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"Find me cards equivalent to: Spelltwine"

Equivalent cards to Spelltwine (Sorcery, Blue, interacts with graveyards and copies spells):
1. Rite of Replication (Blue, Sorcery, copies creatures, not spells)
2. Mizzix's Mastery (Red, Sorcery, casts instants/sorceries for free, but only from your own graveyard)
3. Maddening Hex (Red, Enchantment, not equivalent, but does copy spells in a way)

The most direct blue equivalent is Spelltwine itself. No other mono-blue sorcery closely matches both the effect of exiling and copying opponent's instants/sorceries from graveyards. Closest are Twincast and Reverberate, but those are instants and only copy spells on the stack.


Reason:
Blue mostly has instants for copying spells (Twincast, Echo Mage), not sorceries for copying from graveyards.

Spelltwine remains unique in its exact effect.

Found Cards

7 Results

Echo Mage

Maddening Hex

Mizzix's Mastery

Reverberate

Rite of Replication

Spelltwine

Twincast

Echo Mage #C13-43 Creature — Human Wizard

Info

Color:
Identifies:
Cost:
Rarity: Rare
Converted Cost: 3
Power/Toughness: 2/3
Types:
  • Creature
  • SubTypes:
  • Human
  • Wizard
  • Languages:
    Layout:
    Leveler
    Rank:
    Saltiness:

    Abilities/Keywords

    Level Up

    Rules

  • A creature’s level is based on how many level counters it has on it, not how many times its level up ability has been activated or has resolved. If a leveler gets level counters due to some other effect (such as Clockspinning) or loses level counters for some reason (such as Vampire Hexmage), its level is changed accordingly.
  • Each copy will have the same targets as the spell it’s copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. If, for one of the targets, you can’t choose a new legal target, then it remains unchanged (even if the current target is illegal).
  • Echo Mage’s last two activated abilities can target (and copy) any instant or sorcery spell, not just one with targets. It doesn’t matter who controls it.
  • Effects that modify a leveler’s power or toughness, such as the effects of Giant Growth or Glorious Anthem, will apply to it no matter when they started to take effect. The same is true for counters that change the creature’s power or toughness (such as +1/+1 counters) and effects that switch its power and toughness.
  • Effects that set a leveler’s power or toughness to a specific value, including the effects from a level symbol’s ability, apply in timestamp order. The timestamp of each level symbol’s ability is the same as the timestamp of the leveler itself, regardless of when the most recent level counter was put on it.
  • If a copy says that it affects “you,” it affects the controller of that copy, not the controller of the original spell. Similarly, if a copy says that it affects an “opponent,” it affects an opponent of that copy’s controller, not an opponent of the original spell’s controller.
  • If another creature becomes a copy of a leveler, all of the leveler’s printed abilities — including those represented by level symbols — are copied. The current characteristics of the leveler, and the number of level counters on it, are not. The abilities, power, and toughness of the copy will be determined based on how many level counters are on the copy.
  • If the spell the ability copies has an X whose value was determined as it was cast (like Earthquake does), each copy has the same value of X as the original spell.
  • If the spell the ability copies is modal (that is, it says “Choose one —” or the like), each copy will have the same mode as the original spell. You can’t choose a different one.
  • If you activate Echo Mage’s last ability to copy a spell twice, you may choose new targets for each copy independently. They don’t have to have the same targets as one another. Be sure to specify which of the copies will resolve first.
  • The abilities a leveler grants to itself don’t overwrite any other abilities it may have. In particular, they don’t overwrite the creature’s level up ability; it always has that.
  • When either ability resolves, it creates a copy (or two) of a spell. The copies are created on the stack, so they’re not “cast.” Abilities that trigger when a player casts a spell won’t trigger. Each copy will then resolve like a normal spell, after players get a chance to cast spells and activate abilities. Each copy resolves before the original spell does.
  • You can’t choose to pay any additional costs for a copy. However, effects based on any additional costs that were paid for the original spell are copied as though those same costs were paid for each copy too.
  • Prices

    Seller Price
    Tcgplayer 1.08 USD
    Cardkingdom 1.29 USD
    Manapool 1.23 USD

    Legalities

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

    Text

    Level up (: Put a levelcounteron this. Level up only as a sorcery.) LEVEL 2-3 2/4 , : Copy target instant or sorcery spell. You may choose new targets for the copy. LEVEL 4+ 2/5 , : Copy target instant or sorcery spell twice. You may choose new targets for the copies.

