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MANAHIVE

🤖 ManaHive AI

"Find me cards equivalent to: Now for Wrath, Now for Ruin!"

Equivalent cards (White Sorceries that pump your team and/or grant vigilance):

  • Now for Wrath, Now for Ruin! (searched card)
  • Inspiring Call (draws cards, similar pump in green, but not white)
  • Courage in Crisis (not white, but has a +1/+1 counter theme)
  • Unbreakable Formation (white; gives all creatures +1/+1 counter and vigilance if cast during main phase)
  • Rally the Peasants (white/red; gives +2/+0 and vigilance is not included, but similar pump/sorcery)
  • Call for Unity (enchantment, not a sorcery, but puts counters each turn)
  • Make a Stand (gives indestructible, not vigilance or counters, but mass protection)
  • Together Forever (white, puts counters)
  • Collective Effort (white, puts +1/+1 counters on each creature as an option)

Closest equivalent:
Unbreakable Formation (white, gives a +1/+1 counter to each creature and vigilance until end of turn if cast during main phase).


Reason:
Closest effect in white, at sorcery speed, with similar team pump and vigilance granting.

Found Cards

9 Results

Call for Unity

Collective Effort

Courage in Crisis

Inspiring Call

Make a Stand

Now for Wrath, Now for Ruin!

Rally the Peasants

Together Forever

Unbreakable Formation

Call for Unity #9s Enchantment

Info

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

    Abilities/Keywords

    Rules

  • All cards in the Aether Revolt set with triggered revolt abilities use an intervening "if" clause. A permanent you controlled must have left the battlefield earlier in the turn in order for these abilities to trigger; otherwise they do nothing. In other words, there's no way to have the ability trigger if no permanent you controlled has left the battlefield that turn, even if you intend to have one do so in response to the triggered ability.
  • Energy counters aren't permanents. Paying {E} won't satisfy a revolt ability.
  • Revolt abilities check only whether a permanent you controlled left the battlefield this turn or not. They don't apply multiple times if more than one permanent you controlled left the battlefield. They don't check whether the permanent that left the battlefield is still in the zone it moved to.
  • 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 Murder, or an enchantment you returned to your hand with Leave in the Dust.
  • Tokens that leave the battlefield will satisfy a revolt ability.
  • Prices

    Seller Price
    Cardmarket 0.36 EUR
    Manapool 0.48 USD
    Cardkingdom 0.49 USD
    Tcgplayer 0.6 USD

    Legalities

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

    Text

    Revolt — At the beginning of your end step, if a permanent left the battlefield under your control this turn, put a unitycounteron this enchantment. Creatures you control get +1/+1 for each unitycounteron this enchantment.

    Collective Effort #17s Sorcery

    Info

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

    Abilities/Keywords

    Escalate

    Rules

  • If you choose the first and third modes, and destroying the creature ends an "exile until" effect (such as that of Lunarch Inquisitors), the creature will return to the battlefield before you put +1/+1 counters on creatures. The same is true if you choose the second and third modes and destroying the enchantment ends such an effect.
  • You can tap any untapped creature you control to pay the escalate cost, including one you haven't controlled continuously since the beginning of the turn.
  • Prices

    Seller Price
    Cardmarket / 0.98 EUR 1.33 EUR
    Cardkingdom 0.99 USD
    Tcgplayer 0.67 USD
    Manapool 0.72 USD

    Legalities

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

    Text

    Escalate—Tap an untapped creature you control. (Pay this cost for each mode chosen beyond the first.) Choose one or more — •Destroytarget creature with power 4 or greater. •Destroytarget enchantment. • Put a +1/+1counteron each creature target player controls.

    Courage in Crisis #158 Sorcery

    Info

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

    Abilities/Keywords

    Proliferate

    Rules

  • An ability that triggers "Whenever you proliferate" triggers even if you chose no permanents or players while doing so.
  • If a permanent ever has both +1/+1 counters and -1/-1 counters on it at the same time, they're removed in pairs as a state-based action so that the permanent has only one of those kinds of counters on it.
  • If a player or permanent has more than one kind of counter on it, and you choose for it to get additional counters, it must get one of each kind of counter it already has. You can't have it get just one kind of counter it already has and not the others.
  • Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it's too late for anyone to respond.
  • To proliferate, you can choose any permanent that has a counter, including ones controlled by opponents. You can choose any player who has a counter, including opponents. You can't choose cards in any zone other than the battlefield, even if they have counters on them.
  • You don't have to choose every permanent or player that has a counter, only the ones you want to add another counter to. Since "any number" includes zero, you don't have to choose any permanents at all, and you don't have to choose any players at all.
  • Prices

    Seller Price
    Cardmarket 0.1 EUR / 0.4 EUR
    Manapool 0.15 USD / 0.39 USD
    Cardkingdom / 0.79 USD 0.35 USD
    Tcgplayer 0.23 USD / 0.69 USD

    Legalities

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

    Text

    Put a +1/+1counteron target creature, then proliferate. (Choose any number of permanents and/or players, then give each anothercounterof each kind already there.)

