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4 Cards Found

AI 🤖 Find me cards equivalent to: Witch Hunt

Cards similar to Witch Hunt (a red enchantment that damages everyone and moves control randomly) in red include:

  • Manabarbs — Damages players for tapping lands, global damage enchantment.
  • Sulfuric Vortex — Deals damage to each player on upkeep, red burn enchantment.
  • Warp World — Creates wild, chaotic effects for everyone.


Reason: These red cards create chaotic or symmetrical damage, similar to Witch Hunt.

Results:

Manabarbs #212 Enchantment

Info

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

    Rules

  • This card has a triggered ability that causes a separate effect for 1 point of damage each time a land is tapped for mana.
  • If any lands are tapped for mana while a player is casting a spell or activating an ability, Manabarbs’s ability will trigger that many times and wait. When the player finishes casting that spell or activating that ability, it’s put on the stack, then Manabarbs’s triggered abilities are put on the stack on top of it. The Manabarbs abilities will resolve first.
  • On the other hand, a player can tap lands for mana, let the Manabarbs triggered abilities be put on the stack, and then respond to those abilities by casting an instant or activating an ability using that mana. In that case, the spell or ability will resolve first.
  • The ability will trigger each time a land is tapped for mana. Each ability is separate.
  • This ability is not a mana ability. It goes on the stack and can be responded to.
  • Prices

    Seller Price
    Cardmarket 4.31 EUR

    Legalities

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

    Text

    Whenever a player taps a land for mana, this enchantment deals 1 damage to that player.

    Sulfuric Vortex #2210 Enchantment

    Info

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

    Rules

  • No entries
  • Prices

    Seller Price
    Manapool 36.47 USD / 41.68 USD

    Legalities

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

    Text

    At the beginning of each player's upkeep, this enchantment deals 2 damage to that player. If a player would gain life, that player gains no life instead.

    Warp World #150 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 8
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Anything that triggers during the resolution of this will wait to be put on the stack until everything is put onto the battlefield and resolution is complete. The player whose turn it is will put all of their triggered abilities on the stack in any order, then each other player in turn order will do the same. (The last ability put on the stack will be the first one that resolves.)
  • 1) Each player counts the number of permanents they own.
  • 2) Each player shuffles those permanents into their library.
  • 3) Each player reveals cards from the top of their library equal to the number that player counted.
  • 4) Each player puts all artifact, land, and creature cards revealed this way onto the battlefield. All of these cards enter at the same time.
  • 5) Each player puts all enchantment cards revealed this way onto the battlefield. An Aura put onto the battlefield this way can enchant an artifact, land, or creature that was already put onto the battlefield, but can't enchant an enchantment that's being put onto the battlefield at the same time as it. If multiple players have Auras to put onto the battlefield, the player whose turn it is announces what their Auras will enchant, then each other player in turn order does the same, then all enchantments (both Auras and non-Auras) enter at the same time.
  • 6) Each player puts all of their other revealed cards (instants, sorceries, planeswalkers, and Auras that can't enchant anything) on the bottom of their library in any order.
  • Taking it slowly, here's what happens when Warp World resolves:
  • Tokens are permanents but not cards. They'll count toward the number of permanents shuffled into your library, so you'll get a card back for each token you owned. But the tokens themselves should be ignored while you're revealing *cards* from your library. In practice, you shouldn't actually shuffle them into your library since they'll cease to exist as soon as Warp World finishes resolving. Note that a token's owner is the player under who created it.
  • If a permanent leaves the battlefield this way but ends up in a zone other than a library (most likely because it's a player's commander in the Commander variant), it's still counted to determine how many cards to reveal.
  • Prices

    Seller Price
    Tcgplayer 0.81 USD / 8.98 USD
    Cardmarket 0.35 EUR / 4.97 EUR
    Cardkingdom 2.29 USD / 5.99 USD
    Cardsphere 0.92 USD
    Manapool 0.52 USD / 8.01 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 shuffles all permanents they own into their library, then reveals that many cards from the top of their library. Each player puts all artifact, creature, and land cards revealed this way onto the battlefield, then does the same for enchantment cards, then puts all cards revealed this way that weren't put onto the battlefield on the bottom of their library.

    Witch Hunt #C13-133 Enchantment

    Info

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

    Rules

  • Abilities that trigger whenever a player gains life can’t trigger and effects that would replace gaining life with another effect won’t apply because it’s impossible for players to gain life.
  • If an effect sets a player’s life total to a specific number and that number is higher than the player’s current life total, that part of the effect won’t do anything. (If the number is lower than the player’s current life total, the effect will work as normal.)
  • If you control Witch Hunt, you are not a legal target. If there are no legal targets available, the ability is removed from the stack and you retain control of Witch Hunt.
  • Spells and abilities that would cause a player to gain life still resolve, but the life-gain part has no effect.
  • The target is chosen at random as you put the last ability on the stack. Players can respond to this ability knowing who the target is.
  • To choose a target at random, all possible legal targets must have an equal chance of being chosen. There are many ways to do this, including assigning each possible legal target a number and rolling a die.
  • Prices

    Seller Price
    Tcgplayer 1.03 USD
    Cardmarket 0.3 EUR
    Cardkingdom 0.69 USD
    Cardsphere 1.09 USD
    Manapool 0.51 USD

    Legalities

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

    Text

    Players can't gain life. At the beginning of your upkeep, this enchantment deals 4 damage to you. At the beginning of your end step, target opponent chosen at random gains control of this enchantment.

    Manabarbs Enchantment Normal - ~$4.31

    Sulfuric Vortex Enchantment Normal - ~$39.08

    Warp World Sorcery Normal - ~$3.65

    Witch Hunt Enchantment Normal - ~$0.72

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