    Maddening Hex #70 Enchantment — Aura Curse

    Info

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

    Abilities/Keywords

    Enchant

    Rules

  • An ability that tells you to roll a die will also specify what to do with the result of that roll. Most often, this is in the form of a "results table" in the card text.
  • An effect that says "choose a target, then roll a d20" or similar still uses the normal process of putting an ability on the stack and resolving it. Choosing targets is part of putting the ability on the stack and rolling the d20 happens later, as the ability resolves.
  • Dice are identified by the number of faces each one has. For example, a d20 is a twenty-sided die.
  • Dice used must have equally likely outcomes and the roll must be fair. Although physical dice are recommended, digital substitutes are allowed, provided they have the same number of equally likely outcomes as specified in the original roll instruction.
  • If Maddening Hex is attached to your only opponent, it stays attached to that player as the ability resolves.
  • Some abilities, like that of Pixie Guide and Barbarian Class, replace rolling a die with rolling extra dice and ignoring the lowest roll. The ignored rolls are not considered for the effect that instructed you to roll a die, and do not cause abilities to trigger. For all intents and purposes, once you determine which dice count, any extra dice were never rolled.
  • Some effects instruct you to roll again. This uses the same number and type of dice as the original roll, and that roll will use the same set of possible outcomes.
  • Some effects may modify the result of a die roll. This may be part of the instruction to roll a die or it may come from other cards. Anything that references the "result" of a die roll is looking for the result after these modifications. Anything that is looking for the "natural result" is looking for the number shown on the face of the die before these modifications.
  • The instruction to roll a die and the effect that occurs because of the result are all part of the same ability. Players do not get the chance to respond to the ability after knowing the result of the roll.
  • Tournament events have more specific rules regarding dice and die-rolling. For more information, please see the most recent version of the Magic Tournament Rules at https://wpn.wizards.com/en/document/magic-gathering-tournament-rules.
  • While playing Planechase, rolling the planar die will cause any ability that triggers whenever a player rolls one or more dice to trigger. However, any effect that refers to a numerical result will ignore the rolling of the planar die.
  • Prices

    Seller Price
    Cardkingdom / 10.99 USD 7.49 USD
    Cardmarket / 6.74 EUR 4.07 EUR
    Manapool / 7.36 USD 3.98 USD
    Tcgplayer 3.82 USD / 6.45 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 player Whenever enchanted player casts a noncreature spell, roll a d6. This Aura deals damage to that player equal to the result. Then attach this Aura to another one of your opponents chosen at random.

    Mizzix's Mastery #118 Sorcery

    Info

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

    Abilities/Keywords

    Overload

    Rules

  • If Mizzix's Mastery exiled multiple cards, you may cast the copies in any order. The last copy you cast will be the first one to resolve.
  • If the copy has {X} in its mana cost, you must choose 0 as the value of X.
  • If you cast a spell "without paying its mana cost," you can't pay any alternative costs. You can, however, pay additional costs, such as kicker costs. If the card has any mandatory additional costs, you must pay those.
  • If you don't cast one of the copies (perhaps because there are no legal targets available or you don't want to), the copy will cease to exist.
  • Mizzix's Mastery is still on the stack as it resolves. If you pay the overload cost, Mizzix's Mastery won't copy itself.
  • The cards remain exiled no matter what happens to the copies.
  • The copies are created and cast during the resolution of Mizzix's Mastery. You can't wait to cast them later in the turn. Timing restrictions based on the copy's type are ignored. Other restrictions (such as "Cast [this spell] only during combat") are not.
  • Because a spell with overload doesn't target when its overload cost is paid, it may affect permanents with hexproof or with protection from the appropriate color.
  • If you are instructed to cast a spell with overload "without paying its mana cost," you can't choose to pay its overload cost instead.
  • If you don't pay the overload cost of a spell with overload, that spell will have a single target. If you pay the overload cost, the spell won't have any targets.
  • To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an overload cost), add any cost increases, then apply any cost reductions. The mana value of the spell remains unchanged, no matter what the total cost to cast it was.
  • Prices

    Seller Price
    Cardmarket 2.36 EUR / 1.92 EUR
    Cardkingdom 4.99 USD / 4.49 USD
    Tcgplayer 3.52 USD / 3.31 USD
    Manapool 4.42 USD

    Legalities

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

    Text

    Exile target card that's an instant or sorcery from your graveyard. For each card exiled this way, copy it, and you may cast the copy without paying its mana cost. Exile Mizzix's Mastery. Overload (You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")

