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"Find me cards equivalent to: Summon: Kujata"

Equivalent cards to Summon: Kujata (type: Enchantment Creature/Saga, color: Red, similar effects):
1. Fable of the Mirror-Breaker // Reflection of Kiki-Jiki

  • Red Saga, creature on last chapter, creates token and lets you loot (draw/discard).
    2. The Akroan War
  • Red Saga, affects multiple creatures (damage/interaction with creatures).
    3. Chandra, Fire of Kaladesh // Chandra, Roaring Flame
  • Red, does damage and requires discarding/drawing.
    4. Ox of Agonas
  • Red creature, has discard/draw effect (escape, when it enters).
    5. Flamescroll Celebrant
  • Red creature, deals damage, interacts with spell casting.


Reason:
These are all red Sagas or creatures that deal damage and/or manipulate cards, similar in color and role to Summon: Kujata.

Found Cards

3 Results

Ox of Agonas

Summon: Kujata

The Akroan War

Ox of Agonas #147 Creature — Ox

Info

Color:
Identifies:
Cost:
Rarity: Mythic
Converted Cost: 5
Power/Toughness: 4/2
Types:
  • Creature
  • SubTypes:
  • Ox
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Escape

    Rules

  • After an escaped spell resolves, it returns to its owner's graveyard if it's not a permanent spell. If it is a permanent spell, it enters the battlefield and will return to its owner's graveyard if it dies later. Perhaps it will escape again—good underworld security is so hard to come by these days.
  • Escape's permission doesn't change when you may cast the spell from your graveyard.
  • If a card has multiple abilities giving you permission to cast it, such as two escape abilities or an escape ability and a flashback ability, you choose which one to apply. The others have no effect.
  • If a card with escape is put into your graveyard during your turn, you'll be able to cast it right away if it's legal to do so, before an opponent can take any actions.
  • If you cast a spell with its escape permission, you can't choose to apply any other alternative costs or to cast it without paying its mana cost. If it has any additional costs, you must pay those.
  • Once you begin casting a spell with escape, it immediately moves to the stack. Players can't take any other actions until you're done casting the spell.
  • To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an escape 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 and no matter whether an alternative cost was paid.
  • You draw three cards, even if you discard no cards.
  • Prices

    Seller Price
    Cardkingdom / 2.49 USD 1.49 USD
    Tcgplayer 0.44 USD / 1.19 USD
    Manapool / 1.04 USD 0.31 USD
    Cardmarket 0.59 EUR / 1.72 EUR

    Legalities

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

    Text

    When this creature enters,discardyour hand, then draw three cards. Escape—, Exile eight other cards from your graveyard. (You may cast this card from your graveyard for its escape cost.) This creature escapes with a +1/+1counteron it.

    Summon: Kujata #199 Enchantment Creature — Saga Ox

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 6
    Power/Toughness: 7/5
    Types:
  • Enchantment
  • Creature
  • SubTypes:
  • Saga
  • Ox
  • Languages:
    Layout:
    Saga
    Rank:
    Saltiness:

    Abilities/Keywords

    Haste Trample

    Rules

  • If the discarded card has {X} in its mana cost, X is 0 for the purpose of determining its mana value.
  • Prices

    Seller Price
    Tcgplayer 2.56 USD / 4.43 USD
    Manapool / 3.78 USD 2.21 USD
    Cardkingdom 2.79 USD / 6.99 USD
    Cardmarket 2.51 EUR / 3.82 EUR

    Legalities

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

    Text

    (As this Saga enters and after your draw step, add a lorecounterSacrificeafter III.) I — Lightning — This creature deals 3 damage to each of up to two target creatures. II — Ice — Up to three target creatures can't block this turn. III — Fire —Discarda card, then draw two cards. When youdiscarda card this way, this creature deals damage equal to that card's mana value to each opponent. Trample, haste

    The Akroan War #124 Enchantment — Saga

    Info

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

    Rules

  • A chapter ability doesn't trigger if a lore counter is put on a Saga that already had a number of lore counters greater than or equal to that chapter's number. For example, the third lore counter put on a Saga causes the III chapter ability to trigger, but I and II won't trigger again.
  • As a Saga enters the battlefield, its controller puts a lore counter on it. As your precombat main phase begins (immediately after your draw step), you put another lore counter on each Saga you control. Putting a lore counter on a Saga in either of these ways doesn't use the stack.
  • Because a Saga isn't sacrificed until after its last ability has resolved, you still control the creature you took with The Akroan War's first ability while the last ability is resolving.
  • Each symbol on the left of a Saga's text box represents a chapter ability. A chapter ability is a triggered ability that triggers when a lore counter that is put on the Saga causes the number of lore counters on the Saga to become equal to or greater than the ability's chapter number. Chapter abilities are put onto the stack and may be responded to.
  • If The Akroan War leaves the battlefield before its first ability resolves, you won't gain control of the creature at all.
  • If a creature can't attack for any reason (such as being tapped or having come under that player's control that turn), then it doesn't attack. If there's a cost associated with having it attack, the player isn't forced to pay that cost, so it doesn't have to attack in that case either.
  • If multiple chapter abilities trigger at the same time, their controller puts them on the stack in any order. If any of them require targets, those targets are chosen as you put the abilities on the stack, before any of those abilities resolve.
  • If the creature you took with The Akroan War's first ability has an ability that triggers when you sacrifice The Akroan War, you control the resulting trigger. If it has an ability that triggers when The Akroan War is put into a graveyard "from anywhere," check whether that ability should trigger only after the creature's former controller has regained control of it.
  • Once a chapter ability has triggered, the ability on the stack won't be affected if the Saga gains or loses counters, or if it leaves the battlefield.
  • Once the number of lore counters on a Saga is greater than or equal to the greatest number among its chapter abilities, the Saga's controller sacrifices it as soon as its chapter ability has left the stack, most likely by resolving or being countered. This state-based action doesn't use the stack.
  • Removing lore counters won't cause a previous chapter ability to trigger. If lore counters are removed from a Saga, the appropriate chapter abilities will trigger again when the Saga receives lore counters.
  • Prices

    Seller Price
    Manapool / 0.46 USD 0.15 USD
    Cardkingdom 0.59 USD / 0.79 USD
    Tcgplayer 0.26 USD / 0.56 USD
    Cardmarket / 0.82 EUR 0.24 EUR

    Legalities

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

    Text

    (As this Saga enters and after your draw step, add a lorecounterSacrificeafter III.) I — Gain control of target creature for as long as this Saga remains on the battlefield. II — Until your next turn, creatures your opponents control attack each combat if able. III — Each tapped creature deals damage to itself equal to its power.