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"Find me cards equivalent to: River Kelpie"

Cards similar to River Kelpie (blue, graveyard interactions, card draw):
1. Narset, Parter of Veils — limits opponent card draw, not graveyard-focused, but blue card draw effect.
2. Archmage Emeritus — draws cards on casting instant or sorcery spells, blue, not graveyard-focused.
3. Talrand, Sky Summoner — creates tokens on casting instants/sorceries, blue, not graveyard-focused.
4. Mnemonic Wall — returns instant/sorcery from graveyard, blue, triggers graveyard effect.
5. Imoti, Celebrant of Bounty — blue/green; cascades into spells, some graveyard synergy.

Closest strictly blue effect to River Kelpie is Mnemonic Wall for graveyard interaction, but no card does exactly the same thing as River Kelpie in mono-blue. Most blue graveyard and card draw effects are either instant/sorcery-related or recursion-based, not triggered on permanents entering from graveyard.

Summary:

  • River Kelpie (original, unique in its effect)
  • Mnemonic Wall (blue, graveyard recursion but not card draw on graveyard entry) No perfect mono-blue equivalents.
Found Cards

6 Results

Archmage Emeritus

Imoti, Celebrant of Bounty

Mnemonic Wall

Narset, Parter of Veils

River Kelpie

Talrand, Sky Summoner

Archmage Emeritus #188 Creature — Human Wizard

Info

Color:
Identifies:
Cost:
Rarity: Rare
Converted Cost: 4
Power/Toughness: 2/2
Types:
  • Creature
  • SubTypes:
  • Human
  • Wizard
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Rules

  • Each magecraft ability has a different effect, although they all have the same trigger condition, whenever you cast or copy an instant or sorcery spell.
  • If an effect creates a copy of an instant or sorcery spell, this will also cause the magecraft ability to trigger.
  • If an effect creates multiple copies of an instant or sorcery spell, magecraft abilities trigger once for each copy created by the effect.
  • Some effects instruct you to copy an instant or sorcery card in a zone other than the stack. These copies do not cause magecraft abilities to trigger. However, most effects that do this also allow you to cast the copy, and casting the copy will cause magecraft abilities to trigger.
  • Prices

    Seller Price
    Cardkingdom 1.49 USD
    Manapool 0.28 USD
    Cardmarket 1.27 EUR
    Tcgplayer 0.56 USD

    Legalities

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

    Text

    Magecraft — Whenever you cast or copy an instant or sorcery spell, draw a card.

    Imoti, Celebrant of Bounty #280 Legendary Creature — Snake Druid

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 5
    Power/Toughness: 3/1
    Types:
  • Creature
  • SubTypes:
  • Snake
  • Druid
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Cascade

    Rules

  • In some unusual situations, you may lose control of Imoti during the process of casting a spell with mana value 6 or greater. In those situations, that spell won't have cascade.
  • Once you announce that you're casting a spell, players can't take actions until you've finished casting it. Causing Imoti, Celebrant of Bounty to leave the battlefield after a spell with mana value 6 or greater has been cast won't stop that spell's cascade ability from resolving.
  • A spell's mana value is determined only by its mana cost. Ignore any alternative costs, additional costs, cost increases, or cost reductions.
  • Cascade triggers when you cast the spell, meaning that it resolves before that spell. If you end up casting the exiled card, it will go on the stack above the spell with cascade.
  • Due to a 2021 rules change to cascade, not only do you stop exiling cards if you exile a nonland card with lesser mana value than the spell with cascade, but the resulting spell you cast must also have lesser mana value. Previously, in cases where a card's mana value differed from the resulting spell, such as with some modal double-faced cards or cards with an Adventure, you could cast a spell with a higher mana value than the exiled card.
  • If a spell with cascade is countered, the cascade ability will still resolve normally.
  • If the card has {X} in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
  • If you cast a card "without paying its mana cost," you can't choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, you must pay those to cast the card.
  • The mana value of a split card is determined by the combined mana cost of its two halves. If cascade allows you to cast a split card, you may cast either half but not both halves.
  • When the cascade ability resolves, you must exile cards. The only optional part of the ability is whether or not you cast the last card exiled.
  • You exile the cards face up. All players will be able to see them.
  • Prices

    Seller Price
    Tcgplayer / 0.31 USD 0.32 USD
    Cardkingdom / 0.79 USD 0.49 USD
    Manapool / 0.23 USD 0.15 USD
    Cardmarket 0.28 EUR / 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

    Cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.) Spells you cast with mana value 6 or greater have cascade.

    Mnemonic Wall #55 Creature — Wall

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 5
    Power/Toughness: 0/4
    Types:
  • Creature
  • SubTypes:
  • Wall
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Defender

    Rules

  • No entries
  • Prices

    Seller Price
    Manapool 0.15 USD / 0.63 USD
    Cardkingdom 0.35 USD / 1.49 USD
    Tcgplayer 0.26 USD / 0.62 USD
    Cardmarket 0.15 EUR / 0.55 EUR

    Legalities

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

    Text

    Defender When this creature enters, you may return target instant or sorcery card from your graveyard to your hand.

