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"Find me cards equivalent to: Second Sunrise"

Equivalent cards (White Instants with similar effect) include:

  • Second Sunrise (your search)
  • Brought Back (returns two permanent cards that went to the graveyard this turn)
  • Cosmic Intervention (returns all your permanents put into graveyard this turn, but as an effect that needs to be set up)

There are no exact equivalents, but these cards share a similar return permanents that died this turn effect.

Found Cards

3 Results

Brought Back

Cosmic Intervention

Second Sunrise

Brought Back #1 Instant

Info

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

    Rules

  • A permanent card is an artifact, creature, enchantment, land, or planeswalker card.
  • If you return an Aura this way, you choose what the Aura will enchant just before it enters, but you can't choose any permanent cards that will enter at the same time as that Aura. An Aura returning to the battlefield this way doesn't target the player or permanent it will enchant, so permanents or players with hexproof may be chosen; however, the chosen recipient must be able to legally be enchanted by the Aura, so a player or permanent with protection from one of the Aura's qualities can't be chosen this way. If there's nothing legal for the Aura to enchant, it stays in the graveyard.
  • Permanent spells that were countered earlier in the turn never entered the battlefield, so they won't be legal targets for Brought Back.
  • Prices

    Seller Price
    Cardkingdom 1.79 USD
    Cardmarket 1.17 EUR / 1.91 EUR
    Tcgplayer 0.74 USD / 1.97 USD
    Manapool 0.86 USD / 1.77 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 up to two target permanent cards in your graveyard that were put there from the battlefield this turn. Return them to the battlefield tapped.

    Cosmic Intervention #3 Instant

    Info

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

    Abilities/Keywords

    Foretell

    Rules

  • Because exiling a card with foretell from your hand is a special action, you can do so any time you have priority during your turn, including in response to spells and abilities. Once you announce you’re taking the action, no other player can respond by trying to remove the card from your hand.
  • Casting a foretold card from exile follows the timing rules for that card. If you foretell an instant card, you can cast it as soon as the next player’s turn. In most cases, if you foretell a card that isn’t an instant (or doesn’t have flash), you’ll have to wait until your next turn to cast it.
  • Each permanent that is exiled instead of being put into a graveyard from the battlefield creates its own triggered ability to return itself. Those abilities all trigger at the beginning of the next end step, and you can choose the order in which those abilities will go on the stack. The cards will be returned to the battlefield one at a time as those abilities resolve.
  • If a token permanent would be put into a graveyard, it’s exiled and then ceases to exist. It won’t return to the battlefield.
  • If you return an Aura this way, you choose what the Aura will enchant just before it enters the battlefield. An Aura returning to the battlefield this way doesn’t target the player or permanent it will enchant, so permanents or players with hexproof may be chosen; however, the chosen recipient must be able to legally be enchanted by the Aura, so a player or permanent with protection from one of the Aura’s qualities can’t be chosen this way. If there’s nothing legal for the Aura to enchant, it stays in exile.
  • If you’re casting a foretold card from exile for its foretell cost, you can’t choose to cast it for any other alternative costs. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, those must be paid to cast the spell.
  • Once Cosmic Intervention resolves, any “When [this creature] dies” abilities of permanents you control won’t trigger for the rest of the turn because those permanents won’t be put into the graveyard.
  • Prices

    Seller Price
    Tcgplayer 5.73 USD
    Cardkingdom 10.99 USD
    Cardmarket 5.86 EUR / 3.15 EUR
    Manapool 6.24 USD

    Legalities

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

    Text

    If a permanent you control would be put into a graveyard from the battlefield this turn, exile it instead. Return it to the battlefield under its owner's control at the beginning of the next end step. Foretell (During your turn, you may pay and exile this card from your hand face down. Cast it on a later turn for its foretell cost.)

    Second Sunrise #MRD-20 Instant

    Info

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

    Rules

  • No entries
  • Prices

    Seller Price
    Cardkingdom 5.49 USD
    Tcgplayer 4.98 USD
    Cardmarket / 0.5 EUR 1.78 EUR
    Manapool 3.6 USD

    Legalities

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

    Text

    Each player returns to the battlefield all artifact, creature, enchantment, and land cards in their graveyard that were put there from the battlefield this turn.