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AI 🤖 Find me cards equivalent to: Titanic Ultimatum

Equivalent cards to Titanic Ultimatum (which is a Naya-colored sorcery giving a huge pump and keywords to your creatures) are:

  • Overrun (Green; grants +3/+3 and trample to your team)
  • Overwhelming Stampede (Green; similar, but power boost scales with your biggest creature)
  • Desperate Stand (Red/White; all attacking creatures get +2/+0 and first strike)
  • Unbreakable Formation (White; boosts creatures and gives indestructible)
  • Insult // Injury (Red; basic damage-doubling effect)


Reason:
All these spells are pump effects that affect your entire team, within or adjacent to the Naya color identity.

Results:

Desperate Stand #147 Sorcery

Info

Color:
Identifies:
Cost:
Rarity: Uncommon
Converted Cost: 2
Power/Toughness: /
Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:

    Abilities/Keywords

    Rules

  • If a spell or ability allows you to cast a strive spell without paying its mana cost, you must pay the additional costs for any targets beyond the first.
  • If all of the spell's targets are illegal when the spell tries to resolve, it won't resolve and none of its effects will happen. If one or more of its targets are legal when it tries to resolve, the spell will resolve and affect only those legal targets. It will have no effect on any illegal targets.
  • If such a spell is copied, and the effect that copies the spell allows a player to choose new targets for the copy, the number of targets can't be changed. The player may change any number of the targets, including all of them or none of them. If, for one of the targets, the player can't choose a new legal target, then it remains unchanged (even if the current target is illegal).
  • The mana cost and mana value of strive spells don't change no matter how many targets they have. Strive abilities affect only what you pay.
  • You choose how many targets each spell with a strive ability has and what those targets are as you cast it. It's legal to cast such a spell with no targets, although this is rarely a good idea. You can't choose the same target more than once for a single strive spell.
  • Prices

    Seller Price
    Tcgplayer 0.1 USD / 0.55 USD
    Cardmarket 0.08 EUR / 0.25 EUR
    Cardkingdom 0.35 USD / 0.49 USD
    Cardsphere 0.22 USD
    Manapool 0.92 USD 3.23 USD 12.49 USD

    Legalities

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

    Text

    Strive — This spell costs more to cast for each target beyond the first. Any number of target creatures each get +2/+0 and gain first strike and vigilance until end of turn.

    Insult (Insult // Injury) #213s Sorcery

    Info

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

    Rules

  • A spell with aftermath cast from a graveyard will always be exiled afterward, whether it resolves, it's countered, or it leaves the stack in some other way.
  • All split cards have two card faces on a single card, and you put a split card onto the stack with only the half you're casting. The characteristics of the half of the card you didn't cast are ignored while the spell is on the stack. For example, if an effect prevents you from casting green spells, you can cast Destined of Destined // Lead, but not Lead.
  • Each split card has two names. If an effect instructs you to choose a card name, you may choose one, but not both.
  • Each split card is a single card. For example, if you discard one, you've discarded one card, not two. If an effect counts the number of instant and sorcery cards in your graveyard, Destined // Lead counts once, not twice.
  • If a creature with trample you control would deal combat damage to a blocking creature this turn, you must assign its unmodified damage. For example, a 3/3 creature with trample blocked by a 2/2 creature can only have 1 damage assigned to the defending player. It will then deal 4 damage to the blocking creature and 2 to the defending player.
  • If an effect such as that of Chandra's Pyrohelix asks you to divide damage among targets, you must divide the unmodified damage before doubling it.
  • If another effect allows you to cast a split card with aftermath from a graveyard, you may cast either half. If you cast the half that has aftermath, you'll exile the card if it would leave the stack.
  • If another effect allows you to cast a split card with aftermath from any zone other than a graveyard, you can't cast the half with aftermath.
  • If you cast the first half of a split card with aftermath during your turn, you'll have priority immediately after it resolves. You can cast the half with aftermath from your graveyard before any player can take any other action if it's legal for you to do so.
  • If you cast two Insults in one turn, damage dealt by sources you control this turn will be multiplied by 4. If you cast three Insults, it will be multiplied by 8, and so on. How rude.
  • Split cards with aftermath have a new frame treatment—the half you can cast from your hand is oriented the same as other cards you'd cast from your hand, while the half you can cast from your graveyard is a traditional split card half. This frame treatment is for your convenience and has no rules significance.
  • While not on the stack, the characteristics of a split card are the combination of its two halves. For example, Destined // Lead is a green and black card, it is both an instant card and a sorcery card, and its mana value is 6. This means that if an effect allows you to cast a card with mana value 2 from your hand, you can't cast Destined. This is a change from the previous rules for split cards.
  • You can't cast Injury unless you target both a creature and a player. If one target is illegal as Injury resolves, the spell deals damage to the remaining legal target.
  • Once you've started to cast a spell with aftermath from your graveyard, the card is immediately moved to the stack. Opponents can't try to stop the ability by exiling the card with an effect such as that of Crook of Condemnation.
  • Prices