    Narset, Parter of Veils #2397 Legendary Planeswalker — Narset

    Info

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

    Rules

  • If an opponent hasn't drawn any cards in a turn and a spell or ability instructs that player to draw multiple cards, that player will just draw one card. However, if the draws are optional, the player can't choose to draw, even if they could draw one card this way.
  • Narset will "see" cards drawn by opponents earlier in the turn she entered the battlefield, although Narset can't affect cards drawn before she entered the battlefield. For example, if an opponent draws two cards, then Narset enters the battlefield, that opponent can't draw more cards that turn, but the two drawn cards are unaffected.
  • Replacement effects (such as that of Underrealm Lich or the first ability of Jace, Wielder of Mysteries) can't be used to replace draws that Narset disallows. However, if an opponent's first draw is replaced (by Underrealm Lich's ability, for example), that draw didn't happen and Narset won't stop the next draw (which may also be replaced by Underrealm Lich's ability).
  • Your opponents can each draw a maximum of one card each on each player's turn. Subsequent card draws during that turn are ignored.
  • Prices

    Seller Price
    Manapool 8.76 USD
    Cardmarket 5.15 EUR
    Cardkingdom 14.99 USD
    Tcgplayer 9.37 USD

    Legalities

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

    Text

    Each opponent can't draw more than one card each turn.
    −2 Look at the top four cards of your library. You may reveal a noncreature, nonland card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.

    River Kelpie #166 Creature — Beast

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 5
    Power/Toughness: 3/3
    Types:
  • Creature
  • SubTypes:
  • Beast
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Persist

    Rules

  • If River Kelpie and another permanent are each put onto the battlefield from a graveyard at the same time, River Kelpie's first ability will trigger twice. (It will see the other permanent entering.)
  • If you cast River Kelpie itself from your graveyard (by using Yawgmoth's Will, for example), neither ability triggers. The first ability doesn't trigger because River Kelpie is put onto the stack; the second ability doesn't trigger because it works only while River Kelpie is already on the battlefield.
  • If you cast another artifact, creature, enchantment, or planeswalker spell from a graveyard, only the second ability triggers. That's because the card is put onto the stack, not onto the battlefield.
  • If you play a land card from a graveyard (by using Crucible of Worlds, for example), only the first ability triggers. That's because the land (which isn't a spell) is put directly onto the battlefield from the graveyard.
  • River Kelpie doesn't give you the ability to cast spells from graveyards. Its second ability merely triggers whenever a spell is cast this way (by using Memory Plunder, for example).
  • If a creature with persist stops being a creature, persist will still work.
  • If a creature with persist that has +1/+1 counters on it receives enough -1/-1 counters to cause it to be destroyed by lethal damage or put into its owner's graveyard for having 0 or less toughness, persist won't trigger and the card won't return to the battlefield. That's because persist checks the creature's existence just before it leaves the battlefield, and it still has all those counters on it at that point.
  • If a permanent has multiple instances of persist, they'll each trigger separately, but the redundant instances will have no effect. If one instance returns the card to the battlefield, the next to resolve will do nothing.
  • If a token with no -1/-1 counters on it has persist, the ability will trigger when the token is put into the graveyard. However, the token will cease to exist and can't return to the battlefield.
  • If multiple creatures with persist are put into the graveyard at the same time (due to combat damage or a spell that destroys all creatures, for example), the active player (the player whose turn it is) puts all of their persist triggers on the stack in any order, then each other player in turn order does the same. The last trigger put on the stack is the first one that resolves. That means that in a two-player game, the nonactive player's persist creatures will return to the battlefield first, then the active player's persist creatures do the same. The creatures return to the battlefield one at a time.
  • The persist ability triggers when the permanent is put into a graveyard. Its last known information (that is, how the creature last existed on the battlefield) is used to determine whether it had a -1/-1 counter on it.
  • When a permanent with persist returns to the battlefield, it's a new object with no memory of or connection to its previous existence.
  • Prices

    Seller Price
    Manapool 0.15 USD
    Cardmarket / 0.3 EUR 0.27 EUR
    Cardkingdom 0.59 USD
    Tcgplayer 0.3 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 or another permanent enters from a graveyard, draw a card. Whenever a player casts a spell from a graveyard, draw a card. Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1counteron it.)

    Talrand, Sky Summoner #318 Legendary Creature — Merfolk Wizard

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Special
    Converted Cost: 4
    Power/Toughness: 2/2
    Types:
  • Creature
  • SubTypes:
  • Merfolk
  • Wizard
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Rules

  • An ability that triggers when a player casts a spell resolves before the spell that caused it to trigger, but after targets have been chosen for that spell. It resolves even if that spell is countered.
  • Prices

    Seller Price
    Manapool 0.5 USD / 13.12 USD
    Tcgplayer 0.75 USD / 11.22 USD
    Cardkingdom 0.79 USD / 16.99 USD
    Cardmarket / 6.65 EUR 0.52 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 you cast an instant or sorcery spell, create a 2/2 blue Drake creature token with flying.