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"Find me cards equivalent to: Drogskol Reaver"

Equivalent cards to Drogskol Reaver (blue/white Spirit creatures with life-gain or card draw effects) are:
1. Spirit of the Labyrinth — White Spirit, restricts card draw (not as strong, but same colors/type).
2. Geist of Saint Traft — Blue/White Spirit, flying, but makes tokens instead of care about lifegain/card draw.
3. Linvala, Shield of Sea Gate — Blue/White Angel Wizard, similar colors, offers protection rather than lifegain/draw.
4. Archangel of Thune — White, lifegain synergy, though not blue or spirit.
5. Ephara, God of the Polis — Blue/White, not a Spirit but gives card draw for creatures.
6. Thassa, Deep-Dwelling — Blue, indestructible and card advantage potential.

None have the exact attribute mix—Drogskol Reaver is uniquely strong. Closest options are mostly blue-white spirits focusing on flying or other card advantage, but none combine double strike, lifelink, and card draw.

Found Cards

7 Results

Archangel of Thune

Drogskol Reaver

Ephara, God of the Polis

Geist of Saint Traft

Linvala, Shield of Sea Gate

Spirit of the Labyrinth

Thassa, Deep-Dwelling

Archangel of Thune #2430 Creature — Angel

Info

Color:
Identifies:
Cost:
Rarity: Mythic
Converted Cost: 5
Power/Toughness: 3/4
Types:
  • Creature
  • SubTypes:
  • Angel
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flying Lifelink

    Rules

  • Each creature with lifelink dealing combat damage causes a separate life-gaining event. For example, if two creatures you control with lifelink deal combat damage at the same time, the ability will trigger twice. However, if a single creature you control with lifelink deals combat damage to multiple creatures, players, and/or planeswalkers at the same time (perhaps because it has trample or was blocked by more than one creature), the ability will trigger only once.
  • If a creature you control is dealt lethal damage at the same time that you gain life, it won't receive a counter from Archangel of Thune's ability in time to save it.
  • If you gain an amount of life “for each” of something, that life is gained as one event and the ability triggers only once.
  • In a Two-Headed Giant game, life gained by your teammate won't cause the ability to trigger, even though it caused your team's life total to increase.
  • Prices

    Seller Price
    Cardkingdom 44.99 USD
    Cardmarket 33.4 EUR
    Tcgplayer 43.63 USD
    Manapool 35.21 USD

    Legalities

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

    Text

    Flying Lifelink (Damage dealt by this creature also causes you to gain that much life.) Whenever you gain life, put a +1/+1counteron each creature you control.

    Drogskol Reaver #137 Creature — Spirit

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 7
    Power/Toughness: 3/5
    Types:
  • Creature
  • SubTypes:
  • Spirit
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flying Lifelink

    Rules

  • Drogskol Reaver's last ability triggers just once for each life-gaining event, whether it's 1 life from Dazzling Angel or 4 life from Apothecary Stomper.
  • Each creature with lifelink dealing combat damage causes a separate life-gaining event. For example, if two creatures you control with lifelink deal combat damage at the same time, Drogskol Reaver's last ability will trigger twice. However, if a single creature you control with lifelink deals combat damage to multiple creatures, players, planeswalkers, and/or battles at the same time (perhaps because it has trample or was blocked by more than one creature), the ability will trigger only once.
  • If Drogskol Reaver deals enough first-strike damage to destroy each creature it's blocking or was blocked by, it won't deal any damage during the regular combat damage step and its last ability won't trigger a second time that combat. This is different if Drogskol Reaver is attacking and somehow gains trample.
  • If you gain an amount of life "for each" of something or "equal to the number" of something, that life is gained as one event and the last ability of Drogskol Reaver triggers only once.
  • Prices

    Seller Price
    Cardkingdom / 12.99 USD 1.29 USD
    Tcgplayer 2.35 USD / 17 USD
    Cardmarket / 2.93 EUR 1.26 EUR
    Manapool / 6.46 USD 0.48 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 Double strike (This creature deals both first-strike and regular combat damage.) Lifelink (Damage dealt by this creature also causes you to gain that much life.) Whenever you gain life, draw a card.

