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AI 🤖 Find me cards equivalent to: Invade the City

Equivalent blue-red (Izzet) cards to Invade the City, which cares about instants and sorceries, include:
1. Crackling Drake – Its power is equal to the number of instant and sorcery cards in exile and graveyard.
2. Enigma Drake – Power equal to number of instants and sorceries in graveyard.
3. Efreet Flamepainter – Refuels spells from graveyard on combat damage.
4. Mizzix's Mastery – Pays off for a stocked graveyard of spells.


Reason: Each of these cards reward you for accumulating or using lots of instants and sorceries, like Invade the City.

Results:

Crackling Drake #362 Creature — Drake

Info

Color:
Identifies:
Cost:
Rarity: Uncommon
Converted Cost: 4
Power/Toughness: */4
Types:
  • Creature
  • SubTypes:
  • Drake
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flying

    Rules

  • If any exiled cards you own are face down, they have no characteristics. If they're normally instants or sorceries, they won't be counted.
  • The ability that defines Crackling Drake's power works in all zones.
  • Prices

    Seller Price
    Tcgplayer 0.15 USD / 0.34 USD
    Cardmarket 0.25 EUR / 0.6 EUR
    Cardkingdom 0.39 USD
    Manapool 0.15 USD / 0.52 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 Crackling Drake's power is equal to the total number of instant and sorcery cards you own in exile and in your graveyard. When this creature enters, draw a card.

    Efreet Flamepainter #310 Creature — Efreet Shaman

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 4
    Power/Toughness: 1/4
    Types:
  • Creature
  • SubTypes:
  • Efreet
  • Shaman
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Rules

  • Efreet Flamepainter’s triggered ability lets you cast the spell immediately, ignoring timing restrictions. It doesn’t let you choose to cast it at a later time.
  • If the card has {X} in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
  • If you cast a spell “without paying its mana cost,” you can’t choose to cast it for any alternative costs. You can, however, pay additional costs. If the spell has any mandatory additional costs, those must be paid to cast the spell.
  • Prices

    Seller Price
    Tcgplayer 0.31 USD / 0.37 USD
    Cardmarket 0.36 EUR / 0.39 EUR
    Manapool 0.27 USD / 0.34 USD

    Legalities

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

    Text

    Double strike Whenever this creature deals combat damage to a player, you may cast target instant or sorcery card from your graveyard without paying its mana cost. If that spell would be put into your graveyard, exile it instead.

    Enigma Drake #216 Creature — Drake

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 3
    Power/Toughness: */4
    Types:
  • Creature
  • SubTypes:
  • Drake
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flying

    Rules

  • The ability that defines Enigma Drake's power works in all zones, not just the battlefield.
  • Prices

    Seller Price
    Tcgplayer 0.08 USD / 0.19 USD
    Cardmarket 0.13 EUR / 0.58 EUR
    Cardkingdom 0.35 USD / 0.79 USD
    Manapool 0.15 USD / 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

    Flying Enigma Drake's power is equal to the number of instant and sorcery cards in your graveyard.

    Invade the City #201 Sorcery

    Info

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

    Abilities/Keywords

    Amass

    Rules

  • A split card that's both an instant and a sorcery is counted only once for Invade the City.
  • If there are no instant or sorcery cards in your graveyard, you'll amass 0. If you don't control an Army, you'll create a 0/0 black Zombie Army creature token that will die after Invade the City has finished resolving.
  • Invade the City is still on the stack while you count your instant and sorcery cards in your graveyard. It doesn't count itself.
  • The number of instant and sorcery cards in your graveyard is counted only as Invade the City resolves.
  • Amass Orcs works the same way, except you create a 0/0 black Orc Army creature token if you don't control an Army. If the Army creature you chose isn't already an Orc, it becomes an Orc in addition to its other types. By combining cards with amass Orcs and amass Zombies, you can end up with an Orc Zombie Army.
  • Amass abilities are now written as "amass [subtype] N." Previous cards with amass have received errata to say "amass Zombies N."
  • If you don't control an Army, the Zombie Army token you create enters the battlefield as a 0/0 creature before receiving counters. Any abilities that trigger when a creature with a certain power enters the battlefield, such as that of Mentor of the Meek, will see the token enter as a 0/0 creature before it gets +1/+1 counters.
  • In the rare case that you control multiple Army creatures (perhaps because you played a creature with changeling) while you amass Zombies, you choose which of your Army creatures to put the +1/+1 counters on. If that creature isn't a Zombie, it becomes a Zombie in addition to its other types.
  • Some cards refer to the "amassed Army." That means the Army creature you chose to receive counters, even if no counters were placed on it for some reason.
  • To amass Zombies N, if you don't control an Army creature, create a 0/0 black Zombie Army creature token. Then you choose an Army creature you control and put N +1/+1 counters on it. If that Army isn't already a Zombie, it becomes a Zombie in addition to its other types.
  • Prices

    Seller Price
    Tcgplayer 0.11 USD / 0.53 USD
    Cardmarket 0.11 EUR / 0.4 EUR
    Cardkingdom 0.35 USD / 0.79 USD
    Manapool 0.15 USD / 0.4 USD

    Legalities

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

    Text

    Amass Zombies X, where X is the number of instant and sorcery cards in your graveyard. (Put X +1/+1 counters on an Army you control. It's also a Zombie. If you don't control an Army, create a 0/0 black Zombie Army creature token first.)

    Mizzix's Mastery #118 Sorcery

    Info

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

    Abilities/Keywords

    Overload

    Rules

  • If Mizzix's Mastery exiled multiple cards, you may cast the copies in any order. The last copy you cast will be the first one to resolve.
  • If the copy has {X} in its mana cost, you must choose 0 as the value of X.
  • If you cast a spell "without paying its mana cost," you can't pay any alternative costs. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, you must pay those.
  • If you don't cast one of the copies (perhaps because there are no legal targets available or you don't want to), the copy will cease to exist.
  • Mizzix's Mastery is still on the stack as it resolves. If you pay the overload cost, Mizzix's Mastery won't copy itself.
  • The cards remain exiled no matter what happens to the copies.
  • The copies are created and cast during the resolution of Mizzix's Mastery. You can't wait to cast them later in the turn. Timing restrictions based on the copy's type are ignored. Other restrictions (such as "Cast [this spell] only during combat") are not.
  • Because a spell with overload doesn't target when its overload cost is paid, it may affect permanents with hexproof or with protection from the appropriate color.
  • If you are instructed to cast a spell with overload "without paying its mana cost," you can't choose to pay its overload cost instead.
  • If you don't pay the overload cost of a spell with overload, that spell will have a single target. If you pay the overload cost, the spell won't have any targets.
  • To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an overload cost), add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
  • Prices

    Seller Price
    Tcgplayer 3.74 USD / 3.21 USD
    Cardmarket 1.55 EUR / 2.56 EUR
    Cardkingdom 4.99 USD / 4.49 USD
    Manapool 3.89 USD / 3.11 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 target card that's an instant or sorcery from your graveyard. For each card exiled this way, copy it, and you may cast the copy without paying its mana cost. Exile Mizzix's Mastery. Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")

    Crackling Drake Creature — Drake Normal - ~$0.34

    Efreet Flamepainter Creature — Efreet Shaman Normal - ~$0.34

    Enigma Drake Creature — Drake Normal - ~$0.33

    Invade the City Sorcery Normal - ~$0.36

    Mizzix's Mastery Sorcery Normal - ~$3.44

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