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5 Cards Found

AI 🤖 Find me cards equivalent to: Sidequest: Play Blitzball

Sidequest: Play Blitzball is an Un-set card (silver border) and is blue. For blue joke or silver-bordered equivalent quest/enchantment cards, try:

  • Summon the Pack (black, but silver-bordered and similarly chaotic)
  • S.N.E.A.K. Dispatcher (blue, Unstable, quirky mechanic)
  • Rules Lawyer (white, but similar Un-card feel)

For a blue regular-equivalent, there's no direct normal equivalent, but for blue quests/enchantments, try:

  • Quest for Ula's Temple (blue, has quest counters)
  • Mechanized Production (blue, alternate win condition)


Reason: Un- cards are unique, but similar cards match the theme or mechanics as closely as possible.

Results:

Mechanized Production #38s Enchantment — Aura

Info

Color:
Identifies:
Cost:
Rarity: Mythic
Converted Cost: 4
Power/Toughness: /
Types:
  • Enchantment
  • SubTypes:
  • Aura
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Enchant

    Rules

  • All eight of the permanents sharing a name must be artifacts. If you control only seven artifacts with the same name and a nonartifact permanent with that same name, you won't win the game.
  • Any abilities that trigger on the token being created won't resolve until after Mechanized Production's triggered ability has finished resolving entirely and performed its check for eight artifacts with the same name.
  • Any enters-the-battlefield abilities of the copied artifact trigger when the artifact token enters the battlefield. The artifact token also has any "this enters the battlefield with" or "as this enters the battlefield" abilities that the copied artifact has.
  • If Mechanized Production and the enchanted artifact leave the battlefield simultaneously in response to the triggered ability, then the effect creates a token that's a copy of the artifact as it last existed on the battlefield.
  • If the copied artifact has {X} in its mana cost, X is considered to be zero.
  • If the copied artifact is a token, the token that's created copies the original characteristics of that token as stated by the effect that created it.
  • If the copied artifact is copying something else (for example, if the copied artifact is a Sculpting Steel), then the token enters the battlefield as whatever that artifact copied.
  • If the enchanted artifact leaves the battlefield in response to Mechanized Production's triggered ability but Mechanized Production does not, Mechanized Production is put into its owner's graveyard as a state-based action with no enchanted artifact. The triggered ability creates no token, but you can still win the game if you control enough artifacts with the same name.
  • If you control eight or more artifacts that share a name while you control Mechanized Production, you won't win the game yet. You'll win the game while resolving its triggered ability during your upkeep.
  • The eight artifacts with the same name don't have to have the same name as the enchanted artifact. For example, you win the game if you control eight Thopter artifact creature tokens as Mechanized Production's ability resolves, even if Mechanized Production isn't attached to a Thopter.
  • The token copies exactly what was printed on the original artifact and nothing else (unless that artifact is copying something else or is a token; see below). It doesn't copy whether that artifact is tapped or untapped, whether it has any counters on it or Auras attached to it, or any non-copy effects that have changed its types, color, or so on.
  • Prices

    Seller Price
    Tcgplayer 13.78 USD
    Cardmarket 10.79 EUR
    Cardkingdom 13.99 USD
    Manapool 14.99 USD

    Legalities

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

    Text

    Enchant artifact you control At the beginning of your upkeep, create a token that's a copy of enchanted artifact. Then if you control eight or more artifacts with the same name as one another, you win the game.

    Quest for Ula's Temple #35 Enchantment

    Info

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

    Rules

  • Although the first ability triggers only on your turn, the second ability may trigger each turn.
  • If an ability (from Future Sight or Oracle of Mul Daya, for example) causes you to play with the top card of your library revealed, you may still put a quest counter on Quest for Ula’s Temple when the first ability resolves if the top card of your library is a creature card.
  • When the first ability resolves, you may look at the top card of your library. If you don’t, nothing happens. If you look at it and it’s not a creature card, it simply stays hidden. If you look at it and it is a creature card, you may reveal it and put a quest counter on Quest for Ula’s Temple, or you may choose to leave it hidden. In all cases, the card remains on top of your library.
  • Prices

    Seller Price
    Tcgplayer 3.76 USD / 12.37 USD
    Cardmarket 3.46 EUR / 6.31 EUR
    Cardkingdom 5.99 USD / 12.99 USD
    Manapool 4.15 USD / 7.26 USD

    Legalities

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

    Text

    At the beginning of your upkeep, you may look at the top card of your library. If it's a creature card, you may reveal it and put a questcounteron this enchantment. At the beginning of each end step, if there are three or more quest counters on this enchantment, you may put a Kraken, Leviathan, Octopus, or Serpent creature card from your hand onto the battlefield.

    Rules Lawyer #7 Artifact Creature — Cyborg Advisor

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 5
    Power/Toughness: 1/1
    Types:
  • Artifact
  • Creature
  • SubTypes:
  • Cyborg
  • Advisor
  • Languages:
    Layout:
    Normal

