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"Find me cards equivalent to: Mirelurk Queen"

Equivalent cards to Mirelurk Queen (mono-blue, creature, interacts with milling, card draw, and/or +1/+1 counters):

  • Predator Drake (draws on mill triggers: Whenever a card is put into an opponent's graveyard from their library, draw a card)
  • Consuming Aberration (mills and gets bigger based on opponents' graveyards)
  • Jace's Mindseeker (mills on ETB)
  • Persistent Specimen (blue mill synergy creatures are rare; few have vigilance or direct +1/+1 counter synergies)
  • Toothy, Imaginary Friend (gets +1/+1 counters when you draw)

Closest is Consuming Aberration (mills as you cast and grows bigger), and Toothy, Imaginary Friend (grows when you draw). No blue creature exactly matches all abilities of Mirelurk Queen.

Found Cards

5 Results

Consuming Aberration

Jace's Mindseeker

Mirelurk Queen

Persistent Specimen

Toothy, Imaginary Friend

Consuming Aberration #374 Creature — Horror

Info

Color:
Identifies:
Cost:
Rarity: Special
Converted Cost: 5
Power/Toughness: */*
Types:
  • Creature
  • SubTypes:
  • Horror
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • An ability that triggers when a player casts a spell resolves before the spell that caused it to trigger. It resolves even if that spell is countered or otherwise leaves the stack without resolving.
  • If an opponent has no land cards in their library, all the cards from that library will be revealed and put into their graveyard.
  • The ability that defines Consuming Aberration's power and toughness works in all zones, not just the battlefield.
  • Prices

    Seller Price
    Tcgplayer 0.68 USD / 9.18 USD
    Manapool / 7.15 USD 0.31 USD
    Cardkingdom / 10.99 USD 1.29 USD
    Cardmarket 0.36 EUR / 4.05 EUR

    Legalities

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

    Text

    Consuming Aberration's power and toughness are each equal to the number of cards in your opponents' graveyards. Whenever you cast a spell, each opponent reveals cards from the top of their library until they reveal a land card, then puts those cards into their graveyard.

    Jace's Mindseeker #19 Creature — Fish Illusion

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 6
    Power/Toughness: 4/4
    Types:
  • Creature
  • SubTypes:
  • Fish
  • Illusion
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flying Mill

    Rules

  • If a card has {X} in its mana cost, you must choose 0 as its value.
  • If the five cards are put into a public zone such as exile instead of a graveyard (perhaps due to the ability of Rest in Peace), you can cast one of those instant or sorcery cards from that zone.
  • If you cast a card “without paying its mana cost,” you can’t pay alternative costs such as overload costs. You can pay additional costs such as kicker costs. If the card has mandatory additional costs, you must pay those.
  • If you cast an instant or sorcery card this way, you do so while the ability of Jace’s Mindseeker is resolving. If you choose not to (or can’t), you won’t get a chance to cast one later.
  • When casting an instant or sorcery card this way, ignore timing restrictions based on the card’s type. Other timing restrictions, such as “Cast [this spell] only during combat,” must be followed.
  • “From among them” means the five cards put into the graveyard, not all cards in that graveyard.
  • Prices

    Seller Price
    Tcgplayer 0.4 USD
    Cardkingdom 0.49 USD
    Manapool 0.15 USD
    Cardmarket 0.3 EUR

    Legalities

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

    Text

    Flying When this creature enters, target opponent mills five cards. You may cast an instant or sorcery spell from among them without paying its mana cost.

    Mirelurk Queen #377 Creature — Crab Mutant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 5
    Power/Toughness: 4/4
    Types:
  • Creature
  • SubTypes:
  • Crab
  • Mutant
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Vigilance