    Reverberate #20 Instant

    Info

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

    Rules

  • If the copy says that it affects "you," it affects the controller of the copy, not the controller of the original spell. Similarly, if the copy says that it affects an "opponent," it affects an opponent of the copy's controller, not an opponent of the original spell's controller.
  • If the spell Reverberate copies has an X whose value was determined as it was cast (like Earthquake does), the copy has the same value of X.
  • If the spell Reverberate copies is modal (that is, it says "Choose one —" or the like), the copy will have the same mode. You can't choose a different one.
  • Reverberate can target (and copy) any instant or sorcery spell, not just one with targets. It doesn't matter who controls it.
  • The copy will have the same targets as the spell it's copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. If, for one of the targets, you can't choose a new legal target, then it remains unchanged (even if the current target is illegal).
  • When Reverberate resolves, it creates a copy of a spell. You control the copy. That copy is created on the stack, so it's not "cast." Abilities that trigger when a player casts a spell won't trigger. The copy will then resolve like a normal spell, after players get a chance to cast spells and activate abilities.
  • You can't choose to pay any additional costs for the copy. However, effects based on any additional costs that were paid for the original spell are copied as though those same costs were paid for the copy too. For example, if a player sacrifices a 3/3 creature to cast Fling, and you copy it with Reverberate, the copy of Fling will also deal 3 damage to its target.
  • Prices

    Seller Price
    Manapool 3.32 USD
    Tcgplayer 3.4 USD
    Cardmarket 1.96 EUR
    Cardkingdom 6.49 USD

    Legalities

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

    Text

    Copy target instant or sorcery spell. You may choose new targets for the copy.

    Rite of Replication #14 Sorcery

    Info

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

    Abilities/Keywords

    Kicker

    Rules

  • "Kicker [cost]" means "You may pay an additional [cost] as you cast this spell."
  • Any enters-the-battlefield abilities of the copied creature will trigger when the token enters the battlefield. Any "as [this creature] enters" or "[this creature] enters with" abilities of the creature will also work.
  • If the copied creature has {X} in its mana cost, X is 0.
  • If the copied creature is a token, the tokens created copy the original characteristics of that token as stated by the effect that created that token.
  • If the copied creature is copying something else, then the tokens enter the battlefield as whatever that creature copied.
  • The tokens copy exactly what was printed on the original creature and nothing else (unless that permanent is itself copying something else; see below). It doesn't copy whether that permanent 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 power, toughness, types, color, and so on.
  • 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

    Kicker (You may pay an additional as you cast this spell.) Create a token that's a copy of target creature. If this spell was kicked, create five of those tokens instead.

    Spelltwine #95471 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 6
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • If one of Spelltwine’s targets is illegal when Spelltwine tries to resolve, you’ll still exile and copy the remaining legal target.
  • If the card has X in its mana cost, you must choose 0 as its value.
  • If you cast a card “without paying its mana cost,” you can’t pay any alternative costs. You can pay additional costs such as kicker costs. If the card has mandatory additional costs, you must pay those.
  • Spelltwine has two targets: the instant or sorcery card in your graveyard and the one in an opponent’s graveyard. You can’t cast Spelltwine unless you can choose both legal targets.
  • The copies are created in exile and cast from exile. The cards remain exiled.
  • The copy you cast first will already be on the stack when you cast the other copy. If that spell targets a spell, you may choose the first copy as a legal target.
  • You can cast the copies in either order.
  • 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

    Exile target instant or sorcery card from your graveyard and target instant or sorcery card from an opponent's graveyard. Copy those cards. Cast the copies if able without paying their mana costs. Exile Spelltwine.

    Twincast #60 Instant

    Info

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

    Rules

  • If the spell has damage divided as it was cast, the division can't be changed, although the targets receiving that damage still can. The same is true of spells that distribute counters.
  • If the spell that's copied has an X whose value was determined as it was cast, the copy will have the same value of X.
  • If the spell that's copied is modal (that is, it says "Choose one —" or the like), the copy will have the same mode. A different mode can't be chosen.
  • The copy is created on the stack, so it's not "cast." Abilities that trigger when a player casts a spell won't trigger. The copy will resolve before the original spell does.
  • The copy will have the same targets as the spell it's copying unless you choose new ones. You may change any number of the targets, including all of them or none of them. If, for one of the targets, you can't choose a new legal target, then it remains unchanged (even if the current target is illegal).
  • Twincast can copy any instant or sorcery spell, not just one with targets.
  • You can't choose to pay any alternative or additional costs for the copy. However, effects based on any alternative or additional costs that were paid for the original spell are copied as though those same costs were paid for the copy.
  • Prices

    Seller Price
    Tcgplayer / 43.32 USD 5.42 USD
    Cardmarket / 8.37 EUR 2.53 EUR
    Cardkingdom 8.49 USD
    Manapool 5.65 USD

    Legalities

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

    Text

    Copy target instant or sorcery spell. You may choose new targets for the copy.