    Ephara, God of the Polis #145 Legendary Enchantment Creature — God

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 4
    Power/Toughness: 6/5
    Types:
  • Enchantment
  • Creature
  • SubTypes:
  • God
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Indestructible

    Rules

  • Hybrid mana symbols, monocolored hybrid mana symbols, and Phyrexian mana symbols do count toward your devotion to their color(s).
  • 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.
  • Mana symbols in the text boxes of permanents you control don't count toward your devotion to any color.
  • Numeric mana symbols ({0}, {1}, and so on) in mana costs of permanents you control don't count toward your devotion to any color.
  • Ephara's last ability checks at the beginning of each upkeep whether another creature entered the battlefield under your control last turn. If one did, it will trigger; otherwise, it won't. The ability will trigger only once no matter how many creatures entered the battlefield under your control that turn, as long as at least one did.
  • If a noncreature permanent you control (such as an Aura with bestow) becomes a creature, it will not cause Ephara's last ability to trigger the following turn. This is true even if that noncreature permanent became a creature the same turn it entered the battlefield.
  • The last ability will trigger regardless of what has happened to the creature that entered the battlefield on the previous turn. It doesn't matter whether it's still under your control or whether it's still on the battlefield.
  • As a God enters the battlefield, your devotion to its color will determine whether any replacement effects that affect creatures entering the battlefield apply to that God. Because replacement effects are considered before the God is on the battlefield, the mana symbols in its mana cost won't be counted when determining this.
  • Counters put on a God remain on it while it's not a creature, even if they have no effect.
  • If a God is attacking or blocking and it stops being a creature, it will be removed from combat. It won't rejoin combat if it resumes being a creature later during that combat.
  • If a God stops being a creature, it loses the type creature and the creature type God. It continues to be a legendary enchantment.
  • If an effect causes a God to lose all abilities, its ability that causes it to stop being a creature still applies if appropriate.
  • The abilities of Gods function as long as they're on the battlefield, regardless of whether they're creatures.
  • The type-changing ability that can make a God not be a creature functions only on the battlefield. It's always a creature card in other zones, regardless of your devotion to its color. It's always a creature spell while it's on the stack.
  • When a God enters the battlefield, your devotion to its color (including the mana symbols in the mana cost of the God itself) will determine if a creature entered the battlefield or not for abilities that trigger whenever a creature enters the battlefield.
  • Your devotion to two colors is the number of mana symbols among mana costs of permanents you control that are the first color, the second, or both. If an effect counts your devotion to two colors, a hybrid symbol that is both of those colors is counted just once.
  • Prices

    Seller Price
    Manapool 4.12 USD / 14.54 USD
    Cardkingdom / 37.99 USD 6.49 USD
    Cardmarket 5.09 EUR / 12.77 EUR
    Tcgplayer / 23.73 USD 7.89 USD

    Legalities

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

    Text

    Indestructible As long as your devotion to white and blue is less than seven, Ephara isn't a creature. At the beginning of each upkeep, if you had another creature enter the battlefield under your control last turn, draw a card.

    Geist of Saint Traft #62 Legendary Creature — Spirit Cleric

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 3
    Power/Toughness: 2/2
    Types:
  • Creature
  • SubTypes:
  • Spirit
  • Cleric
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Hexproof

    Rules

  • Geist of Saint Traft is banned as a commander in Duel Commander format, but it may be part of your deck.
  • Although the Angel 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 Angel can't attack (such as that of Propaganda) affect only the declaration of attackers. They won't stop the Angel token from entering the battlefield attacking.
  • If you create more than one Angel token (most likely due to Doubling Season), both are exiled at end of combat. On the other hand, if something else becomes a copy of the Angel token, the copy isn't exiled.
  • You choose which player or planeswalker the Angel token is attacking. It doesn't have to be attacking the same player or planeswalker that Geist of Saint Traft is 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

    Hexproof (This creature can't be the target of spells or abilities your opponents control.) Whenever Geist of Saint Traft attacks, create a 4/4 white Angel creature token with flying that's tapped and attacking. Exile that token at end of combat.

    Linvala, Shield of Sea Gate #368 Legendary Creature — Angel Wizard

    Info

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

    Abilities/Keywords

    Flying

    Rules

  • Activated abilities contain a colon. They’re generally written “[Cost]: [Effect].” Some keyword abilities (such as equip) are activated abilities and will have a colon in their reminder text. Triggered abilities (starting with “when,” “whenever,” or “at”) are unaffected.
  • An ability referring to the number of creatures in your party gets a number from zero to four. Such abilities never ask which creatures are in your party, and you never have to designate specific creatures as being in your party. You can’t choose to exclude creatures from this count to lower the number.
  • If a creature has more than one party creature type, and there are multiple ways to count that creature that could result in a different number of creatures in your party, the highest such number is used. For example, if you control a Cleric and a Cleric Wizard, the number of creatures in your party is two. You can’t choose to have it be just one by counting the Cleric Wizard first as a Cleric.
  • In a multiplayer game, if you leave the game after Linvala’s middle ability resolves but before your next turn begins, its effect lasts until your next turn would have begun. It neither expires immediately nor lasts indefinitely.
  • Linvala’s middle ability won’t trigger at all if you don’t have a full party as your combat phase begins. It won’t affect the target if you don’t have a full party as it resolves. The number of creatures in your party may change between these times, however.
  • No abilities of the affected permanent can be activated, including mana abilities.
  • Some cards refer to you having a “full party.” This is true if the number of creatures in your party is four.
  • The nonland permanent remains affected until your next turn even if the number of creatures in your party changes or Linvala leaves the battlefield.
  • To determine “the number of creatures in your party,” check whether you control a Cleric, whether you control a Rogue, whether you control a Warrior, and whether you control a Wizard. The number is the total number of those checks to which you answered yes. Each creature you control can be counted for only one of those checks.
  • Prices

