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"Find me cards equivalent to: Animus of Night's Reach"

Here are some equivalent black cards with similar menace and graveyard/graveyard-attack synergy:
1. Gurmag Swiftwing — Menace, haste, flying, but not graveyard synergy.
2. Nighthowler — Gets +X/+X based on all creature cards in all graveyards; best black graveyard-scaling body.
3. Bonehoard (Living Weapon) — Gets size from all graveyard creatures; not a spirit but close synergy.
4. Anje's Ravager — Menace and attack trigger, but hand-related, not graveyard.

Closest: Nighthowler is most equivalent in P/T scaling from graveyards.

Reason: It scales with graveyard creature count, shares color, and functions as a creature.
Original card: Animus of Night's Reach

Found Cards

4 Results

Anje's Ravager

Bonehoard

Gurmag Swiftwing

Nighthowler

Anje's Ravager #141 Creature — Vampire Berserker

Info

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

    Abilities/Keywords

    Madness

    Rules

  • If Anje's Ravager can't attack for any reason (such as being tapped or having come under that player's control that turn), then it doesn't attack. If there's a cost associated with having it attack, its controller isn't forced to pay that cost, so it doesn't have to attack in that case either.
  • If any of the cards you discard have madness, you'll choose whether to cast them after you've drawn three cards.
  • You draw three cards while resolving the triggered ability, even if you discarded zero cards.
  • A card with madness that's discarded counts as having been discarded even though it's put into exile rather than a graveyard. If it was discarded to pay a cost, that cost is still paid. Abilities that trigger when a card is discarded will still trigger.
  • A spell cast for its madness cost is put onto the stack like any other spell. It can be countered, copied, and so on. As it resolves, it's put onto the battlefield if it's a permanent card or into its owner's graveyard if it's an instant or sorcery card.
  • Cards are discarded in a Magic game only from a player's hand. Effects that put cards into a player's graveyard from anywhere else do not cause those cards to be discarded.
  • Casting a spell with madness ignores the timing rules based on the card's card type. For example, you can cast a sorcery with madness if you discard it during an opponent's turn.
  • If you choose not to cast a card with madness when the madness triggered ability resolves, it's put into your graveyard. Madness doesn't give you another chance to cast it later.
  • If you discard a card with madness to pay the cost of a spell or activated ability, that card's madness triggered ability (and the spell that card becomes, if you choose to cast it) will resolve before the spell or ability the discard paid for.
  • If you discard a card with madness while a spell or ability is resolving, it moves immediately to exile. Continue resolving that spell or ability, noting that the card you discarded is not in your graveyard at this time. Its madness triggered ability will be placed onto the stack once that spell or ability has completely resolved.
  • Madness works independently of why you're discarding the card. You could discard it to pay a cost, because a spell or ability tells you to, or because you have too many cards in your hand during your cleanup step. You can't discard a card with madness just because you want to, though.
  • To determine the total cost of a spell, start with the mana cost or alternative cost (such as a madness cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined by only its mana cost, no matter what the total cost to cast that spell was.
  • Prices

    Seller Price
    Manapool 0.31 USD
    Cardmarket 0.37 EUR / 0.3 EUR
    Cardkingdom 0.69 USD
    Tcgplayer 0.39 USD

    Legalities

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

    Text

    This creature attacks each combat if able. Whenever this creature attacks,discardyour hand, then draw three cards. Madness (If youdiscardthis card,discardit into exile. When you do, cast it for its madness cost or put it into your graveyard.)

    Bonehoard #100 Artifact — Equipment

    Info

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

    Abilities/Keywords

    Equip

    Rules

  • Although creature tokens go to the graveyard before ceasing to exist, they never count as creature cards and won't increase the bonus granted by Bonehoard, however briefly.
  • If lethal damage is dealt simultaneously to the equipped creature and another creature, both creatures are put into the graveyard at the same time. The equipped creature won't get an additional bonus from the other creature.
  • If there are no creature cards in any graveyard when Bonehoard's living weapon ability resolves, the Germ will be 0/0 and put into its owner's graveyard.
  • The value of X is calculated continuously as the number of creature cards in graveyards changes.
  • If the Germ token is destroyed, the Equipment remains on the battlefield as with any other Equipment.
  • If the living weapon trigger causes two Germs to be created (due to an effect such as that of Doubling Season), the Equipment becomes attached to one of them. The other will be put into your graveyard and subsequently cease to exist, unless another effect raises its toughness above 0.
  • Like other Equipment, each Equipment with living weapon has an equip cost. You can pay this cost to attach an Equipment to another creature you control. Once the Germ token is no longer equipped, it will be put into your graveyard and subsequently cease to exist, unless another effect raises its toughness above 0.
  • The Germ token enters the battlefield as a 0/0 creature and the Equipment becomes attached to it before state-based actions would cause the token to die. Abilities that trigger as the token enters the battlefield see that a 0/0 creature entered the battlefield.
  • Prices

    Seller Price
    Cardmarket / 1.69 EUR 0.23 EUR
    Cardkingdom 0.59 USD / 7.99 USD
    Tcgplayer 0.35 USD / 5.79 USD
    Manapool 0.2 USD / 2.25 USD

    Legalities

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

    Text

    Living weapon (When this Equipment enters, create a 0/0 black Phyrexian Germ creature token, then attach this to it.) Equipped creature gets +X/+X, where X is the number of creature cards in all graveyards. Equip

    Gurmag Swiftwing #113 Creature — Bat

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 2
    Power/Toughness: 1/2
    Types:
  • Creature
  • SubTypes:
  • Bat
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flying Haste

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.26 USD
    Manapool 0.23 USD
    Cardkingdom 0.69 USD
    Cardmarket 0.21 EUR

    Legalities

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

    Text

    Flying, first strike, haste

    Nighthowler #98 Enchantment Creature — Horror

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: 0/0
    Types:
  • Enchantment
  • Creature
  • SubTypes:
  • Horror
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Bestow

    Rules

  • Auras attached to a creature don't become tapped when the creature becomes tapped. Except in some rare cases, an Aura with bestow remains untapped when it becomes unattached and becomes a creature.
  • If a permanent with bestow enters the battlefield by any method other than being cast, it will be an enchantment creature. You can't choose to pay the bestow cost and have it become an Aura.
  • Nighthowler's last ability functions only from the battlefield. In other zones, Nighthowler is a 0/0 enchantment creature.
  • On the stack, a spell with bestow is either a creature spell or an Aura spell. It's never both, although it's an enchantment spell in either case.
  • Unlike other Aura spells, an Aura spell with bestow isn't countered if its target is illegal as it begins to resolve. Rather, the effect making it an Aura spell ends, it loses enchant creature, it returns to being an enchantment creature spell, and it resolves and enters the battlefield as an enchantment creature.
  • Unlike other Auras, an Aura with bestow isn't put into its owner's graveyard if it becomes unattached. Rather, the effect making it an Aura ends, it loses enchant creature, and it remains on the battlefield as an enchantment creature. It can attack (and its {T} abilities can be activated, if it has any) on the turn it becomes unattached if it's been under your control continuously, even as an Aura, since your most recent turn began.
  • Prices

    Seller Price
    Cardkingdom 0.69 USD / 2.49 USD
    Cardmarket / 0.89 EUR 0.17 EUR
    Tcgplayer 0.32 USD / 1.54 USD
    Manapool 0.15 USD / 1.18 USD

    Legalities

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

    Text

    Bestow (If you cast this card for its bestow cost, it's an Aura spell with enchant creature. It becomes a creature again if it's not attached.) This creature and enchanted creature each get +X/+X, where X is the number of creature cards in all graveyards.