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"Find me cards equivalent to: Immortal Coil"

Equivalent cards to Immortal Coil (Artifact, Black, graveyard/exile/draw/loss):
1. Font of Agonies – Black artifact, interacts with life loss and manipulation.
2. Mindslaver – Colorless, artifact with unique lose-the-game or win-the-game effect.
3. Forbidden Crypt – Black enchantment, uses graveyard as a resource and loss as a fail state.
4. Phyrexian Scriptures – Black artifact saga, interacts with graveyard and exile.

Closest direct equivalents are rare; most black artifacts don’t exile from grave to draw. Immortal Coil is unique in how it merges all effects (artifact, black, self-mill, card draw, lose condition).

Found Cards

5 Results

Font of Agonies

Forbidden Crypt

Immortal Coil

Mindslaver

Phyrexian Scriptures

Font of Agonies #74s Enchantment

Info

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

    Rules

  • An effect that causes you to pay life uses the word “pay.” If an effect allows you to choose to lose life or to be dealt damage without using the word “pay,” you’re not paying life.
  • The first ability of Font of Agonies is a triggered ability, not an activated ability. It doesn’t allow you to pay life whenever you want; rather, you need some other way of paying life, such as with Blood Crypt’s ability.
  • Prices

    Seller Price
    Manapool 2.9 USD
    Cardmarket 1.38 EUR
    Cardkingdom 2.79 USD
    Tcgplayer 3.24 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 you pay life, put that many blood counters on this enchantment. , Remove four blood counters from this enchantment:Destroytarget creature.

    Forbidden Crypt #124 Enchantment

    Info

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

    Rules

  • If more than one card is being drawn due to a single effect, apply the replacement as if the cards were being drawn one at a time.
  • It will replace itself being sent to the graveyard, and exile itself.
  • The second ability is a replacement effect, not a triggered ability. The card never gets to the graveyard.
  • The “if you can’t” in the first ability refers to putting the card in your hand, as well as being unable to choose a card. Thus, if you can’t choose a card during resolution, you lose the game.
  • Prices

    Seller Price
    Cardkingdom 0.79 USD
    Cardmarket 1.14 EUR
    Manapool 0.67 USD
    Tcgplayer 1.07 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 you would draw a card, return a card from your graveyard to your hand instead. If you can't, you lose the game. If a card would be put into your graveyard from anywhere, exile that card instead.

    Immortal Coil #79 Artifact

    Info

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

    Rules

  • If the third ability is countered, but your graveyard is still empty, the ability will immediately trigger again.
  • Similarly, if the third ability resolves but you don’t lose the game for some reason (because you control Platinum Angel, perhaps), it will immediately trigger again if your graveyard is still empty. Immortal Coil + Platinum Angel + an empty graveyard is an involuntary infinite loop. Unless a player disrupts it, the game will end in a draw.
  • The first ability exiles two cards in your graveyard as a cost. You can’t activate this ability unless you have at least two cards in your graveyard. Exiling those two cards can’t be responded to.
  • The only difference between a colored artifact and a colorless artifact is, obviously, its color. Unlike most artifacts, a colored artifact requires colored mana to cast. Also unlike most artifacts, a colored artifact has a color in all zones. It will interact with cards that care about color. Other than that, a colored artifact behaves just like any other artifact. It will interact as normal with any card that cares about artifacts, such as Shatter or Arcbound Ravager.
  • The second ability prevents all damage that would be dealt to you, regardless of how many cards are in your graveyard. For example, if you have three cards in your graveyard and would be dealt 5 damage, Immortal Coil prevents all 5 damage and exiles all the cards in your graveyard.
  • The third ability checks whether your graveyard is empty only at the time it triggers. Putting a card into your graveyard after that doesn’t help. You’ll lose the game when the ability resolves.
  • Prices

    Seller Price
    Tcgplayer / 2.34 USD 0.56 USD
    Manapool / 1.8 USD 0.37 USD
    Cardmarket / 1.09 EUR 0.31 EUR
    Cardkingdom / 2.99 USD 0.99 USD

    Legalities

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

    Text

    , Exile two cards from your graveyard: Draw a card. If damage would be dealt to you, prevent that damage. Exile a card from your graveyard for each 1 damage prevented this way. When there are no cards in your graveyard, you lose the game.

