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"Find me cards equivalent to: Hunter's Talent"

Equivalent green enchantments with similar effects to Hunter's Talent are:
1. Ranger Class

  • Has similar Class mechanics and creates a creature, buffs creatures on attack, and allows you to cast creatures from your library.
    2. Fighter Class (Green-Red)
  • Also a Class with attack-based effects, though not mono-green, but often played in green decks.
    3. Garruk's Uprising
  • Triggers card draw with big creatures, like the level 3 effect of Hunter's Talent.
    4. Invigorating Surge
  • One-shot effect, but allows a big creature to grow and swing in.
    5. Wild Shape
  • Temporary effect, but gives trample and buffs power.

There are very few mono-green Class enchantments, so Ranger Class is the closest specific equivalent. All others share aspects of the card's abilities but not the exact Class or multi-level mechanic.

Found Cards

6 Results

Fighter Class

Garruk's Uprising

Hunter's Talent

Invigorating Surge

Ranger Class

Wild Shape

Fighter Class #222a Enchantment — Class

Info

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

    Rules

  • Each Class has five abilities. The three in the major sections of its text box are class abilities. Class abilities can be static, activated, or triggered abilities. The other two are level abilities, one activated ability to advance the Class to level 2 and another to advance the Class to level 3.
  • Each Class starts with only the first of three class abilities. As the first level ability resolves, the Class becomes level 2 and gains the second class ability. As the second level ability resolves, the Class becomes level 3 and gains the third class ability.
  • For the last triggered ability, if the target creature is tapped or is affected by a spell or ability that says it can't block, then it doesn't block. If there's a cost associated with having that creature block, its controller isn't forced to pay that cost, so it doesn't have to block in that case either.
  • Gaining a level is a normal activated ability. It uses the stack and can be responded to.
  • Gaining a level won't remove abilities that a Class had at a previous level.
  • If the last triggered ability triggers more than once in the same combat, a single creature may be required to block more than one creature. As long as it doesn't have an ability that would allow that, its controller choose which attacking creature it blocks.
  • Some Class cards have an effect that increases when more are under your control. For example, if you have multiple Barbarian Class cards, you roll that many additional dice and ignore that many of the lowest rolls.
  • The discount to equip abilities applies only to generic mana requirements. If you control multiple Fighter Classes that are level 2 or higher, equip abilities cost {2} less for each one. This can't make an ability cost less than {0}.
  • You can multiclass or even control multiple Class enchantments of the same class. Each Class permanent tracks its own level separately.
  • You can't activate the first level ability of a Class unless that Class is level 1. Similarly, you can't activate the second level ability of a Class unless that Class is level 2.
  • Prices

    Seller Price
    Cardmarket 20.63 EUR
    Cardkingdom 37.99 USD
    Tcgplayer 42.96 USD
    Manapool 41.68 USD

    Legalities

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

    Text

    (Gain the next level as a sorcery to add its ability.) When this Class enters, search your library for an Equipment card, reveal it, put it into your hand, thenshuffle : Level 2 Equip abilities you activate cost less to activate. : Level 3 Whenever a creature you control attacks, up to one target creature blocks it this combat if able.

    Garruk's Uprising #109 Enchantment

    Info

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

    Rules

  • If one or more static abilities that apply to a creature entering change its power, those abilities are considered when determining whether Garruk's Uprising's last ability triggers. The same is true for replacement effects that apply to it, such as entering with one or more +1/+1 counters or entering as a copy of another creature.
  • If you don't control a creature with power 4 or greater immediately after Garruk's Uprising enters, its first ability won't trigger. If you don't control one as the ability resolves, you don't draw a card. They don't have to be the same creature both times, however.
  • Once the last ability of Garruk's Uprising has triggered, lowering the power of the creature or removing it from the battlefield won't stop you from drawing a card.
  • The first ability of Garruk's Uprising has you draw just one card, no matter how many creatures you control with power 4 or greater.
  • Prices

    Seller Price
    Manapool 0.32 USD
    Cardkingdom 0.99 USD
    Cardmarket 0.45 EUR
    Tcgplayer 0.39 USD

    Legalities

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

    Text

    When this enchantment enters, if you control a creature with power 4 or greater, draw a card. Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.) Whenever a creature you control with power 4 or greater enters, draw a card.

    Hunter's Talent #179 Enchantment — Class

    Info

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

    Rules

  • Each Class has five abilities. The three in the major sections of its text box are class abilities. Class abilities can be static, activated, or triggered abilities. The other two are level abilities, one activated ability to advance the Class to level 2 and another to advance the Class to level 3.
  • Each Class starts with only the first of its three class abilities. As the first level ability resolves, the Class becomes level 2 and gains the second class ability. As the second level ability resolves, the Class becomes level 3 and gains the third class ability.
  • Gaining a level is a normal activated ability. It uses the stack and can be responded to.
  • Gaining a level won't remove abilities that a Class had at a previous level.
  • Hunter's Talent's level 3 class ability will trigger only once during your end step, no matter how many creatures you control with power 4 or greater. However, if you don't control a creature with power 4 or greater as your end step begins, the ability won't trigger at all. It's not possible to put a creature with power 4 or greater onto the battlefield or increase a creature's power to 4 or greater during the end step in time to have the ability trigger. If you don't control any creatures with power 4 or greater when the ability resolves, the ability won't do anything.
  • If either target is illegal as the level 1 class ability resolves, no damage will be dealt. If both targets are illegal, the ability won't resolve at all.
  • There's no restriction on how many Class permanents you can control, whether they're the same or different classes. Each Class permanent tracks its own level separately.
  • You can't activate the first level ability of a Class unless that Class is level 1. Similarly, you can't activate the second level ability of a Class unless that Class is level 2.
  • Prices

