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"Find me cards equivalent to: Sharktocrab"

Equivalent or similar cards to Sharktocrab (green and blue, focus on +1/+1 counters and tap/freeze effects):
1. Icefeather Aven (G/U): Morph and flying, taps creatures but not +1/+1 focused.
2. Toothy, Imaginary Friend (U): Gains +1/+1 counters, but no tap ability.
3. Simic Manipulator (U): Uses +1/+1 counters to steal creatures.
4. Zegana, Utopian Speaker (G/U): Distributes +1/+1 counters, has adapt, and creatures with +1/+1 counters gain trample.
5. Leyline Prowler (G/U): Has deathtouch and lifelink, not focused on counters.

Closest are Simic Manipulator, Zegana, Utopian Speaker, and Icefeather Aven, but none do the exact tap effect of Sharktocrab. All are green and/or blue with counter synergies. Simic cards commonly have adapt and +1/+1 themes.

Found Cards

6 Results

Icefeather Aven

Leyline Prowler

Sharktocrab

Simic Manipulator

Toothy, Imaginary Friend

Zegana, Utopian Speaker

Icefeather Aven #194 Creature — Bird Shaman

Info

Color:
Identifies:
Cost:
Rarity: Uncommon
Converted Cost: 2
Power/Toughness: 2/2
Types:
  • Creature
  • SubTypes:
  • Bird
  • Shaman
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Flying 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.
  • 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.
  • If you control the only other creatures when Icefeather Aven is turned face up, you must target one of them. You choose whether that creature is returned to its owner's hand as the ability resolves.
  • 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
    Cardmarket / 0.2 EUR 0.14 EUR
    Manapool 0.15 USD
    Tcgplayer 0.15 USD
    Cardkingdom 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

    Flying 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, you may return another target creature to its owner's hand.

    Leyline Prowler #202 Creature — Nightmare Beast

    Info

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

    Abilities/Keywords

    Deathtouch Lifelink

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.3 USD / 2.82 USD
    Manapool / 2.27 USD 0.15 USD
    Cardmarket 0.22 EUR / 0.93 EUR
    Cardkingdom / 3.49 USD 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

    Deathtouch, lifelink : Add one mana of any color.

    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 0.15 USD / 0.17 USD
    Cardmarket 0.12 EUR / 0.22 EUR
    Manapool / 0.15 USD 0.15 USD
    Cardkingdom 0.35 USD / 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

    : 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.

    Simic Manipulator #50 Creature — Mutant Wizard

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: 0/1
    Types:
  • Creature
  • SubTypes:
  • Mutant
  • Wizard
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Evolve

    Rules

  • The power of the target creature is checked both as you target it and as the ability resolves. If the power of the target creature when the ability resolves is greater than the number of +1/+1 counters removed from Simic Manipulator, the ability won’t resolve and none of its effects will happen. You won’t gain control of any creature, but the counters removed as a cost remain removed.
  • If a creature enters the battlefield with +1/+1 counters on it, consider those counters when determining if evolve will trigger. For example, a 1/1 creature that enters the battlefield with two +1/+1 counters on it will cause the evolve ability of a 2/2 creature to trigger.
  • If evolve triggers, the stat comparison will happen again when the ability tries to resolve. If neither stat of the new creature is greater, the ability will do nothing. If the creature that entered the battlefield leaves the battlefield before evolve tries to resolve, use its last known power and toughness to compare the stats.
  • If multiple creatures enter the battlefield at the same time, evolve may trigger multiple times, although the stat comparison will take place each time one of those abilities tries to resolve. For example, if you control a 2/2 creature with evolve and two 3/3 creatures enter the battlefield, evolve will trigger twice. The first ability will resolve and put a +1/+1 counter on the creature with evolve. When the second ability tries to resolve, neither the power nor the toughness of the new creature is greater than that of the creature with evolve, so that ability does nothing.
  • When comparing the stats as the evolve ability resolves, it’s possible that the stat that’s greater changes from power to toughness or vice versa. If this happens, the ability will still resolve and you’ll put a +1/+1 counter on the creature with evolve. For example, if you control a 2/2 creature with evolve and a 1/3 creature enters the battlefield under your control, it toughness is greater so evolve will trigger. In response, the 1/3 creature gets +2/-2. When the evolve trigger tries to resolve, its power is greater. You’ll put a +1/+1 counter on the creature with evolve.
  • When comparing the stats of the two creatures for evolve, you always compare power to power and toughness to toughness.
  • Whenever a creature enters the battlefield under your control, check its power and toughness against the power and toughness of the creature with evolve. If neither stat of the new creature is greater, evolve won’t trigger at all.
  • Prices

