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"Find me cards equivalent to: Bard Class"

Bard Class is a red-green (RG) Enchantment — Class that specifically benefits legendary spells and creatures. Equivalent cards (RG, legendary-focused, or Class enchantments) include:

  • Izzet Signet (Different function, but helps with multicolor mana for legendary spells)
  • Rivaz of the Claw (RG, legendary-focused, helps with legendary Dragon mana)
  • Captain Lannery Storm (R, legendary payoff via ramp)
  • Kardur, Doomscourge (BR, legendary payoff, not exact colors)
  • Targ Nar, Demon-Fang Gnoll (RG, legendary, +1/+1 counter payoff)

But, there’s no other RG Enchantment — Class that does what Bard Class does—it's unique for legendary-focused, RG, and class-enchantment synergy.

Closest:

  • Renata, Called to the Hunt (G, enters with +1/+1 counters synergy)
  • Rhythm of the Wild (RG, gives non-token creatures Riot, pseudo +1/+1 and haste, not legendary-specific)

Summary:
No true equivalent; Bard Class is unique for RG legendary and class synergies. Closest for functionality: Rhythm of the Wild, Renata, Called to the Hunt.

Found Cards

8 Results

Bard Class

Captain Lannery Storm

Izzet Signet

Kardur, Doomscourge

Renata, Called to the Hunt

Rhythm of the Wild

Rivaz of the Claw

Targ Nar, Demon-Fang Gnoll

Bard Class #217a Enchantment — Class

Info

Color:
Identifies:
Cost:
Rarity: Rare
Converted Cost: 2
Power/Toughness: /
Types:
  • Enchantment
  • SubTypes:
  • Class
  • Languages:
    Layout:
    Class
    Rank:
    Saltiness:

    Rules

  • Each Class has five abilities. The three in the major sections of its text box are class abilities. Class abilities can be static, activated, or triggered abilities. The other two are level abilities, one activated ability to advance the Class to level 2 and another to advance the Class to level 3.
  • Each Class starts with only the first of three class abilities. As the first level ability resolves, the Class becomes level 2 and gains the second class ability. As the second level ability resolves, the Class becomes level 3 and gains the third class ability.
  • Gaining a level is a normal activated ability. It uses the stack and can be responded to.
  • Gaining a level won't remove abilities that a Class had at a previous level.
  • If you control multiple Bard Classes, legendary creatures you control enter the battlefield with that many additional +1/+1 counters.
  • If you do not play the cards exiled with Bard Classes Level 3 ability on the turn they are exiled, they will remain exiled indefinitely and cannot be played on a later turn.
  • If you exile a modal double-faced card this way, you may cast either face of that card.
  • Some Class cards have an effect that increases when more are under your control. For example, if you have multiple Barbarian Class cards, you roll that many additional dice and ignore that many of the lowest rolls.
  • Unlike most abilities that reduce the costs of spells, Bard Class's Level 2 ability cannot be applied to generic mana costs. For example, a spell that costs {2}{G} to cast would instead cost {2} to cast.
  • You can multiclass or even control multiple Class enchantments of the same class. Each Class permanent tracks its own level separately.
  • You can't activate the first level ability of a Class unless that Class is level 1. Similarly, you can't activate the second level ability of a Class unless that Class is level 2.
  • Prices

    Seller Price
    Tcgplayer 24.45 USD
    Cardkingdom 21.99 USD
    Cardmarket 11.24 EUR

    Legalities

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

    Text

    (Gain the next level as a sorcery to add its ability.) Legendary creatures you control enter with an additional +1/+1counteron them. : Level 2 Legendary spells you cast cost less to cast. This effect reduces only the amount of colored mana you pay. : Level 3 Whenever you cast a legendary spell, exile the top two cards of your library. You may play them this turn.

