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"Find me cards equivalent to: Robobrain War Mind"

Equivalent cards (blue, artifact creatures with hand-size or energy synergy):
1. Robobrain War Mind (original for comparison)
2. Thought Monitor – Draws on ETB, artifact synergies, blue artifact creature.
3. Sharding Sphinx – Creates Thopters when artifacts attack, blue artifact synergy.
4. Vedalken Humiliator – Synergy with artifacts, blue.
5. Chief of the Foundry – Artifact lord, blue.
6. Aethersphere Harvester (energy, but vehicle)
7. Aether Theorist – Gets energy, lets you spend to Scry, blue.


Reason: Closest in color and artifact-energy-hand theme. No exact matches for all abilities, but these offer similar blue artifact/energy/draw synergies.

Found Cards

7 Results

Aether Theorist

Aethersphere Harvester

Chief of the Foundry

Robobrain War Mind

Sharding Sphinx

Thought Monitor

Vedalken Humiliator

Aether Theorist #40 Creature — Vedalken Rogue

Info

Color:
Identifies:
Cost:
Rarity: Common
Converted Cost: 2
Power/Toughness: 1/3
Types:
  • Creature
  • SubTypes:
  • Vedalken
  • Rogue
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Scry

    Rules

  • 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

    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 creature enters, you get (three energy counters). , Pay : Scry 1. (Look at the top card of your library. You may put that card on the bottom.)

    Aethersphere Harvester #142s Artifact — Vehicle

    Info

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

    Abilities/Keywords

    Crew Flying

    Rules

  • Multiple instances of lifelink on the same creature are redundant.
  • Any untapped creature you control can be tapped to pay a crew cost, even one that just came under your control.
  • Creatures that crew a Vehicle aren't attached to it or related in any other way. Effects that affect the Vehicle, such as by destroying it or giving it a +1/+1 counter, don't affect the creatures that crewed it.
  • Each Vehicle is printed with a power and toughness, but it's not a creature. If it becomes a creature (most likely through its crew ability), it will have that power and toughness.
  • For a Vehicle to be able to attack, it must be a creature as the declare attackers step begins, so the latest you can activate its crew ability to attack with it is during the beginning of combat step. For a Vehicle to be able to block, it must be a creature as the declare blockers step begins, so the latest you can activate its crew ability to block with it is during the declare attackers step. In either case, players may take actions after the crew ability resolves but before the Vehicle has been declared as an attacking or blocking creature.
  • If a permanent becomes a copy of a Vehicle, the copy won't be a creature, even if the Vehicle it's copying has become an artifact creature.
  • If an effect causes a Vehicle to become an artifact creature with a specified power and toughness, that effect overwrites the Vehicle's printed power and toughness.
  • Once a Vehicle becomes a creature, it behaves exactly like any other artifact creature. It can't attack unless you've controlled it continuously since your turn began, it can block if it's untapped, it can be tapped to pay a Vehicle's crew cost, and so on.
  • Once a player announces that they are activating a crew ability, no player may take other actions until the ability has been paid for. Notably, players can't try to stop the ability by changing a creature's power or by removing or tapping a creature.
  • Vehicle is an artifact type, not a creature type. A Vehicle that's crewed won't normally have any creature type.
  • When a Vehicle becomes a creature, that doesn't count as having a creature enter the battlefield. The permanent was already on the battlefield; it only changed its types. Abilities that trigger whenever a creature enters the battlefield won't trigger.
  • You may activate a crew ability of a Vehicle even if it's already an artifact creature. Doing so has no effect on the Vehicle. It doesn't change its power and toughness.
  • You may tap more creatures than necessary to activate a crew ability.
  • 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 0.74 EUR
    Cardkingdom 0.69 USD
    Tcgplayer 0.26 USD
    Manapool 0.45 USD

    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 Vehicle enters, you get (two energy counters). Pay : This Vehicle gains lifelink until end of turn. Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)

    Chief of the Foundry #200 Artifact Creature — Construct

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 3
    Power/Toughness: 2/3
    Types:
  • Artifact
  • Creature
  • SubTypes:
  • Construct
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Because damage remains marked on a creature until the damage is removed as the turn ends, nonlethal damage dealt to an artifact creature you control may become lethal if Chief of the Foundry leaves the battlefield during that turn.
  • Prices

    Seller Price
    Manapool 0.26 USD
    Cardkingdom 1.29 USD
    Cardmarket 0.3 EUR
    Tcgplayer 0.37 USD

    Legalities

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

    Text

    Other artifact creatures you control get +1/+1.

