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"Find me cards equivalent to: Purphoros's Intervention"

Cards equivalent to Purphoros's Intervention (Red, Sorcery, X cost, flexible effects):
1. Banefire — Deals X damage to any target.
2. Chandra's Ignition — Deals damage equal to a creature’s power to everything (flexible red sorcery).
3. Fireball — X damage to target(s).
4. Comet Storm — X damage, multiple targets with Multikicker.
5. Soulfire Eruption — X damage to up to three targets, then exiles top cards you may play.
6. Crackle with Power — Five times X damage to targets.

These are all red sorceries with X in the cost and variable, impactful effects, like Purphoros's Intervention.

Found Cards

7 Results

Banefire

Chandra's Ignition

Comet Storm

Crackle with Power

Fireball

Purphoros's Intervention

Soulfire Eruption

Banefire #130s Sorcery

Info

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

    Rules

  • Banefire can be targeted by spells that try to counter it regardless of what the value of X is. If X is 5 or more, those spells will still resolve, but the part of their effect that would counter Banefire won’t do anything. Any other effects those spells have will work as normal.
  • If its target is illegal by the time Banefire tries to resolve, the spell isn’t countered, but it doesn’t resolve. The target won’t be dealt damage.
  • To determine whether it can be countered and its damage can be prevented, Banefire checks the number you chose for X, not the amount of mana you actually spent or the amount of damage it will actually deal.
  • Prices

    Seller Price
    Cardkingdom 4.49 USD
    Cardmarket 2.2 EUR
    Tcgplayer 6.22 USD
    Manapool 2.61 USD

    Legalities

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

    Text

    Banefire deals X damage to any target. If X is 5 or more, this spell can't be countered and the damage can't be prevented.

    Chandra's Ignition #1594★ Sorcery

    Info

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

    Rules

  • If the creature becomes an illegal target by the time Chandra's Ignition tries to resolve (perhaps because another player controls it or it's left the battlefield), Chandra's Ignition won't resolve and none of its effects will happen. No damage will be dealt.
  • The creature is the source of the damage, not Chandra's Ignition. For example, Chandra's Ignition can have a white creature deal damage to a creature with protection from red.
  • Use the power of the target creature as Chandra's Ignition resolves to determine how much damage it deals to each other creature and each opponent.
  • Prices

    Seller Price
    Tcgplayer 24.66 USD
    Manapool 23.02 USD

    Legalities

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

    Text

    Target creature you control deals damage equal to its power to each other creature and each opponent.

    Comet Storm #76 Instant

    Info

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

    Abilities/Keywords

    Rules

  • As long as any of its targets are legal at the time Comet Storm resolves, Comet Storm will deal X damage to each of those legal targets.
  • Each target you choose must be different.
  • For example, if you want Comet Storm to deal 4 damage to each of three different targets, that means X is 4 and you're kicking the spell twice. You'll pay a mana cost of {4}{R}{R}, plus a kicker cost of {1}, plus another kicker cost of {1}, for a total of {6}{R}{R}.
  • The number of targets you choose for Comet Storm is one more than the number of times it's kicked. First you declare how many times you're going to kick the spell (at the same time you declare the value of X), then you choose the targets accordingly, then you pay the costs. No player can respond between the time you declare how many times you'll kick the spell and the time you choose the targets.
  • If a card or token enters as a copy of a permanent, the new permanent isn't kicked, even if the original was.
  • If a spell's kicker cost was paid, the spell is "kicked."
  • If you copy a kicked spell on the stack, the copy is also kicked. If the copied spell is a permanent spell, the token the copy of that spell becomes when it enters is also kicked.
  • If you put a permanent with a kicker ability onto the battlefield without casting it, you can't kick it.
  • The kicker ability doesn't let you pay a kicker cost more than once.
  • To determine a spell's total cost, start with the mana cost (or an alternative cost if another card's effect allows you to pay one instead), add any cost increases (such as kicker), then apply any cost reductions. The spell's mana value remains unchanged, no matter what the total cost to cast it was.
  • Prices

    Seller Price
    Cardmarket 0.36 EUR / 0.27 EUR
    Manapool 10.39 USD

    Legalities

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

    Text

    Multikicker (You may pay an additional any number of times as you cast this spell.) Choose any target, then choose another target for each time this spell was kicked. Comet Storm deals X damage to each of them.