    Seller Price
    Cardkingdom / 0.79 USD 0.59 USD
    Cardmarket / 0.41 EUR 0.32 EUR
    Tcgplayer / 0.39 USD 0.36 USD
    Manapool 0.19 USD / 0.2 USD

    Legalities

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

    Text

    (Gain the next level as a sorcery to add its ability.) When this Class enters, target creature you control deals damage equal to its power to target creature you don't control. : Level 2 Whenever you attack, target attacking creature gets +1/+0 and gains trample until end of turn. : Level 3 At the beginning of your end step, if you control a creature with power 4 or greater, draw a card.

    Invigorating Surge #190 Instant

    Info

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

    Abilities/Keywords

    Double

    Rules

  • To double the number of +1/+1 counters on a creature, put a number of +1/+1 counters on it equal to the number it already has. Other cards that interact with putting counters on it will interact with this effect accordingly.
  • Prices

    Seller Price
    Cardkingdom / 2.49 USD 0.79 USD
    Manapool / 0.61 USD 0.23 USD
    Tcgplayer 0.36 USD / 0.71 USD
    Cardmarket / 0.76 EUR 0.23 EUR

    Legalities

    Alchemy Brawl Commander 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 you control, then double the number of +1/+1 counters on that creature.

    Ranger Class #202s Enchantment — Class

    Info

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

    Rules

  • Each Class has five abilities. The three in the major sections of its text box are class abilities. Class abilities can be static, activated, or triggered abilities. The other two are level abilities, one activated ability to advance the Class to level 2 and another to advance the Class to level 3.
  • Each Class starts with only the first of three class abilities. As the first level ability resolves, the Class becomes level 2 and gains the second class ability. As the second level ability resolves, the Class becomes level 3 and gains the third class ability.
  • Gaining a level is a normal activated ability. It uses the stack and can be responded to.
  • Gaining a level won't remove abilities that a Class had at a previous level.
  • If Ranger Class is level 3, you can look at the top card of your library whenever you want (with one restriction; see below), even if you don't have priority. This action doesn't use the stack. Knowing what that card is becomes part of the information you have access to, just like you can look at the cards in your hand.
  • If the top card of your library changes while you're casting a spell, playing a land, or activating an ability, you can't look at the new top card until you finish doing so. This means that if you cast a spell from the top of your library, you can't look at the next one until you're done paying for that spell.
  • Ranger Class doesn't change when you can cast creature spells. Normally, this means during your main phase when the stack is empty, although flash may change this.
  • Some Class cards have an effect that increases when more are under your control. For example, if you have multiple Barbarian Class cards, you roll that many additional dice and ignore that many of the lowest rolls.
  • The triggered ability Ranger Class gets at level 2 can trigger only once per combat, no matter how many creatures you attack with.
  • You can multiclass or even control multiple Class enchantments of the same class. Each Class permanent tracks its own level separately.
  • You can't activate the first level ability of a Class unless that Class is level 1. Similarly, you can't activate the second level ability of a Class unless that Class is level 2.
  • You'll still pay all costs for the spell, including additional costs. You may also pay alternative costs if any are available.
  • Prices

    Seller Price
    Cardkingdom 3.99 USD
    Manapool 1.56 USD
    Cardmarket 1.17 EUR
    Tcgplayer 1.4 USD

    Legalities

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

    Text

    (Gain the next level as a sorcery to add its ability.) When this Class enters, create a 2/2 green Wolf creature token. : Level 2 Whenever you attack, put a +1/+1counteron target attacking creature. : Level 3 You may look at the top card of your library any time. You may cast creature spells from the top of your library.

    Wild Shape #212 Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 1
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Both the target creature and the mode are chosen on announcement. You can't choose a different form if something changes in response to the spell.
  • The creature loses all other creature types, but it retains its abilities. Wild Shape will overwrite any previous effects that set the creature's power and toughness to specific numbers. Effects that otherwise modify the target creature's power and toughness will still apply no matter when they took effect. The same is true for +1/+1 counters.
  • Prices

    Seller Price
    Manapool 0.15 USD / 0.22 USD
    Cardmarket / 0.34 EUR 0.21 EUR
    Cardkingdom / 0.49 USD 0.35 USD
    Tcgplayer / 0.25 USD 0.26 USD

    Legalities

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

    Text

    Choose one. Until end of turn, target creature you control has that base power and toughness, becomes that creature type, and gains that ability. • 1/3 Turtle with hexproof. • 1/5 Spider with reach. • 3/3 Elephant with trample.