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"Find me cards equivalent to: Razorfield Ripper"

There are no exact equivalents to Razorfield Ripper, but here are cards with similar color (white), type (artifact creature, equipment), or mechanics (energy, reconfigure, or attack triggers):
1. Lion Sash — Artifact Creature — Equipment Cat, reconfigure, white.
2. Armed and Armored — Turns Equipment into creatures temporarily, white.
3. Greave of Old Stone — Artifact Creature Equipment Golem, reconfigure, white identity.
4. Panharmonicon (artifact) — Not a creature/equipment, but enhances triggered abilities.
5. Aethergeode Miner — White creature using energy ({E}).

None share all features; Razorfield Ripper is unique in combining all listed abilities.

Found Cards

5 Results

Aethergeode Miner

Armed and Armored

Lion Sash

Panharmonicon

Razorfield Ripper

Aethergeode Miner #163 Creature — Dwarf Scout

Info

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

    Rules

  • After Aethergeode Miner returns to the battlefield, it will be a new object with no connection to the creature that was exiled. It won't be in combat or have any additional abilities it may have had when it was exiled. Any +1/+1 counters on it or Auras attached to it are removed, and any Equipment will no longer be attached.
  • Energy counters are a kind of counter that a player may have. They're not associated with any specific permanents.
  • Energy counters aren't mana. They don't go away as steps, phases, and turns end, and effects that add mana "of any type" can't give you energy counters.
  • If a spell or ability with one or more targets states that you "may pay" some amount of {E}, and each permanent that it targets has become an illegal target, the spell or ability won't resolve. You can't pay any {E} even if you want to.
  • If an effect says you get one or more {E}, you get that many energy counters. To pay one or more {E}, you lose that many energy counters. You can't pay more energy counters than you have. Any effects that interact with counters a player gets, has, or loses can interact with energy counters.
  • Keep track of how many energy counters each player has. Potential ways to track this include writing theme down on paper or using dice, but any method that is clear and mutually agreeable is fine. (At higher levels of tournament play, dice may not be allowed for tracking counters that players have.)
  • Some spells and abilities that give you {E} 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 get any {E}.
  • Some triggered abilities state that you "may pay" a certain amount of {E}. You can't pay that amount multiple times to multiply the effect. You simply choose whether or not to pay that amount of {E} as the ability resolves.
  • Some triggered abilities that state that you "may pay" a certain amount of {E} describe an effect that happens "If you do." In that case, no player may take actions to try to stop the ability's effect after you make your choice. If the payment is followed by the phrase "When you do," then you'll choose any targets for that reflexive triggered ability and put it on the stack before players can take actions.
  • {E} is the energy symbol. It represents one energy counter.
  • Prices

    Seller Price
    Cardmarket / 0.07 EUR 0.13 EUR
    Cardkingdom / 0.49 USD 0.49 USD
    Manapool / 0.18 USD 0.15 USD
    Tcgplayer 0.31 USD / 0.27 USD

    Legalities

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

    Text

    Whenever this creature attacks, you get (two energy counters). Pay : Exile this creature, then return it to the battlefield under its owner's control.

    Armed and Armored #80 Instant

    Info

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

    Rules

  • The set of Vehicles affected by Armed and Armored is determined as the spell resolves. Vehicles you begin to control later in the turn won't automatically become creatures.
  • You can cast Armed and Armored even if you don't control any Vehicles or Dwarves. Whatever part of the effect that can happen does, and the rest is ignored.
  • Prices

    Seller Price
    Cardmarket 0.23 EUR
    Manapool 0.26 USD
    Tcgplayer 0.32 USD
    Cardkingdom 0.59 USD

    Legalities

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

    Text

    Vehicles you control become artifact creatures until end of turn. Choose a Dwarf you control. Attach any number of Equipment you control to it.

