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AI 🤖 Find me cards equivalent to: Whispering Madness

Equivalent cards to Whispering Madness (blue-black):
1. Windfall (blue): Each player discards their hand and draws that many cards.
2. Dark Deal (black): Each player discards their hand and draws that many minus one.
3. Memory (blue, in Commit // Memory): Each player shuffles hand/graveyard into library and draws seven cards.

All force mass hand discard and refill, like Whispering Madness.

Results:

Commit (Commit // Memory) #211p Instant

Info

Color:
Identifies:
Cost:
Rarity: Rare
Converted Cost: 10
Power/Toughness: /
Types:
  • Instant
  • 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 copy of a spell or a token is put into its owner's library, it's moved there, then it will cease to exist as a state-based action.
  • If a spell is put into its owner's library, it's removed from the stack and thus will not resolve. The spell isn't countered; it just no longer exists. This works against a spell that can't be countered.
  • 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 the target's owner's library contains no cards, the target spell or permanent will be put into that player's library as the only card.
  • 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.
  • 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.
  • 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 2.1 USD / 3 USD
    Cardmarket 0.88 EUR / 1.26 EUR
    Cardkingdom 4.99 USD
    Cardsphere 1.95 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

    Put target spell or nonland permanent into its owner's library second from the top.

    Memory (Commit // Memory) #211p Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 10
    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 copy of a spell or a token is put into its owner's library, it's moved there, then it will cease to exist as a state-based action.
  • If a spell is put into its owner's library, it's removed from the stack and thus will not resolve. The spell isn't countered; it just no longer exists. This works against a spell that can't be countered.
  • 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 the target's owner's library contains no cards, the target spell or permanent will be put into that player's library as the only card.
  • 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.
  • 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.
  • 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 2.1 USD / 3 USD
    Cardmarket 0.88 EUR / 1.26 EUR
    Cardkingdom 4.99 USD
    Cardsphere 1.95 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.) Each player shuffles their hand and graveyard into their library, then draws seven cards.

    Dark Deal #873 Sorcery

    Info

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

    Rules

  • If a player had one card or no cards in their hand, that player won’t draw any cards.
  • Prices

    Seller Price
    Tcgplayer 14.95 USD
    Cardmarket 10.12 EUR / 9.26 EUR
    Cardkingdom 12.99 USD / 14.99 USD
    Cardsphere 9.2 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

    Each player discards all the cards in their hand, then draws that many cards minus one.

    Whispering Madness #207 Sorcery

    Info

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

    Abilities/Keywords

    Cipher

    Rules

  • Each player draws cards simultaneously. If this causes a player to draw more cards than are left in their library, that player will lose the game. If this causes all players to do so, the game is a draw. (In multiplayer games, multiple players drawing from an empty library will cause those players to lose although the game may continue.)
  • You’ll draw cards before deciding which creature (if any) Whispering Madness will be encoded on.
  • If a creature with an encoded card deals combat damage to more than one player simultaneously (perhaps because some of the combat damage was redirected), the triggered ability will trigger once for each player it deals combat damage to. Each ability will create a copy of the exiled card and allow you to cast it.
  • If another player gains control of the creature, that player will control the triggered ability. That player will create a copy of the encoded card and may cast it.
  • If the creature leaves the battlefield, the exiled card will no longer be encoded on any creature. It will stay exiled.
  • If the spell with cipher doesn’t resolve, none of its effects will happen, including cipher. The card will go to its owner’s graveyard and won’t be encoded on a creature.
  • If you choose not to cast the copy, or you can’t cast it (perhaps because there are no legal targets available), the copy will cease to exist the next time state-based actions are performed. You won’t get a chance to cast the copy at a later time.
  • If you want to encode the card with cipher onto a noncreature permanent such as a Keyrune that can turn into a creature, that permanent has to be a creature before the spell with cipher starts resolving. You can choose only a creature to encode the card onto.
  • The copy of the card with cipher is created in and cast from exile.
  • The exiled card with cipher grants a triggered ability to the creature it’s encoded on. If that creature loses that ability and subsequently deals combat damage to a player, the triggered ability won’t trigger. However, the exiled card will continue to be encoded on that creature.
  • The spell with cipher is encoded on the creature as part of that spell’s resolution, just after the spell’s other effects. That card goes directly from the stack to exile. It never goes to the graveyard.
  • You cast the copy of the card with cipher during the resolution of the triggered ability. Ignore timing restrictions based on the card’s type.
  • You choose the creature as the spell resolves. The cipher ability doesn’t target that creature, although the spell with cipher may target that creature (or a different creature) because of its other abilities.
  • Prices

    Seller Price
    Tcgplayer 1.11 USD / 10.5 USD
    Cardmarket 1.37 EUR / 4.79 EUR
    Cardkingdom 2.99 USD / 10.99 USD
    Cardsphere 1.21 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

    Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way. Cipher (Then you may exile this spell card encoded on a creature you control. Whenever that creature deals combat damage to a player, its controller may cast a copy of the encoded card without paying its mana cost.)

    Windfall #6 Sorcery

    Info

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

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 6.26 USD
    Cardkingdom 7.49 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

    Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.

    Memory Sorcery Aftermath - ~$3.42

    Dark Deal Sorcery Normal - ~$9.79

    Whispering Madness Sorcery Normal - ~$4.96

    Windfall Sorcery Normal - ~$6.08

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