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"Find me cards equivalent to: Grim Reaper's Sprint"

Cards equivalent to Grim Reaper's Sprint in red with similar effects (Aura, combat phase, haste, or Morbid-like cost reduction):
1. Fervent Charge (WBR — gives +2/+2 to attacking creatures, not an Aura, similar stat boost for attack)
2. Aggravated Assault (R — lets you get additional combat phases)
3. Furious Rise (R — card advantage if you control a creature with power 4+, same color and some rewarding theme)
4. Hammerhand (R — Aura, gives +1/+1 and haste, enters and taps a creature)
5. Instill Energy (G, but similar aura with untap and haste effect)

Closest direct red enchantment–Aura combinations you want:

  • Hammerhand (R, Aura, gives haste and stats, but not extra combat phase)
  • Furious Rise is thematically similar for power-matters and card advantage in mono-red.

Note: None match all unique abilities of Grim Reaper's Sprint, but Hammerhand is closest Aura equivalent, and Aggravated Assault matches extra combat.

Found Cards

6 Results

Aggravated Assault

Fervent Charge

Furious Rise

Grim Reaper's Sprint

Hammerhand

Instill Energy

Aggravated Assault #2691 Enchantment

Info

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

    Rules

  • If you have enough mana, the ability may be activated more than once in a turn.
  • You will normally activate this ability during your postcombat main phase so you can untap any creatures that attacked.
  • Prices

    Seller Price
    Cardkingdom 29.99 USD / 29.99 USD
    Tcgplayer 27.29 USD / 31.78 USD
    Manapool 24.99 USD / 25.46 USD
    Cardmarket 16.46 EUR / 18.15 EUR

    Legalities

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

    Text

    : Untap all creatures you control. After this main phase, there is an additional combat phase followed by an additional main phase. Activate only as a sorcery.

    Fervent Charge #215 Enchantment

    Info

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

    Rules

  • No entries
  • Prices

    Seller Price
    Manapool 0.17 USD / 1.03 USD
    Cardkingdom / 0.79 USD 0.49 USD
    Cardmarket / 0.52 EUR 0.34 EUR
    Tcgplayer 0.73 USD / 1.4 USD

    Legalities

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

    Text

    Whenever a creature you control attacks, it gets +2/+2 until end of turn.

    Furious Rise #136 Enchantment

    Info

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

    Rules

  • Furious Rise's ability has you exile only one card, no matter how many creatures with power 4 or greater you control beyond the first.
  • Furious Rise's effect doesn't change when you can play the exiled card. For example, if you exile a sorcery card, you can cast it only during your main phase when the stack is empty. If you exile a land card, you can't play it unless you have land plays available.
  • If Furious Rise leaves the battlefield before you play the most recently exiled card, you can play that card for as long as it remains exiled.
  • If you don't control a creature with power 4 or greater as your end step begins, Furious Rise's ability doesn't trigger. If you don't control one as the ability resolves, it has no effect. It doesn't have to be the same creature at both times, however.
  • Playing an exiled card causes it to leave exile. You can't play it multiple times.
  • Prices

    Seller Price
    Cardmarket 0.07 EUR / 0.16 EUR
    Cardkingdom / 0.49 USD 0.35 USD
    Tcgplayer 0.1 USD / 0.24 USD
    Manapool 0.15 USD / 0.18 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 your end step, if you control a creature with power 4 or greater, exile the top card of your library. You may play that card until you exile another card with this enchantment.

    Grim Reaper's Sprint #386 Enchantment — Aura

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 5
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
  • Aura
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Enchant

    Rules

  • If the creature Grim Reaper's Sprint would enchant is an illegal target by the time Grim Reaper's Sprint would resolve, the entire spell doesn't resolve. It's put into the graveyard from the stack, so its triggered ability won't trigger, and you won't untap your creatures or get an additional combat phase.
  • Prices

    Seller Price
    Cardkingdom 3.99 USD / 4.99 USD
    Manapool / 2.62 USD 3.18 USD
    Tcgplayer / 2.67 USD 3.36 USD
    Cardmarket 1.66 EUR / 2.03 EUR

    Legalities

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

    Text

    Morbid — This spell costs less to cast if a creature died this turn. Enchant creature When this Aura enters, untap each creature you control. If it's your main phase, there is an additional combat phase after this phase. Enchanted creature gets +2/+2 and has haste.

    Hammerhand #IMA-132 Enchantment — Aura

    Info

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

    Abilities/Keywords

    Enchant

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.28 USD
    Cardmarket 0.08 EUR
    Manapool 0.15 USD
    Cardkingdom 0.35 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 When this Aura enters, target creature can't block this turn. Enchanted creature gets +1/+1 and has haste.

    Instill Energy #203 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

  • If attached to an opponent's creature, you can untap their creature during your turn.
  • Instill Energy's untap ability will not untap the creature until it resolves. This means other spells and abilities can be used before it actually becomes untapped.
  • Any Auras (or other effects) which are on the creature that would cause it to not be untapped (or have a cost to be untapped) during untap step do not in any way hinder or imply a cost to use this card's ability to untap once during the turn.
  • Prices

    Seller Price
    Cardmarket 270.25 EUR

    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 can attack as though it had haste. : Untap enchanted creature. Activate only during your turn and only once each turn.