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6 Cards Found

AI 🤖 Find me cards equivalent to: Waves of Aggression

Equivalent cards to Waves of Aggression (red/white, extra combat):

  • Seize the Day (Red, extra combat, can be flashed back)
  • Relentless Assault (Red, extra combat for all creatures)
  • Savage Beating (Red, extra combat or double strike, entwine for both)
  • Aurelia, the Warleader (Red/white, extra combat when attacking)
  • World at War (Red, extra combat, with rebound)


Reason: All give extra combat phases similar to Waves of Aggression.

Results:

Aurelia, the Warleader #35 Legendary Creature — Angel

Info

Color:
Identifies:
Cost:
Rarity: Mythic
Converted Cost: 6
Power/Toughness: 3/4
Types:
  • Creature
  • SubTypes:
  • Angel
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flying Haste Vigilance

    Rules

  • Aurelia's last ability doesn't give you any additional main phases. This means that you will move directly from the end of combat step of one combat phase to the beginning of combat step of the next one.
  • Prices

    Seller Price
    Tcgplayer 8.75 USD / 9.7 USD
    Cardsphere 7.36 USD

    Legalities

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

    Text

    Flying, vigilance, haste Whenever Aurelia attacks for the first time each turn, untap all creatures you control. After this phase, there is an additional combat phase.

    Relentless Assault #115 Sorcery

    Info

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

    Rules

  • A creature that must attack each turn, must only attack once that turn. It is not forced into each attack that turn.
  • Abilities that trigger when a creature attacks, blocks, or is blocked will trigger during each combat that turn. Thus, a creature with Rampage will get the bonus added during each attack.
  • If you manage to cast this during a main phase of your opponent's turn, that opponent's creatures will untap and that opponent will be able to attack again. It will not allow you to attack during their turn.
  • It only creates an additional combat and main phase if it resolves during a main phase.
  • Prices

    Seller Price
    Tcgplayer 5.66 USD
    Cardmarket 2.27 EUR
    Cardkingdom 6.99 USD
    Cardsphere 5.27 USD

    Legalities

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

    Text

    Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase.

    Savage Beating #67 Instant

    Info

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

    Abilities/Keywords

    Entwine

    Rules

  • The additional combat phase is directly after the combat phase in which Savage Beating is cast. There isn't a main phase between the two combat phases.
  • Prices

    Seller Price
    Tcgplayer 8.9 USD / 13.19 USD
    Cardmarket 4.14 EUR / 6.06 EUR
    Cardkingdom 10.99 USD / 22.99 USD
    Cardsphere 8.13 USD

    Legalities

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

    Text

    Cast this spell only during combat on your turn. Choose one — • Creatures you control gain double strike until end of turn. • Untap all creatures you control. After this phase, there is an additional combat phase. Entwine (Choose both if you pay the entwine cost.)

    Seize the Day #220 Sorcery

    Info

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

    Abilities/Keywords

    Flashback

    Rules

  • If the target creature becomes an illegal target for Seize the Day, the spell doesn't resolve. There isn't an additional combat phase or main phase.
  • If you somehow cast Seize the Day during an opponent's main phase, that opponent attacks during the resulting combat phase, since it's still that player's turn. If you somehow cast it not during a main phase at all, all that happens is you untap the target creature.
  • Seize the Day can target a creature that's already untapped.
  • "Flashback [cost]" means "You may cast this card from your graveyard by paying [cost] rather than paying its mana cost" and "If the flashback cost was paid, exile this card instead of putting it anywhere else any time it would leave the stack."
  • A spell cast using flashback will always be exiled afterward, whether it resolves, is countered, or leaves the stack in some other way.
  • If a card with flashback is put into your graveyard during your turn, you can cast it if it's legal to do so before any other player can take any actions.
  • To determine the total cost of a spell, start with the mana cost or alternative cost (such as a flashback cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined only by its mana cost, no matter what the total cost to cast the spell was.
  • You can cast a spell using flashback even if it was somehow put into your graveyard without having been cast.
  • You must still follow any timing restrictions and permissions, including those based on the card's type. For instance, you can cast a sorcery using flashback only when you could normally cast a sorcery.
  • Prices

    Seller Price
    Tcgplayer 11.3 USD / 81.61 USD
    Cardmarket 7.95 EUR / 39.1 EUR
    Cardkingdom 69.99 USD
    Cardsphere 11.15 USD

    Legalities

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

    Text

    Untap target creature. After this main phase, there is an additional combat phase followed by an additional main phase. Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)

