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AI 🤖 Find me cards equivalent to: Papalymo Totolymo

Papalymo Totolymo is a white creature with a spell-copying ability from the Final Fantasy Secret Lair promo. For similar white cards, try:

  • Monk Class (lets you copy instant or sorcery spells at level 3)
  • Radiant Performer (lets you copy target instant or sorcery with different targets)
  • Elite Spellbinder (disrupts, but for direct spell-copying in white, very limited options)


Reason: White spell-copying is very rare; Monk Class and Radiant Performer are the closest, both copying spells in some fashion.

Results:

Elite Spellbinder #17 Creature — Human Cleric

Info

Color:
Identifies:
Cost:
Rarity: Rare
Converted Cost: 3
Power/Toughness: 3/1
Types:
  • Creature
  • SubTypes:
  • Human
  • Cleric
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flying

    Rules

  • If the exiled card is a modal double-faced card and its back face is a land, its owner may play it as a land. (Note that if the front face is also a land, you couldn’t have exiled it to begin with.)
  • Playing the exiled card follows all normal timing restrictions.
  • Prices

    Seller Price
    Tcgplayer 0.19 USD / 0.28 USD
    Cardmarket 0.22 EUR / 0.61 EUR
    Cardkingdom 0.49 USD / 0.79 USD
    Manapool 0.15 USD / 0.26 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 When this creature enters, look at target opponent's hand. You may exile a nonland card from it. For as long as that card remains exiled, its owner may play it. A spell cast this way costs more to cast.

    Monk Class #228a Enchantment — Class

    Info

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

    Rules

  • Each Class has five abilities. The three in the major sections of its text box are class abilities. Class abilities can be static, activated, or triggered abilities. The other two are level abilities, one activated ability to advance the Class to level 2 and another to advance the Class to level 3.
  • Each Class starts with only the first of three class abilities. As the first level ability resolves, the Class becomes level 2 and gains the second class ability. As the second level ability resolves, the Class becomes level 3 and gains the third class ability.
  • Gaining a level is a normal activated ability. It uses the stack and can be responded to.
  • Gaining a level won't remove abilities that a Class had at a previous level.
  • If Monk Class is the first spell you cast, the next spell is the second spell and costs {1} less. If Monk Class is the second (or later) spell you cast, its bonus won't apply until the next turn.
  • If you have more than one Monk Class on the battlefield, their abilities are cumulative. For example, if you control two Monk Classes, the second spell you cast each turn costs {2} less to cast.
  • Some Class cards have an effect that increases when more are under your control. For example, if you have multiple Barbarian Class cards, you roll that many additional dice and ignore that many of the lowest rolls.
  • You can multiclass or even control multiple Class enchantments of the same class. Each Class permanent tracks its own level separately.
  • You can't activate the first level ability of a Class unless that Class is level 1. Similarly, you can't activate the second level ability of a Class unless that Class is level 2.
  • Prices

    Seller Price
    Tcgplayer 16.89 USD
    Cardmarket 0.64 EUR
    Cardkingdom 11.99 USD

    Legalities

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

    Text

    (Gain the next level as a sorcery to add its ability.) The second spell you cast each turn costs less to cast. : Level 2 When this Class becomes level 2, return up to one target nonland permanent to its owner's hand. : Level 3 At the beginning of your upkeep, exile the top card of your library. For as long as it remains exiled, it has "You may cast this card from exile as long as you've cast another spell this turn."

    Papalymo Totolymo #180 Legendary Creature — Dwarf Wizard

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 2
    Power/Toughness: 1/2
    Types:
  • Creature
  • SubTypes:
  • Dwarf
  • Wizard
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Papalymo Totolymo's first ability resolves before the spell that caused it to trigger. It resolves even if that spell is countered or otherwise leaves the stack.
  • While resolving Papalymo Totolymo's second ability, the next opponent in turn order who lost life this turn chooses a creature with the greatest power among creatures they control, then each other opponent who lost life this turn in turn order does the same. Then each of the chosen creatures are sacrificed simultaneously.
  • Prices

    Seller Price
    Tcgplayer 0.52 USD / 3.67 USD
    Cardmarket 0.74 EUR / 4.21 EUR
    Cardkingdom 1.29 USD / 4.49 USD
    Manapool 0.31 USD / 3.98 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 a noncreature spell, Papalymo Totolymo deals 1 damage to each opponent and you gain 1 life. , ,SacrificePapalymo Totolymo: Each opponent who lost life this turn sacrifices a creature with the greatest power among creatures they control.

    Radiant Performer #90102 Creature — Human Wizard

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 5
    Power/Toughness: 2/2
    Types:
  • Creature
  • SubTypes:
  • Human
  • Wizard
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Flash

    Rules

  • Each copy you create will cause your magecraft abilities to trigger.
  • You can choose a spell or ability with multiple targets as long as all of those targets are the same permanent or player.
  • You control all the copies, and you'll choose which copy targets which permanent or player. For example, if the original spell says, "Destroy target creature," you'll ultimately choose the order in which each creature targeted by a copy is destroyed. Remember that the original spell or ability will resolve after all of the copies.
  • You copy the spell or ability for every permanent or player it could target. That is, you don't choose either permanents or players and then make copies based on that.
  • 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

    Flash When this creature enters, if you cast it from your hand, choose target spell or ability that targets only a single permanent or player. Copy that spell or ability for each other permanent or player the spell or ability could target. Each copy targets a different one of those permanents and players.

    Elite Spellbinder Creature — Human Cleric Normal - ~$0.37

    Monk Class Enchantment — Class Class - ~$9.84

    Papalymo Totolymo Legendary Creature — Dwarf Wizard Normal - ~$2.4

    Radiant Performer Creature — Human Wizard Normal

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