    Captain Lannery Storm #158 Legendary Creature — Human Pirate

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: 2/2
    Types:
  • Creature
  • SubTypes:
  • Human
  • Pirate
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Haste

    Rules

  • Captain Lannery Storm's last ability triggers whenever you sacrifice a Treasure for any reason, not just to activate a Treasure's mana ability.
  • If you sacrifice Treasures to cast Captain Lannery Storm, its last ability won't trigger for those Treasures.
  • You can activate the mana ability of a Treasure even if you have nothing to spend that mana on.
  • Prices

    Seller Price
    Cardmarket 0.29 EUR
    Cardkingdom 0.49 USD
    Tcgplayer 0.3 USD
    Manapool 0.15 USD

    Legalities

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

    Text

    Haste Whenever Captain Lannery Storm attacks, create a Treasure token. (It's an artifact with ",Sacrificethis token: Add one mana of any color.") Whenever yousacrificea Treasure, Captain Lannery Storm gets +1/+0 until end of turn.

    Izzet Signet #8 Artifact

    Info

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

    Rules

  • No entries
  • 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

    , : Add .

    Kardur, Doomscourge #88378 Legendary Creature — Demon Berserker

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 4
    Power/Toughness: 4/3
    Types:
  • Creature
  • SubTypes:
  • Demon
  • Berserker
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • If a creature affected by Kardur's ability could legally attack multiple players and/or planeswalkers, its controller chooses who it attacks.
  • If a creature an opponent controls can't attack for some reason (such as being tapped or having come under its controller'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 the creature doesn't have to attack in that case either.
  • If a creature an opponent controls doesn't qualify for any of the above exceptions and can attack, it must attack a player other than you if able. If the creature can't attack any of those players, or if there are no such players, it must attack you or an opposing planeswalker.
  • Kardur's first ability affects all creatures your opponents control, including any that enter the battlefield after the ability resolves.
  • Kardur's last ability will trigger no matter who controlled the attacking creature and no matter who it was attacking.
  • 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

    When Kardur enters, until your next turn, creatures your opponents control attack each combat if able and attack a player other than you if able. Whenever an attacking creature dies, each opponent loses 1 life and you gain 1 life.

    Renata, Called to the Hunt #267 Legendary Enchantment Creature — Demigod

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 4
    Power/Toughness: */3
    Types:
  • Enchantment
  • Creature
  • SubTypes:
  • Demigod
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • A creature entering the battlefield at the same time as Renata won't get an additional +1/+1 counter.
  • Colorless and generic mana symbols ({C}, {0}, {1}, {2}, {X}, and so on) in mana costs of permanents you control don't count toward your devotion to any color.
  • Hybrid mana symbols, monocolored hybrid mana symbols, and Phyrexian mana symbols do count toward your devotion to their color(s).
  • If a creature you control would normally enter the battlefield with no +1/+1 counters on it, Renata's second ability causes it to enter the battlefield with a +1/+1 counter on it.
  • If an activated ability or triggered ability has an effect that depends on your devotion to a color, you count the number of mana symbols of that color among the mana costs of permanents you control as the ability resolves. The permanent with that ability will be counted if it's still on the battlefield at that time.
  • If you put an Aura on an opponent's permanent, you still control the Aura, and mana symbols in its mana cost count towards your devotion.
  • Mana symbols in the text boxes of permanents you control don't count toward your devotion to any color.
  • The ability that defines Renata's power works in all zones, not just the battlefield.
  • Prices

    Seller Price
    Cardmarket 0.19 EUR / 0.16 EUR
    Manapool / 0.15 USD 0.15 USD
    Cardkingdom / 0.49 USD 0.35 USD
    Tcgplayer 0.22 USD / 0.21 USD

    Legalities

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

    Text

    Renata's power is equal to your devotion to green. (Each in the mana costs of permanents you control counts toward your devotion to green.) Each other creature you control enters with an additional +1/+1counteron it.

