cache exists in db Search - ManaHive
Helper

MANAHIVE

🤖 ManaHive AI

"Find me cards equivalent to: Bebop, Warthog Warrior"

Equivalent cards to Bebop, Warthog Warrior in black (B) with similar mechanics (menace, tribal support, landcycling):
1. Glint-Sleeve Siphoner — Menace, Black, but no tribal or landcycling.
2. Noxious Ghoul — Tribal (Zombie) synergy in Black, but no menace or landcycling.
3. Gravebreaker Lamia — Black creature, Swampcycling is similar to “Swampwalk” mechanics in some cards, but this has tutoring instead.
4. Twilight Prophet — Black, Menace, but offers card advantage rather than land search or tribal benefit.
5. Scourge of Nel Toth — Black, tribal synergy (Zombie), flying, but no menace or landcycling.
6. Bebop, Warthog Warrior — The original!

No exact match exists in Black combining menace, tribal ability, and Swampcycling. Closest options provide partial overlap—use multiple cards for full effect.

Found Cards

6 Results

Bebop, Warthog Warrior

Glint-Sleeve Siphoner

Gravebreaker Lamia

Noxious Ghoul

Scourge of Nel Toth

Twilight Prophet

Bebop, Warthog Warrior #59 Legendary Creature — Boar Mutant Warrior

Info

Color:
Identifies:
Cost:
Rarity: Common
Converted Cost: 5
Power/Toughness: 5/4
Types:
  • Creature
  • SubTypes:
  • Boar
  • Mutant
  • Warrior
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Cycling Menace

    Rules

  • No entries
  • Prices

    Seller Price
    Manapool / 0.15 USD 0.15 USD
    Cardmarket / 0.13 EUR 0.07 EUR
    Tcgplayer 0.11 USD / 0.2 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

    Menace (This creature can't be blocked except by two or more creatures.) Rhinos you control have menace. Swampcycling (,Discardthis card: Search your library for a Swamp card, reveal it, put it into your hand, thenshuffle)

    Glint-Sleeve Siphoner #62 Creature — Human Rogue

    Info

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

    Abilities/Keywords

    Menace

    Rules

  • The first triggered ability triggers both when Glint-Sleeve Siphoner enters the battlefield and whenever it attacks. You don't have to choose only one.
  • Energy counters are a kind of counter that a player may have. They're not associated with any specific permanents.
  • Energy counters aren't mana. They don't go away as steps, phases, and turns end, and effects that add mana "of any type" can't give you energy counters.
  • If a spell or ability with one or more targets states that you "may pay" some amount of {E}, and each permanent that it targets has become an illegal target, the spell or ability won't resolve. You can't pay any {E} even if you want to.
  • If an effect says you get one or more {E}, you get that many energy counters. To pay one or more {E}, you lose that many energy counters. You can't pay more energy counters than you have. Any effects that interact with counters a player gets, has, or loses can interact with energy counters.
  • Keep track of how many energy counters each player has. Potential ways to track this include writing theme down on paper or using dice, but any method that is clear and mutually agreeable is fine. (At higher levels of tournament play, dice may not be allowed for tracking counters that players have.)
  • Some spells and abilities that give you {E} may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't get any {E}.
  • Some triggered abilities state that you "may pay" a certain amount of {E}. You can't pay that amount multiple times to multiply the effect. You simply choose whether or not to pay that amount of {E} as the ability resolves.
  • Some triggered abilities that state that you "may pay" a certain amount of {E} describe an effect that happens "If you do." In that case, no player may take actions to try to stop the ability's effect after you make your choice. If the payment is followed by the phrase "When you do," then you'll choose any targets for that reflexive triggered ability and put it on the stack before players can take actions.
  • {E} is the energy symbol. It represents one energy counter.
  • Prices

    Seller Price
    Tcgplayer / 1.35 USD 0.29 USD
    Cardkingdom / 0.79 USD 0.49 USD
    Cardmarket / 0.73 EUR 0.2 EUR
    Manapool 0.15 USD / 0.46 USD

    Legalities

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

    Text

    Menace Whenever this creature enters or attacks, you get (an energy counter). At the beginning of your upkeep, you may pay . If you do, you draw a card and you lose 1 life.

    Gravebreaker Lamia #1643★ Enchantment Creature — Snake Lamia

    Info

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

    Abilities/Keywords

    Lifelink

    Rules

  • Gravebreaker Lamia’s last ability doesn’t give you permission to cast cards from your graveyard. You need something else allowing you to do so, such as the escape keyword ability.
  • Prices

    Seller Price
    Manapool 3.75 USD
    Tcgplayer 3.67 USD

    Legalities

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

    Text

    Lifelink When this creature enters, search your library for a card, put it into your graveyard, thenshuffle Spells you cast from your graveyard cost less to cast.