    Seller Price
    Tcgplayer 3.48 USD
    Cardmarket 1.56 EUR
    Cardkingdom 4.49 USD
    Manapool 0.92 USD 3.23 USD 12.49 USD

    Legalities

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

    Text

    Damage can't be prevented this turn. If a source you control would deal damage this turn, it deals double that damage instead.

    Injury (Insult // Injury) #213s Sorcery

    Info

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

    Abilities/Keywords

    Aftermath

    Rules

  • A spell with aftermath cast from a graveyard will always be exiled afterward, whether it resolves, it's countered, or it leaves the stack in some other way.
  • All split cards have two card faces on a single card, and you put a split card onto the stack with only the half you're casting. The characteristics of the half of the card you didn't cast are ignored while the spell is on the stack. For example, if an effect prevents you from casting green spells, you can cast Destined of Destined // Lead, but not Lead.
  • Each split card has two names. If an effect instructs you to choose a card name, you may choose one, but not both.
  • Each split card is a single card. For example, if you discard one, you've discarded one card, not two. If an effect counts the number of instant and sorcery cards in your graveyard, Destined // Lead counts once, not twice.
  • If a creature with trample you control would deal combat damage to a blocking creature this turn, you must assign its unmodified damage. For example, a 3/3 creature with trample blocked by a 2/2 creature can only have 1 damage assigned to the defending player. It will then deal 4 damage to the blocking creature and 2 to the defending player.
  • If an effect such as that of Chandra's Pyrohelix asks you to divide damage among targets, you must divide the unmodified damage before doubling it.
  • If another effect allows you to cast a split card with aftermath from a graveyard, you may cast either half. If you cast the half that has aftermath, you'll exile the card if it would leave the stack.
  • If another effect allows you to cast a split card with aftermath from any zone other than a graveyard, you can't cast the half with aftermath.
  • If you cast the first half of a split card with aftermath during your turn, you'll have priority immediately after it resolves. You can cast the half with aftermath from your graveyard before any player can take any other action if it's legal for you to do so.
  • If you cast two Insults in one turn, damage dealt by sources you control this turn will be multiplied by 4. If you cast three Insults, it will be multiplied by 8, and so on. How rude.
  • Split cards with aftermath have a new frame treatment—the half you can cast from your hand is oriented the same as other cards you'd cast from your hand, while the half you can cast from your graveyard is a traditional split card half. This frame treatment is for your convenience and has no rules significance.
  • While not on the stack, the characteristics of a split card are the combination of its two halves. For example, Destined // Lead is a green and black card, it is both an instant card and a sorcery card, and its mana value is 6. This means that if an effect allows you to cast a card with mana value 2 from your hand, you can't cast Destined. This is a change from the previous rules for split cards.
  • You can't cast Injury unless you target both a creature and a player. If one target is illegal as Injury resolves, the spell deals damage to the remaining legal target.
  • Once you've started to cast a spell with aftermath from your graveyard, the card is immediately moved to the stack. Opponents can't try to stop the ability by exiling the card with an effect such as that of Crook of Condemnation.
  • Prices

    Seller Price
    Tcgplayer 3.48 USD
    Cardmarket 1.56 EUR
    Cardkingdom 4.49 USD
    Manapool 0.92 USD 3.23 USD 12.49 USD

    Legalities

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

    Text

    Aftermath (Cast this spell only from your graveyard. Then exile it.) Injury deals 2 damage to target creature and 2 damage to target player or planeswalker.