    Waves of Aggression #148 Sorcery

    Info

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

    Abilities/Keywords

    Retrace

    Rules

  • A retrace card cast from your graveyard follows the normal timing rules for its card type.
  • Casting a card by using its retrace ability works just like casting any other spell, with two exceptions: You’re casting it from your graveyard rather than your hand, and you must discard a land card in addition to any other costs.
  • If it’s somehow not a main phase when Waves of Aggression resolves, all it does is untap all creatures that attacked that turn. No new phases are created.
  • If the active player casts a spell that has retrace, that player may cast that card again after it resolves, before another player can remove the card from the graveyard. The active player has priority after the spell resolves, so they can immediately cast a new spell. Since casting a card with retrace from the graveyard moves that card onto the stack, no one else would have the chance to affect it while it’s still in the graveyard.
  • Waves of Aggression untaps all creatures that attacked this turn, not just those that attacked during the most recent combat phase.
  • When a retrace card you cast from your graveyard resolves, fails to resolve, or is countered, it’s put back into your graveyard. You may use the retrace ability to cast it again.
  • Prices

    Seller Price
    Tcgplayer 15.28 USD / 63.03 USD
    Cardmarket 9.28 EUR / 26.64 EUR
    Cardkingdom 18.99 USD / 44.99 USD
    Cardsphere 15.07 USD

    Legalities

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

    Text

    Untap all creatures that attacked this turn. After this main phase, there is an additional combat phase followed by an additional main phase. Retrace (You may cast this card from your graveyard by discarding a land card in addition to paying its other costs.)

    World at War #172 Sorcery

    Info

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

    Abilities/Keywords

    Rebound

    Rules

  • As long as World at War resolves before the first postcombat main phase of a turn ends, it will have its full effect. That will happen in most cases, since it’s a sorcery (meaning it’s probably cast during the first or second main phase of a turn), and it has rebound (meaning it’ll be cast during your upkeep). If, however, it’s cast later than that, it won’t create any new phases. For example, if one World at War creates a second combat phase and a third main phase in a turn, then a second World at War is cast during that third main phase, no additional phases are created. The rebound effect still works, though.
  • At the beginning of your upkeep, all delayed triggered abilities created by rebound effects trigger. You may handle them in any order. If you want to cast a card this way, you do so as part of the resolution of its delayed triggered ability. Timing restrictions based on the card’s type (if it’s a sorcery) are ignored. Other restrictions are not (such as the one from Rule of Law).
  • If a replacement effect would cause a spell with rebound that you cast from your hand to be put somewhere else instead of your graveyard (such as Leyline of the Void might), you choose whether to apply the rebound effect or the other effect as the spell resolves.
  • If a spell with rebound that you cast from your hand doesn’t resolve for any reason (due being countered by a spell like Cancel, or because all of its targets are illegal), rebound has no effect. The spell is simply put into your graveyard. You won’t get to cast it again next turn.
  • If you are unable to cast a card from exile this way, or you choose not to, nothing happens when the delayed triggered ability resolves. The card remains exiled for the rest of the game, and you won’t get another chance to cast the card. The same is true if the ability is countered (due to Stifle, perhaps).
  • If you cast a card from exile this way, it will go to your graveyard when it resolves, fails to resolve, or is countered. It won’t go back to exile.
  • If you cast a spell with rebound from anywhere other than your hand (such as from your graveyard due to Sins of the Past, from your library due to cascade, or from your opponent’s hand due to Sen Triplets), rebound won’t have any effect. If you do cast it from your hand, rebound will work regardless of whether you paid its mana cost (for example, if you cast it from your hand due to Maelstrom Archangel).
  • If you cast a spell with rebound from your hand and it resolves, it isn’t put into your graveyard. Rather, it’s exiled directly from the stack. Effects that care about cards being put into your graveyard won’t do anything.
  • Multiple World at War effects are cumulative, as long as they’re cast early enough. The first one modifies the turn structure to this: beginning phase, precombat main phase, combat phase, postcombat main phase, [new combat phase], [new postcombat main phase], ending phase. Each subsequent one inserts another combat phase and main phase into the turn after the original postcombat main phase and before the newest combat phase.
  • Rebound will have no effect on copies of spells because you don’t cast them from your hand.
  • Unlike other similar cards (such as Relentless Assault), World at War doesn’t untap the creatures that have attacked this turn when it resolves. Rather, those creatures untap when the new combat phase created by the spell begins. All creatures that attacked this turn untap, regardless of which combat phase they attacked in (if there have been more than one) or who controls them (if you’re playing a Two-Headed Giant game, for example).
  • You don’t have to attack with any creatures during the new combat phase.
  • Prices

    Seller Price
    Tcgplayer 7.82 USD / 20.28 USD
    Cardmarket 4.51 EUR / 11.25 EUR
    Cardkingdom 8.99 USD / 17.99 USD
    Cardsphere 7.41 USD

    Legalities

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

    Text

    After the second main phase this turn, there's an additional combat phase followed by an additional main phase. At the beginning of that combat, untap all creatures that attacked this turn. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)

    Aurelia, the Warleader Legendary Creature — Angel Normal - ~$8.6

    Relentless Assault Sorcery Normal - ~$5.05

    Savage Beating Instant Normal - ~$10.63

    Seize the Day Sorcery Normal - ~$36.85

    Waves of Aggression Sorcery Normal - ~$27.61

    World at War Sorcery Normal - ~$11.18

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