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"Find me cards equivalent to: Bruse Tarl, Roving Rancher"

Equivalent cards to Bruse Tarl, Roving Rancher (red and white, legendary creature):
1. Winota, Joiner of Forces — Also red/white, legendary creature, cares about attacking and casting cards for free.
2. Crimson Honor Guard — Red/white legendary Human, with an aggressive ability, though not exact.
3. Bruse Tarl, Boorish Herder — The original version with a similar combat-focused theme.


Reason: These are legendary red/white creatures that interact with combat or casting, similar to Bruse Tarl, Roving Rancher. No direct double strike or Ox synergy, but closest in color and function.

Found Cards

4 Results

Bruse Tarl, Boorish Herder

Bruse Tarl, Roving Rancher

Crimson Honor Guard

Winota, Joiner of Forces

Bruse Tarl, Boorish Herder #30 Legendary Creature — Human Ally

Info

Color:
Identifies:
Cost:
Rarity: Mythic
Converted Cost: 4
Power/Toughness: 3/3
Types:
  • Creature
  • SubTypes:
  • Human
  • Ally
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Partner

    Rules

  • An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
  • Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
  • If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
  • If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.
  • Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 damage from any one of them, not from both of them combined.
  • The triggered ability triggers both when Bruse Tarl enters the battlefield and whenever it attacks. You don't have to choose only one.
  • To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.
  • You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you've cast each from the command zone clear for "commander tax" purposes.
  • Prices

    Seller Price
    Cardkingdom 4.99 USD
    Tcgplayer 3.82 USD
    Cardmarket 2.75 EUR
    Manapool 2.09 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 Bruse Tarl enters or attacks, target creature you control gains double strike and lifelink until end of turn. Partner (You can have two commanders if both have partner.)

    Bruse Tarl, Roving Rancher #350 Legendary Creature — Human Warrior

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 4
    Power/Toughness: 4/3
    Types:
  • Creature
  • SubTypes:
  • Human
  • Warrior
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:
    Ox

    Rules

  • Bruse Tarl's ability doesn't allow you to play land cards that it exiles. But hey, free Oxen.
  • If Bruse Tarl leaves the battlefield after other Oxen you control have dealt first-strike damage but before regular combat damage, those Oxen won't deal regular combat damage (unless they still have double strike for some other reason) .
  • You pay all costs and follow all normal timing rules for spells cast from exile with Bruse Tarl's last ability. For example, if you exile a creature card this way, you must wait until your main phase to cast it.
  • Prices

    Seller Price
    Manapool 0.15 USD / 0.2 USD
    Tcgplayer 0.25 USD / 0.29 USD
    Cardmarket 0.25 EUR / 0.19 EUR
    Cardkingdom 0.49 USD / 0.49 USD

    Legalities

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

    Text

    Oxen you control have double strike. Whenever Bruse Tarl enters or attacks, exile the top card of your library. If it's a land card, create a 2/2 white Ox creature token. Otherwise, you may cast it until the end of your next turn.

    Crimson Honor Guard #145 Creature — Vampire Knight

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 5
    Power/Toughness: 4/5
    Types:
  • Creature
  • SubTypes:
  • Vampire
  • Knight
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Trample

    Rules

  • Crimson Honor Guard will deal 4 damage to you, too, if you don't control a commander.
  • Crimson Honor Guard's last ability triggers at the beginning of each player's end step whether that player controls a commander or not. Whether that player controls a commander is checked only as the ability resolves.
  • The player could control any player's commander to satisfy Crimson Honor Guard's ability. If a player gains control of another player's commander “until end of turn,” the player who gained control of it will still control that commander during the end step.
  • Prices

    Seller Price
    Tcgplayer 0.29 USD
    Manapool 0.15 USD
    Cardmarket 0.2 EUR
    Cardkingdom 0.49 USD

    Legalities

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

    Text

    Trample At the beginning of each player's end step, this creature deals 4 damage to that player unless they control a commander.

    Winota, Joiner of Forces #216s Legendary Creature — Human Warrior

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 4
    Power/Toughness: 4/4
    Types:
  • Creature
  • SubTypes:
  • Human
  • Warrior
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Although the Human is an attacking creature, it was never declared as an attacking creature. This means that abilities that trigger whenever a creature attacks won’t trigger when it enters the battlefield attacking.
  • Any effects that say that the Human can’t attack (such as that of Propaganda, or if you get a Human with defender) affect only the declaration of attackers. They won’t stop the Human you find from entering the battlefield attacking.
  • If more than one non-Human creature you control attacks, Winota’s ability triggers separately for each of them. For example, if three non-Human creatures attack, you won’t look at the top eighteen cards of your library at once; you’ll look at six, finish resolving the ability, and then repeat the process twice more as the other instances of the ability resolve.
  • You choose which player or planeswalker the Human is attacking. It doesn’t have to be attacking the same player or planeswalker that the non-Human creature is attacking.
  • Prices

    Seller Price
    Manapool 20.62 USD
    Cardmarket / 9.29 EUR 7.61 EUR
    Cardkingdom 19.99 USD
    Tcgplayer 16.06 USD

    Legalities

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

    Text

    Whenever a non-Human creature you control attacks, look at the top six cards of your library. You may put a Human creature card from among them onto the battlefield tapped and attacking. It gains indestructible until end of turn. Put the rest of the cards on the bottom of your library in a random order.