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"Find me cards equivalent to: Shah of Naar Isle"

Cards similar to Shah of Naar Isle (red, trample, echo ability, or opponent card draw):
1. Avalanche Riders — Red, echo, triggers effect (land destruction).
2. Subterranean Shambler — Red, echo, triggers board effect.
3. Jeering Instigator — Red, echo, creature theft.
4. Braids, Conjurer Adept — Not red, but similar multiplayer card draw/chaos effect.
5. Varchild, Betrayer of Kjeldor — Red, gives opponents resources (Survivor tokens).


Reason: True equivalents are rare. Red echo creatures are most similar; effects granting cards/resources to opponents are less common in red. Shah of Naar Isle is the closest to its own effect.

Found Cards

6 Results

Avalanche Riders

Braids, Conjurer Adept

Jeering Instigator

Shah of Naar Isle

Subterranean Shambler

Varchild, Betrayer of Kjeldor

Avalanche Riders #55 Creature — Human Nomad

Info

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

    Abilities/Keywords

    Echo Haste

    Rules

  • No entries
  • Prices

    Seller Price
    Cardkingdom 0.49 USD / 4.99 USD
    Manapool / 8.82 USD 0.19 USD
    Cardmarket 0.6 EUR / 3.3 EUR
    Tcgplayer / 3.41 USD 0.31 USD

    Legalities

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

    Text

    Haste Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep,sacrificeit unless you pay its echo cost.) When this creature enters,destroytarget land.

    Braids, Conjurer Adept #481 Legendary 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:

    Rules

  • Braids's effect doesn't count as playing a land if you put one onto the battlefield with it. You can still play a land for the turn during your main phase.
  • If the permanent you put onto the battlefield has an ability that triggers at the beginning of your upkeep, it won't trigger during that upkeep.
  • Prices

    Seller Price
    Cardkingdom 4.49 USD
    Tcgplayer 6.07 USD
    Manapool / 5.25 USD 5.25 USD
    Cardmarket 4.07 EUR

    Legalities

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

    Text

    At the beginning of each player's upkeep, that player may put an artifact, creature, or land card from their hand onto the battlefield.

    Jeering Instigator #113s Creature — Goblin Rogue

    Info

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

    Abilities/Keywords

    Morph

    Rules

  • A permanent that turns face up or face down changes characteristics but is otherwise the same permanent. Spells and abilities that were targeting that permanent, as well as Auras and Equipment that were attached to the permanent, aren't affected.
  • Any time you have priority, you may turn the face-down creature face up by revealing what its morph cost is and paying that cost. This is a special action. It doesn't use the stack and can't be responded to. Only a face-down permanent can be turned face up this way; a face-down spell cannot.
  • At any time, you can look at a face-down spell or permanent you control. You can't look at face-down spells or permanents you don't control unless an effect instructs you to do so.
  • Because the permanent is on the battlefield both before and after it's turned face up, turning a permanent face up doesn't cause any enters-the-battlefield abilities to trigger.
  • Gaining control of a creature doesn't cause you to gain control of any Auras or Equipment attached to that creature.
  • If a face-down permanent leaves the battlefield, you must reveal it. You must also reveal all face-down spells and permanents you control if you leave the game or if the game ends.
  • Jeering Instigator's last ability can target any creature, even one that's untapped or one you already control.
  • Morph lets you cast a card face down by paying {3}, and lets you turn the face-down permanent face up any time you have priority by paying its morph cost.
  • The face-down spell has no mana cost and has a mana value of 0. When you cast a face-down spell, put it on the stack face down so no other player knows what it is, and pay {3}. This is an alternative cost.
  • When the spell resolves, it enters the battlefield as a 2/2 creature with no name, mana cost, creature types, or abilities. It's colorless and has a mana value of 0. Other effects that apply to the creature can still grant it any of these characteristics.
  • You must ensure that your face-down spells and permanents can easily be differentiated from each other. You're not allowed to mix up the cards that represent them on the battlefield in order to confuse other players. The order they entered the battlefield should remain clear. Common methods for doing this include using markers or dice, or simply placing them in order on the battlefield.
  • Prices

    Seller Price
    Cardkingdom 1.29 USD
    Manapool 0.62 USD
    Cardmarket 0.28 EUR / 0.52 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

    Morph (You may cast this card face down as a 2/2 creature for . Turn it face up any time for its morph cost.) When this creature is turned face up, if it's your turn, gain control of another target creature until end of turn. Untap that creature. It gains haste until end of turn.

    Shah of Naar Isle #119 Creature — Efreet

    Info

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

    Abilities/Keywords

    Echo Trample

    Rules

  • If you have multiple opponents, each one in turn order chooses whether or not to draw cards, and if so, how many to draw (from zero to three).
  • If you use Thick-Skinned Goblin’s ability to pay {0} instead of Shah of Naar Isle’s echo cost, the Shah’s last ability will trigger.
  • When the echo ability resolves, you may pay {0} or choose not pay. The first option means Shah of Naar Isle stays on the battlefield and its last ability triggers. The second option means Shah of Naar Isle is sacrificed.
  • Prices

    Seller Price
    Cardmarket / 2.86 EUR 0.35 EUR
    Tcgplayer / 1.75 USD 0.35 USD
    Manapool 0.27 USD / 1.43 USD
    Cardkingdom / 3.49 USD 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

    Trample Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep,sacrificeit unless you pay its echo cost.) When this creature's echo cost is paid, each opponent may draw up to three cards.

    Subterranean Shambler #178 Creature — Elemental

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 4
    Power/Toughness: 2/3
    Types:
  • Creature
  • SubTypes:
  • Elemental
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Echo

    Rules

  • No entries
  • Prices

    Seller Price
    Manapool / 0.21 USD 0.15 USD
    Cardmarket 0.09 EUR / 0.29 EUR
    Tcgplayer / 0.29 USD 0.09 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

    Echo (At the beginning of your upkeep, if this came under your control since the beginning of your last upkeep,sacrificeit unless you pay its echo cost.) When this creature enters or leaves the battlefield, it deals 1 damage to each creature without flying.

    Varchild, Betrayer of Kjeldor #70759 Legendary Creature — Human Knight

    Info

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

    Rules

  • Survivor is a creature type. Varchild's second ability affects any creatures your opponents control that happen to be Survivors, not just the Survivor tokens it creates. Similarly, its third ability affects all creatures that happen to be Survivors. A creature that's all creature types is a Survivor.
  • The player who creates the Survivor tokens owns them, not Varchild's controller.
  • Varchild's second ability isn't locked in as Survivor tokens are created. For example, if a player gains control of Varchild, that player's Survivor tokens may attack Varchild's former controller.
  • 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

    Whenever Varchild deals combat damage to a player, that player creates that many 1/1 red Survivor creature tokens. Survivors your opponents control can't block, and they can't attack you or planeswalkers you control. When Varchild leaves the battlefield, gain control of all Survivors.