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"Find me cards equivalent to: Wormfang Drake"

Cards similar to Wormfang Drake (blue, creature, exile something when it enters, return when it leaves):
1. Wormfang Newt – Same exile-on-enter, return-on-leave mechanic.
2. Wormfang Crab – Same mechanic, different stats, still blue.
3. Wormfang Manta – Exiles your turn instead, but similar “exile and return” template.
4. Vesuvan Shapeshifter (sort of) – Can copy Wormfang Drake and copy its ability, though not naturally the same effect.
5. Yorion, Sky Nomad – Flickers creatures (ETB exile and return)—not identical, but abuses similar interaction.


Reason:
Very few cards exactly match; the Wormfang cycle (Drake, Newt, Crab) are most similar and share blue color and exile/return mechanic.

Found Cards

6 Results

Vesuvan Shapeshifter

Wormfang Crab

Wormfang Drake

Wormfang Manta

Wormfang Newt

Yorion, Sky Nomad

Vesuvan Shapeshifter #97 Creature — Shapeshifter

Info

Color:
Identifies:
Cost:
Rarity: Rare
Converted Cost: 5
Power/Toughness: 0/0
Types:
  • Creature
  • SubTypes:
  • Shapeshifter
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Morph

    Rules

  • Any enters-the-battlefield abilities of the copied creature will trigger if Vesuvan Shapeshifter is entering the battlefield. Any "As [this creature] enters the battlefield" or "[This creature] enters the battlefield with" abilities of the copied creature will also work. If a Vesuvan Shapeshifter becomes a copy of a creature after it's already on the battlefield, these abilities won't apply as Vesuvan Shapeshifter becomes a copy since it's not entering the battlefield; instead, any "As [this creature] is turned face up" or "When [this creature] is turned face up" abilities will apply.
  • If a copied creature has {X} in its mana cost, X is 0.
  • If a copied creature is a token that isn't a copy of something else, Vesuvan Shapeshifter copies the original characteristics of that token as stated by the effect that created it. Vesuvan Shapeshifter isn't a token in this case.
  • If a copied creature is copying something else, Vesuvan Shapeshifter uses the copiable values of that creature. In most cases, Vesuvan Shapeshifter will copy whatever that creature is copying.
  • If something copies Vesuvan Shapeshifter, the new copy will also have the triggered ability to turn it face down. However, once face-down, it won't have Vesuvan Shapeshifter's morph ability, so it can't be turned face up unless whatever it's copying also has a morph ability.
  • Vesuvan Shapeshifter copies exactly what is printed on the creature it's copying and nothing else (unless it's copying a creature that's copying something else or that's a token; see below). It doesn't copy whether a creature is tapped or untapped, whether it has any counters on it or Auras and/or Equipment attached to it, or any non-copy effects that changed its power, toughness, types, color, and so on. Most notably, if it copies a creature that's not normally a creature, it won't be a creature.
  • Prices

    Seller Price
    Cardkingdom / 0.99 USD 0.49 USD
    Tcgplayer / 0.62 USD 0.37 USD
    Manapool 0.15 USD / 0.52 USD
    Cardmarket / 0.44 EUR 0.16 EUR

    Legalities

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

    Text

    As this creature enters or is turned face up, you may choose another creature on the battlefield. If you do, until this creature is turned face down, it becomes a copy of that creature, except it has "At the beginning of your upkeep, you may turn this creature face down." Morph

    Wormfang Crab #56 Creature — Nightmare Crab

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 4
    Power/Toughness: 3/6
    Types:
  • Creature
  • SubTypes:
  • Nightmare
  • Crab
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • No entries
  • Prices

    Seller Price
    Cardkingdom 0.35 USD / 0.99 USD
    Tcgplayer / 0.97 USD 0.28 USD
    Manapool 0.15 USD / 0.87 USD
    Cardmarket / 1.07 EUR 0.12 EUR

    Legalities

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

    Text

    This creature can't be blocked. When this creature enters, an opponent chooses a permanent you control other than this creature and exiles it. When this creature leaves the battlefield, return the exiled card to the battlefield under its owner's control.

    Wormfang Drake #57 Creature — Nightmare Drake

    Info

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

    Abilities/Keywords

    Flying

    Rules

  • If Wormfang Drake leaves the battlefield before its enters-the-battlefield ability resolves, the “leaves-the-battlefield” ability will trigger and resolve first. It won’t return anything. Then the enters-the-battlefield ability will resolve. If you exile a creature you control, it will be exiled indefinitely. Wormfang Drake won’t return it.
  • If you don’t control any other creatures as the enters-the-battlefield ability resolves, you must sacrifice Wormfang Drake.
  • You choose which creature you control to exile (if any) as the enters-the-battlefield ability resolves. Once you make that choice, no player may take actions until the chosen creature is exiled or Wormfang Drake is sacrificed and the ability has finished resolving.
  • Prices

    Seller Price
    Manapool / 1.08 USD 0.15 USD
    Cardkingdom / 3.49 USD 0.35 USD
    Cardmarket 0.11 EUR / 1.36 EUR
    Tcgplayer 0.2 USD / 3.23 USD

    Legalities

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

    Text

    Flying When this creature enters,sacrificeit unless you exile a creature you control other than this creature. When this creature leaves the battlefield, return the exiled card to the battlefield under its owner's control.

