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"Find me cards equivalent to: Rune of Speed"

Similar cards to Rune of Speed (red, Aura, grants power/haste, cantrips):

  • Cartouche of Zeal
    • Enchant creature, cantrips, gives +1/+0 and haste.
  • Hammerhand
    • Enchant creature, grants +1/+1, haste, and cantrips.
  • Unquenchable Fury
    • Enchant creature, gives trample, cantrips, and deals damage to player.
  • Furious Rise
    • Not an aura, but similar red card advantage for aggressive strategies.

None match exactly—Rune of Speed's equipment interaction is unique. All listed are red Auras that grant power/haste and/or draw a card.

Found Cards

5 Results

Cartouche of Zeal

Furious Rise

Hammerhand

Rune of Speed

Unquenchable Fury

Cartouche of Zeal #145 Enchantment — Aura Cartouche

Info

Color:
Identifies:
Cost:
Rarity: Common
Converted Cost: 1
Power/Toughness: /
Types:
  • Enchantment
  • SubTypes:
  • Aura
  • Cartouche
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Enchant

    Rules

  • Cartouche is an enchantment subtype with no special meaning. Other cards may care about which enchantments are Cartouches.
  • Each Cartouche is an Aura with "Enchant creature you control." If another player gains control of either the Cartouche or the enchanted creature (but not both), then the Cartouche will be enchanting an illegal permanent and be put into its owner's graveyard as a state-based action.
  • If the target creature becomes an illegal target before a Cartouche spell resolves, the spell doesn't resolve. It doesn't enter the battlefield.
  • 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

    Enchant creature you control When this Aura enters, target creature can't block this turn. Enchanted creature gets +1/+1 and has haste. (It can attack and no matter when it came under your control.)

    Furious Rise #136 Enchantment

    Info

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

    Rules

  • Furious Rise's ability has you exile only one card, no matter how many creatures with power 4 or greater you control beyond the first.
  • Furious Rise's effect doesn't change when you can play the exiled card. For example, if you exile a sorcery card, you can cast it only during your main phase when the stack is empty. If you exile a land card, you can't play it unless you have land plays available.
  • If Furious Rise leaves the battlefield before you play the most recently exiled card, you can play that card for as long as it remains exiled.
  • If you don't control a creature with power 4 or greater as your end step begins, Furious Rise's ability doesn't trigger. If you don't control one as the ability resolves, it has no effect. It doesn't have to be the same creature at both times, however.
  • Playing an exiled card causes it to leave exile. You can't play it multiple times.
  • Prices

    Seller Price
    Cardkingdom / 0.49 USD 0.35 USD
    Tcgplayer 0.08 USD / 0.24 USD
    Manapool / 0.17 USD 0.15 USD
    Cardmarket 0.08 EUR / 0.2 EUR

    Legalities

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

    Text

    At the beginning of your end step, if you control a creature with power 4 or greater, exile the top card of your library. You may play that card until you exile another card with this enchantment.

    Hammerhand #IMA-132 Enchantment — Aura

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 1
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
  • Aura
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Enchant

    Rules

  • No entries
  • Prices

    Seller Price
    Cardkingdom 0.35 USD
    Manapool 0.15 USD
    Cardmarket 0.08 EUR
    Tcgplayer 0.24 USD

    Legalities

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

    Text

    Enchant creature When this Aura enters, target creature can't block this turn. Enchanted creature gets +1/+1 and has haste.

    Rune of Speed #148 Enchantment — Aura Rune

    Info

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

    Abilities/Keywords

    Enchant

    Rules

  • If the target of an Aura spell is an illegal target as that spell tries to resolve, it won't resolve, it won't enter the battlefield, and none of its enters-the-battlefield triggered abilities will trigger.
  • Runes can target and be attached to any permanent, even one that isn't currently a creature or an Equipment. You can cast a Rune choosing a Vehicle as the target, for example. The Rune's enters-the-battlefield ability will trigger, and you'll draw a card. The Rune won't do anything while the Vehicle isn't a creature, but if it becomes one later, the appropriate ability will start applying.
  • Prices

    Seller Price
    Cardmarket / 0.22 EUR 0.17 EUR
    Tcgplayer 0.24 USD / 0.34 USD
    Cardkingdom 0.35 USD / 0.79 USD
    Manapool / 0.19 USD 0.15 USD

    Legalities

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

    Text

    Enchant permanent When this Aura enters, draw a card. As long as enchanted permanent is a creature, it gets +1/+0 and has haste. As long as enchanted permanent is an Equipment, it has "Equipped creature gets +1/+0 and has haste."

    Unquenchable Fury #10 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 0
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.61 USD
    Manapool 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

    Each Minotaur can't be blocked this turn except by two or more creatures.