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"Find me cards equivalent to: Dig Deep"

Equivalent cards in green (with similar mill and/or +1/+1 counter themes) include:

  • Dig Deep (your searched card)
  • Taunting Arbormage (not adventure, but can boost creatures)
  • Raise the Palisade (adventure sorcery, but not milling)
  • Courage in Crisis (adds +1/+1 counters and supports graveyard, green sorcery)
  • Grizzly Salvage (mills and interacts with creatures, but is black-green and instant)

Note: There are no green Sorcery — Adventure cards that both mill and put +1/+1 counters like Dig Deep. Closest are separate mill and +1/+1 counter effects in green.

Found Cards

3 Results

Courage in Crisis

Raise the Palisade

Taunting Arbormage

Courage in Crisis #158 Sorcery

Info

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

    Abilities/Keywords

    Proliferate

    Rules

  • An ability that triggers "Whenever you proliferate" triggers even if you chose no permanents or players while doing so.
  • If a permanent ever has both +1/+1 counters and -1/-1 counters on it at the same time, they're removed in pairs as a state-based action so that the permanent has only one of those kinds of counters on it.
  • If a player or permanent has more than one kind of counter on it, and you choose for it to get additional counters, it must get one of each kind of counter it already has. You can't have it get just one kind of counter it already has and not the others.
  • Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it's too late for anyone to respond.
  • To proliferate, you can choose any permanent that has a counter, including ones controlled by opponents. You can choose any player who has a counter, including opponents. You can't choose cards in any zone other than the battlefield, even if they have counters on them.
  • You don't have to choose every permanent or player that has a counter, only the ones you want to add another counter to. Since "any number" includes zero, you don't have to choose any permanents at all, and you don't have to choose any players at all.
  • Prices

    Seller Price
    Cardkingdom 0.35 USD / 0.49 USD
    Tcgplayer 0.23 USD / 0.39 USD
    Cardmarket / 0.23 EUR 0.09 EUR
    Manapool / 0.3 USD 0.15 USD

    Legalities

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

    Text

    Put a +1/+1counteron target creature, then proliferate. (Choose any number of permanents and/or players, then give each anothercounterof each kind already there.)

    Raise the Palisade #58 Sorcery

    Info

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

    Rules

  • To choose a creature type, you must choose an existing creature type, such as Halfling or Scout. You can't choose multiple creature types, such as "Halfling Scout." Card types such as artifacts can't be chosen, nor can subtypes that aren't creature types, such as Forest, Equipment, or Food.
  • Prices

    Seller Price
    Tcgplayer 24.56 USD
    Cardmarket 22.95 EUR
    Manapool 22.34 USD
    Cardkingdom 22.99 USD

    Legalities

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

    Text

    Choose a creature type. Return all creatures that aren't of the chosen type to their owners' hands.

    Taunting Arbormage #212 Creature — Elf Wizard

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 3
    Power/Toughness: 2/3
    Types:
  • Creature
  • SubTypes:
  • Elf
  • Wizard
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Kicker

    Rules

  • If a creature the defending player controls can't block the target creature for any reason (such as being tapped), then it doesn't block that creature. If there's a cost associated with having a creature block the attacking creature, the defending player isn't forced to pay that cost, so it doesn't have to block in that case either.
  • If a card or token enters as a copy of a permanent, the new permanent isn't kicked, even if the original was.
  • If a spell's kicker cost was paid, the spell is "kicked."
  • If you copy a kicked spell on the stack, the copy is also kicked. If the copied spell is a permanent spell, the token the copy of that spell becomes when it enters is also kicked.
  • If you put a permanent with a kicker ability onto the battlefield without casting it, you can't kick it.
  • The kicker ability doesn't let you pay a kicker cost more than once.
  • To determine a spell's total cost, start with the mana cost (or an alternative cost if another card's effect allows you to pay one instead), add any cost increases (such as kicker), then apply any cost reductions. The spell's mana value remains unchanged, no matter what the total cost to cast it was.
  • Prices

    Seller Price
    Cardkingdom 0.35 USD / 0.49 USD
    Tcgplayer 0.05 USD / 0.07 USD
    Manapool 0.15 USD / 0.15 USD
    Cardmarket 0.05 EUR / 0.25 EUR

    Legalities

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

    Text

    Kicker (You may pay an additional as you cast this spell.) When this creature enters, if it was kicked, all creatures able to block target creature this turn do so.