    Overrun #72 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 5
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Overrun affects only creatures you control at the time it resolves. It won't affect creatures that come under your control later in the turn.
  • Prices

    Seller Price
    Tcgplayer 0.24 USD
    Cardmarket 0.19 EUR / 0.16 EUR
    Cardkingdom 0.39 USD
    Cardsphere 0.35 USD
    Manapool 0.92 USD 3.23 USD 12.49 USD

    Legalities

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

    Text

    Creatures you control get +3/+3 and gain trample until end of turn. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.)

    Overwhelming Stampede #208 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 5
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • You check the power of your creatures as Overwhelming Stampede resolves. For example, if you control a 2/1 creature, a 2/2 creature, a 2/4 creature, a 4/1 creature, a 5/5 creature, and a 5/6 creature at that time, each of your creatures gets +5/+5 and gains trample until end of turn.
  • Prices

    Seller Price
    Tcgplayer 1.68 USD
    Cardmarket 2.56 EUR / 1.46 EUR
    Cardkingdom 3.99 USD
    Cardsphere 1.68 USD
    Manapool 0.92 USD 3.23 USD 12.49 USD

    Legalities

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

    Text

    Until end of turn, creatures you control gain trample and get +X/+X, where X is the greatest power among creatures you control.

    Titanic Ultimatum #1918 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 7
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Multiple instances of first strike and trample are redundant.
  • The set of creatures affected is fixed as Titanic Ultimatum resolves.
  • If a creature you control already has lifelink, Titanic Ultimatum will give it a second instance of lifelink; however, multiple instances of lifelink on the same creature are redundant. You still only gain life equal to the amount of damage dealt, regardless of how many instances of lifelink the creature has.
  • Prices

    Seller Price
    Tcgplayer 7.17 USD
    Cardmarket 5.61 EUR / 7.96 EUR
    Cardkingdom 12.99 USD / 10.99 USD
    Cardsphere 6.78 USD
    Manapool 0.92 USD 3.23 USD 12.49 USD

    Legalities

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

    Text

    Until end of turn, creatures you control get +5/+5 and gain first strike, trample, and lifelink.

    Unbreakable Formation #32 Instant

    Info

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

    Abilities/Keywords

    Rules

  • Unbreakable Formation affects only creatures you control at the time it resolves. Creatures you begin to control later in the turn won't gain indestructible or vigilance and they won't get a +1/+1 counter.
  • Addendum abilities of instant spells apply while the spell is resolving, not immediately after casting it. If the spell is countered, you don't get the addendum bonus.
  • If an effect copies a spell with an addendum ability while it's on the stack, the copy wasn't cast at all, so you won't get the addendum bonus.
  • Prices

    Seller Price
    Tcgplayer 0.84 USD / 1.34 USD
    Cardmarket 0.52 EUR / 0.89 EUR
    Cardkingdom 1.49 USD / 1.49 USD
    Cardsphere 0.81 USD
    Manapool 0.92 USD 3.23 USD 12.49 USD

    Legalities

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

    Text

    Creatures you control gain indestructible until end of turn. Addendum — If you cast this spell during your main phase, put a +1/+1counteron each of those creatures and they gain vigilance until end of turn.

    Desperate Stand Sorcery Normal - ~$1.87

    Insult Sorcery Aftermath - ~$4.36

    Overrun Sorcery Normal - ~$2.25

    Overwhelming Stampede Sorcery Normal - ~$3.5

    Titanic Ultimatum Sorcery Normal - ~$7.57

    Unbreakable Formation Instant Normal - ~$2.4

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