    Rules

  • +1/+1 counters and -1/-1 counters on permanents you control no longer annihilate each other. (704.5q)
  • A creature with toughness 0 or less can still attack and block. If it blocks an attacking creature with trample, treat its toughness as 0 when determining how to assign combat damage.
  • Any ability that says a player wins or loses the game still works.
  • Auras you control stay on the battlefield if they're attached to an illegal permanent or if they aren't attached to a permanent (but should be). They may not do much because there probably won't be an "enchanted [whatever]," but they'll stay on the battlefield! (704.5m) Similarly, thanks to an unlisted silver-bordered state-based action no longer applying, your creatures with augment can now survive even if not attached to a host. If this happens, its power and toughness are 0/0. (704.5m)
  • Battles you control with no defense counters aren't put into their owners' graveyards. Given the intrinsic ability of Sieges (310.11b), this is unlikely to come up often. (704.5v)
  • Battles you control with no player in the game designated as their protector do not get a new protector. In this state, they'll be impossible to attack. Even Rules Lawyer has weaknesses. (704.5w)
  • Because Rules Lawyer applies only to you and other permanents you control, tokens that leave the battlefield will continue to cease to exist. This is also true for copies of cards that might exist off the battlefield.
  • Creatures can have as many Roles you control as you want attached to them. The casting director's job has never been easier. (704.5y)
  • Creatures you control shrug off opposing creatures with deathtouch. (704.5h)
  • Creatures you control that have been dealt lethal damage remain on the battlefield. (704.5g)
  • Creatures you control with toughness of 0 or less remain on the battlefield. (704.5f)
  • Equipment and Fortifications you control can stay attached to an illegal permanent. (704.5n)
  • Good news for Rasputin Dreamweaver fans: you can ignore abilities of permanents you control that say it can't have more than a certain number of a certain kind of counter. (704.5r)
  • If you control a Siege and you're also its protector, you'll continue to be its protector. Good luck attacking it. (704.5x)
  • If you somehow control a battle or creature that's attached to another permanent, that battle or creature can stay attached. If it's a creature, it can attack and block, even if another creature is carrying it. Similarly, if you control a permanent that isn't an Aura, an Equipment, or a Fortification, it can stay attached to whatever you manage to get it attached to. Strange. (704.5p)
  • If you try to draw from an empty library, nothing happens. (704.5b)
  • In Commander, you're immune to the "commander damage rule" that says you lose if a single commander deals 21 or more combat damage to you. (704.6d)
  • Planeswalkers with no loyalty counters and battles with no defense counters can still be attacked. Hopefully your opponents think this sounds fun and cool.
  • Rules Lawyer's ability doesn't apply to itself. It can die for any number of reasons. If you're at 0 or less life and you lose control of Rules Lawyer, you'll immediately lose the game.
  • Sagas you control aren't sacrificed when they have more lore counters than chapter abilities, even if their final chapter ability isn't on the stack. Have fun stacking up lore counters! (704.5s)
  • While you control Rules Lawyer, the following is true, with the exception of not affecting Rules Lawyer itself (Comprehensive Rules references as of this writing in parentheses; check out all of 704.5 and 704.6 for anything that's been added, changed, or moved since then):
  • You can control as many legendary permanents (including planeswalkers) with the same name as you want. It's like your own personal Mirror Gallery! (704.5j)
  • You can control multiple permanents with the supertype world. So, that opens up some deck ideas, I'd imagine. (704.5k)
  • You could hit up an all-you-can-eat poison counter buffet no problem. (704.5c)
  • You don't lose the game if you're at or below 0 life. (704.5a)
  • You won't choose sector designations for creatures that don't already have them if a permanent with space sculptor is on the battlefield. If this comes up, it'll be a true galaxy brain moment. (704.5u)
  • Your Two-Headed Giant team can no longer lose because you have 0 or less life or fifteen or more poison counters. (704.6as and 704.6b)
  • Your planeswalkers remain on the battlefield even if they have no loyalty counters. (704.5i)
  • Prices

    Seller Price
    Tcgplayer 0.29 USD
    Cardkingdom 1.29 USD
    Manapool 0.4 USD

    Legalities

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

    Text

    State-based actions don't apply to you or other permanents you control. (You don't lose the game due to having 0 or less life or drawing from an empty library. Your creatures aren't destroyed due to damage or deathtouch and aren't put into a graveyard due to having 0 or less toughness. Your planeswalkers aren't put into a graveyard if they have 0 loyalty. You don't put a legendary permanent into a graveyard if you control two with the same name. Counters aren't removed from your permanents due to game rules. Permanents you control attached or combined illegally remain on the battlefield. For complete rules and regulations, see rule 704.)

    S.N.E.A.K. Dispatcher #43 Creature — Human Spy

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 2
    Power/Toughness: 2/1
    Types:
  • Creature
  • SubTypes:
  • Human
  • Spy
  • Languages:
    Layout:
    Normal

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.09 USD / 0.48 USD
    Cardmarket 0.08 EUR / 0.36 EUR
    Cardkingdom 0.35 USD / 0.49 USD
    Manapool 0.15 USD / 0.36 USD

    Legalities

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

    Text

    , : Look at the top card of target player's library. If it has an Agents of S.N.E.A.K. watermark, you may reveal it and put it into your hand. Otherwise, put it on your choice of the top or bottom of its owner's library.

    Summon the Pack #74 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 8
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal

    Rules

  • You can use any unopened, official Magic booster pack, including promotional booster packs.
  • You must put all the creature cards revealed this way onto the battlefield.
  • You own creatures put onto the battlefield this way. If they die, they’ll go to your graveyard. They can be returned to your hand, shuffled into your library, and so on.
  • Prices

    Seller Price
    Tcgplayer 0.75 USD / 2.28 USD
    Cardmarket 0.74 EUR / 2.64 EUR
    Cardkingdom 1.29 USD / 4.49 USD
    Manapool 0.67 USD / 2.14 USD

    Legalities

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

    Text

    Open a sealed Magic booster pack, reveal the cards, and put all creature cards revealed this way onto the battlefield under your control. They're Zombies in addition to their other types. (Remove those cards from your deck before beginning a new game.)

    Mechanized Production Enchantment — Aura Normal - ~$13.39

    Quest for Ula's Temple Enchantment Normal - ~$7.04

    Rules Lawyer Artifact Creature — Cyborg Advisor Normal - ~$0.66

    S.N.E.A.K. Dispatcher Creature — Human Spy Normal - ~$0.3

    Summon the Pack Sorcery Normal - ~$1.88

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