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"Find me cards equivalent to: Storyweave"

Cards equivalent to Storyweave (Instant, Green, choice effect, counters synergy) include:

  • Bramblewood Paragon (creature, but gives +1/+1 counters to entering creatures)
  • Invigorate (Instant, gives +4/+4, not exact but pump effect)
  • Inscription of Abundance (Instant, modal, +1/+1 counters/other options)
  • Blossoming Defenses (protection/pump at instant speed)
  • Strength of the Tajuru (Instant, puts +1/+1 counters)

None give lore counters or exactly copy the unique Saga interaction of Storyweave, but Inscription of Abundance is closest for +1/+1 counter/choice synergy.

Found Cards

5 Results

Bramblewood Paragon

Inscription of Abundance

Invigorate

Storyweave

Strength of the Tajuru

Bramblewood Paragon #115 Creature — Elf Warrior

Info

Color:
Identifies:
Cost:
Rarity: Uncommon
Converted Cost: 2
Power/Toughness: 2/2
Types:
  • Creature
  • SubTypes:
  • Elf
  • Warrior
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • If Bramblewood Paragon enters at the same time as another Warrior (due to Living End, for example), that creature doesn't get a +1/+1 counter.
  • If a Warrior would normally enter with a certain number of +1/+1 counters on it, it enters with that many +1/+1 counters plus one on it instead. If a Warrior would normally enter with no +1/+1 counters on it, it enters with one +1/+1 counter on it instead.
  • The creature gets the counter if it would enter under your control. It doesn't matter who owns the creature or what zone it enters from (such as your opponent's graveyard, for example).
  • The effects from more than one Bramblewood Paragon are cumulative. That is, if you have more than one Bramblewood Paragon on the battlefield, Warrior creatures you control enter with that many additional +1/+1 counters on them.
  • Prices

    Seller Price
    Tcgplayer / 5.4 USD 2.37 USD
    Cardkingdom / 10.99 USD 3.49 USD
    Cardmarket / 2.55 EUR 1.34 EUR
    Manapool 2.06 USD / 4.35 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 other Warrior creature you control enters with an additional +1/+1counteron it. Each creature you control with a +1/+1counteron it has trample.

    Inscription of Abundance #303 Instant

    Info

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

    Abilities/Keywords

    Fight Kicker

    Rules

  • If any targets become illegal, the other targets will still be affected as appropriate.
  • If either target creature is an illegal target as Inscription of Abundance resolves with its last mode chosen, no creature will deal or be dealt damage.
  • If more than one mode is chosen, perform them in the order written. Nothing can happen in between, however, and no player may choose to take actions. Any abilities that trigger will be put onto the stack after the spell has finished resolving.
  • If the second mode is chosen and each creature the target player controls has negative power, that player doesn't gain or lose life.
  • If you kick Inscription of Abundance, you can't choose any one mode more than once.
  • 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
    Tcgplayer 0.35 USD
    Cardkingdom 0.79 USD
    Cardmarket 0.25 EUR
    Manapool 0.34 USD

    Legalities

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

    Text

    Kicker Choose one. If this spell was kicked, choose any number instead. • Put two +1/+1 counters on target creature. • Target player gains X life, where X is the greatest power among creatures they control. • Target creature you control fights target creature you don't control.

    Invigorate #19 Instant

    Info

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

    Rules

  • If an effect says that an opponent can't gain life, you can't have that player gain life to pay Invigorate's alternative cost. If an effect instead replaces life gain, such as that of Sulfuric Vortex, you may choose to pay the cost even though the cost's action is replaced with nothing.
  • To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as the alternative cost of Invigorate), 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
    Cardkingdom 0.99 USD
    Cardmarket 0.31 EUR
    Manapool 0.45 USD
    Tcgplayer 0.33 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 you control a Forest, rather than pay this spell's mana cost, you may have an opponent gain 3 life. Target creature gets +4/+4 until end of turn.

    Storyweave #209 Instant

    Info

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

    Rules

  • No entries
  • Prices

    Seller Price
    Manapool 0.15 USD / 0.15 USD
    Cardmarket / 0.24 EUR 0.11 EUR
    Tcgplayer 0.08 USD / 0.17 USD
    Cardkingdom / 0.49 USD 0.35 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 — • Put two +1/+1 counters on target creature you control. • Put two lore counters on target Saga you control. The next time one or more enchantment creatures you control enter this turn, each enters with two additional +1/+1 counters on it.

    Strength of the Tajuru #113 Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    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 Strength of the Tajuru resolves, you'll put X +1/+1 counters on each of those legal targets.
  • Each target you choose must be different.
  • For example, if you want to put four +1/+1 counters on 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}{G}{G}, plus a kicker cost of {1}, plus another kicker cost of {1}, for a total of {6}{G}{G}.
  • The number of targets you choose for Strength of the Tajuru 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 0.17 EUR / 1.19 EUR
    Cardkingdom 0.59 USD / 2.49 USD
    Manapool / 0.65 USD 0.15 USD
    Tcgplayer / 0.71 USD 0.28 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 target creature, then choose another target creature for each time this spell was kicked. Put X +1/+1 counters on each of them.