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"Find me cards equivalent to: Fight Rigging"

Equivalent cards to Fight Rigging (green enchantments with similar effects: +1/+1 counters, card advantage, or Hideaway):
1. Luminarch Ascension — White, so not equivalent (wrong color).
2. Sylvan Anthem — Green, but only pumps +1/+1, no Hideaway or exile/play effect.
3. Verdant Rebirth — Green, but is an instant, not an enchantment.
4. Primal Empathy — Enchantment, green and blue; gives counters or draws cards, closest in function.

Closest green mono-colored enchantments:

  • Primal Vigor — Doubles +1/+1 counters, no Hideaway/card advantage.
  • Inspiring Call — Instant, not enchantment.

Best equivalent (green enchantment with counter and card advantage):

  • Primal Empathy — {1}{G}{U}
    At the beginning of your upkeep, draw a card if you control a creature with the greatest power, otherwise put a +1/+1 counter on a creature you control.

Summary:
Fight Rigging is unique. Closest green equivalents: Primal Empathy (if you include blue) and Primal Vigor (if just +1/+1 counters). No exact mono-green enchantment exists with all the same effects.

Found Cards

7 Results

Fight Rigging

Inspiring Call

Luminarch Ascension

Primal Empathy

Primal Vigor

Sylvan Anthem

Verdant Rebirth

Fight Rigging #145 Enchantment

Info

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

    Abilities/Keywords

    Hideaway

    Rules

  • "Hideaway N" means "When this permanent enters the battlefield, look at the top N cards of your library. Exile one of them face down and put the rest on the bottom of your library in a random order. The exiled card gains 'The player who controls the permanent that exiled this card may look at this card in the exile zone.'"
  • Any player who has controlled a permanent with a hideaway ability since a card was exiled with it may look at that card.
  • Hideaway now causes you to put the rest of the cards on the bottom of your library in a random order instead of any order.
  • Previously, permanents with hideaway entered the battlefield tapped. This ability has been removed from the definition of hideaway. Older cards have received errata to have an additional paragraph that reads "[This permanent] enters the battlefield tapped," and they now have hideaway 4.
  • Prices

    Seller Price
    Tcgplayer 0.96 USD / 2.18 USD
    Manapool 0.22 USD / 0.23 USD
    Cardmarket 0.62 EUR / 0.73 EUR
    Cardkingdom 0.99 USD / 2.99 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

    Hideaway 5 (When this enchantment enters, look at the top five cards of your library, exile one face down, then put the rest on the bottom in a random order.) At the beginning of combat on your turn, put a +1/+1counteron target creature you control. Then if you control a creature with power 7 or greater, you may play the exiled card without paying its mana cost.

    Inspiring Call #2328 Instant

    Info

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

    Rules

  • Creatures you control that have +1/+1 counters put on them after Inspiring Call resolves won't gain indestructible.
  • Once a creature gains indestructible, it will have it for the turn, even if it loses all its +1/+1 counters.
  • Prices

    Seller Price
    Cardkingdom 12.99 USD
    Cardmarket 11.49 EUR
    Manapool 8.44 USD
    Tcgplayer 9.7 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

    Draw a card for each creature you control with a +1/+1counteron it. Those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don'tdestroythem.)

    Luminarch Ascension #23 Enchantment

    Info

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

    Rules

  • Luminarch Ascension's first ability cares only whether you lost life this turn, even if Luminarch Ascension wasn't on the battlefield when that happened. It doesn't care how much you lost, whether you also gained life, or even whether you gained more life than you lost.
  • Luminarch Ascension's first ability doesn't trigger if you have lost life before an opponent's end step begins. If it does trigger but you lose life before it resolves, it does nothing and you won't put a quest counter on Luminarch Ascension.
  • You can activate Luminarch Ascension's last ability during the end step in which it receives its fourth quest counter.
  • Prices

    Seller Price
    Cardmarket / 14.46 EUR 8.44 EUR
    Cardkingdom 15.99 USD / 37.99 USD
    Manapool 10.88 USD / 20.39 USD
    Tcgplayer 15.5 USD / 31.17 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

    At the beginning of each opponent's end step, if you didn't lose life this turn, you may put a questcounteron this enchantment. (Damage causes loss of life.) : Create a 4/4 white Angel creature token with flying. Activate only if this enchantment has four or more quest counters on it.

    Primal Empathy #200 Enchantment

    Info

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

    Rules

  • If the greatest power among creatures on the battlefield is shared by a creature you control and a creature you don't control, you draw a card.
  • If you control no creatures, you do nothing as Primal Empathy's ability resolves. If there are no creatures on the battlefield at all, you don't draw a card.
  • If you don't control a creature with the greatest power, you choose which creature gets a +1/+1 counter while the ability is resolving. Players can't take actions in between the time you make this choice and the time that creature has a +1/+1 counter.
  • You determine whether you draw a card or put a +1/+1 counter only as Primal Empathy's triggered ability begins resolving. Players may respond to the ability to try to change which happens.
  • Prices

    Seller Price
    Cardmarket / 0.22 EUR 0.09 EUR
    Tcgplayer / 0.31 USD 0.2 USD
    Cardkingdom / 0.49 USD 0.35 USD
    Manapool 0.15 USD / 0.22 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

    At the beginning of your upkeep, draw a card if you control a creature with the greatest power among creatures on the battlefield. Otherwise, put a +1/+1counteron a creature you control.

    Primal Vigor #81 Enchantment

    Info

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

    Rules

  • If there are two Primal Vigors on the battlefield, the number of tokens or +1/+1 counters is four times the original number. If there are three on the battlefield, the number of tokens or +1/+1 counters is eight times the original number, and so on.
  • It doesn't matter who controls the tokens or the creature that the +1/+1 counters are being placed on.
  • Primal Vigor affects permanents that "enter the battlefield with" a certain number of counters. For example, if a creature would normally enter the battlefield with three +1/+1 counters on it, it will enter with six +1/+1 counters on it.
  • Everything that is specified by the effect creating the original token or tokens will also be true about the additional token or tokens created by Primal Vigor's replacement effect. For example, if an effect tells you to create a token "tapped and attacking," the additional tokens will also be tapped and attacking.
  • Prices

    Seller Price
    Cardmarket 3.24 EUR / 4.44 EUR
    Manapool 6.41 USD / 6.66 USD
    Tcgplayer / 6.67 USD 6.19 USD
    Cardkingdom 9.49 USD / 9.99 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

    If one or more tokens would be created, twice that many of those tokens are created instead. If one or more +1/+1 counters would be put on a creature, twice that many +1/+1 counters are put on that creature instead.

    Sylvan Anthem #357 Enchantment

    Info

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

    Abilities/Keywords

    Scry

    Rules

  • No entries
  • Prices

    Seller Price
    Manapool / 1.47 USD 1.29 USD
    Cardkingdom 1.99 USD / 1.99 USD
    Tcgplayer 1.17 USD / 1.21 USD
    Cardmarket 1.02 EUR / 1.53 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

    Green creatures you control get +1/+1. Whenever a green creature you control enters, scry 1.

    Verdant Rebirth #212 Instant

    Info

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

    Rules

  • If the target creature is an illegal target by the time Verdant Rebirth resolves, the entire spell doesn’t resolve. You won’t draw a card.
  • Prices

    Seller Price
    Cardkingdom / 0.99 USD 0.39 USD
    Tcgplayer 0.25 USD / 0.76 USD
    Manapool / 0.43 USD 0.15 USD
    Cardmarket 0.1 EUR / 0.53 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

    Until end of turn, target creature gains "When this creature dies, return it to its owner's hand." Draw a card.