    Noxious Ghoul #77 Creature — Zombie

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 5
    Power/Toughness: 3/3
    Types:
  • Creature
  • SubTypes:
  • Zombie
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • No entries
  • Prices

    Seller Price
    Cardkingdom / 22.99 USD 2.99 USD
    Manapool 1.35 USD / 11.98 USD
    Tcgplayer / 23.05 USD 4.13 USD
    Cardmarket 1.78 EUR / 13.35 EUR

    Legalities

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

    Text

    Whenever this creature or another Zombie enters, all non-Zombie creatures get -1/-1 until end of turn.

    Scourge of Nel Toth #104 Creature — Zombie Dragon

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 7
    Power/Toughness: 6/6
    Types:
  • Creature
  • SubTypes:
  • Zombie
  • Dragon
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Flying

    Rules

  • As soon as you start to cast Scourge of Nel Toth from your graveyard, it moves to the stack. At that point, it’s too late for an opponent to prevent you from casting it by removing it from your graveyard. It’s also too late for players to try to destroy the creatures you sacrifice to pay for the spell.
  • Casting Scourge of Nel Toth from your graveyard by paying the alternative cost doesn’t change when you can cast it. You can cast it only at the normal time you could cast a creature spell.
  • If you cast Scourge of Nel Toth from your graveyard, it is a spell and can be countered.
  • Prices

    Seller Price
    Tcgplayer 0.3 USD
    Cardmarket 0.56 EUR
    Manapool 0.17 USD
    Cardkingdom 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

    Flying You may cast this creature from your graveyard by paying and sacrificing two creatures rather than paying its mana cost.

    Twilight Prophet #1304 Creature — Vampire Cleric

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 4
    Power/Toughness: 2/4
    Types:
  • Creature
  • SubTypes:
  • Vampire
  • Cleric
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Ascend Flying

    Rules

  • A permanent is any object on the battlefield, including tokens and lands. Spells and emblems aren't permanents.
  • Ascend on a permanent isn't a triggered ability and doesn't use the stack. Players can respond to a spell that will give you your tenth permanent, but they can't respond to getting the city's blessing once you control that tenth permanent. This means that if your tenth permanent is a land you play, players can't respond before you get the city's blessing.
  • If the mana cost of the revealed card includes {X}, X is considered to be 0.
  • If the revealed card doesn't have a mana cost (because it's a land card, for example), its mana value is 0.
  • If you cast a spell with ascend, you don't get the city's blessing until it resolves. Players may respond to that spell by trying to change whether you get the city's blessing.
  • If you control ten permanents but don't control a permanent or resolving spell with ascend, you don't get the city's blessing. For example, if you control ten permanents, lose control of one, then cast Golden Demise, you won't have the city's blessing and the spell will affect creatures you control.
  • If your tenth permanent enters the battlefield and then a permanent leaves the battlefield immediately afterwards (most likely due to the "Legend Rule" or due to being a creature with 0 toughness), you get the city's blessing before it leaves the battlefield.
  • In a Two-Headed Giant game, Twilight Prophet's last ability causes the opposing team to lose twice X life and you gain X life.
  • Once you have the city's blessing, you have it for the rest of the game, even if you lose control of some or all of your permanents. The city's blessing isn't a permanent itself and can't be removed by any effect.
  • Some cards have triggered abilities with an intervening "if" clause that checks whether you have the city's blessing. These are worded "[Trigger condition], if you have the city's blessing, [effect]." You must already have the city's blessing in order for these abilities to trigger; otherwise they do nothing. In other words, there's no way to have the ability trigger if you don't have the city's blessing, even if you intend to get it in response to the triggered ability.
  • The mana value of a split card, such as cards with aftermath from the Amonkhet block, is based on the combined mana cost of its two halves.
  • Prices

    Seller Price
    Manapool / 3.64 USD 6.82 USD
    Cardkingdom 3.99 USD / 7.49 USD
    Tcgplayer 6.45 USD / 8.31 USD
    Cardmarket / 5.45 EUR 4.06 EUR

    Legalities

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

    Text

    Flying Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) At the beginning of your upkeep, if you have the city's blessing, reveal the top card of your library and put it into your hand. Each opponent loses X life and you gain X life, where X is that card's mana value.