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"Find me cards equivalent to: Displaced Dinosaurs"

Equivalent cards to Displaced Dinosaurs (green, Dinosaur, historic interaction) are extremely rare. Closest options:
1. Ghalta, Stampede Tyrant — Green Dinosaur, cares about creatures entering, but not specifically historic.
2. Wayward Swordtooth — Green Dinosaur, cares about lands (permanent type), not historic.
3. Shalai and Hallar — Green but not Dinosaur; cares about +1/+1 counters.

No green Dinosaur directly copies Displaced Dinosaurs effect on historic. It's a unique ability. Closest are big green Dinosaurs or those that interact with entering permanents or tokens.

Found Cards

4 Results

Displaced Dinosaurs

Ghalta, Stampede Tyrant

Shalai and Hallar

Wayward Swordtooth

Displaced Dinosaurs #705 Creature — Dinosaur

Info

Color:
Identifies:
Cost:
Rarity: Uncommon
Converted Cost: 7
Power/Toughness: 7/7
Types:
  • Creature
  • SubTypes:
  • Dinosaur
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • The permanent enters as a 7/7 Dinosaur creature that still has its other types and abilities; it doesn't enter and then become a 7/7 Dinosaur creature. Any triggered abilities that look for power, toughness, or creature types to determine whether or not they trigger will see those characteristics.
  • Prices

    Seller Price
    Manapool 27.09 USD
    Tcgplayer 26.28 USD
    Cardmarket 16.01 EUR

    Legalities

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

    Text

    As a historic permanent you control enters, it becomes a 7/7 Dinosaur creature in addition to its other types. (Artifacts, legendaries, and Sagas are historic.)

    Ghalta, Stampede Tyrant #185s Legendary Creature — Elder Dinosaur

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 8
    Power/Toughness: 12/12
    Types:
  • Creature
  • SubTypes:
  • Elder
  • Dinosaur
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Trample

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 40.67 USD
    Manapool 38.98 USD
    Cardmarket 30.09 EUR

    Legalities

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

    Text

    Trample When Ghalta enters, put any number of creature cards from your hand onto the battlefield.

    Shalai and Hallar #10 Legendary Creature — Angel Elf

    Info

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

    Abilities/Keywords

    Flying Vigilance

    Rules

  • No entries
  • Prices

    Seller Price
    Cardkingdom 11.99 USD / 7.99 USD
    Cardmarket 4.55 EUR / 4.19 EUR
    Tcgplayer 6.71 USD / 7.03 USD
    Manapool 5.21 USD / 5.18 USD

    Legalities

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

    Text

    Flying, vigilance Whenever one or more +1/+1 counters are put on a creature you control, Shalai and Hallar deals that much damage to target opponent.

    Wayward Swordtooth #263 Creature — Dinosaur

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: 5/5
    Types:
  • Creature
  • SubTypes:
  • Dinosaur
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Ascend

    Rules

  • A permanent is any object on the battlefield, including tokens and lands. Spells and emblems aren't permanents.
  • Ascend on a permanent isn't a triggered ability and doesn't use the stack. Players can respond to a spell that will give you your tenth permanent, but they can't respond to getting the city's blessing once you control that tenth permanent. This means that if your tenth permanent is a land you play, players can't respond before you get the city's blessing.
  • If you cast a spell with ascend, you don't get the city's blessing until it resolves. Players may respond to that spell by trying to change whether you get the city's blessing.
  • If you control ten permanents but don't control a permanent or resolving spell with ascend, you don't get the city's blessing. For example, if you control ten permanents, lose control of one, then cast Golden Demise, you won't have the city's blessing and the spell will affect creatures you control.
  • If your tenth permanent enters the battlefield and then a permanent leaves the battlefield immediately afterwards (most likely due to the "Legend Rule" or due to being a creature with 0 toughness), you get the city's blessing before it leaves the battlefield.
  • Once you have the city's blessing, you have it for the rest of the game, even if you lose control of some or all of your permanents. The city's blessing isn't a permanent itself and can't be removed by any effect.
  • Wayward Swordtooth's middle ability is cumulative if you control more than one. It's also cumulative with other effects that let you play additional lands, such as the one from Enter the Unknown.
  • Prices

    Seller Price
    Cardkingdom 6.49 USD
    Manapool 3.63 USD
    Tcgplayer 4.17 USD
    Cardmarket 3.42 EUR

    Legalities

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

    Text

    Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) You may play an additional land on each of your turns. This creature can't attack or block unless you have the city's blessing.