    Robobrain War Mind #566 Artifact Creature — Robot

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 4
    Power/Toughness: */5
    Types:
  • Artifact
  • Creature
  • SubTypes:
  • Robot
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Rules

  • 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 them 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.
  • The ability that defines Robobrain War Mind's power functions in all zones, not just the battlefield.
  • Use the number of artifact creatures you control when Robobrain War Mind's second ability resolves, including Robobrain War Mind itself if it's still on the battlefield, to determine the number of energy counters you get.
  • {E} is the energy symbol. It represents one energy counter.
  • Prices

    Seller Price
    Tcgplayer 5.48 USD
    Cardmarket 4.24 EUR
    Cardkingdom 3.99 USD
    Manapool 5.55 USD

    Legalities

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

    Text

    Robobrain War Mind's power is equal to the number of cards in your hand. When this creature enters, you get an amount of (energy counters) equal to the number of artifact creatures you control. Whenever this creature attacks, you may pay . If you do, draw a card.

    Sharding Sphinx #235 Artifact Creature — Sphinx

    Info

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

    Abilities/Keywords

    Flying

    Rules

  • If combat damage is dealt to players by multiple artifact creatures you control (including, perhaps, Sharding Sphinx itself), Sharding Sphinx's ability will trigger that many times. You'll get that many Thopter tokens. You'll get just one token per creature, no matter how much combat damage that creature dealt.
  • The only difference between a colored artifact and a colorless artifact is, obviously, its color. Unlike most artifacts, a colored artifact requires colored mana to cast. Also unlike most artifacts, a colored artifact has a color in all zones. It will interact with cards that care about color. Other than that, a colored artifact behaves just like any other artifact. It will interact as normal with any card that cares about artifacts, such as Shatter or Arcbound Ravager.
  • Prices

    Seller Price
    Tcgplayer 0.34 USD
    Cardmarket 0.19 EUR
    Manapool 0.22 USD
    Cardkingdom 0.49 USD

    Legalities

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

    Text

    Flying Whenever an artifact creature you control deals combat damage to a player, you may create a 1/1 blue Thopter artifact creature token with flying.

    Thought Monitor #79 Artifact Creature — Construct

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 7
    Power/Toughness: 2/2
    Types:
  • Artifact
  • Creature
  • SubTypes:
  • Construct
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Affinity Flying

    Rules

  • No entries
  • Prices

    Seller Price
    Cardmarket 0.64 EUR
    Cardkingdom 1.29 USD
    Manapool 0.4 USD
    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

    Affinity for artifacts (This spell costs less to cast for each artifact you control.) Flying When this creature enters, draw two cards.

    Vedalken Humiliator #13 Creature — Vedalken Wizard

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 4
    Power/Toughness: 3/4
    Types:
  • Creature
  • SubTypes:
  • Vedalken
  • Wizard
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Rules

  • All creatures your opponents control are affected by Vedalken Humiliator's ability, not just those controlled by the player it's attacking.
  • Any power- or toughness-modifying effects (those that give +N/+N, for example) and counters will apply to the creature's new base power and toughness, even if they started to apply before Vedalken Humiliator's ability resolved.
  • If you don't control three artifacts as Vedalken Humiliator's ability resolves, it has no effect. If you do, the effect continues to apply even if you lose control of Vedalken Humiliator or your artifacts later in the turn.
  • Vedalken Humiliator's ability affects only creatures your opponents control at the time it resolves. Creatures they begin to control later in the turn won't lose power, toughness, or abilities.
  • Vedalken Humiliator's ability overwrites all previous effects that set an affected creature's base power and toughness to specific values. Any power- or toughness-setting effects that start to apply to a creature after the ability resolves will overwrite this effect.
  • Prices

    Seller Price
    Cardmarket / 0.98 EUR 0.28 EUR
    Manapool 0.21 USD
    Cardkingdom 0.59 USD
    Tcgplayer 0.25 USD

    Legalities

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

    Text

    Metalcraft — Whenever this creature attacks, if you control three or more artifacts, creatures your opponents control lose all abilities and have base power and toughness 1/1 until end of turn.