    Mindslaver #63 Legendary Artifact

    Info

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

    Rules

  • Controlling a player doesn't allow you to look at that player's sideboard. If an effect instructs that player to choose a card from outside the game, you can't have that player choose any card.
  • If the targeted player skips their next turn, you'll control the next turn the affected player actually takes.
  • In a Two-Headed Giant game, gaining control of a player causes you to gain control of each player on that team.
  • Multiple player-controlling effects that affect the same player overwrite each other. The last one to be created is the one that works.
  • The player you're controlling is still the active player during that turn.
  • While controlling another player, you also continue to make your own choices and decisions.
  • While controlling another player, you can see all cards in the game that player can see. This includes cards in that player's hand, face-down cards that player controls, and any cards in that player's library the player may look at.
  • While controlling another player, you make all choices and decisions that player is allowed to make or is told to make during that turn. This includes choices about what spells to cast or what abilities to activate, as well as any decisions called for by triggered abilities or for any other reason.
  • You also can't make any choices or decisions for the player that would be called for by the tournament rules (such as whether to take an intentional draw or whether to call a judge).
  • You can use only the affected player's resources (cards, mana, and so on) to pay costs for that player; you can't use your own. Similarly, you can use the affected player's resources only to pay that player's costs; you can't spend them on your costs.
  • You can't make any illegal decisions or illegal choices—you can't do anything that player couldn't do. You can't make choices or decisions for that player that aren't called for by the game rules or by any cards, permanents, spells, abilities, and so on. If an effect causes another player to make decisions that the affected player would normally make (such as Master Warcraft does), that effect takes precedence. In other words, if the affected player wouldn't make a decision, you wouldn't make that decision on that player's behalf.
  • You can't make the affected player concede. That player may choose to concede at any time, even while you're controlling that player.
  • You could gain control of yourself using Mindslaver, but gaining control of yourself doesn't really do anything.
  • You only control the player. You don't control any of that player's permanents, spells, or abilities.
  • Prices

    Seller Price
    Cardkingdom / 5.99 USD 2.99 USD
    Manapool 2.13 USD / 3.82 USD
    Cardmarket / 2.36 EUR 1.33 EUR
    Tcgplayer 2.76 USD / 4.6 USD

    Legalities

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

    Text

    , ,SacrificeMindslaver: You control target player during that player's next turn. (You see all cards that player could see and make all decisions for them.)

    Phyrexian Scriptures #100s Enchantment — Saga

    Info

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

    Rules

  • A chapter ability doesn't trigger if a lore counter is put on a Saga that already had a number of lore counters greater than or equal to that chapter's number. For example, the third lore counter put on a Saga causes the III chapter ability to trigger, but I and II won't trigger again.
  • As a Saga enters the battlefield, its controller puts a lore counter on it. As your precombat main phase begins (immediately after your draw step), you put another lore counter on each Saga you control. Putting a lore counter on a Saga in either of these ways doesn't use the stack.
  • Each symbol on the left of a Saga's text box represents a chapter ability. A chapter ability is a triggered ability that triggers when a lore counter that is put on the Saga causes the number of lore counters on the Saga to become equal to or greater than the ability's chapter number. Chapter abilities are put onto the stack and may be responded to.
  • If counters are removed from a Saga, the appropriate chapter abilities will trigger again when the Saga receives lore counters. Removing lore counters won't cause a previous chapter ability to trigger.
  • If multiple chapter abilities trigger at the same time, their controller puts them on the stack in any order. If any of them require targets, those targets are chosen as you put the abilities on the stack, before any of those abilities resolve.
  • Once a chapter ability has triggered, the ability on the stack won't be affected if the Saga gains or loses counters, or if it leaves the battlefield.
  • Once the number of lore counters on a Saga is greater than or equal to the greatest number among its chapter abilities—in the Dominaria set, this is always three—the Saga's controller sacrifices it as soon as its chapter ability has left the stack, most likely by resolving or being countered. This state-based action doesn't use the stack.
  • The effect of Phyrexian Scriptures's first chapter ability lasts indefinitely. It doesn't expire when Phyrexian Scriptures leaves the battlefield.
  • Prices

    Seller Price
    Cardkingdom 7.99 USD
    Tcgplayer 9.1 USD
    Manapool 8.11 USD
    Cardmarket 4.1 EUR

    Legalities

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

    Text

    (As this Saga enters and after your draw step, add a lorecounterSacrificeafter III.) I — Put a +1/+1counteron up to one target creature. That creature becomes an artifact in addition to its other types. II —Destroyall nonartifact creatures. III — Exile all opponents' graveyards.