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4 Cards Found

AI 🤖 Find me cards equivalent to: Will of the Temur

Equivalent cards to Will of the Temur (Temur colors: blue, red, green) would be other modal spells or charm-like cards in Temur colors. Examples include:

  • Temur Charm (offers modal flexibility in Temur colors)
  • Steam Augury (blue/red, similar draw/card selection effect)
  • Unexpected Results (blue/green, random big spell casting)


Reason: These cards offer choices or multi-modal effects in the same color identity.

Results:

Steam Augury #205 Instant

Info

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

    Rules

  • If one of the piles is empty, the opponent will choose whether to put the cards from the other pile into your hand or into your graveyard.
  • Steam Augury doesn't target any opponent. In a multiplayer game, you choose the opponent as the spell resolves.
  • Prices

    Seller Price
    Tcgplayer 0.17 USD / 0.49 USD
    Cardmarket 0.16 EUR / 0.62 EUR
    Cardkingdom 0.49 USD / 0.99 USD
    Cardsphere 0.27 USD
    Manapool 0.15 USD / 0.3 USD

    Legalities

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

    Text

    Reveal the top five cards of your library and separate them into two piles. An opponent chooses one of those piles. Put that pile into your hand and the other into your graveyard.

    Temur Charm #208 Instant

    Info

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

    Abilities/Keywords

    Fight

    Rules

  • If the first mode was chosen and either target is an illegal target when Temur Charm tries to resolve, neither creature will deal or be dealt damage.
  • If the first mode was chosen and just the creature you control is an illegal target when Temur Charm tries to resolve, it won’t get +1/+1 until end of turn. If the creature you control is a legal target but the creature you don’t control isn’t, the creature you control will get +1/+1 until end of turn.
  • If the third mode was chosen, creatures with power 3 or less that enter the battlefield after Temur Charm resolves also can’t block. A creature whose power was 4 or greater when Temur Charm resolved but is 3 or less as the declare blockers step begins also can’t block.
  • You can’t cast Temur Charm choosing the first mode unless you target both a creature you control and a creature you don’t control.
  • Prices

    Seller Price
    Tcgplayer 0.16 USD / 0.92 USD
    Cardmarket 0.12 EUR / 0.64 EUR
    Cardkingdom 0.35 USD / 0.99 USD
    Cardsphere 0.23 USD
    Manapool 0.15 USD / 0.67 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 — • Target creature you control gets +1/+1 until end of turn. It fights target creature you don't control. •Countertarget spell unless its controller pays . • Creatures with power 3 or less can't block this turn.

    Unexpected Results #203 Sorcery

    Info

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

    Rules

  • If the card has {X} in its mana cost, you must choose 0 as its value.
  • If you can’t cast the card (perhaps because there are no legal targets), or if you choose not to, the card will remain on top of the library.
  • If you cast a spell “without paying its mana cost,” you can’t pay alternative costs such as overload costs. You can pay additional costs such as kicker costs. If the card has mandatory additional costs, you must pay those.
  • If you reveal a land card and put that card onto the battlefield, Unexpected Results will be put into its owner’s hand directly from the stack. It won’t be put into any graveyard.
  • If you reveal a land card, Unexpected Results will be returned to your hand only if you put that land card onto the battlefield. If you don’t, Unexpected Results will be put into its owner’s graveyard.
  • If you reveal a nonland card, you may cast it during the resolution of Unexpected Results. Ignore timing restrictions based on the card’s type. Other timing restrictions, such as “Cast [this card] only during combat,” must be followed.
  • Prices

    Seller Price
    Tcgplayer 0.26 USD / 2.16 USD
    Cardmarket 0.45 EUR / 1.97 EUR
    Cardkingdom 0.49 USD / 2.99 USD
    Cardsphere 0.46 USD
    Manapool 0.21 USD / 1.64 USD

    Legalities

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

    Text

    Shuffle your library, then reveal the top card. If it's a nonland card, you may cast it without paying its mana cost. If it's a land card, you may put it onto the battlefield and return Unexpected Results to its owner's hand.

    Will of the Temur #24 Sorcery

    Info

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

    Rules

  • Any enters abilities of the copied permanent will trigger when the token enters. Any “as [this permanent] enters” or “[this permanent] enters with” abilities of the copied permanent will also work.
  • If a permanent has {X} in its mana cost, X is 0 for the purpose of determining its mana value.
  • If the copied permanent is a token, the token that’s created copies the original characteristics of that token as stated by the effect that created the token, with the listed exceptions.
  • If the copied permanent is copying something else, then the token enters as whatever that permanent copied, with the listed exceptions.
  • Once you’ve announced that you’re casting this spell, players can’t take any actions until you’ve finished doing so. Notably, opponents can’t try to remove your commander to change how many modes you may choose.
  • The commander you control doesn’t have to be your commander.
  • The token created by Will of the Temur’s first mode copies exactly what was printed on the original permanent and nothing else, with the listed exceptions (unless that permanent is copying something else or is a token; see below). It doesn’t copy whether that permanent is tapped or untapped, whether it has any counters on it or Auras and Equipment attached to it, or any non-copy effects that have changed its power, toughness, types, color, or so on.
  • Whether or not you control a commander is determined only once, as you choose the modes for this spell. If you somehow lose control of that commander before you finish casting the spell (perhaps because you sacrifice it to activate a mana ability), it won’t change the number of modes chosen.
  • Prices

    Seller Price
    Tcgplayer 0.53 USD
    Cardmarket 0.6 EUR / 4.5 EUR
    Cardkingdom 0.99 USD
    Cardsphere 0.94 USD
    Manapool 0.33 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. If you control a commander as you cast this spell, you may choose both instead. • Create a token that's a copy of target permanent, except it's a 4/4 Dragon creature with flying in addition to its other types. • Target player draws cards equal to the greatest mana value among permanents you control.

    Steam Augury Instant Normal - ~$0.4

    Temur Charm Instant Normal - ~$0.47

    Unexpected Results Sorcery Normal - ~$1.18

    Will of the Temur Sorcery Normal - ~$1.32

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