    Rules

  • Any effects (such as proliferate) that interact with counters a player gets, has, or loses can interact with rad counters.
  • If a player has fewer cards remaining in their library than the number of rad counters they have when the triggered ability resolves, they’ll mill as many cards as they can.
  • In a game using the shared team turns option, such as an Archenemy or Two-Headed Giant game, the inherent triggered ability associated with rad counters triggers once for each player on the active team that has rad counters. Each instance of that ability is controlled by one of those players.
  • Keep track of how many rad counters each player has. Potential ways to track this include writing them down on paper or using dice, but any method that is clear and mutually agreeable is fine.
  • Rad counters are a kind of counter that a player may have. They’re not associated with any specific permanents.
  • Rad counters don’t go away as steps, phases, or turns end. They only go away when an effect instructs a player to remove rad counters from themselves.
  • The cards are milled all at once, which means abilities that trigger “whenever one or more nonland cards are milled” will trigger exactly once as long as at least one nonland card was milled.
  • There is an inherent triggered ability associated with having rad counters. This triggered ability has no source and is controlled by the active player. The full text of this ability is “At the beginning of the precombat main phase of a player with rad counters, that player mills cards equal to the number of rad counters they have. For each nonland card milled this way, that player loses 1 life and removes one rad counter from themselves.”
  • Prices

    Seller Price
    Cardkingdom 2.79 USD / 4.99 USD
    Manapool 1.96 USD / 2.16 USD
    Cardmarket 0.44 EUR / 0.85 EUR
    Tcgplayer 1.91 USD / 1.44 USD

    Legalities

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

    Text

    Vigilance When this creature enters, target player gets two rad counters. Whenever one or more nonland cards are milled, draw a card, then put a +1/+1counteron this creature. This ability triggers only once each turn.

    Persistent Specimen #392 Creature — Skeleton

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 1
    Power/Toughness: 1/1
    Types:
  • Creature
  • SubTypes:
  • Skeleton
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • No entries
  • Prices

    Seller Price
    Cardmarket 0.14 EUR / 0.83 EUR
    Tcgplayer / 1.73 USD 0.33 USD
    Cardkingdom / 3.49 USD 0.59 USD
    Manapool / 2.2 USD 0.15 USD

    Legalities

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

    Text

    : Return this card from your graveyard to the battlefield tapped.

    Toothy, Imaginary Friend #BBD-12 Legendary Creature — Illusion

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 4
    Power/Toughness: 1/1
    Types:
  • Creature
  • SubTypes:
  • Illusion
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Partner

    Rules

  • "Partner with [name]" represents two abilities. The first is a triggered ability: "When this permanent enters the battlefield, target player may search their library for a card named [name], reveal it, put it into their hand, then shuffle their library."
  • An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
  • Both commanders start in the command zone, and the remaining 98 cards of your deck are shuffled to become your library.
  • If a spell or ability causes you to put cards in your hand without specifically using the word "draw," Toothy's middle ability won't trigger.
  • If enough -1/-1 counters are put on Toothy at the same time to make its toughness 0 or less, the number of +1/+1 counters on it before it got any -1/-1 counters will be used to determine how many cards you draw. For example, if there are two +1/+1 counters on Toothy and it gets three -1/-1 counters, you'll draw two cards.
  • If you draw multiple cards, Toothy's middle ability triggers that many times. If your team also controls Pir, each of those resolving triggered abilities puts two +1/+1 counters on Toothy.
  • If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Khorvath and Sylvia are your commanders, your deck may contain cards with red and/or white in their color identity, but not blue, black, or green.
  • Note that the target player searches their library (which may be affected by effects such as that of Stranglehold) and that the card they find is revealed, even though these words aren't included in the ability's reminder text.
  • Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 damage from one of them, not from both of them combined. Command Beacon's effect puts one into your hand from the command zone, not both.
  • The second ability represented by the "partner with [name]" keyword modifies the rules for deck construction in the Commander variant and has no function outside of that variant. If a legendary creature card with "partner with [name]" is designated as your commander, the named legendary creature card can also be designated as your commander. For more information on the Commander variant, please visit Wizards.com/Commander.
  • The triggered ability of the "partner with" keyword still triggers in a Commander game. If your other commander has somehow ended up in your library, you can find it. You can also target another player who might have that card in their library.
  • To have two commanders, both must have the partner ability (featured in the Magic: The Gathering—Commander™ (2016 Edition) set) or corresponding "partner with" abilities as the game begins. A creature with a "partner with" ability can't partner with any creature other than its designated partner. Losing a partner ability during the game doesn't cause either to cease to be your commander.
  • 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

    Partner with Pir, Imaginative Rascal (When this creature enters, target player may put Pir into their hand from their library, thenshuffle) Whenever you draw a card, put a +1/+1counteron Toothy. When Toothy leaves the battlefield, draw a card for each +1/+1counteron it.