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5 Cards Found

AI 🤖 Find me cards equivalent to: Lutri, the Spellchaser

Equivalent cards to Lutri, the Spellchaser (blue/red, cares about instants/sorceries, copies spells) are:

  • Dualcaster Mage (red, copies instant or sorcery)
  • Swarm Intelligence (blue, copies instant or sorcery you cast)
  • Mirari (artifact, colorless but copies spells)
  • Expansion // Explosion (blue/red, copies instant or sorcery)

These cards have similar copy-spell effects and share at least one color with Lutri.

Results:

Dualcaster Mage #150 Creature — Human Wizard

Info

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

    Abilities/Keywords

    Flash

    Rules

  • As Dualcaster Mage's triggered ability resolves, it creates a copy of a spell on the stack. The copy isn't cast, so abilities that trigger when a player casts a spell won't trigger.
  • Dualcaster Mage's triggered ability can target (and copy) any instant or sorcery spell, not just one with targets. It doesn't matter who controls it.
  • If the copy says that it affects "you," it affects the controller of the copy, not the controller of the original spell. Similarly, if the copy says that it affects an "opponent," it affects an opponent of the copy's controller, not an opponent of the original spell's controller.
  • If the spell has an X whose value was determined as it was cast (like Earthquake does), the copy has the same value of X.
  • If the spell is modal (that is, it says "Choose one —" or the like), the copy will have the same mode. You can't choose a different one.
  • The copy will have the same targets as the spell it's copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. If, for one of the targets, you can't choose a new legal target, then it remains unchanged (even if the current target is illegal).
  • You can't choose to pay any additional costs for the copy. However, effects based on any additional or alternative costs paid for the targeted spell are copied as though those same costs were paid for the copy.
  • Prices

    Seller Price
    Tcgplayer 4.78 USD
    Cardmarket 1.43 EUR / 0.2 EUR
    Cardkingdom 5.49 USD
    Manapool 5.24 USD

    Legalities

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

    Text

    Flash When this creature enters, copy target instant or sorcery spell. You may choose new targets for the copy.

    Expansion (Expansion // Explosion) #224p Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 6
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Split
    Rank:

    Rules

  • A split card's characteristics are a combination of its two halves while it is not on the stack. For example, Assault // Battery has a mana value of 5 while it is in your library. If an effect allows you to search your library for a card with mana value 4 or less, you can't find Assault // Battery.
  • Each split card has two names. If an effect instructs you to choose a card name, you may choose one of those names, but not both.
  • Each split card is a single card. For example, if you discard a split card, you've discarded one card, not two. If an effect counts the number of sorcery cards in your graveyard, Assault // Battery counts once, not twice.
  • If an effect allows you to cast a spell with certain characteristics, consider only the characteristics of the half you're casting. For example, if an effect allows you to cast a sorcery spell with mana value 2 or less from among cards in your graveyard, you could cast Assault this way, but not Battery.
  • If you copy a spell that's half of a split card, the copy copies that same half. For example, if you copy Assault, the copy is also Assault, not Battery.
  • Split cards have two card faces on a single card. The characteristics of the half you didn't cast are ignored while the spell is on the stack.
  • To cast a split card, choose one of its halves to cast. There's no way to cast both halves of this split card.
  • Any choices made as a spell resolves won't have been made yet once it's copied. Any such choices will be made separately as the copy resolves.
  • Expansion can copy any instant or sorcery spell with an appropriate mana value, not just one with targets.
  • If a spell has {X} in its mana cost, include the value chosen for that X when determining the mana value of that spell.
  • If one of Explosion's two targets becomes illegal, the other is affected as appropriate.
  • If the spell has damage divided as it was cast, the division can't be changed (although the targets receiving that damage still can). The same is true of spells that distribute counters.
  • If the spell that's copied has an X whose value was determined as it was cast (like Banefire does), the copy will have the same value of X.
  • If the spell that's copied is modal (that is, it says "Choose one —" or the like), the copy will have the same mode or modes. You can't choose different ones.
  • If you copy a spell, you control the copy. It will resolve before the original spell does.
  • The controller of a copy can't choose to pay any alternative or additional costs for the copy. However, effects based on any alternative or additional costs that were paid for the original spell are copied as though those same costs were paid for the copy.
  • The copy is created on the stack, so it's not "cast." Abilities that trigger when a player casts a spell won't trigger.
  • The copy will have the same targets as the spell it's copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. If, for one of the targets, you can't choose a new legal target, then it remains unchanged (even if the current target is illegal).
  • Prices

    Seller Price
    Tcgplayer 1.06 USD / 2.71 USD
    Cardmarket 0.58 EUR / 1.57 EUR
    Cardkingdom 1.49 USD / 1.49 USD
    Manapool 1.3 USD / 2 USD

    Legalities

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

    Text

    Copy target instant or sorcery spell with mana value 4 or less. You may choose new targets for the copy.

