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AI 🤖 Find me cards equivalent to: Arni Slays the Troll

Equivalent cards to Arni Slays the Troll (red/green, saga, or similar effects):
1. The First Iroan Games — Green saga creating a creature and other effects.
2. The Trickster-God’s Heist — Blue/black, but has saga and fight effects.
3. Showdown of the Skalds — Red/white, saga and card advantage.
4. Domri, Anarch of Bolas — Red/green, grants fight ability (not a saga, but similar theme).


Reason: Few Gruul (red/green) sagas or cards grant creatures the ability to fight like Arni Slays the Troll, but The First Iroan Games and Domri, Anarch of Bolas are closest within color.

Results:

Arni Slays the Troll #201 Enchantment — Saga

Info

Color:
Identifies:
Cost:
Rarity: Uncommon
Converted Cost: 2
Power/Toughness: /
Types:
  • Enchantment
  • SubTypes:
  • Saga
  • Languages:
    Layout:
    Saga
    Rank:
    Saltiness:

    Abilities/Keywords

    Fight

    Rules

  • A chapter ability doesn’t trigger if a lore counter is put on a Saga that already had a number of lore counters greater than or equal to that chapter’s number. For example, the third lore counter put on a Saga causes the chapter III ability to trigger, but chapters I and II won’t trigger again.
  • As a Saga enters the battlefield, its controller puts a lore counter on it. As your precombat main phase begins (immediately after your draw step), you put another lore counter on each Saga you control. Putting a lore counter on a Saga in either of these ways doesn’t use the stack.
  • Each symbol on the left of a Saga’s text box represents a chapter ability. A chapter ability is a triggered ability that triggers when a lore counter that is put on the Saga causes the number of lore counters on the Saga to become equal to or greater than the ability’s chapter number. Chapter abilities are put onto the stack and may be responded to.
  • For the chapter I ability, if either target is an illegal target as that ability resolves, neither creature will deal or be dealt damage.
  • For the chapter III ability, use the greatest power among creatures you control as the ability resolves to determine how much life you will gain. If you control no creatures at that time, or if all creatures you control have power 0 or less, you won’t gain any life.
  • If multiple chapter abilities trigger at the same time, their controller puts them on the stack in any order. If any of them require targets, those targets are chosen as you put the abilities on the stack, before any of those abilities resolve.
  • If you choose no targets for the chapter II ability, you’ll simply add {R} as the ability resolves. However, if you do choose a target creature you control, and that creature is an illegal target as the ability resolves, the ability won’t resolve. You won’t add {R} in that case.
  • Once a chapter ability has triggered, the ability on the stack won’t be affected if the Saga gains or loses counters, or if it leaves the battlefield.
  • Once the number of lore counters on a Saga is greater than or equal to the greatest number among its chapter abilities, the Saga’s controller sacrifices it as soon as its chapter ability has left the stack, most likely by resolving or being countered. This state-based action doesn’t use the stack.
  • Removing lore counters won’t cause a previous chapter ability to trigger. If lore counters are removed from a Saga, the appropriate chapter abilities will trigger again when the Saga receives more lore counters.
  • The chapter II ability isn’t a mana ability. It uses the stack and can be responded to.
  • Prices

    Seller Price
    Tcgplayer 0.13 USD / 0.25 USD
    Cardmarket 0.14 EUR / 0.29 EUR
    Cardkingdom 0.39 USD / 0.49 USD
    Cardsphere 0.23 USD

    Legalities

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

    Text

    (As this Saga enters and after your draw step, add a lorecounterSacrificeafter III.) I — Target creature you control fights up to one target creature you don't control. II — Add . Put two +1/+1 counters on up to one target creature you control. III — You gain life equal to the greatest power among creatures you control.

    Domri, Anarch of Bolas #521 Legendary Planeswalker — Domri

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Planeswalker
  • SubTypes:
  • Domri
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Fight

    Rules

  • A spell or ability that counters spells can still target a creature spell you control after Domri's first loyalty ability has resolved. When that spell or ability resolves, the creature spell won't be countered, but any additional effects of that spell or ability will still happen.
  • After Domri's first loyalty ability has resolved, no creature spells you cast can be countered during that turn, not just the one you spend the mana on.
  • Because it's a loyalty ability, Domri's first loyalty ability isn't a mana ability. It can be activated only any time you could cast a sorcery. It uses the stack and can be responded to.
  • If Domri leaves the battlefield before his last ability resolves, most likely because he only had 2 loyalty when you activated the ability, the creature won't have +1/+0 from Domri's static ability while it fights.
  • If either target is an illegal target as Domri's last ability resolves, no creature will deal or be dealt damage.
  • Prices

    Seller Price
    Tcgplayer 1.34 USD
    Cardmarket 2.12 EUR
    Cardkingdom 1.99 USD

    Legalities

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

    Text

    Creatures you control get +1/+0.
    +1 Add or . Creature spells you cast this turn can't be countered.
    −2 Target creature you control fights target creature you don't control.

