

    Text

    Whenever an artifact you control enters, this creature deals 1 damage to each opponent.

    Aether Meltdown Enchantment — Aura Normal - ~$0.28

    Consuming Vapors Sorcery Normal - ~$0.35

    Fatal Push Instant Normal - ~$10.31

    Gonti's Machinations Enchantment Normal - ~$0.6

    Marionette Master Creature — Human Artificer Normal - ~$5.39

    Reckless Fireweaver Creature — Human Artificer Normal - ~$11.75

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