    Explosion (Expansion // Explosion) #224p Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 6
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Split
    Rank:

    Rules

  • A split card's characteristics are a combination of its two halves while it is not on the stack. For example, Assault // Battery has a mana value of 5 while it is in your library. If an effect allows you to search your library for a card with mana value 4 or less, you can't find Assault // Battery.
  • Each split card has two names. If an effect instructs you to choose a card name, you may choose one of those names, but not both.
  • Each split card is a single card. For example, if you discard a split card, you've discarded one card, not two. If an effect counts the number of sorcery cards in your graveyard, Assault // Battery counts once, not twice.
  • If an effect allows you to cast a spell with certain characteristics, consider only the characteristics of the half you're casting. For example, if an effect allows you to cast a sorcery spell with mana value 2 or less from among cards in your graveyard, you could cast Assault this way, but not Battery.
  • If you copy a spell that's half of a split card, the copy copies that same half. For example, if you copy Assault, the copy is also Assault, not Battery.
  • Split cards have two card faces on a single card. The characteristics of the half you didn't cast are ignored while the spell is on the stack.
  • To cast a split card, choose one of its halves to cast. There's no way to cast both halves of this split card.
  • Any choices made as a spell resolves won't have been made yet once it's copied. Any such choices will be made separately as the copy resolves.
  • Expansion can copy any instant or sorcery spell with an appropriate mana value, not just one with targets.
  • If a spell has {X} in its mana cost, include the value chosen for that X when determining the mana value of that spell.
  • If one of Explosion's two targets becomes illegal, the other is affected as appropriate.
  • If the spell has damage divided as it was cast, the division can't be changed (although the targets receiving that damage still can). The same is true of spells that distribute counters.
  • If the spell that's copied has an X whose value was determined as it was cast (like Banefire does), the copy will have the same value of X.
  • If the spell that's copied is modal (that is, it says "Choose one —" or the like), the copy will have the same mode or modes. You can't choose different ones.
  • If you copy a spell, you control the copy. It will resolve before the original spell does.
  • The controller of a copy can't choose to pay any alternative or additional costs for the copy. However, effects based on any alternative or additional costs that were paid for the original spell are copied as though those same costs were paid for the copy.
  • The copy is created on the stack, so it's not "cast." Abilities that trigger when a player casts a spell won't trigger.
  • The copy will have the same targets as the spell it's copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. If, for one of the targets, you can't choose a new legal target, then it remains unchanged (even if the current target is illegal).
  • Prices

    Seller Price
    Tcgplayer 1.06 USD / 2.71 USD
    Cardmarket 0.58 EUR / 1.57 EUR
    Cardkingdom 1.49 USD / 1.49 USD
    Manapool 1.3 USD / 2 USD

    Legalities

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

    Text

    Explosion deals X damage to any target. Target player draws X cards.

    Lutri, the Spellchaser #227p Legendary Creature — Elemental Otter

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: 3/2
    Types:
  • Creature
  • SubTypes:
  • Elemental
  • Otter
  • Languages:
    Layout:
    Normal

    Abilities/Keywords

    Companion Flash

    Rules

  • Before shuffling your deck to become your library, you may reveal one card from outside the game to be your companion if your starting deck meets the requirements of the companion ability. You can't reveal more than one. It remains revealed outside the game as the game begins.
  • If more than one player wishes to reveal a companion, the starting player does so first, and players proceed in turn order. Once a player has chosen not to reveal a companion, that player can't change their mind.
  • If the spell has damage divided as it was cast (like Mythos of Vadrok), the division can't be changed, although the targets receiving that damage still can. The same is true of spells that distribute counters.
  • If the spell that's copied has an X whose value was determined as it was cast, the copy will have the same value of X.
  • If the spell that's copied is modal (that is, it says "Choose one —" or the like), the copy will have the same mode. A different mode can't be chosen.
  • If you reveal a companion outside the game, for as long as it remains there, you may pay {3} any time you could cast a sorcery (that is, you have priority during your main phase and the stack is empty). Once you do, you put it into your hand and behaves like any other card you've brought into the game. For example, if it's discard, countered, or destroyed, it's put into your graveyard, remaining in the game. This is a change from previous rules.
  • Lutri's ability can copy any instant or sorcery spell you control, not just one with targets.
  • Paying {3} to put your companion into your hand is a special action. It doesn't use the stack and players can't respond to it. Once you take this action, you may cast that card if it's legal to do so before any other player can take actions.
  • The companion ability has no effect if the card is in your starting deck and creates no restriction on putting a card with a companion ability into your starting deck. For example, Zirda may be in your starting deck even if your other permanent cards don't all have activated abilities.
  • The companion's other abilities apply only if the creature is on the battlefield. They have no effect while the companion is outside the game.
  • The controller of a copy can't choose to pay any alternative or additional costs for the copy. However, effects based on any alternative or additional costs that were paid for the original spell are copied as though those same costs were paid for the copy.
  • The copy is created on the stack, so it's not "cast." Abilities that trigger when a player casts a spell won't trigger. It will resolve before the original spell does.
  • The copy will have the same targets as the spell it's copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. If, for one of the targets, you can't choose a new legal target, then it remains unchanged (even if the current target is illegal).
  • The requirements of the companion ability apply only to your starting deck. They do not apply to your sideboard.
  • You may have one companion in the Commander variant. Your deck, including your commander, must meet its companion requirement. Your companion is not one of your one hundred cards.
  • Your companion begins the game outside the game. In tournament play, this means your sideboard. In casual play, it's simply a card you own that's not in your starting deck.
  • If you reveal a companion outside the game, for as long as it remains there, you may pay {3} any time you could cast a sorcery (that is, you have priority during your main phase and the stack is empty). Once you do, you put it into your hand and behaves like any other card you've brought into the game. For example, if it's discarded, countered, or destroyed, it's put into your graveyard, remaining in the game. This is a change from previous rules.
  • Paying {3} to put your companion into your hand is a special action. It doesn't use the stack and players can't respond to it. Once you take this action, you may cast that card if it's legal to do so before any other player can take actions.
  • Prices

