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"Find me cards equivalent to: Scuttlegator"

Equivalent cards to Scuttlegator (color: green and/or blue, with adapt or similar +1/+1 counter themes, potential for losing defender):
1. Incubation Druid — Green, adapts into a bigger creature.
2. Sharktocrab — Green/Blue, adapt 1, manipulates counters.
3. Feral Maaka — Green, no adapt but +1/+1 counter synergy.
4. Gyre Engineer — Green/Blue, +1/+1 counter focus, ramp.
5. Guardian Project — Green, +1/+1 counter support (not a creature, but supports simic themes).


Reason: These cards share adapt, +1/+1 counter mechanics, or synergize well with Scuttlegator in Simic (GU) decks.

Found Cards

6 Results

Feral Maaka

Guardian Project

Gyre Engineer

Incubation Druid

Scuttlegator

Sharktocrab

Feral Maaka #100 Creature — Cat

Info

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

    Rules

  • No entries
  • Prices

    Seller Price
    Manapool / 0.15 USD 0.15 USD
    Cardmarket / 0.17 EUR 0.03 EUR
    Tcgplayer / 0.15 USD 0.05 USD
    Cardkingdom / 0.49 USD 0.35 USD

    Legalities

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

    Text

    Guardian Project #2172 Enchantment

    Info

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

    Rules

  • A face-down creature has no name, so it can't share a name with anything. This includes other creatures with no name.
  • If the entering creature is put into your graveyard while Guardian Project's ability is on the stack, that same card will be a creature card in your graveyard that shares a name with the creature that was on the battlefield, so you won't draw a card.
  • If the entering creature leaves the battlefield and returns while Guardian Project's ability is on the stack, that same card will be a new creature you control that shares a name with the creature that was on the battlefield, so you won't draw a card. However, Guardian Project's ability may trigger for the new creature and you may draw a card as that ability resolves.
  • Whether the entering creature shares a name with a creature you control or a creature card in your graveyard is checked both as that creature enters and as Guardian Project's ability resolves. If the entering creature isn't the first of its name as it enters, the ability doesn't trigger at all; if its name is shared as the ability resolves, you don't draw a card.
  • Prices

    Seller Price
    Cardmarket 19.57 EUR / 24.24 EUR
    Tcgplayer 19.7 USD / 20.37 USD
    Manapool 18.75 USD / 18.75 USD
    Cardkingdom 24.99 USD / 32.99 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 a nontoken creature you control enters, if it doesn't have the same name as another creature you control or a creature card in your graveyard, draw a card.

    Gyre Engineer #180 Creature — Vedalken Wizard

    Info

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

    Rules

  • No entries
  • Prices

    Seller Price
    Cardkingdom / 0.49 USD 0.35 USD
    Manapool / 0.52 USD 0.15 USD
    Tcgplayer 0.3 USD / 0.71 USD
    Cardmarket / 0.77 EUR 0.22 EUR

    Legalities

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

    Text

    : Add .

    Incubation Druid #302 Creature — Elf Druid

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 2
    Power/Toughness: 0/2
    Types:
  • Creature
  • SubTypes:
  • Elf
  • Druid
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Adapt

    Rules

  • Any change to a land's type or abilities gained by a land can affect the types of mana a land can produce.
  • If a creature somehow loses all of its +1/+1 counters, it can adapt again and get more +1/+1 counters.
  • Incubation Druid checks the effects of all mana-producing abilities of lands you control, but it doesn't check their costs or legality. For example, Spire of Industry says "{T}, Pay 1 life: Add one mana of any color. Activate only if you control an artifact." If you control Spire of Industry and Incubation Druid, you can tap Incubation Druid for any color of mana. It doesn't matter whether you control an artifact, whether you can pay 1 life, or whether Spire of Industry is untapped.
  • Incubation Druid doesn't care about any restrictions or riders your lands put on the mana they produce, such as those of Unclaimed Territory and Guildmages' Forum. It just produces one mana of the appropriate type, with no restrictions or riders.
  • The types of mana are white, blue, black, red, green, and colorless.
  • You can always activate an ability that will cause a creature to adapt. As that ability resolves, if the creature has a +1/+1 counter on it for any reason, you simply won't put any +1/+1 counters on it.
  • Prices

    Seller Price
    Manapool 1.76 USD
    Cardkingdom 3.49 USD
    Cardmarket 1.63 EUR
    Tcgplayer 3.04 USD

    Legalities

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

    Text

    : Add one mana of any type that a land you control could produce. If this creature has a +1/+1counteron it, add three mana of that type instead. : Adapt 3. (If this creature has no +1/+1 counters on it, put three +1/+1 counters on it.)

    Scuttlegator #206 Creature — Crab Turtle Crocodile

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 6
    Power/Toughness: 6/6
    Types:
  • Creature
  • SubTypes:
  • Crab
  • Turtle
  • Crocodile
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Adapt Defender

    Rules

  • If a creature somehow loses all of its +1/+1 counters, it can adapt again and get more +1/+1 counters.
  • You can always activate an ability that will cause a creature to adapt. As that ability resolves, if the creature has a +1/+1 counter on it for any reason, you simply won’t put any +1/+1 counters on it.
  • Prices

    Seller Price
    Manapool 0.15 USD
    Cardmarket 0.1 EUR
    Cardkingdom 0.35 USD
    Tcgplayer 0.11 USD

    Legalities

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

    Text

    Defender : Adapt 3. (If this creature has no +1/+1 counters on it, put three +1/+1 counters on it.) As long as this creature has a +1/+1counteron it, it can attack as though it didn't have defender.

    Sharktocrab #222 Creature — Shark Octopus Crab

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 4
    Power/Toughness: 4/4
    Types:
  • Creature
  • SubTypes:
  • Shark
  • Octopus
  • Crab
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Adapt

    Rules

  • An ability that triggers when counters are put on a permanent will trigger if that permanent somehow enters the battlefield with those counters.
  • If a creature somehow loses all of its +1/+1 counters, it can adapt again and get more +1/+1 counters.
  • Sharktocrab's triggered ability can target a creature that's already tapped. That creature won't untap during its controller's next untap step.
  • You can always activate an ability that will cause a creature to adapt. As that ability resolves, if the creature has a +1/+1 counter on it for any reason, you simply won't put any +1/+1 counters on it.
  • Prices

    Seller Price
    Tcgplayer / 0.36 USD 0.26 USD
    Cardmarket / 0.16 EUR 0.05 EUR
    Cardkingdom 0.35 USD / 0.49 USD
    Manapool / 0.15 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

    : Adapt 1. (If this creature has no +1/+1 counters on it, put a +1/+1counteron it.) Whenever one or more +1/+1 counters are put on this creature, tap target creature an opponent controls. That creature doesn't untap during its controller's next untap step.