    Seller Price
    Cardkingdom / 3.49 USD 0.49 USD
    Cardmarket / 1.43 EUR 0.39 EUR
    Tcgplayer 0.34 USD / 0.86 USD
    Manapool / 0.71 USD 0.21 USD

    Legalities

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

    Text

    Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1counteron this creature.) , Remove one or more +1/+1 counters from this creature: Gain control of target creature with power less than or equal to the number of +1/+1 counters removed this way.

    Toothy, Imaginary Friend #1049 Legendary Creature — Illusion

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 4
    Power/Toughness: 1/1
    Types:
  • Creature
  • SubTypes:
  • Illusion
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Partner

    Rules

  • "Partner with [name]" represents two abilities. The first is a triggered ability: "When this permanent enters the battlefield, target player may search their library for a card named [name], reveal it, put it into their hand, then shuffle their library."
  • An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
  • Both commanders start in the command zone, and the remaining 98 cards of your deck are shuffled to become your library.
  • If a spell or ability causes you to put cards in your hand without specifically using the word "draw," Toothy's middle ability won't trigger.
  • If enough -1/-1 counters are put on Toothy at the same time to make its toughness 0 or less, the number of +1/+1 counters on it before it got any -1/-1 counters will be used to determine how many cards you draw. For example, if there are two +1/+1 counters on Toothy and it gets three -1/-1 counters, you'll draw two cards.
  • If you draw multiple cards, Toothy's middle ability triggers that many times. If your team also controls Pir, each of those resolving triggered abilities puts two +1/+1 counters on Toothy.
  • If your Commander deck has two commanders, you can only include cards whose own color identities are also found in your commanders' combined color identities. If Khorvath and Sylvia are your commanders, your deck may contain cards with red and/or white in their color identity, but not blue, black, or green.
  • Note that the target player searches their library (which may be affected by effects such as that of Stranglehold) and that the card they find is revealed, even though these words aren't included in the ability's reminder text.
  • Once the game begins, your two commanders are tracked separately. If you cast one, you won't have to pay an additional {2} the first time you cast the other. A player loses the game after having been dealt 21 damage from one of them, not from both of them combined. Command Beacon's effect puts one into your hand from the command zone, not both.
  • The second ability represented by the "partner with [name]" keyword modifies the rules for deck construction in the Commander variant and has no function outside of that variant. If a legendary creature card with "partner with [name]" is designated as your commander, the named legendary creature card can also be designated as your commander. For more information on the Commander variant, please visit Wizards.com/Commander.
  • The triggered ability of the "partner with" keyword still triggers in a Commander game. If your other commander has somehow ended up in your library, you can find it. You can also target another player who might have that card in their library.
  • To have two commanders, both must have the partner ability (featured in the Magic: The Gathering—Commander™ (2016 Edition) set) or corresponding "partner with" abilities as the game begins. A creature with a "partner with" ability can't partner with any creature other than its designated partner. Losing a partner ability during the game doesn't cause either to cease to be your commander.
  • Prices

    Seller Price
    Cardmarket 18.46 EUR / 18.54 EUR
    Manapool / 38.09 USD 32.08 USD
    Tcgplayer / 31.16 USD 22.66 USD

    Legalities

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

    Text

    Partner with Pir, Imaginative Rascal (When this creature enters, target player may put Pir into their hand from their library, thenshuffle) Whenever you draw a card, put a +1/+1counteron Toothy. When Toothy leaves the battlefield, draw a card for each +1/+1counteron it.

    Zegana, Utopian Speaker #214s Legendary Creature — Merfolk Wizard

    Info

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

    Abilities/Keywords

    Adapt

    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 1.03 USD
    Tcgplayer 0.81 USD
    Cardmarket 1.02 EUR

    Legalities

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

    Text

    When Zegana enters, if you control another creature with a +1/+1counteron it, draw a card. : Adapt 4. (If this creature has no +1/+1 counters on it, put four +1/+1 counters on it.) Each creature you control with a +1/+1counteron it has trample.