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"Find me cards equivalent to: Trash the Town"

Equivalent cards to Trash the Town (Instant, Green, modal with additional costs) include:

  • Inscription of Abundance (Instant, G, modal spells; choose one or more, additional value with kicker)
  • Wild Instincts (not instant but offers similar creature enhancement effects)
  • Return of the Wildspeaker (Instant, G, multiple modes for creature pump or card draw)
  • Ceremonial Groundbreaker (not instant but enhances creature and grants trample)
  • Invigorate (Instant, G, instant-speed creature pump)


Reason: All these cards are green instants with either modal effects or similar creature-enhancing abilities. Trash the Town and Inscription of Abundance are the closest in terms of modal flexible spells.

Found Cards

6 Results

Ceremonial Groundbreaker

Inscription of Abundance

Invigorate

Return of the Wildspeaker

Trash the Town

Wild Instincts

Ceremonial Groundbreaker #175 Artifact — Equipment

Info

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

    Abilities/Keywords

    Equip

    Rules

  • No entries
  • Prices

    Seller Price
    Cardkingdom 0.35 USD / 0.49 USD
    Cardmarket 0.1 EUR / 0.08 EUR
    Manapool 0.15 USD / 0.15 USD
    Tcgplayer / 0.21 USD 0.12 USD

    Legalities

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

    Text

    Equipped creature gets +2/+1 and has trample. Equip Citizen Equip (: Attach to target creature you control. Equip only as a sorcery.)

    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 0.34 USD
    Manapool 0.34 USD
    Cardkingdom 0.79 USD
    Cardmarket 0.35 EUR

    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
    Manapool 0.31 USD
    Cardmarket 0.25 EUR
    Tcgplayer 0.33 USD
    Cardkingdom 0.99 USD

    Legalities

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

    Text

    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.

    Return of the Wildspeaker #115 Instant

    Info

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

    Rules

  • No entries
  • Prices

    Seller Price
    Cardmarket 0.58 EUR
    Manapool 0.46 USD
    Cardkingdom 1.79 USD
    Tcgplayer 0.66 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 — • Draw cards equal to the greatest power among non-Human creatures you control. • Non-Human creatures you control get +3/+3 until end of turn.

    Trash the Town #186 Instant

    Info

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

    Abilities/Keywords

    Spree

    Rules

  • Each additional cost and associated mode in the text box is also preceded with a + indicator. These symbols also have no rules meaning and serve only to remind players that the listed costs are additional costs.
  • If a mode requires a target, you can select that mode only if there’s a legal target available. Ignore the targeting requirements for modes you don’t choose.
  • If a spell with spree is copied, the effect that creates the copy may allow you to choose new targets. You cannot choose new modes.
  • If all targets for the chosen modes become illegal before a spell with spree resolves, the spell won’t resolve and none of its effects will happen. If at least one target is still legal, the spell will resolve but will have no effect on any illegal targets.
  • If an effect allows you to cast a spell with spree “without paying its mana cost,” you must still choose at least one mode and pay the associated additional costs.
  • No matter which modes you choose, you always follow the instructions in the order they are written.
  • No player can cast spells or activate abilities in between the modes of a resolving spell. Any abilities that trigger won’t be put onto the stack until the spell is done resolving.
  • Spells with spree have a + (plus sign) indicator in the upper right corner of the card frame. This has no rules meaning and serves only to remind players that at least one additional cost is required to cast the spell.
  • The mana value of a spell with spree is determined only by its mana cost (in the upper right corner of the card). It doesn’t matter which modes you choose or which additional costs you pay, including any additional costs imposed by other effects.
  • You can’t choose the same mode more than once.
  • You choose the modes as you cast the spell with spree. Once modes are chosen, they can’t be changed.
  • You must choose at least one of the listed modes and pay its associated additional cost in order to cast a spell with spree.
  • Prices

    Seller Price
    Cardkingdom 0.59 USD / 0.79 USD
    Manapool 0.15 USD / 0.25 USD
    Cardmarket 0.16 EUR / 0.23 EUR
    Tcgplayer 0.26 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

    Spree (Choose one or more additional costs.) + — Put two +1/+1 counters on target creature. + — Target creature gains trample until end of turn. + — Until end of turn, target creature gains "Whenever this creature deals combat damage to a player, draw two cards."

    Wild Instincts #206 Sorcery

    Info

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

    Abilities/Keywords

    Fight

    Rules

  • If the creature an opponent controls is an illegal target as Wild Instincts tries to resolve, but the creature you control is still a legal target, the creature you control will get +2/+2, but the creatures won’t fight. Neither creature will deal or be dealt damage during the resolution of Wild Instincts.
  • You must target both a creature you control and a creature an opponent controls to cast Wild Instincts.
  • Prices

    Seller Price
    Manapool 0.15 USD / 0.15 USD
    Cardmarket / 0.17 EUR 0.03 EUR
    Tcgplayer 0.07 USD / 0.25 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

    Target creature you control gets +2/+2 until end of turn. It fights target creature an opponent controls. (Each deals damage equal to its power to the other.)