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"Find me cards equivalent to: Broodguard Elite"

Equivalent cards to Broodguard Elite (must be green creatures, ideally with +1/+1 counter ETB and leave-the-battlefield effects):
1. Slurrk, All-Ingesting

  • ETB: Enters with five +1/+1 counters.
  • LTB: When leaves, distribute counters to any number of target creatures.

  • Reason: Matches the enter/leave counters aspect.
    2. Hangarback Walker (colorless but widely played in green decks)
  • ETB: Enters with counters.
  • LTB: On death, makes tokens equal to counters.

  • Reason: Similar enter/leave with counters, though not green.
    3. Scute Swarm
  • Mostly for color and ETB, but doesn't move counters on LTB.

No exact match for warp exists (unique mechanic), but Broodguard Elite is most similar to Slurrk, All-Ingesting among green creatures. Both are green, focus on counters, and have useful leave-the-battlefield effects.

Found Cards

4 Results

Broodguard Elite

Hangarback Walker

Scute Swarm

Slurrk, All-Ingesting

Broodguard Elite #175 Creature — Insect Knight

Info

Color:
Identifies:
Cost:
Rarity: Uncommon
Converted Cost: 2
Power/Toughness: 0/0
Types:
  • Creature
  • SubTypes:
  • Insect
  • Knight
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Warp

    Rules

  • Broodguard Elite’s second ability doesn’t cause you to move counters from Broodguard Elite onto the target creature. Rather, you put the same number of each kind of counter Broodguard Elite had when it left the battlefield onto the target creature.
  • Broodguard Elite’s second ability puts all counters that were on Broodguard Elite onto the target creature, not just its +1/+1 counters.
  • If Broodguard Elite has -1/-1 counters on it when it leaves the battlefield, that ability will include those as well. This may result in the recipient of the counters dying.
  • If enough -1/-1 counters are put on Broodguard Elite at the same time to make its toughness 0 or less, its second ability will see all of the +1/+1 counters it had when it died as well as the -1/-1 counters it had, and an equal number of each of those types of counters (plus any other applicable counters) will be put onto the target creature.
  • In some unusual cases, you may end up putting the appropriate counters on more than one permanent. For example, if you control The Ozolith (a card from the Ikoria: Lair of Behemoths set) when Broodguard Elite leaves the battlefield, you’ll put the appropriate number of each kind of counter onto both The Ozolith and the target creature.
  • Prices

    Seller Price
    Manapool / 0.15 USD 0.15 USD
    Tcgplayer 0.19 USD / 0.26 USD
    Cardkingdom / 0.49 USD 0.35 USD
    Cardmarket / 0.15 EUR 0.14 EUR

    Legalities

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

    Text

    This creature enters with X +1/+1 counters on it. When this creature leaves the battlefield, put its counters on target creature you control. Warp (You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)

    Hangarback Walker #139 Artifact Creature — Construct

    Info

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

    Rules

  • If enough -1/-1 counters are put on Hangarback Walker 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 Thopter tokens you get. For example, if there are three +1/+1 counters on Hangarback Walker and it gets four -1/-1 counters, you'll get three Thopter tokens. That's because Hangarback Walker's triggered ability checks the creature's existence just before it leaves the battlefield, and it still has all those counters on it at that point.
  • The value of each X in Hangarback Walker's mana cost must be equal. For example, if X is 2, you'll pay {4} to cast Hangarback Walker and it will enter the battlefield with two +1/+1 counters on it.
  • Prices

    Seller Price
    Cardkingdom 0.69 USD
    Manapool 0.15 USD
    Cardmarket 0.35 EUR
    Tcgplayer 0.37 USD

    Legalities

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

    Text

    This creature enters with X +1/+1 counters on it. When this creature dies, create a 1/1 colorless Thopter artifact creature token with flying for each +1/+1counteron this creature. , : Put a +1/+1counteron this creature.

    Scute Swarm #7048 Creature — Insect

    Info

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

    Abilities/Keywords

    Rules

  • If Scute Swarm leaves the battlefield before its triggered ability resolves, the token will still enter the battlefield as a copy of Scute Swarm, using Scute Swarm's copiable values from when it was last on the battlefield.
  • The token copy will have Scute Swarm's ability. It will also be able to create copies of itself.
  • The token copy won't copy counters or damage marked on Scute Swarm, nor will it copy other effects that have changed Scute Swarm's power, toughness, types, color, and so on. Normally, this means the token will simply be a Scute Swarm, but if any copy effects have affected the original Scute Swarm, the token will take those into account.
  • A landfall ability doesn't trigger if a permanent already on the battlefield becomes a land.
  • A landfall ability triggers whenever a land you control enters for any reason. It triggers whenever you play a land, as well as whenever a spell or ability puts a land onto the battlefield under your control.
  • Whenever a land you control enters, each landfall ability of the permanents you control will trigger. You can put them   on the stack in any order. The last ability you put on the stack will be the first one to resolve (As a result, you can have those abilities resolve in the order of your choosing.).
  • Prices

    Seller Price
    Cardmarket 11.83 EUR / 11.96 EUR
    Cardkingdom / 17.99 USD 18.99 USD
    Tcgplayer 14.33 USD
    Manapool 13.93 USD / 12.76 USD

    Legalities

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

    Text

    Landfall — Whenever a land you control enters, create a 1/1 green Insect creature token. If you control six or more lands, create a token that's a copy of this creature instead.

    Slurrk, All-Ingesting #86322 Legendary Creature — Ooze

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 6
    Power/Toughness: 0/0
    Types:
  • Creature
  • SubTypes:
  • Ooze
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Partner

    Rules

  • 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 (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
  • If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
  • 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 Falthis and Kediss are your commanders, your deck may contain cards with black and/or red in their color identity, but not cards with green, white, or blue.
  • 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 any one of them, not from both of them combined.
  • To have two commanders, both must have the partner ability as the game begins. Losing the ability during the game doesn't cause either to cease to be your commander.
  • You can choose two commanders with partner that are the same color or colors. In Commander Draft, you can even choose two of the same commander with partner if you drafted them. If you do this, make sure you keep the number of times you've cast each from the command zone clear for "commander tax" purposes.
  • 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

    Slurrk enters with five +1/+1 counters on it. Whenever Slurrk or another creature you control dies, if it had a +1/+1counteron it, put a +1/+1counteron each creature you control that has a +1/+1counteron it. Partner (You can have two commanders if both have partner.)