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"Find me cards equivalent to: Overbeing of Myth"

Equivalent cards (Green & Blue, power/toughness = cards in hand, or similar draw effect):

  • Overbeing of Myth itself.
  • Psychosis Crawler (colorless, power/toughness = cards in hand, also in many blue decks).
  • Multani, Maro-Sorcerer (green, power/toughness = cards in hand, shroud).
  • Tireless Tracker (green, investigates/clues for draw, but not equal to hand size).
  • Zameck Guildmage (green/blue, card draw with counters).
  • Toothy, Imaginary Friend (blue, grows with draw, draws cards on leaving).
  • Mindwrack Liege (green/blue, pumps + card draw in a different way).
  • Kruphix, God of Horizons (green/blue, no power = hand size, but provides no max hand size).

None match both abilities exactly in Sultai, Simic, or card's color; Multani, Maro-Sorcerer and Toothy, Imaginary Friend are closest, with some differences.

Found Cards

8 Results

Kruphix, God of Horizons

Mindwrack Liege

Multani, Maro-Sorcerer

Overbeing of Myth

Psychosis Crawler

Tireless Tracker

Toothy, Imaginary Friend

Zameck Guildmage

Kruphix, God of Horizons #73 Legendary Enchantment Creature — God

Info

Color:
Identifies:
Cost:
Rarity: Mythic
Converted Cost: 5
Power/Toughness: 4/7
Types:
  • Enchantment
  • Creature
  • SubTypes:
  • God
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Indestructible

    Rules

  • As long as Kruphix is on the battlefield, you'll keep unspent mana as steps and phases end (although it will become colorless). This means you can add mana and spend it during a future step, phase, or turn. Once Kruphix leaves the battlefield, you have until the end of the current step or phase to use the mana before it disappears.
  • If unspent mana has any restrictions or riders associated with it (for example, if it was produced by Cavern of Souls), those restrictions or riders will remain associated with that mana when it becomes colorless.
  • 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
    Tcgplayer 14.08 USD
    Cardkingdom 18.99 USD
    Cardmarket 12.17 EUR
    Manapool 11.6 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 green and blue is less than seven, Kruphix isn't a creature. You have no maximum hand size. If you would lose unspent mana, that mana becomes colorless instead.

    Mindwrack Liege #526 Creature — Horror

    Info

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

    Rules

  • The abilities are separate and cumulative. If another creature you control is both of the listed colors, it will get a total of +2/+2.
  • Prices

    Seller Price
    Manapool / 0.58 USD 0.58 USD
    Cardkingdom 1.49 USD
    Cardmarket 0.57 EUR
    Tcgplayer 0.76 USD

    Legalities

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

    Text

    Other blue creatures you control get +1/+1. Other red creatures you control get +1/+1. : You may put a blue or red creature card from your hand onto the battlefield.

    Multani, Maro-Sorcerer #107 Legendary Creature — Elemental Sorcerer

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 6
    Power/Toughness: */*
    Types:
  • Creature
  • SubTypes:
  • Elemental
  • Sorcerer
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Shroud

    Rules

  • No entries
  • Prices

    Seller Price
    Cardkingdom 14.99 USD / 329.99 USD
    Manapool 6.27 USD / 186.1 USD
    Tcgplayer 15.97 USD / 195.05 USD
    Cardmarket 15.82 EUR / 126.91 EUR

    Legalities

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

    Text

    Shroud (This creature can't be the target of spells or abilities.) Multani's power and toughness are each equal to the total number of cards in all players' hands.

    Overbeing of Myth #157★ Creature — Spirit Avatar

    Info

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

    Rules

  • No entries
  • Prices

    Seller Price
    Cardkingdom 2.79 USD
    Manapool 1.95 USD
    Cardmarket 1.4 EUR
    Tcgplayer 3.57 USD

    Legalities

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

    Text

    Overbeing of Myth's power and toughness are each equal to the number of cards in your hand. At the beginning of your draw step, draw an additional card.

    Psychosis Crawler #280 Artifact Creature — Phyrexian Horror

    Info

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

    Rules

  • If an effect causes you to draw multiple cards, Psychosis Crawler will trigger that many times.
  • Prices

    Seller Price
    Tcgplayer 0.67 USD
    Cardkingdom 0.99 USD
    Cardmarket 0.6 EUR
    Manapool 0.7 USD

    Legalities

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

    Text

    Psychosis Crawler's power and toughness are each equal to the number of cards in your hand. Whenever you draw a card, each opponent loses 1 life.

    Tireless Tracker #110 Creature — Human Scout

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: 3/2
    Types:
  • Creature
  • SubTypes:
  • Human
  • Scout
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Investigate

    Rules

  • Clue is an artifact type. Even though it appears on some cards with other permanent types, it's never a creature type, a land type, or anything but an artifact type.
  • If an effect refers to a Clue, it means any Clue artifact, not just a Clue artifact token. For example, you can sacrifice Wrench to pay for Alquist Proft, Master Sleuth's activated ability.
  • Some abilities trigger "whenever you sacrifice a Clue". Those abilities trigger whenever you sacrifice a Clue for any reason, not just to activate a Clue's activated ability.
  • Some spells and abilities that investigate may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't create any Clue tokens.
  • You can't sacrifice a Clue to pay multiple costs. For example, you can't sacrifice a Clue token to activate its own ability and also to activate Alquist Proft, Master Sleuth's ability.
  • A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
  • A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
  • Whenever a land you control enters, each landfall ability of permanents you control will trigger. You can put them on the stack in any order. The last ability you put on the stack will be the first one to resolve. As a result, you can have those abilities resolve in the order of your choosing.
  • Prices

    Seller Price
    Tcgplayer 0.25 USD
    Manapool 0.15 USD
    Cardkingdom 0.69 USD
    Cardmarket 0.27 EUR

    Legalities

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

    Text

    Landfall — Whenever a land you control enters, investigate. (Create a Clue token. It's an artifact with ",Sacrificethis token: Draw a card.") Whenever yousacrificea Clue, put a +1/+1counteron this creature.

    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.

    Zameck Guildmage #209 Creature — Elf Wizard

    Info

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

    Rules

  • Zameck Guildmage's first ability has no effect on creatures already on the battlefield when it resolves.
  • Zameck Guildmage's first ability is cumulative. For example, if it resolves twice in a turn, each creature that enters under your control that turn will do so with two +1/+1 additional counters on it.
  • Prices

    Seller Price
    Cardkingdom 1.49 USD
    Tcgplayer 1.25 USD
    Manapool 0.84 USD
    Cardmarket 0.34 EUR

    Legalities

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

    Text

    : This turn, each creature you control enters with an additional +1/+1counteron it. , Remove a +1/+1counterfrom a creature you control: Draw a card.