    Lion Sash #368 Artifact Creature — Equipment Cat

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 2
    Power/Toughness: 1/1
    Types:
  • Artifact
  • Creature
  • SubTypes:
  • Equipment
  • Cat
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Reconfigure

    Rules

  • Although it causes an Equipment to become attached to a creature, reconfigure is not an "equip ability" for the purpose of cards like Fighter Class and Leonin Shikari.
  • An Equipment creature can never become attached to itself. If an effect tries to do this, nothing happens.
  • An Equipment creature with reconfigure can be attached to creatures by effects other than its reconfigure ability, such as the activated ability of Brass Squire.
  • An Equipment doesn't become tapped when the permanent it's attached to becomes tapped. For example, if you attack with a creature that is equipped with Acquisition Octopus, then use reconfigure to unattach Acquisition Octopus after combat, the Octopus will be untapped and could be used to block during your opponent's turn.
  • As soon as an Equipment creature with reconfigure stops being a creature, any Equipment and Auras with enchant creature abilities become unattached. Auras that can enchant an Equipment that isn't a creature remain attached to it.
  • Attaching an Equipment with reconfigure to a creature causes that Equipment to stop being a creature until it becomes unattached. It also loses any creature subtypes it had.
  • If a permanent with reconfigure is somehow still a creature after it becomes attached (perhaps due to an effect like that of March of the Machines), it immediately becomes unattached from the equipped creature.
  • If an Equipment with reconfigure somehow loses its abilities while it is attached, the effect causing it to not be a creature continues to apply until it becomes unattached.
  • Reconfigure represents two activated abilities. Reconfigure [cost] means "[Cost]: Attach this permanent to another target creature you control. Activate only as a sorcery," and "[Cost]: Unattach this permanent. Activate only if this permanent is attached to a creature and only as a sorcery."
  • Similarly, if an Equipment is tapped, its reconfigure abilities may still be activated and it may still become attached to creatures. Becoming attached doesn't untap it. In most cases, an attached Equipment being tapped won't affect gameplay, but it will be relevant if it becomes unattached again before it untaps.
  • Prices

    Seller Price
    Tcgplayer 4.3 USD / 7.7 USD
    Manapool 3.61 USD / 8.21 USD
    Cardkingdom 4.49 USD / 9.99 USD
    Cardmarket / 6.49 EUR 3.87 EUR

    Legalities

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

    Text

    : Exile target card from a graveyard. If it was a permanent card, put a +1/+1counteron this permanent. Equipped creature gets +1/+1 for each +1/+1counteron this Equipment. Reconfigure (: Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)

    Panharmonicon #605 Artifact

    Info

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

    Rules

  • Abilities that apply "as [this artifact or creature] enters the battlefield," such as choosing a color with Gauntlet of Power, are also unaffected.
  • If a triggered ability is linked to a second ability, additional instances of that triggered ability are also linked to that second ability. If the second ability refers to "the exiled card," it refers to all cards exiled by instances of the triggered ability.
  • If an artifact or creature entering the battlefield at the same time as Panharmonicon (including Panharmonicon itself) causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
  • If you control two Panharmonicons, an artifact or creature entering the battlefield causes abilities to trigger three times, not four. A third Panharmonicon causes abilities to trigger four times, a fourth causes abilities to trigger five times, and so on.
  • In some cases involving linked abilities, an ability requires information about "the exiled card." When this happens, the ability gets multiple answers. If these answers are being used to determine the value of a variable, the sum is used. For example, if Elite Arcanist's enters-the-battlefield ability triggers twice, two cards are exiled. The value of X in the activation cost of Elite Arcanist's other ability is the sum of the two cards' mana values. As the ability resolves, you create copies of both cards and can cast none, one, or both of the copies in any order.
  • Panharmonicon affects a permanent's own enters-the-battlefield triggered abilities as well as other triggered abilities that trigger when that permanent enters the battlefield. Such triggered abilities start with "when" or "whenever."
  • Panharmonicon's effect doesn't copy the triggered ability; it just causes the ability to trigger twice. Any choices made as you put the ability onto the stack, such as modes and targets, are made separately for each instance of the ability. Any choices made on resolution, such as whether to put counters on a permanent, are also made individually.
  • Replacement effects are unaffected by Panharmonicon's ability. For example, a creature that enters the battlefield with one +1/+1 counter on it won't receive an additional +1/+1 counter.
  • You don't need to control the permanent entering the battlefield, only the permanent that has the triggered ability.
  • Prices

    Seller Price
    Cardkingdom 23.99 USD
    Cardmarket / 22.97 EUR 9.44 EUR
    Manapool 24.87 USD
    Tcgplayer 26.44 USD

    Legalities

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

    Text

    If an artifact or creature entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.