    Wormfang Manta #58 Creature — Nightmare Fish Beast

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 7
    Power/Toughness: 6/1
    Types:
  • Creature
  • SubTypes:
  • Nightmare
  • Fish
  • Beast
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flying

    Rules

  • No entries
  • Prices

    Seller Price
    Cardkingdom 0.99 USD / 7.99 USD
    Manapool / 11.04 USD 0.36 USD
    Tcgplayer / 17.33 USD 0.48 USD
    Cardmarket 0.44 EUR / 5.72 EUR

    Legalities

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

    Text

    Flying When this creature enters, you skip your next turn. When this creature leaves the battlefield, you take an extra turn after this one.

    Wormfang Newt #59 Creature — Nightmare Salamander Beast

    Info

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

    Rules

  • No entries
  • Prices

    Seller Price
    Cardmarket 0.11 EUR / 0.72 EUR
    Cardkingdom / 0.79 USD 0.35 USD
    Manapool / 0.26 USD 0.15 USD
    Tcgplayer / 1.13 USD 0.16 USD

    Legalities

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

    Text

    When this creature enters, exile a land you control. When this creature leaves the battlefield, return the exiled card to the battlefield under its owner's control.

    Yorion, Sky Nomad #232p Legendary Creature — Bird Serpent

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 5
    Power/Toughness: 4/5
    Types:
  • Creature
  • SubTypes:
  • Bird
  • Serpent
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Companion Flying

    Rules

  • Auras attached to the exiled permanents will be put into their owners' graveyards. Equipment attached to the exiled permanents will become unattached and remain on the battlefield. Any counters on the exiled permanents will cease to exist. Once the exiled permanents return, they're considered new objects with no relation to the objects that they were.
  • Before shuffling your deck to become your library, you may reveal one card from outside the game to be your companion if your starting deck meets the requirements of the companion ability. You can't reveal more than one. It remains revealed outside the game as the game begins.
  • If a token is exiled this way, it will cease to exist and won't return to the battlefield.
  • If more than one player wishes to reveal a companion, the starting player does so first, and players proceed in turn order. Once a player has chosen not to reveal a companion, that player can't change their mind.
  • If you reveal a companion outside the game, for as long as it remains there, you may pay {3} any time you could cast a sorcery (that is, you have priority during your main phase and the stack is empty). Once you do, you put it into your hand and behaves like any other card you've brought into the game. For example, if it's discard, countered, or destroyed, it's put into your graveyard, remaining in the game. This is a change from previous rules.
  • Paying {3} to put your companion into your hand is a special action. It doesn't use the stack and players can't respond to it. Once you take this action, you may cast that card if it's legal to do so before any other player can take actions.
  • The companion ability has no effect if the card is in your starting deck and creates no restriction on putting a card with a companion ability into your starting deck. For example, Zirda may be in your starting deck even if your other permanent cards don't all have activated abilities.
  • The companion's other abilities apply only if the creature is on the battlefield. They have no effect while the companion is outside the game.
  • The requirements of the companion ability apply only to your starting deck. They do not apply to your sideboard.
  • You can't exile permanents you control but don't own, or permanents that you own but don't control.
  • You choose which permanents to exile as Yorion's triggered ability resolves. No player may take action between the time you choose the permanents and the time they're exiled.
  • You may have one companion in the Commander variant. Your deck, including your commander, must meet its companion requirement. Your companion is not one of your one hundred cards.
  • Your companion begins the game outside the game. In tournament play, this means your sideboard. In casual play, it's simply a card you own that's not in your starting deck.
  • Your minimum deck size is forty cards for Limited events (such as Booster Draft and Sealed Deck) and sixty cards for Constructed events (such as Standard or casual freeform play). Certain variants may have other minimums. The Commander variant requires exactly one hundred cards, so Yorion can never be your chosen companion in a Commander game.
  • If you reveal a companion outside the game, for as long as it remains there, you may pay {3} any time you could cast a sorcery (that is, you have priority during your main phase and the stack is empty). Once you do, you put it into your hand and behaves like any other card you've brought into the game. For example, if it's discarded, countered, or destroyed, it's put into your graveyard, remaining in the game. This is a change from previous rules.
  • Once you put your companion into your hand, it behaves like any other card you’ve brought into the game. For example, if it’s countered or destroyed, it’s put into your graveyard, remaining in the game.
  • Paying {3} to put your companion into your hand is a special action. It doesn't use the stack and players can't respond to it. Once you take this action, you may cast that card if it's legal to do so before any other player can take actions.
  • Wizards of the Coast has issued functional errata for the Companion mechanic. Instead of casting companions from outside the game: Once per game, any time you could cast a sorcery (during your main phase when the stack is empty), you can pay {3} to put your companion from your sideboard into your hand. This is a special action, not an activated ability. It happens immediately and can’t be responded to. It can’t be countered or stopped by cards like Phyrexian Revoker. For more information please see https://magic.wizards.com/en/articles/archive/news/june-1-2020-banned-and-restricted-announcement
  • Prices

    Seller Price
    Cardkingdom / 4.49 USD 3.99 USD
    Cardmarket 1.34 EUR / 1.05 EUR
    Tcgplayer / 1.89 USD 1.85 USD
    Manapool 4.84 USD / 1.59 USD

    Legalities

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

    Text

    Companion — Your starting deck contains at least twenty cards more than the minimum deck size. (If this card is your chosen companion, you may put it into your hand from outside the game for as a sorcery.) Flying When Yorion enters, exile any number of other nonland permanents you own and control. Return those cards to the battlefield at the beginning of the next end step.