    Inspiring Call #2328 Instant

    Info

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

    Rules

  • Creatures you control that have +1/+1 counters put on them after Inspiring Call resolves won't gain indestructible.
  • Once a creature gains indestructible, it will have it for the turn, even if it loses all its +1/+1 counters.
  • Prices

    Seller Price
    Tcgplayer 6.97 USD
    Cardmarket 10.82 EUR
    Manapool 10.3 USD
    Cardkingdom 9.49 USD

    Legalities

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

    Text

    Draw a card for each creature you control with a +1/+1counteron it. Those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don'tdestroythem.)

    Make a Stand #26 Instant

    Info

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

    Rules

  • No entries
  • Prices

    Seller Price
    Cardkingdom 0.39 USD / 1.99 USD
    Manapool / 0.39 USD 0.15 USD
    Cardmarket / 0.31 EUR 0.13 EUR
    Tcgplayer / 0.49 USD 0.17 USD

    Legalities

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

    Text

    Creatures you control get +1/+0 and gain indestructible until end of turn. (Damage and effects that say "destroy" don'tdestroythem.)

    Now for Wrath, Now for Ruin! #24 Sorcery

    Info

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

    Rules

  • As the Ring tempts you, you get an emblem named The Ring if you don't have one. Then your emblem gains its next ability and you choose a creature you control to become (or remain) your Ring-bearer.
  • Each player can have only one emblem named The Ring and only one Ring-bearer at a time.
  • Each time the Ring tempts you, you must choose a creature if you control one.
  • If the creature you choose as your Ring-bearer was already your Ring-bearer, that still counts as choosing that creature as your Ring-bearer for the purpose of abilities that trigger "whenever you choose a creature as your Ring-bearer" or abilities that care about which creature was chosen as your Ring-bearer.
  • Some spells and abilities that cause the Ring to tempt you may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. The Ring won't tempt you.
  • The Ring can tempt you even if you don't control a creature. In this case, abilities that trigger "whenever the Ring tempts you" will still trigger.
  • The Ring gains its abilities in order from top to bottom. Once it gains an ability, it has that ability for the rest of the game.
  • Prices

    Seller Price
    Manapool / 0.15 USD 0.15 USD
    Cardkingdom / 0.49 USD 0.35 USD
    Tcgplayer / 0.13 USD 0.11 USD
    Cardmarket / 0.1 EUR 0.11 EUR

    Legalities

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

    Text

    Put a +1/+1counteron each creature you control. They gain vigilance until end of turn. The Ring tempts you.

    Rally the Peasants #10 Instant

    Info

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

    Abilities/Keywords

    Flashback

    Rules

  • Only creatures you control when Rally the Peasants resolves will be affected. Creatures that enter the battlefield or that you gain control of later in the turn will not.
  • "Flashback [cost]" means "You may cast this card from your graveyard by paying [cost] rather than paying its mana cost" and "If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack."
  • A spell cast using flashback will always be exiled afterward, whether it resolves, is countered, or leaves the stack in some other way.
  • If a card with flashback is put into your graveyard during your turn, you can cast it if it's legal to do so before any other player can take any actions.
  • To determine the total cost of a spell, start with the mana cost or alternative cost (such as a flashback cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
  • You can cast a spell using flashback even if it was somehow put into your graveyard without having been cast.
  • You must still follow any timing restrictions and permissions, including those based on the card's type. For instance, you can cast a sorcery using flashback only when you could normally cast a sorcery.
  • Prices

    Seller Price

    Legalities

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

    Text

    Creatures you control get +2/+0 until end of turn. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

    Together Forever #44 Enchantment

    Info

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

    Abilities/Keywords

    Support

    Rules

  • If a creature without counters receives enough -1/-1 counters to reduce its toughness to 0 or less, Together Forever's ability can't be activated before state-based actions put that creature into its owner's graveyard.
  • Together Forever's activated ability checks whether the target creature has a counter on it as the ability is activated and as the ability resolves. If the creature loses its counters later in the turn, the delayed triggered ability will still return it to its owner's hand when it dies.
  • Prices

    Seller Price
    Cardmarket / 0.45 EUR 0.26 EUR
    Manapool / 3.01 USD 0.15 USD
    Tcgplayer 0.31 USD

    Legalities

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

    Text

    When this enchantment enters, support 2. (Put a +1/+1counteron each of up to two target creatures.) : Choose target creature with acounteron it. When that creature dies this turn, return that card to its owner's hand.

    Unbreakable Formation #7052 Instant

    Info

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

    Abilities/Keywords

    Rules

  • Unbreakable Formation affects only creatures you control at the time it resolves. Creatures you begin to control later in the turn won't gain indestructible or vigilance and they won't get a +1/+1 counter.
  • Addendum abilities of instant spells apply while the spell is resolving, not immediately after casting it. If the spell is countered, you don't get the addendum bonus.
  • If an effect copies a spell with an addendum ability while it's on the stack, the copy wasn't cast at all, so you won't get the addendum bonus.
  • Prices

    Seller Price
    Tcgplayer 1.38 USD / 1.93 USD
    Cardkingdom / 2.79 USD 1.79 USD
    Cardmarket / 1.82 EUR 2.51 EUR
    Manapool / 1.8 USD 1.43 USD

    Legalities

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

    Text

    Creatures you control gain indestructible until end of turn. Addendum — If you cast this spell during your main phase, put a +1/+1counteron each of those creatures and they gain vigilance until end of turn.