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"Find me cards equivalent to: Aurora Awakener"

Equivalent cards to Aurora Awakener in green (G) that share similar mechanics (reveal cards from library, put permanents into play, cares about color/pemanent types):
1. Genesis Wave — Reveals X cards, puts permanents with cost X or less onto battlefield.
2. Primal Surge — Exiles cards from top until a non-permanent; puts all exiled permanents onto battlefield.
3. See the Unwritten — Reveals top eight cards, may put a creature onto battlefield, two if ferocious.
4. Court of Bounty — Each upkeep, you may put a land, or with initiative, a creature/land, onto the battlefield.

All are green, focus on revealing and/or putting permanents from the top of the library onto the battlefield.

Found Cards

5 Results

Aurora Awakener

Court of Bounty

Genesis Wave

Primal Surge

See the Unwritten

Aurora Awakener #165p Creature — Giant Druid

Info

Color:
Identifies:
Cost:
Rarity: Mythic
Converted Cost: 7
Power/Toughness: 7/7
Types:
  • Creature
  • SubTypes:
  • Giant
  • Druid
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Trample

    Rules

  • An Aura being put onto the battlefield this way can't enchant anything else that is being put onto the battlefield at the same time.
  • If an Aura is put onto the battlefield without being cast, the Aura's controller-to-be chooses what it will enchant as it enters the battlefield. An Aura put onto the battlefield this way doesn't target anything (so it could be attached to an opponent's permanent with hexproof, for example), but the Aura's enchant ability restricts what it can be attached to. If the Aura can't legally be attached to anything, it remains in its current zone.
  • Lands are normally colorless permanents, even if they tap for mana of a certain color.
  • The colors are white, blue, black, red, and green. Colorless is not a color.
  • The value of X is calculated only once, as Aurora Awakener's triggered ability resolves.
  • Prices

    Seller Price
    Cardmarket 2.56 EUR / 2.82 EUR
    Cardkingdom / 5.99 USD 2.79 USD
    Tcgplayer / 4.01 USD 3.48 USD
    Manapool / 5.14 USD 3.38 USD

    Legalities

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

    Text

    Trample Vivid — When this creature enters, reveal cards from the top of your library until you reveal X permanent cards, where X is the number of colors among permanents you control. Put any number of those permanent cards onto the battlefield, then put the rest of the revealed cards on the bottom of your library in a random order.

    Court of Bounty #220 Enchantment

    Info

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

    Rules

  • Court of Bounty's ability isn't the same as playing a land. You may still play a land for the turn if you put a land onto the battlefield with it.
  • If combat damage dealt to the monarch causes that player to lose the game, the triggered ability that causes the controller of the attacking creature to become the monarch doesn't resolve. In most cases, the controller of the attacking creature will still become the monarch as it is likely their turn.
  • If the monarch leaves the game during another player's turn, that player becomes the monarch. If the monarch leaves the game during their turn, the next player in turn order becomes the monarch.
  • If the triggered ability that causes the monarch to draw a card goes on the stack and a different player becomes the monarch before that ability resolves, the first player will still draw the card.
  • The game starts with no monarch. Once an effect makes one player the monarch, the game will have exactly one monarch from that point forward. As a player becomes the monarch, the current monarch (if any) ceases being the monarch.
  • There are two inherent triggered abilities associated with being the monarch. These triggered abilities have no source and are controlled by the player who was the monarch at the time the abilities triggered. The full texts of these abilities are "At the beginning of the monarch's end step, that player draws a card" and "Whenever a creature deals combat damage to the monarch, its controller becomes the monarch."
  • Prices

    Seller Price
    Cardmarket / 0.93 EUR 0.66 EUR
    Cardkingdom 1.79 USD
    Manapool 0.62 USD / 1.09 USD
    Tcgplayer 1.85 USD / 1.06 USD

    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, you become the monarch. At the beginning of your upkeep, you may put a land card from your hand onto the battlefield. If you're the monarch, instead you may put a creature or land card from your hand onto the battlefield.

    Genesis Wave #122 Sorcery

    Info

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

    Rules

  • A permanent card is an artifact, battle, creature, enchantment, land, or planeswalker card.
  • All of the permanents put onto the battlefield this way enter at the same time. If any have triggered abilities that trigger on something else entering, they'll see each other.
  • If a card in a player's library has {X} in its mana cost, X is considered to be 0.
  • If a permanent card in your library has no mana symbols in its upper right corner (because it's a land card, for example), its mana value is 0. Such cards can always be put onto the battlefield with Genesis Wave.
  • If you have fewer than X cards in your library, you reveal all of them.
  • You don't have to put permanent cards revealed this way onto the battlefield if you choose not to, regardless of their mana values.
  • Prices

    Seller Price
    Cardmarket 0.71 EUR / 3.99 EUR
    Cardkingdom / 3.49 USD 0.99 USD
    Tcgplayer / 5.47 USD 0.79 USD
    Manapool 0.29 USD / 2.81 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 X cards of your library. You may put any number of permanent cards with mana value X or less from among them onto the battlefield. Then put all cards revealed this way that weren't put onto the battlefield into your graveyard.

    Primal Surge #189 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 10
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • A permanent card is an artifact, creature, enchantment, land, or planeswalker card.
  • If putting any of those permanent cards onto the battlefield causes abilities to trigger, those abilities will wait to go on the stack until Primal Surge has finished resolving. Starting with the active player, each player puts their abilities on the stack in any order.
  • If you exile a permanent card that you can’t put onto the battlefield (such as an Aura with nothing legal to enchant) or one you don’t want to put onto the battlefield, Primal Surge finishes resolving.
  • Repeating the process includes the instruction to repeat the process. That is, you’ll keep exiling cards and putting them onto the battlefield until you fail to put a permanent card onto the battlefield.
  • Prices

    Seller Price
    Tcgplayer 6.3 USD / 17.27 USD
    Manapool 5.99 USD
    Cardkingdom 9.49 USD
    Cardmarket 3.94 EUR / 11.42 EUR

    Legalities

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

    Text

    Exile the top card of your library. If it's a permanent card, you may put it onto the battlefield. If you do, repeat this process.

    See the Unwritten #149 Sorcery

    Info

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

    Abilities/Keywords

    Rules

  • Because you’re not casting the creature cards, you can’t pay any additional or alternative costs. You can’t put the cards onto the battlefield face down.
  • Ferocious abilities of instants and sorceries that don’t use the word “instead” will provide an additional effect if you control a creature with power 4 or greater as they resolve.
  • If a card you put onto the battlefield this way has {X} in its mana cost, X is considered to be 0.
  • Some ferocious abilities that appear on instants and sorceries use the word “instead.” These spells have an upgraded effect if you control a creature with power 4 or greater as they resolve. For these, you only get the upgraded effect, not both effects.
  • You determine whether the ferocious ability applies before any creature cards are put onto the battlefield. If you put two creature cards onto the battlefield this way, those creatures enter the battlefield at the same time.
  • Prices

    Seller Price
    Manapool 0.42 USD / 1.03 USD
    Tcgplayer / 2.41 USD 0.6 USD
    Cardkingdom 0.99 USD / 2.99 USD
    Cardmarket / 2.02 EUR 0.89 EUR

    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 eight cards of your library. You may put a creature card from among them onto the battlefield. Put the rest into your graveyard. Ferocious — If you control a creature with power 4 or greater, you may put two creature cards onto the battlefield instead of one.