    Seller Price
    Tcgplayer 1 USD / 3.13 USD
    Cardmarket 0.85 EUR / 1.06 EUR
    Cardkingdom 0.49 USD / 3.99 USD
    Manapool 1.04 USD

    Legalities

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

    Text

    Companion — Each nonland card in your starting deck has a different name. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.) Flash When Lutri enters, if you cast it, copy target instant or sorcery spell you control. You may choose new targets for the copy.

    Mirari #303 Legendary Artifact

    Info

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

    Rules

  • Everything about the original spell is copied, including any decisions made on announcement, such as whether it was kicked or its Buyback cost was paid. Effects on the spell, such as Sleight of Mind or Flashback, are not copied.
  • If the copied spell requires a target and there are no legal targets, then the copy has the same target (which should be illegal) as the original.
  • If the spell is countered before the triggered ability resolves, then the ability will make a copy of how the spell looked right before it was countered.
  • It triggers once per spell, so you can’t get multiple copies of a spell using this card. And since this card is legendary, you can’t control more than one.
  • The copy is not “cast” so it will not trigger anything that triggers on a spell being cast.
  • You are not required to choose new targets. If you do choose, then the targets must be legal. If you don’t change them, the spell is placed on the stack whether or not the targets are legal. The legality of the targets is always checked on resolution of the spell, so the spell may be countered at that time if all of its targets are illegal.
  • You choose whether or not to pay when the triggered ability resolves.
  • Prices

    Seller Price
    Tcgplayer 2.43 USD / 40.74 USD
    Cardmarket 0.88 EUR / 32.36 EUR
    Cardkingdom 3.49 USD / 32.99 USD
    Manapool 1.01 USD / 11.24 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 cast an instant or sorcery spell, you may pay . If you do, copy that spell. You may choose new targets for the copy.

    Swarm Intelligence #50s Enchantment

    Info

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

    Rules

  • If the spell has damage divided as it was cast (like Chandra’s Pyrohelix), the division can’t be changed (although the targets receiving that damage still can).
  • If the spell that’s copied has an X whose value was determined as it was cast (like Torment of Hailfire does), the copy will have the same value of X.
  • If the spell that’s copied is modal (that is, it says “Choose one —” or the like), the copy will have the same mode. A different mode can’t be chosen.
  • Swarm Intelligence can copy any instant or sorcery spell, not just one with targets.
  • Swarm Intelligence can copy the spell even if it’s countered before Swarm Intelligence’s triggered ability resolves.
  • The controller of a copy can’t choose to pay any alternative or additional costs for the copy. However, effects based on any alternative or additional costs that were paid for the original spell are copied as though those same costs were paid for the copy.
  • The copy is created on the stack, so it’s not “cast.” Abilities that trigger when a player casts a spell (such as Swarm Intelligence’s own ability) won’t trigger.
  • The copy will have the same targets as the spell it’s copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. If, for one of the targets, you can’t choose a new legal target, then it remains unchanged (even if the current target is illegal).
  • Prices

    Seller Price
    Tcgplayer 2.66 USD
    Cardmarket 0.69 EUR
    Cardkingdom 2.29 USD
    Manapool 1.18 USD

    Legalities

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

    Text

    Whenever you cast an instant or sorcery spell, you may copy that spell. You may choose new targets for the copy.

    Dualcaster Mage Creature — Human Wizard Normal - ~$3.43

    Explosion Instant Split - ~$1.53

    Lutri, the Spellchaser Legendary Creature — Elemental Otter Normal - ~$1.65

    Mirari Legendary Artifact Normal - ~$15.64

    Swarm Intelligence Enchantment Normal - ~$1.71

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