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"Find me cards equivalent to: Yawgmoth's Agenda"

Here are some black enchantments similar to Yawgmoth's Agenda:
1. Necromancy – Lets you reanimate creatures from the graveyard.
2. Underworld Dreams – Similar in color and type, but focuses on a different effect (damage for card draw).
3. Necromancer's Covenant – Lets you exile cards from graveyard and make tokens (also white, but close).

Closest in rules functionality:

  • Underworld Breach (red, not black) – Allows spells from graveyard, then exiles on use.
  • Shirei, Shizo's Caretaker (creature, not enchantment) – Regenerates certain graveyard creatures repeatedly.

In summary, Yawgmoth's Agenda is very unique among mono-black enchantments for allowing both land/spell recasting from the graveyard with exile as a replacement effect. There are no exact black enchantment equivalents.

Found Cards

6 Results

Necromancer's Covenant

Necromancy

Shirei, Shizo's Caretaker

Underworld Breach

Underworld Dreams

Yawgmoth's Agenda

Necromancer's Covenant #229 Enchantment

Info

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

    Rules

  • Necromancer’s Covenant grants lifelink to all Zombies you control, not just the tokens put onto the battlefield with its first ability.
  • The Zombie tokens are put onto the battlefield under your control.
  • Prices

    Seller Price
    Tcgplayer 0.99 USD
    Manapool 0.3 USD
    Cardmarket 0.37 EUR

    Legalities

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

    Text

    When this enchantment enters, exile all creature cards from target player's graveyard, then create a 2/2 black Zombie creature token for each card exiled this way. Zombies you control have lifelink.

    Necromancy #9 Enchantment

    Info

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

    Rules

  • The bringing of the creature onto the battlefield and then putting Necromancy on it is all done as part of the resolution.
  • When putting a card onto the battlefield that requires a definition for its value or some other choice, you do what is needed to define the value or make the choice.
  • Necromancy enters as an enchantment and then becomes an Enchant Creature Aura as a triggered ability upon entering. It follows all the rules for Auras from then on.
  • If the creature card put onto the battlefield has protection from black (or anything that prevents this from legally being attached), this won't be able to attach to it. Then this will go to the graveyard as a state-based action, causing the creature to be sacrificed.
  • The sacrifice occurs only if you cast it using its own ability. If you cast it using some other effect (for example, if another effect allowed you to cast it as though it had flash), then it won't be sacrificed.
  • Prices

    Seller Price

    Legalities

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

    Text

    You may cast this spell as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step. When this enchantment enters, if it's on the battlefield, it becomes an Aura with "enchant creature put onto the battlefield with Necromancy." Put target creature card from a graveyard onto the battlefield under your control and attach this enchantment to it. When this enchantment leaves the battlefield, that creature's controller sacrifices it.

    Shirei, Shizo's Caretaker #81 Legendary Creature — Spirit

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 5
    Power/Toughness: 2/2
    Types:
  • Creature
  • SubTypes:
  • Spirit
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • If Shirei leaves the battlefield and returns to the battlefield after a creature with power 1 or less is put into your graveyard, Shirei is considered a new object. The delayed triggered ability won't return the creature to the battlefield.
  • Shirei's ability can't return any creatures that died before Shirei entered the battlefield.
  • Shirei's ability only triggers if the creature's power immediately before leaving the battlefield is 1 or less, regardless of its power in your graveyard.
  • Shirei's ability triggers if a creature you own with power 1 or less dies under another player's control.
  • Prices

    Seller Price
    Cardkingdom / 39.99 USD 1.49 USD
    Cardmarket / 12.29 EUR 0.51 EUR
    Manapool 0.62 USD / 24.22 USD
    Tcgplayer 0.97 USD / 32.49 USD

    Legalities

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

    Text

    Whenever a creature with power 1 or less is put into your graveyard from the battlefield, you may return that card to the battlefield at the beginning of the next end step if Shirei is still on the battlefield.

    Underworld Breach #10 Enchantment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
    Languages:
    EDH Bracket Attr:
    Game Changer
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • After an escaped spell resolves, it returns to its owner's graveyard if it's not a permanent spell. If it is a permanent spell, it enters the battlefield and will return to its owner's graveyard if it dies later. Perhaps it will escape again—good underworld security is so hard to come by these days.
  • Escape's permission doesn't change when you may cast the spell from your graveyard.
  • If a card has multiple abilities giving you permission to cast it, such as two escape abilities or an escape ability and a flashback ability, you choose which one to apply. The others have no effect.
  • If a card has no mana cost, its escape cost is an unpayable cost, so you can't cast it for that cost.
  • If a card with escape is put into your graveyard during your turn, you'll be able to cast it right away if it's legal to do so, before an opponent can take any actions.
  • If a spell you're casting with escape has an additional cost of discarding cards or sacrificing permanents, you may exile cards discarded or sacrificed this way to pay that part of its escape cost.
  • If you cast a spell with its escape permission, you can't choose to apply any other alternative costs or to cast it without paying its mana cost. If it has any additional costs, you must pay those.
  • If you're casting an adventurer card or split card with escape, you choose how you wish to cast it, then pay the appropriate cost (for the Adventure, the creature, or the half of the split card you chose) plus exiling three cards.
  • Once you begin casting a spell with escape, it immediately moves to the stack. Players can't take any other actions until you're done casting the spell.
  • To determine the total cost of a spell, start with the mana cost or alternative cost you're paying (such as an escape cost), 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 and no matter whether an alternative cost was paid.
  • Prices

    Seller Price
    Cardkingdom 6.99 USD / 10.99 USD
    Manapool / 9.79 USD 6.24 USD
    Cardmarket / 4.25 EUR 2.22 EUR
    Tcgplayer / 9.47 USD 6.55 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 nonland card in your graveyard has escape. The escape cost is equal to the card's mana cost plus exile three other cards from your graveyard. (You may cast cards from your graveyard for their escape cost.) At the beginning of the end step,sacrificethis enchantment.

    Underworld Dreams #1 Enchantment

    Info

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

    Rules

  • If multiple cards are drawn at once, this card triggers once for each card drawn.
  • In a multi-player game, it affects all opponents.
  • If a spell or ability causes you to put cards into your hand without specifically using the word “draw,” it’s not a card drawn.
  • Prices

    Seller Price
    Cardkingdom 18.99 USD
    Cardmarket 4.96 EUR
    Manapool 12.86 USD
    Tcgplayer 13.2 USD

    Legalities

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

    Text

    Whenever an opponent draws a card, this enchantment deals 1 damage to that player.

    Yawgmoth's Agenda #INV-135 Enchantment

    Info

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

    Rules

  • It will exile itself if it is going to the graveyard from the battlefield.
  • The cards in your graveyard are not considered to be in your hand for any reason. For example, you can't discard them.
  • You count spells that were cast this turn before this card enters. (The Invasion FAQ is not correct on this point.)
  • Prices

    Seller Price
    Cardkingdom 0.49 USD
    Manapool 0.15 USD
    Tcgplayer 0.23 USD

    Legalities

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

    Text

    You can't cast more than one spell each turn. You may play lands and cast spells from your graveyard. If a card would be put into your graveyard from anywhere, exile it instead.