    Razorfield Ripper #94 Artifact Creature — Equipment Rhino

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: 3/3
    Types:
  • Artifact
  • Creature
  • SubTypes:
  • Equipment
  • Rhino
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Reconfigure

    Rules

  • Although it causes an Equipment to become attached to a creature, reconfigure is not an "equip ability" for the purpose of cards like Fighter Class and Leonin Shikari.
  • An Equipment creature can never become attached to itself. If an effect tries to do this, nothing happens.
  • An Equipment creature with reconfigure can be attached to creatures by effects other than its reconfigure ability, such as the activated ability of Brass Squire.
  • An Equipment doesn't become tapped when the permanent it's attached to becomes tapped. For example, if you attack with a creature that is equipped with Razorfield Ripper, then use reconfigure to unattach Razorfield Ripper after combat, Razorfield Ripper will be untapped and could be used to block during your opponent's turn.
  • As soon as an Equipment creature with reconfigure stops being a creature, any Equipment and Auras with enchant creature abilities become unattached. Auras that can enchant an Equipment that isn't a creature remain attached to it.
  • Attaching an Equipment with reconfigure to a creature causes that Equipment to stop being a creature until it becomes unattached. It also loses any creature subtypes it had.
  • Energy counters are a kind of counter that a player may have. They're not associated with any specific permanents.
  • Energy counters aren't mana. They don't go away as steps, phases, and turns end, and effects that add mana "of any type" can't give you energy counters.
  • If a permanent with reconfigure is somehow still a creature after it becomes attached (perhaps due to an effect like that of March of the Machines), it immediately becomes unattached from the equipped creature.
  • If a spell or ability with one or more targets states that you "may pay" some amount of {E}, and each permanent that it targets has become an illegal target, the spell or ability won't resolve. You can't pay any {E} even if you want to.
  • If an Equipment with reconfigure somehow loses its abilities while it is attached, the effect causing it to not be a creature continues to apply until it becomes unattached.
  • If an effect says you get one or more {E}, you get that many energy counters. To pay one or more {E}, you lose that many energy counters. You can't pay more energy counters than you have. Any effects that interact with counters a player gets, has, or loses can interact with energy counters.
  • Keep track of how many energy counters each player has. Potential ways to track this include writing theme down on paper or using dice, but any method that is clear and mutually agreeable is fine. (At higher levels of tournament play, dice may not be allowed for tracking counters that players have.)
  • Reconfigure represents two activated abilities. Reconfigure [cost] means "[Cost]: Attach this permanent to another target creature you control. Activate only as a sorcery," and "[Cost]: Unattach this permanent. Activate only if this permanent is attached to a creature and only as a sorcery."
  • Similarly, if an Equipment is tapped, its reconfigure abilities may still be activated and it may still become attached to creatures. Becoming attached doesn't untap it. In most cases, an attached Equipment being tapped won't affect gameplay, but it will be relevant if it becomes unattached again before it untaps.
  • Some spells and abilities that give you {E} 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 get any {E}.
  • Some triggered abilities state that you "may pay" a certain amount of {E}. You can't pay that amount multiple times to multiply the effect. You simply choose whether or not to pay that amount of {E} as the ability resolves.
  • Some triggered abilities that state that you "may pay" a certain amount of {E} describe an effect that happens "If you do." In that case, no player may take actions to try to stop the ability's effect after you make your choice. If the payment is followed by the phrase "When you do," then you'll choose any targets for that reflexive triggered ability and put it on the stack before players can take actions.
  • The value of X is calculated only once, as Razorfield Ripper's triggered ability resolves.
  • {E} is the energy symbol. It represents one energy counter.
  • Prices

    Seller Price
    Cardkingdom 0.49 USD
    Manapool 0.15 USD
    Tcgplayer 0.27 USD
    Cardmarket 0.2 EUR

    Legalities

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

    Text

    Whenever this creature or equipped creature attacks, you get (an energy counter), then it gets +X/+X until end of turn, where X is the amount of you have. Reconfigure—Pay or . (Pay or : Attach to target creature you control; or unattach from a creature. Reconfigure only as a sorcery. While attached, this isn't a creature.)