    Crackle with Power #107 Sorcery

    Info

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

    Rules

  • If you choose 1 for the value of X, Crackle with Power will cost {3}{R}{R} to cast and deal five damage to a single target. If you choose 2 for the value of X, it will cost {6}{R}{R} to cast and deal ten damage to each of up to two targets, and so on.
  • Prices

    Seller Price
    Manapool 9.37 USD
    Cardmarket 7.15 EUR
    Cardkingdom 10.99 USD
    Tcgplayer 10.05 USD

    Legalities

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

    Text

    Crackle with Power deals five times X damage to each of up to X targets.

    Fireball #7 Sorcery

    Info

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

    Rules

  • Fireball's damage is divided as Fireball resolves, not as it's cast, because there are no choices involved. The division involves only targets that are still legal as Fireball resolves.
  • For example, if X is 5 and you choose three target creatures, Fireball has a total cost of {7}{R} (even though its mana cost is just {5}{R} and its mana value is 6). If those creatures are all still legal targets as Fireball resolves, it deals 1 damage to each of them.
  • You can target more than X creatures. However, if the number of legal targets at the time Fireball resolves is greater than X, none of them will be dealt any damage.
  • You may cast Fireball with zero targets, regardless of the value chosen for X. If you do so, it will not be a targeted spell, and no damage will actually be dealt when it resolves.
  • Prices

    Seller Price
    Manapool 5.27 USD
    Cardmarket 3.18 EUR
    Tcgplayer 7.71 USD

    Legalities

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

    Text

    This spell costs more to cast for each target beyond the first. Fireball deals X damage divided evenly, rounded down, among any number of targets.

    Purphoros's Intervention #151 Sorcery

    Info

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

    Rules

  • The second mode of Purphoros’s Intervention has it deal damage to the target equal to twice X. It doesn’t deal X damage then deal X damage again.
  • Prices

    Seller Price
    Cardmarket / 0.36 EUR 0.15 EUR
    Tcgplayer 0.15 USD / 0.24 USD
    Cardkingdom 0.49 USD / 0.49 USD
    Manapool 0.15 USD / 0.23 USD

    Legalities

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

    Text

    Choose one — • Create an X/1 red Elemental creature token with trample and haste.Sacrificeit at the beginning of the next end step. • Purphoros's Intervention deals twice X damage to target creature or planeswalker.

    Soulfire Eruption #86028 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 9
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • As Soulfire Eruption resolves, if you have chosen multiple targets (and we really hope you have), those targets will be handled one at a time in turn order. Start with targets that are either the player whose turn it is (probably you) or permanents that player controls. You choose the relative order of targets within that group. For whichever target you select first, exile the top card of your library, then Soulfire Eruption deals damage to that target. Repeat this process for each subsequent target in the group. After that group is done, move on to targets that are either the next player in turn order or permanents they control. Again, you choose the relative order of targets in that group. Repeat the whole process for each other player.
  • If you're playing with the top card of your library revealed (perhaps because of Courser of Kruphix), you'll see the new top card of your library after each time a card is exiled while Soulfire Eruption's ability is resolving. Notably, you'll see which card is on top of your library before selecting from among the targets in each group. For example: in a three-player game, you're playing with the top card of your library revealed and you cast Soulfire Eruption targeting your two opponents and a creature controlled by the last opponent in turn order. You exile the top card of your library and Soulfire Eruption deals damage to the first opponent. You'll see the new top card of your library before selecting whether the next target will be the last opponent or the creature they control.
  • Nothing can happen in between the damage being dealt to each target, and no player can choose to take actions. Any abilities that trigger while Soulfire Eruption is resolving go on the stack after Soulfire Eruption finishes resolving.
  • Playing an exiled card causes it to leave exile. Soulfire Eruption won't let you play it multiple times, even if the card later returns to exile somehow.
  • Soulfire Eruption doesn't change when you can play the exiled cards. For example, if you exile a sorcery card, you can cast it only during your main phase. If you exile a land card, you can play it only during your main phase and only if you have an available land play remaining.
  • 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

    Choose any number of target creatures, planeswalkers, and/or players. For each of them, exile the top card of your library, then Soulfire Eruption deals damage equal to that card's mana value to that permanent or player. You may play the exiled cards until the end of your next turn.