    Showdown of the Skalds #229s Enchantment — Saga

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 4
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
  • Saga
  • Languages:
    Layout:
    Saga
    Rank:

    Rules

  • A chapter ability doesn’t trigger if a lore counter is put on a Saga that already had a number of lore counters greater than or equal to that chapter’s number. For example, the third lore counter put on a Saga causes the chapter III ability to trigger, but chapters I and II won’t trigger again.
  • Any cards you don’t play by the end of your next turn will remain exiled.
  • As a Saga enters the battlefield, its controller puts a lore counter on it. As your precombat main phase begins (immediately after your draw step), you put another lore counter on each Saga you control. Putting a lore counter on a Saga in either of these ways doesn’t use the stack.
  • Each symbol on the left of a Saga’s text box represents a chapter ability. A chapter ability is a triggered ability that triggers when a lore counter that is put on the Saga causes the number of lore counters on the Saga to become equal to or greater than the ability’s chapter number. Chapter abilities are put onto the stack and may be responded to.
  • If multiple chapter abilities trigger at the same time, their controller puts them on the stack in any order. If any of them require targets, those targets are chosen as you put the abilities on the stack, before any of those abilities resolve.
  • Once a chapter ability has triggered, the ability on the stack won’t be affected if the Saga gains or loses counters, or if it leaves the battlefield.
  • Once the number of lore counters on a Saga is greater than or equal to the greatest number among its chapter abilities, the Saga’s controller sacrifices it as soon as its chapter ability has left the stack, most likely by resolving or being countered. This state-based action doesn’t use the stack.
  • Playing a card this way follows the normal rules for playing the card. You must pay its costs, and you must follow all applicable timing rules. For example, if one of the cards is a sorcery card, you can cast it only during your main phase while the stack is empty.
  • Removing lore counters won’t cause a previous chapter ability to trigger. If lore counters are removed from a Saga, the appropriate chapter abilities will trigger again when the Saga receives more lore counters.
  • The cards you exile because of the chapter I ability are exiled face up.
  • Under normal circumstances, you can play a land from among the exiled cards only if you haven’t played a land yet that turn.
  • Prices

    Seller Price
    Tcgplayer 2.04 USD
    Cardmarket 1.64 EUR / 4.63 EUR
    Cardkingdom 3.49 USD

    Legalities

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

    Text

    (As this Saga enters and after your draw step, add a lorecounterSacrificeafter III.) I — Exile the top four cards of your library. Until the end of your next turn, you may play those cards. II, III — Whenever you cast a spell this turn, put a +1/+1counteron target creature you control.

    The First Iroan Games #170 Enchantment — Saga

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
  • Saga
  • Languages:
    Layout:
    Saga
    Rank:
    Saltiness:
    Tokens:

    Rules

  • A Gold token is a colorless Gold artifact token with "Sacrifice this artifact: Add one mana of any color."
  • A chapter ability doesn't trigger if a lore counter is put on a Saga that already had a number of lore counters greater than or equal to that chapter's number. For example, the third lore counter put on a Saga causes the III chapter ability to trigger, but I and II won't trigger again.
  • As a Saga enters the battlefield, its controller puts a lore counter on it. As your precombat main phase begins (immediately after your draw step), you put another lore counter on each Saga you control. Putting a lore counter on a Saga in either of these ways doesn't use the stack.
  • Each symbol on the left of a Saga's text box represents a chapter ability. A chapter ability is a triggered ability that triggers when a lore counter that is put on the Saga causes the number of lore counters on the Saga to become equal to or greater than the ability's chapter number. Chapter abilities are put onto the stack and may be responded to.
  • If multiple chapter abilities trigger at the same time, their controller puts them on the stack in any order. If any of them require targets, those targets are chosen as you put the abilities on the stack, before any of those abilities resolve.
  • Once a chapter ability has triggered, the ability on the stack won't be affected if the Saga gains or loses counters, or if it leaves the battlefield.
  • Once the number of lore counters on a Saga is greater than or equal to the greatest number among its chapter abilities, the Saga's controller sacrifices it as soon as its chapter ability has left the stack, most likely by resolving or being countered. This state-based action doesn't use the stack.
  • Removing lore counters won't cause a previous chapter ability to trigger. If lore counters are removed from a Saga, the appropriate chapter abilities will trigger again when the Saga receives lore counters.
  • Prices

    Seller Price
    Tcgplayer 0.41 USD / 0.51 USD
    Cardmarket 0.38 EUR / 0.78 EUR
    Cardkingdom 0.99 USD
    Cardsphere 0.46 USD

    Legalities

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

    Text

    (As this Saga enters and after your draw step, add a lorecounterSacrificeafter IV.) I — Create a 1/1 white Human Soldier creature token. II — Put three +1/+1 counters on target creature you control. III — If you control a creature with power 4 or greater, draw two cards. IV — Create a Gold token. (It's an artifact with "Sacrifice this token: Add one mana of any color.")

    Arni Slays the Troll Enchantment — Saga Saga - ~$0.27

    Domri, Anarch of Bolas Legendary Planeswalker — Domri Normal - ~$1.82

    Showdown of the Skalds Enchantment — Saga Saga - ~$2.95

    The First Iroan Games Enchantment — Saga Saga - ~$0.59

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