    Seller Price
    Cardkingdom / 1.49 USD 0.79 USD
    Cardmarket 0.53 EUR / 1 EUR
    Manapool 0.4 USD / 0.4 USD
    Tcgplayer / 0.64 USD 0.58 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 At the beginning of combat on your turn, if you have a full party, choose target nonland permanent an opponent controls. Until your next turn, it can't attack or block, and its activated abilities can't be activated. Sacrifice Linvala: Choose hexproof or indestructible. Creatures you control gain that ability until end of turn.

    Spirit of the Labyrinth #27 Enchantment Creature — Spirit

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 2
    Power/Toughness: 3/1
    Types:
  • Enchantment
  • Creature
  • SubTypes:
  • Spirit
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • If a replacement effect would try to replace a card that you can't draw, that effect can't apply.
  • If you draw a card, and then Spirit of the Labyrinth enters the battlefield, you won't be able to draw more cards that turn.
  • If you haven't drawn any cards in a turn, and a spell or ability would cause you to draw multiple cards, you'll just draw one card.
  • You can draw a maximum of one card on each player's turn. Subsequent card draws are ignored.
  • Prices

    Seller Price
    Tcgplayer 0.72 USD / 5.49 USD
    Cardkingdom / 5.99 USD 0.79 USD
    Cardmarket 0.97 EUR / 4.97 EUR
    Manapool / 4.01 USD 0.19 USD

    Legalities

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

    Text

    Each player can't draw more than one card each turn.

    Thassa, Deep-Dwelling #THB-71 Legendary Enchantment Creature — God

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 4
    Power/Toughness: 6/5
    Types:
  • Enchantment
  • Creature
  • SubTypes:
  • God
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Indestructible

    Rules

  • As a God enters the battlefield, your devotion to its color will determine whether any replacement effects that affect creatures entering the battlefield apply to that God. Because replacement effects are considered before the God is on the battlefield, the mana symbols in its mana cost won’t be counted when determining this.
  • 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.
  • Counters put on a God remain on it while it’s not a creature, even if they have no effect.
  • Hybrid mana symbols, monocolored hybrid mana symbols, and Phyrexian mana symbols do count toward your devotion to their color(s).
  • If a God is attacking or blocking and it stops being a creature, it will be removed from combat. It won’t rejoin combat if it resumes being a creature later during that combat.
  • If a God stops being a creature, it loses the type creature and the creature type God. It continues to be a legendary enchantment.
  • If a token is exiled this way, it will cease to exist and won’t return to the battlefield.
  • 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 an effect causes a God to lose all abilities, its ability that causes it to stop being a creature still applies if appropriate.
  • If you gain control of a creature “until end of turn,” you’ll control it during your end step.
  • 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 abilities of Gods function as long as they’re on the battlefield, regardless of whether they’re creatures.
  • The type-changing ability that can make a God not be a creature functions only on the battlefield. It’s always a creature card in other zones, regardless of your devotion to its color. It’s always a creature spell while it’s on the stack.
  • When a God enters the battlefield, your devotion to its color (including the mana symbols in the mana cost of the God itself) will determine if a creature entered the battlefield or not for abilities that trigger whenever a creature enters the battlefield.
  • When an effect returns the exiled card “under your control,” you control it indefinitely after that. In a multiplayer game, if a player leaves the game, all cards that player owns leave as well. If you leave the game, any creatures you control from Thassa’s effect but don’t own are exiled.
  • When the card returns to the battlefield, it will be a new object with no connection to the card that was exiled. Auras attached to the exiled creature will be put into their owners’ graveyards. Any Equipment will become unattached and remain on the battlefield. Any counters on the exiled creature will cease to exist.
  • 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

    Indestructible As long as your devotion to blue is less than five, Thassa isn't a creature. At the beginning of your end step, exile up to one other target creature you control, then return that card to the battlefield under your control. : Tap another target creature.