    Rhythm of the Wild #12 Enchantment

    Info

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

    Rules

  • A noncreature card that happens to be entering the battlefield as a creature will have riot (for example, Rusted Relic while you control three other artifacts). Similarly, a creature card entering the battlefield as a noncreature permanent won't have riot (for example, Thassa, God of the Sea while your other permanents contribute only four to your devotion to blue).
  • A spell or ability that counters spells can still target a creature spell you control. When that spell or ability resolves, the creature spell won't be countered, but any additional effects of that spell or ability will still happen.
  • If a creature entering the battlefield has riot but can't have a +1/+1 counter put onto it, it gains haste.
  • If a creature enters the battlefield with two instances of riot, you may choose to have it get two +1/+1 counters, one +1/+1 counter and haste, or two instances of haste. Multiple instances of haste on the same creature are redundant, but we're not going to tell the Gruul how to live their lives.
  • If a nontoken, noncreature permanent becomes a creature after it's already on the battlefield, it will have riot but it will be too late for the replacement effect to have any effect.
  • If you choose for the creature to gain haste, it gains haste indefinitely. It won't lose it as the turn ends or as another player gains control of it.
  • Once a creature with riot has entered the battlefield, it keeps its +1/+1 counter or haste even if it loses riot.
  • Riot is a replacement effect. Players can't respond to your choice of +1/+1 counter or haste, and they can't take actions while the creature is on the battlefield without one or the other.
  • If Rhythm of the Wild leaves the battlefield at the same time that a nontoken creature enters the battlefield (most likely because that creature has a replacement effect, such as that of Rescuer Sphinx), that creature still gets a +1/+1 counter or haste.
  • Prices

    Seller Price
    Cardmarket 3.75 EUR / 5.75 EUR
    Tcgplayer / 6.72 USD 3.96 USD
    Manapool / 6.52 USD 4.48 USD
    Cardkingdom / 9.99 USD 6.49 USD

    Legalities

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

    Text

    Creature spells you control can't be countered. Nontoken creatures you control have riot. (They enter with your choice of a +1/+1counteror haste.)

    Rivaz of the Claw #215s Legendary Creature — Lizard Warlock

    Info

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

    Abilities/Keywords

    Menace

    Rules

  • Once you begin casting a spell from your graveyard, it immediately moves to the stack. Players can’t take any other actions until you’re done casting the spell.
  • The ability that the spell gains as Rivaz’s last ability resolves continues to apply to the permanent that spell becomes after the spell resolves, even if it stops being a Dragon or stops being a creature.
  • The ability that the spell gains only applies to it once it’s on the battlefield. If the spell is countered before it resolves, that ability will not exile it.
  • The casting permission granted by Rivaz’s third ability doesn’t change when you may cast the spell from your graveyard.
  • The last ability triggers when you cast a Dragon creature spell from your graveyard for any reason. It triggers even if you didn’t use mana generated by Rivaz’s activated ability to pay its costs.
  • You can use mana generated by the activated ability to pay an alternative cost (such as an escape cost) or an additional cost to cast a Dragon spell. It’s not limited to paying just that spell’s mana cost.
  • Prices

    Seller Price
    Cardkingdom 4.99 USD
    Tcgplayer 7.27 USD
    Cardmarket 1.78 EUR
    Manapool 6.42 USD

    Legalities

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

    Text

    Menace : Add two mana in any combination of colors. Spend this mana only to cast Dragon creature spells. Once during each of your turns, you may cast a Dragon creature spell from your graveyard. Whenever you cast a Dragon creature spell from your graveyard, it gains "When this creature dies, exile it."

    Targ Nar, Demon-Fang Gnoll #234 Legendary Creature — Gnoll

    Info

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

    Abilities/Keywords

    Double

    Rules

  • If a creature's power is less than 0 when it's doubled, instead that creature gets -X/-0, where X is how much less than 0 its power is. For example, if an effect has given a 2/2 creature -4/-0 so that it's a -2/2 creature, doubling its power and toughness gives it -2/+2, and it becomes a -4/4 creature.
  • If an effect instructs you to "double" a creature's power, that creature gets +X/+0, where X is its power as that effect begins to apply. The same is true for toughness.
  • Prices

    Seller Price
    Tcgplayer / 0.25 USD 0.23 USD
    Manapool / 0.15 USD 0.15 USD
    Cardmarket / 0.22 EUR 0.1 EUR
    Cardkingdom / 0.49 USD 0.35 USD

    Legalities

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

    Text

    Pack tactics — Whenever Targ Nar attacks, if you attacked with creatures with total power 6 or greater this combat, attacking creatures get +1/+0 until end of turn. : Double Targ Nar's power and toughness until end of turn.